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Sieg Artillery Build for PVE (Retired @ 60 Cap, Final Update with 70 Cap Preview)

Mar 12, 2013 2:06 pm
Hi Everyone

Writing this guide at the suggestion of some people, though I was more motivated by the debate on the use of technique vs FD accessories ^^

I hope to encourage more people, especially fellow Artillery, to try for DDN. Will be more than welcome to share my DDN experience. For Scorpion at least, Artillery really has little pressure, and the gear requirements aren't as high as people think.

Please take note that I advocate the use of technique accessories for Artillery, over any FD accessories (Honorable or Great Ancestor both). For the reasoning, do refer to the accessories section. The 4 technique accessories I recommend are:

1. Aerial Chain Shot +1 Necklace (799 INT / 608 VIT)
2. Swift Shot +1 Earring (599 INT / 497 VIT)
3. Bulls Eye +1 Ring (411 MDMG, 110 VIT)
4. Magical Breeze + 1 Ring or Crossbow/Longbow Mastery +1 Ring (411 MDMG, 110 VIT)

Mainly decided to do this due to the huge number of artillery I see using honorable accessories. Before deciding that I am flaming people for their gear choices, do let me clarify that I am looking towards building an artillery from an optimal point of view (the effective ability to do most content group and solo), people are welcome to use whatever gear they want.

Skill Build

The basic skill build:

Artillery's 4 main DPS skills (in order of DPS Ranking) - Swift Shot EX, Aerial Chain Shot, Extension Arrow EX, and Rapid Shot EX are maxed in the most generic of builds. This build focuses only on these, as well as maxing the buffs to support them. See the below for a rough idea of how much each skill does - I did badly with ACS, but just use the rough damage x 24 hits, which is what you will get when you use it close to bosses.


This skill build is the most recommended for most artillery, especially if one has no idea why and how to use Arrow Shower. Is Arrow Shower worth taking? The damage is mad awesome -


The conditions for releasing it, the long cd, and the way damage is calculated under Magical Breeze makes this skill not worth taking in general. It will never be a main DPS skill, and you will be squeezing SP to get it out. It's use in DDN is pretty limited as well. As the skill most often sacrificed to up Arrow Shower is Spirit Excellation, how much base INT you have can be a pretty big determining factor. (If you have over 4000 INT, dump Arrow Shower) Arrow Shower's damage under Magical Breeze is decided by the different between physical dmg and magical dmg, the larger the difference the better. This also makes your gear and pot choices very limiting (No PDMG or AGI).

Can Arrow Shower be worth the reward? Yes. Are there specific uses for it? Yes. The one I am most concerned with is the potential to solo Prof K Hell Mode. In Stage 2, there will be a point where you have to break 2 barriers erected by the Calamari. Arrow Shower is the best solution for Artillery to clear both barriers.

Example of an Arrow Shower Build:

There are 3 other considerations when making an Artillery's skill build -

1. Solo scenarios where DPS alone is or might not be enough - at the level 60 cap, this basically refers to Stage 3 Typhoon Hell. The 180s is incredibly hard to achieve without ankle shot (solo) - not impossible, but made much easier with it.

2. Using honorable accessories instead of technique - This isn't recommended, and I will go over why later. Falls behind in DPS so much that I am not making the effort to envision such a skill build.

3. The imminent arrival of Guided Shot EX, and the preference for letting ACS be used for movement instead of DPS. Make no mistake, ACS is the second highest DPS skill of artillery, your damage will most likely be lowered. In return, this allows for a much safer environment to DPS in. If you find yourself using guided more than ACS, maxing guided and lowering ACS can be considered.
ACS vs Tracking / Guided Calculations

Gear Recommendations

Yes, the gear is supposed to be higher end. One reason is that DPS characters get kicked often for having sub-par gear. The other reason is for DDN considerations. Remember to adjust according to your own budget / goals. I will make the preferred recommendations, then focus on the minimum later

Cookie Cutter 1
4 pieces Honorable Armor (Helm, Bottom, Sleeves, Shoes)
1 high enhanced non-set (+12? ^^) Torso Armor
2 high enhanced non-set 60A weapons (+12, anything below stick to other choices)

Considering you can get +12 weapons cheaper than +10 honorable weapons for better results, it is worth the cost. If you can afford to build some FD, then bloody weapons +10 will outdo +12 non- set weapons. This gear is meant to be the most cost-effective setup possible. 4 pieces of honorable for 276 FD, 1 high enhanced torso armor for the best return on HP. From a practical perspective, you can leave sleeves and shoes at +6 really, the growth from enhancing them is too low to be worth the effort - channel all of that $$ for getting a highly enhanced non-set torso armor. To not get kicked by trigger happy chinese though, I would suggest minimum +8 head, sleeves, shoes, +10 torso, bottom.

