Hello fellow players, I have read some great guides written by Freedom members, especially on sorceresses, academics, crusaders etc, but I have yet to find any good guides on healers, particularly Saints. Before I begin, let me give a brief description about my background as a DN player. Firstly, I don't feel proud saying this, but I only have 4 months of experience in Dragon Nest. However, throughout this 4 months, I have read widely and have done some rigorous investigations on certain classes and the efficiency of their skills in particular settings. I main a Saint and honestly, I think I can play a Saint as well as or even better than some seniors in the game. Enough of that, let's move on to the main course of this topic.
As a Saint, your role is inherently different from your counterpart, an Inquisitor. While inquisitors have the luxury of being semi-dps, Saints are supporters by disposition. So, your role is simple, HEAL AND SUPPORT! You can only become a true Saint when you feel proud that no one in your party died upon completion of a dungeon/nest. Nevertheless, this does not mean that you just sit on your ass the rest of your time and let your party members do all the damage dealing. As a Saint, you can participate in the damage dealing process too, just that heal and support come first. That should be adequate explanations about your role as a Saint, let's now move on to the most important part of this guide, the skill build. So, hold on to your horses as the build unveils before you.
Now that you have seen the build, there must be some enquiries forming in your mind, mainly "why did he choose to up that particular skill?" "Why did he not up the others?" Fret not, I shall justify my build in the next section.
Justification of skills
3 starter skills: Leave them as they be. No point increasing them beyond 1.
Vengeance strike lv1: Good as a counter after falling down flat on the floor. Plus, it deals damage to nearby enemies and only requires 1sp to learn.
Righteous Bolt lv6: Short cooldown and decent damage. Moreover, it will be one of your main dps skills. The reason I leave it at level 6 is because that is the damage peak for the skill.
Paralyze Bolt lv1: Filler skill. Good super armour (SA) during cast and can be used as a filler when you are waiting for your other skills' cooldown to finish.
Block lv3: Ensure survival for 4 hits.
Sliding Step (Maxed): No explanations required. Mobility + evading skill.
Heal (Maxed): What it means to be a cleric!
Mental Fortitude lv1: Max MP is not as important as Max HP. Leave it at 1 to unlock Attuned Mind
Redemption Aura: Free skill, get it.
Toughness, Aerial Evasion, Health Booster, Attuned Mind (Maxed): Maxed for survival. No questions asked.
Here is the diverging path. If you are going down the inquisitor path, your build will differ from this. So, here we go:
Lightning Bolt lv11: Even though its damage increment is not as significant as Lightning Relic's. Its convenience to be cast at will allows this skill to deal full damage to the enemy. Level 11 is also the peak whereby damage is increased exponentially.
Mind Snapper lv1: Filler skill. Learn it to unlock Chain Lightning
Chain Lightning lv11: Now this is THE main dps skill you will constantly use when you are in any dungeon/nest. Since the T4 implementation, the number of jumps has improved dramatically and the damage has been improved by a huge margin. The cooldown has also been reduced, making this skill more spammable. The peak at level 11 will allow you to deal damage more efficiently.
Lightning Relic lv6: Leave at pre-requisite for Lightning Relic EX. Although the increment is enticing (in pictures below), its stagnant property makes it not as useful as its counterpart, lightning bolt. With the implementation of Lightning Relic EX, this skill gets an AoE damage, making it a more decent skill to use.
Healing Relic (Maxed): No questions asked!
Cure Relic (Maxed): No questions asked! + that light attack boost. Smexy!
Bind Relic (Maxed): Longer duration for Shock of Relic
+ it binds heaps of enemies for 2 seconds, which may become a lifesaver for the dps members in your party.
Miracle Relic lv1: Mother of all Relics. Get it to 1 for the damage reduction buff. Damage is absolutely negligible.
Max all! No compromises!
Grand Cross lv1: Filler skill to get Holy Burst
. The SA breaking capability is quite good though, not to mention this can be said to be the ONLY super long range skill Saint has!
Holy Burst lv1/6: High SA when casting, wide area of effect (AoE), high damage (similar to Force User's Spectrum Shower) and it is fast. Done some testing, damage increment from level 1 to level 6 is more than 50% as shown in the pictures! For pure supporters (like I was before), leave this at 1 and put 4 SP into wand mastery. You can choose to put the last SP into any skills you fancy. :)
Holy Shield lv1: Think 100% triggered HP suffix which heals like 40% of your MATK.
Shock of Relic lv1: Zap everything within a 5m radius and the more relics you have on the field, the more number of zaps you will get. So, if you have 4 relics on the field, the enemy will be zapped 4 times.
Lightning Relic EX (Maxed): Upgraded version of Lightning Relic which actually makes it a decent skill to use.
Left