Cookie Cutter 2
5 pieces Honorable Armor
2 Bloody (Arena) Weapons +10

In the freedom server, there is a very common trend of asking for minimal +10 weapons (chinese parties), so as a guideline, do attempt to obtain these if you don't want to get kicked ^^. This is a more offense oriented setup - the 5th set effect bonus for honorable is critical, which artillery lacks in general. The bloody weapons help to build FD. This is also the most common setup people use. Costs way more though. Same recommended minimum, +8 head, sleeves, shoes, +10 torso, bottom.

FD Build
5 pieces Great Ancestor Armor
2 Bloody (Arena) Weapons +X

Well, pretty much common sense. If you end up building like this, you should hopefully know what you are doing... This is actually not very recommended by me. Ironic I know, since I am using the FD build myself. The reason to not use GA weapons is simple - the 27 FD doesn't really cover much, and you got to enhance it yourself most of the time. Bloody weapons are much easier to get +10.

The Minimum - Gearing efficiently (cheaper over time Gear Progession)

Recommended Weapon Combinations (Order of Preference)

1. 2x Bloody (Arena) Weapons - the FD boost is pretty useful, and with the ease of stacking FD at 60 cap, should be the prime consideration

2. 2x High Enhanced Weapons - The boost from highly enhanced weapons (+12) beats the boost from Honorable Weapons, most of which are maximum +10 on the market.

3. Honorable Weapons - the set bonus is always good. The fact that most sold are +10 and below hurts it bad though. +12 non set weapons > +10 set weapons

4. 50L Weapons - High vit boost, high board damage. The lack of FD and suffix really hurts it bad though. It does solve the critical problem for artillery, due to the raw agi gains from enhancement levels. Not recommended at all for Arrow Shower builds. Highly recommended for DDN, especially for fixed teams, not as recommended for wild parties.

As a DPS, we cannot afford to skimp on weapons. Recommendations 1-3 are in order of effectiveness. With 50L, you need luck, gold, and if you get that far, you should know what you are doing.

Armor Suffix

Head - INT
Torso - INT
Bottom - INT
Sleeves - WILL / LIFE-GIVING (Will by far more preferred for me)
Shoes - INT

Why not vit suffix for top and bottom? Artillery as a dps character has to strike a balance between damage and survivability. If you are going for a full vit build, then playing a DPS character has no real meaning. It is much easier to swap accessories and sources than changing suffixes. If you are too focused on survival, it is a disservice to the party. Remember, an artillery has the freedom to select the range she attacks from, as well as all kinds of position changing moves. We are not supposed to tank damage. Of course, we need an allowance for mistakes, but setting that allowance too high has no meaning at all.

The will suffix is a no brainer. Here's one scenario - If it activates, you can walk out of poison wall (DDN Scorpion) in the event of a mistake. Useful in plenty of other scenarios. Life-giving is an alternative, with the main use being keeping you alive at 1hp if it activates when you were going to die. Useful, but not as game changing as will in my opinion.

Weapons Suffix
1. Magic + Tent (Highest damage potential when it matters, option 2 preferred if someone else already has tent in party)

2. Magic + Magic (Highest board damage)

3. Int + Int (Lower damage for more mdef, mp, good team suffix if playing often with elemental classes using L weapons)

4. Life Giving + Life Giving/Tent (Solo suffixes, I personally use Life-Giving + Tent. A second Life-Giving gives much more room to make mistakes, but tent really makes a difference at the more important content. )

Longbow vs Crossbow

Crossbow is the better weapon for artillery.

Longbow: Higher crit, slightly longer range, much lower minimum mdmg, usually slightly higher maximum mdmg
Crossbow: Lower crit, slightly shorter range, much higher minimum damage, usually slightly lesser maximum mdmg

Before you point out longbows have a higher maximum, that isn't always true. A 50L +13 crossbow and longbow have the same maximum damage. The average mdmg for crossbow is much higher. Crit is a concern for artillery, but it is way easier to push crit than damage. Critical also has a hard cap that is more easily reached. The range doesn't matter for artillery - we are an all range class that does way more damage close range, where we would ideally be if it was safe. I am using a longbow because I +11 it myself.

This is the biggest point of contention that people have. I really wanted to do the stats out myself, but fortunately or unfortunately, someone on duowan already did it. Please refer to http://dn.duowan.com/1303/227111654837_4.html

For those who do not understand chinese, let me translate part of and summarize the Article:

Great Ancestor = GA*

1. 2GA + 2 techniques (Bulls Eye + ACS / Swift Shot EX) vs 4 techniques

Around 800 FD, 2 GA + 2 techniques have around the same impact on total dps output (calculated from the impact of the skill accessories on dps output of your 4 main dps skills, expressed as a %) Above 1000 FD, it is worthwhile to change to a 2GA + 2 technique setup

2. 4GA vs 2GA + 2 techniques

Above 1000 FD, 4GA will outdps 2GA + 2 techniques. However, this does not take into account the effect of Bulls Eye for the party - decide for yourself which is better.

3. 4GA vs 4 techniques

Above 800 FD, 4GA will outdps 4 techniques. However, this does not take into account the effect of Bulls Eye for the party - decide for yourself which is better.

4. 4 Honorable vs 4 techniques

Unless you do not use ACS or Swift Shot, 4 techniques blow 4 honorables out of the water.

Chart References
2GA + 2 techniques vs 4 techniques (Page 2 of article)

4GA vs 2GA + 2 techniques (Page 3 of article, first chart)
4GA vs 4 techniques (Page 3 of article, second chart)
4 Honorable vs 4 techniques (Page 4 of article)

Now, you may be asking, if at certain FD values, 4 GA accessories or 2 GA + 2 technique would do better, then why is Sieg recommending 4 technique? (Aerial Chain Shot, Swift Shot EX, Bulls Eye, Magical Breeze/Longbow or Crossbow Mastery)

The main reason is that the calculation done on duowan excludes the accessories' stats, as well as relative cost. Also, 4GA accessories doing better is excluding the effect Bulls Eye has for the party, especially in raids. He is only counting personal dps output. Anyone who has ever checked AH for accessories will notice how incredibly rare int based GA accessories are. They are mostly strength. Also, do take note of the cost of strength GA accessories, one of them is around the price of 2 50A 3rd stat fd plates on our server. Using 2 GA gives you 136 FD, using 2 50A plates gives you 170 FD. Assuming the ratio holds roughly, you could have 340 FD for the same price, depending on market availability etc. And those are for strength based GA accessories. Imagine how much an int accessory will cost.

Let's take a look at stats as well. With technique accessories, you can choose between a 799 int or 608 vit neck, and 599 int or 497 vit earrings. Do take note that in cdn at least, if you swap between different techniques or technique/non technique, there is a high chance for the skill to be DISABLED. Buffs won't work, damage skills deal 0 damage. Technique accessories provide an easy way for an artillery to balance between damage and survivability, start with vit and change to int as you feel comforable. You do not have this freedom with nest accessories.

Also, while the 8% benchmark for ACS + Swift Shot technique's contribution to overall dps might be more or less correct, do remember that Swift Shot is definitely the top tier DPS skill in artillery's arsenal. Under TA, this skill does millions of damage every 2 seconds. The swift shot growth is approximately 11% after using the skill earring (ACS is 17.5%). Considering the use of spirit boost and TA, the damage potential of technique accessories actually rises. (The contribution to total dps becomes distorted since your rate of using the top DPS skill rises. Assuming you use all 4 skills whenever you can, Swift Shot EX's damage / (4 main DPS skills) = 42%, without even considering TA)

As you can see from the chart, honorable is the worst performer. Assuming you need just honorable accessories to max FD, the overall damage growth is lower than 8%! (Using the same method to compute overall contribution to dps) That is the highest leap in damage honorable can achieve, and without even counting bulls eye party application, it cannot even catch up to using just 4 technique accessories. It will only do better if you seal your 2 highest dps skills - Swift Shot and ACS. You cannot adjust your stats with it as well. In other words, honorable is the worst end game accessory choice you can have on an artillery. You lose out on survivability, overall dps, and party support in order to report higher mdmg and fd values. Yes, it sounds cool on paper. But we are talking about dps here, for a dps character. The numbers speak for themselves. (For those who don't get it, you do more DPS using technique over honorable at any FD level, even if honorable would max your FD!)

Also, some might question why I mention Longbow/Crossbow mastery, while the chart on duowan lists Magical Breeze only. As you can see, the damage growth from magical breeze becomes lesser as your fd increases. (Refer to 瞄准暴雪技巧输出提升) That is because it works similar to plates, and does not multiply with fd, only adding to it. The more fd you have, the better mastery becomes. Do take note that the benefit one has over another hovers around 1% when either are in better position. In other words, they are interchangeable.

Just a tidbit, for those who do not understand why Bulls Eye raises damage by 4% consistently, (even though it is 5% in the skill description), the actual increase in damage is calculated by 130%/125% (Effect with technique / Effect without technique)

Choice of other technique ring besides Bulls Eye to maximize DPS

Magical Breeze vs Longbow/Crossbow Mastery Calculations

Low FD - Magical Breeze Ring
High FD - Longbow/Crossbow Mastery

Pot Choices

Armor, Necklace, Earrings: INT + VIT + HP

Rings: MDMG + INT (To push VIT, I am using MDMG + INT + AGI + VIT)

Weapons: MDMG + INT (Best pot overall is MDMG + INT + CRIT + MP RECOVERY, till you reach crit cap)


Stat Plates

Yes, skip the agi plate. You are better off pushing crit on artillery than agility, mainly due to pots. If you cannot have enough agi pots on your gear, then it is better to pile pure critical over using agi.

Third stats suggested: FD, INT, VIT, MDMG

FD depends upon market availability and your own pockets. INT is generally the best choice, it gives you a nice amount of both MDEF and MDMG. VIT for those who need to push survivability even more (generally not a good idea, there are cheaper ways to push than using third stat plates), MDMG (recommended only for those who want to push their mdmg value to the extreme, INT provides more bang for your buck) Crit is possible, but not recommended. Pots are still the best way to up your crit.

INT vs MDMG 3rd stat basic calculations

Skill Plates
Aerial Chain Shot, Extension Arrow EX, Swift Shot EX, Rapid Shot EX (All +% DMG)

Arrow Shower builds with plate expansion slots can consider adding an Arrow Shower plate.

Recommended Stats (DDN)
HP: 270k - 300k (Safe enough for scorpion, watch out for line drive from Death Knight Stage 1, can potentially OHKO you with that skill at 270k HP)

MDMG: At least 15k (People will ask for more, but this is the baseline you should have after sneakily changing your INT accessories to VIT accessories ^^)

End of Guide
Append 1: DDN Scorpion Solo Tips
Append 2: DDN Flower Solo Tips
Append 3: DDN Raid Strategy Overview
Append 4: Spiritual Excellation Calculation
Append 5: Preview for 70 Cap
Append 6: Recommended Video to Watch (How a Top Level Artillery is played)

[ The post was edited by sieg_freedom at Jul 8, 2013 11:10 am ]

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Totally +300 Points 

1 The_Only_7 +300 Points 2013-05-12 19:42:12 Good Thread  


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Mar 14, 2013 12:06 am
added to guide collection


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    Mar 14, 2013 3:16 am
    Wouldn't it be better to get guided missile to 11? Let's say(assume that 32 ex is released) Aerial Chain Shot lv. 16, Swift Shot EX lv. 16, Rapid Shot EX lv. 13, Guided Missile lv. 1 EX  vs Aerial Chain Shot lv. 11, Swift Shot EX lv. 11, Rapid Shot EX lv. 12, Guided Missile EX lv 11. So Swift EX is quite good but you need small rage to deal full dmg, Aerial Chain is great but Guided Missile lv. 11 EX will provide you bigger dmg than 16 lv. aerial and swift EX I guess. That's my opinion.
    btw. is fake shot really needed on pve? I thought it's more for pvp.

    Mar 14, 2013 3:37 am
    U need statistics; u cant assume Level 11 Tracking Arrows EX > Level 16 ACS (or even better; Level 16 Swift Shot EX)

    Mar 14, 2013 4:06 am
    It's not only about dmg. Guided Missile is ranged skill while Swift isn't. I can't check it now but Aerial Chain Shot has similar (or longer) cd than Guided Missile, GM has shorter casting time and it will deal full dmg to any enemy while Aerial Chain Shot won't if enemy isn't big enough. Oh and GM EX will be even better while fighting with group of mobs according to the desription which says that there will be increase of explosive aoe.

    Mar 14, 2013 6:07 am
    @damian128 (Post #2)

    I am not making any assumptions about Guided Missile EX, fact is that non-EX does extremely bad damage in PvE, even when maxed. The one reason I will suggest anyone to take Guided Missile over ACS now is for SOLO reasons in DDN, especially when you face lag (reserve ACS to avoid stomps, use guided to DPS more safely). No other practical reason for level 60 content at the moment.

    Also, I understand the apprehension regarding Swift Shot EX's range. I don't have much to say, except that once you master the usage of the skill and test it's DPS, especially under Time Acceleration, you will never go back. It is a GODLY skill that carries the ability to position change after finishing the attack, an iframe at the start, and is  the top dps skill of artillery by far. I tested level 11 vs level 16 Swift Shot EX - 190k+ dmg vs 280+k dmg (1 hit) in the same gear. This gets pulled even further in DDN, with the important buffs/debuffs, I hit over 800k criticals per hit. Assuming I suck and only get 6 hits of critical in, that is over 5M damage... every 2s under TA. Swift Shot EX at level 16 is necessary to maximize artillery's DPS for sure. There is no other skill you use under TA (in a good party)

    Just 2 tips for Swift Shot EX (I am really hesitant about it, because I am pretty new to artillery, don't really feel qualified to give out any advice, but oh well... I did solo scorpion ^^) - Close the range using either ACS or triangle before using Swift Shot EX, then immediately back away using the free fake shot after Swift ends.. Also, make sure the target is between 1-2 o'clock of your character.

    And no, unless huge changes are made to Guided Missiles EX, it won't even catch up to ACS damage, much less Swift Shot. I can understand the concept the notion of bowmaster being a long ranged class - but artillery isn't. We are an all range class that increases in DPS the closer we are to the target. In order to maximize the damage of artillery currently, we need to use Swift Shot EX and ACS as much as possible.

    Fake Shot is only as good as the number of uses you find for it. Part of my concept in character building is the ability to do content solo. What if I tell you that you can use fake shot to get past Typhoon's fire wheels stage (Stage 2)? ^^ Also extremely useful for putting distance between you and the boss. To me, there is no best build, only builds that fit your playstyle, level of comfort, gear, and most importantly, help achieve the goal that you want to achieve. In this guide, I am only looking to clear all content while maximizing DPS, as well as achieving the best conditions to do so. If you were to ask for my opinion, I would say an Ankle Shot build is most effective - not only does it have use in Stage 3 Typhoon Hell, but it also gives you an extra attack to use with much better conditions than Arrow Shower. (Your 4 main DPS skills + twin shot can all be sent on CD easy). Also avoids the problem of 3SP wasted on Siege Stance.


    According to currently released information, there is no way it can overtake ACS, much less Swift Shot EX. Swift Shot EX is the undisputed number one skill of an artillery... once people learn how to use it.

    @damian128 (Post #4)

    You have enough ranged skills, and there are always windows to use Swift Shot EX in. The damage difference is so huge it isn't even a contest dps wise. ACS has longer cd. Guided (Non-EX) dealing full damage = ant bite, ACS dealing part damage = huge loads of damage, also no contest. And GM sucks at fighting mobs at the moment, I can't comment on the explosion AoE till we get it. There is absolutely no reason to believe ACS' huge AoE when dealing with mobs can get replaced by GM's increased explosion radius though, no idea where you got that concept.

    Also, while artillery isn't weak per say at fighting mobs, she shines the most when doing sustained dps on bosses. As the frontline DPS, that should be our primary concern.


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    Mar 14, 2013 7:29 am
    Well, you described everything and now I understand your choices, I was just thinking since most builds that I've seen assumed quite high lv of GM.
    Anyway thanks for great tips I find it very useful, I guess that I need to master my ability of using Swift Shot :)
    oh and about GM EX I didn't say it can be better than ACS for mobs I just said that the explosive aoe will increase according to the recent news in kDN client, take a look at chaose topic.

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      Mar 14, 2013 10:58 am
      Quote: Originally Posted by damian128 at Mar 14, 2013 7:29 am
      Well, you described everything and now I understand your choices, I was just thinking since most builds that I've seen assumed quite high lv of GM.
      Anyway thanks for great tips I find it very useful, I guess that I need to master my ability of using Swift Shot :)
      oh and about GM EX I didn't say it can be better than ACS for mobs I just said that the explosive aoe will increase according to the recent news in kDN client, take a look at chaose topic.     
      GM being high leveled at this point in time suggests either a PvE/PvP hybrid build, or an artillery that kites and stays at a further distance than recommended (to deal maximum DPS). It is up to everyone to use what they are most comfortable with. I will reiterate that this guide is focused on optimizing artillery's DPS potential ... Things might change with GM EX, but I am not making any assumptions till I get to test it.

      Yes, I know of the GM EX update. Since you were comparing ACS with GM, then said that "GM EX will be even better while fighting with group of mobs", I assumed you were comparing their relative mob clearing ability. My bad ^^


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      Mar 14, 2013 7:52 pm
      This guide really helped, I always disliked swift shot, but if the EX increases the damage, then...

      (Swift shot is the one with the aoe all around you, right? I get that and rapid shot confused >.<)


      Mar 15, 2013 12:11 am
      Thanks Yak ^^

      If you watch the whole video of the typhoon run showcasing the Arrow Shower damage, you should be able to see and decide for yourself if Swift Shot's damage is worth it xD. Remember the 2 keys to Swift Shot - iframes at the start, and the free fake shot at the end. The distance should be as close to tne enemy as possible, preferably within the 1 to 2 o clock angle.

      Yes, Swift Shot EX is the skill that sends out arrows in an AoE, 60EX.

      Rapid Shot EX is 55EX.
      Edit: Order of EX was reversed.

      [ The post was edited by sieg_freedom at Mar 15, 2013 7:44 am ]


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      Mar 15, 2013 2:07 am
      Quote: Originally Posted by sieg_freedom at Mar 15, 2013 12:11 am
      Yes, Swift Shot EX is the skill that sends out arrows in an AoE, 55EX.

      Rapid Shot EX is 60EX.     
      it's the other way around.
      swift shot is lv60 ex and rapid shot is lv55.

      Mar 15, 2013 5:35 am
      I have no idea what source you are using, but from both http://dn.mmosite.com/tool/skilltree4.shtml and http://dnarmory.com/skill-calc?i=2-14-30-60, 55EX = Swift Shot EX?
      Honestly speaking, I have no idea what the english names for the skills are, since I play in Chinese. I will add that all naming conventions are derived from the mmosite simulator.


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        Mar 15, 2013 6:02 am
        Reply 11#  sieg_freedom


        and my source is that i've been here when skills were announced.

        Mar 15, 2013 7:24 am
        Edit: Oops, I didn't realize that they reverse the order for whatever reason. Sorry about that. I learnt both together.

        [ The post was edited by sieg_freedom at Mar 15, 2013 7:43 am ]


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        Mar 15, 2013 7:35 am
        Reply 13#  sieg_freedom

        err.. you're showing me that regular swift shot requires lv18 to learn.. yes, i know that, what's your point?

        to make it clear - you can learn rapid shot EX(!) at lv55, and swift shot EX(!) at lv60, it doesn't matter how regular versions are placed in bow master tree.
        i don't mean to argue, i just stated that you were wrong in your post, that's all.

        (you aren't wrong about skill names, you're wrong about lvl requirements)

        Mar 15, 2013 8:38 pm
        Solo DDN Scorpion for Artillery

        Re-posting my videos from the general entertainment thread - Please take note that due to lag while recording, and relative unfamiliarity at that point in time, the DPS output is really low - the run can be sped up way faster. What I want to achieve with this section is to highlight the experience and tips that I have fighting scorpion as an artillery (generally solo).

        4X to 3X
        This video is kind of long, but showcases the main skills the Scorpion uses. This bar is extremely easy, and most of your party shouldn't have died at this point in time (if they are any good...) Go all out and attack here. Instead of using ACS to dodge stomp, use triangle shot instead. Spam ACS when you can. There is no need to use triangle to dodge the charge attack, I do it because it looks cool... Reserve triangle for stomp.

        Extra Tip #1: If you happen to end up soloing this bar, I highly suggest you train yourself on how to kite the boss by luring him around the edge of the map. This is in preparation of the spinning attack at the very last HP bar. It's going to be a long fight anyway, so take the time to become familiarized with this, it's going to save your life (I hope)

        Double Stomp
        This generally occurs only once a battle, at the end of 3X after flower kicking, but just be prepared for it. If you face lag, I highly suggest not doing stuff like chaining ACS after triangle, and keep your skills for the stomps.

        3X to 2X
        The real killer for most people begins at this HP bar - Poison Wall. If you have lag and idiot team mates, this will be an uphill task. First thing to take note of, never have a poison pool between the Scorpion and yourself - if you get dragged across it when the scorpion initiates poison wall, good luck. Next thing is that the Will Suffix, if it activates when you accidentally bang the wall, will allow you to force yourself out, so react fast and do it! Also, take note of the timing to kick the flowers - Kick the first flower when the timer reaches 0, and the next few flowers as your immunity buff displays 0s. I should have done it correctly in the video.. I hope so ^^. If there are only 3 flowers left (due to an accident by 1 of your team mates or yourself), this timing will allow u to go through. If there are all 4 flowers, and you are worried, it is ok to kick at 1s

        Extra Tip 2: Poison Wall Training - The most important part to poison wall is having the confidence and patience to do it. In order to obtain these, I suggest practicing for the poison wall in this manner -

        1. Sylph's Aid + Keep Weapon. Hold W when the wall opens, you will run out easily.
        2. Keep Weapon, watch the distance between the wall and yourself more, adjust as necessary, and run out
        3. Do not keep your weapon, watch the distance, tumble when the wall opens up

        Both 2 and 3 can work well, it is my personal preference to not have to TAB as much as possible, I want to retain the choice to buff and dps as much as I can without wasting time ^^

        Extra Tip 3: How to know where to move for the flowers - I had someone ask me this, so including this here. It's pretty simple, always head to the entrance area, and react accordingly. In a party, assign someone to kick the flower and follow that person's signal. Always start by moving towards the entrance area, it is easier for people to gather that way. In wild parties, I usually have people gather beforehand, while I whittle the last bit of HP myself to trigger the AoE. Keep your weapon and run towards the group. This method is way safer than the mass panic generated sometimes. The usual preference for the flowers is to move in a clockwise direction, unless the pattern does not allow for that.

        Extra Tip 4: When you see the Scorpion's HP bar at it's last bit of 2X, heading towards 1X, I advise to stop attacking and wait till after a Poison Wall to trigger the 1X special attack - Poison Spin. Both skills have a CD of 60s, if you force the scorpion to chain them together, you have a big allowance of distance between you and the scorpion before it can reach you, AND there is no pressure to count cd at all. Saves you a lot of mental effort.

        2X to 1X

        This portion of the fight is also the most mentally stressful, due to Poison Spin. It is highly recommended that you can do what I listed in Extra Tip 4. Also, from this point onwards, kite the scorpion along the edge of the map, as suggested in Extra Tip 1. This is to make sure that the scorpion does not start spinning from the centre of the map. Keeping your weapon and run is sufficient most of the time. The safest and slowest method is to become Usain Bolt - Slyph's Aid + Keep Weapon, and run like mad. The scorpion can never catch up with you if you do this.


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        Tempest - Tkid丶Dr·浮云
        Elestra - Sieg

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        Mar 31, 2013 9:41 am
        Solo DDN (Memorial) Flower for Artillery

        Finally managed to get this vid up. I took damage twice - the first from a fireball that I couldn't dodge (lag), and the second time was a misread of the 3 consecutive explosions. For those who still doubt the life-giving suffix though, check out how much HP I recovered ^^

        Don't ask me why I don't Sylph's Aid - The lag is scary enough while recording that I do not want to have to adapt to speed variance as well. Use it whenever you want.

        For the Flower's attacks, refer to Chaos' DDN Guide. What I want to cover here are certain tips (especially for artillery).

        Tip 1: Do not use your evade to dodge the fireball. As you will be able to see in the video, this boss loves to follow up the Fireball with Roar. When you see the boss following up with Roar, evade towards the left of the boss and you will be safe. If you do not have evade, prepare your aerial escape before you get blown out. I do this a few times during the video as well.

        For bowmasters only - You will watch me do this a lot during the video - Triangle towards the boss, followed by ACS. Please take note that if you are not used to it, there is a chance to take damage from the remnants of a fireball on the ground. Train and get used to it if you want to do this!

        Tip 2: Flame Geyser - I find it much easier to read whether the explosion is inner or outer when I tilt the camera away from the boss. You can do it otherwise of course, I just find it easier to read this way personally. If you are standing on the area that is about to explode, one tumble in the opposite direction will let you be safe.

        For artillery only - You will watch me do this a lot during the video - When the pattern is inner outer inner (you can do it for the reverse, but the positioning will feel more awkward), when the outer explosion takes place, 1 swift shot ex will allow u to dps then get away from the final explosion with the free fake shot at the end. Make good use of this to DPS!

        Tip 3: Positioning is important for this boss - As you will be able to observe, there are periods of time where the boss does nothing. This is because the boss wants to use the Bite attack but there is no target within range. When there is lesser lag (a.k.a I am soloing without recording), I will move in to draw out the attack before using a Fake Shot out. This gives you a DPS window to fire off one of your skills without worrying that the next attack is Fireball.

        Platform Jumping - Don't worry about counting anything. I tried a few variants of platform selection in the video. First yellow line at the top - Head for 1 set of platforms, and wait at the second one. Second yellow line - Jump on the second one. You can jump after 2s if you really want, or just wait for the fire to extinguish before jumping. Do not panic and you will be fine. (I have noticed an issue for people who count the CD and pre-empt the platform - the flower sometimes shoots up a spurt of water, causing you to miss the jump. If you don't camp too long while waiting, it doesn't seem to happen)

        Stomp Evading - Wait till the end of the sound when the flower jumps, then jump. Jump once more in case it is the triple stomp. I know you can see whether it jumps again or not in the video, but when I was recording I couldn't. It's better to be safe than sorry too...

        There isn't anything else that is specific for Artillery. This boss only has 1(2) real attacks that is aimed at the person holding the aggro - Bite(Roar). I don't really count Roar because more than half the time, it is the follow up attack to Fireball (which is aimed at a random person). As long as you are familiar with the mechanics, this boss is pretty ok. Do let me know if there are any questions ^^


        Just to highlight suffix choices on this section:

        1. Life-Giving suffix - This would have given me more margin to make errors if I had made any more. 50L's extra vit is useful in a party, but from a solo perspective, life-giving is much more practical. Also, with FD vs board damage, it all depends on your other gear. One possible choice of gear would be 50L crossbow + 50L shoes, along with 5x GA (4 armor + 1 quiver) to maximize both vit while allowing you to use the life-giving suffix without losing FD. One of the problems is the cost of course...

        2. Will suffix - I'm sure people would have noticed the Will suffix allowing me to tank Fireball without getting knocked back (and getting burned more in the pool of fire left behind). While I didn't mean to tank the Fireball (it lagged, my controls weren't responding), this is a good demonstration of the "imba-ness" of the Will Suffix. Yes, Will over Life-Giving!! ~by Sieg

        [ The post was edited by sieg_freedom at Mar 31, 2013 10:01 am ]


        Dragon Nest (China)
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        Tempest - Tkid丶Dr·浮云
        Elestra - Sieg

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          Apr 10, 2013 9:49 am
          Hi Sieg thank you for yr time to write a detail guide about artillery. By the way Can i ask u between twin shot and magic arrow which 1 is better for Artillery coz theoretically the magic arrow seems to have a higher board dmg but its 1 shot so sometime i might not occur critical while twin shot might since it gt 2 shots. Thanks :D

          Apr 10, 2013 1:31 pm
          There is no "correct" answer to your question. Both are fine, they each excel at what they do.

          The real answer though, and the reason why I did not post my Archer skill tree, is that it is irrelevant. Neither are the skills you really DPS with, they are just filler skills. The difference between the DPS of each isn't much, and will not affect Artillery's DPS to any considerable extent.

          Choose what you like ^^

          My preference is for Twin Shot - Twin Shot does better damage on a single target / cd, Magic Arrow is better for clearing mobs. As an artillery, mob clearing is our weakness - not really our job. Even the inclusion of Magic Arrow will not change that much at all, though every bit certainly helps. In the end though, I feel that our job is to pump as much damage into the boss as possible, so I opt for Twin Shot.

          Do take note that in CDN, Twin Shot has a +1 on the costume, allowing me to push it to Level 21 for around a ~13% performance boost.


          Dragon Nest (China)
          华中电信一区 剑气侠红

          Tempest - Tkid丶Dr·浮云
          Elestra - Sieg

          Artillery Guide
          DDN Wild Party Guide
          Youtube Channel
          Tempest Mini-Guide
          Apr 13, 2013 11:25 pm
          BOOKMARKED it.. love this guide! your the best budz!


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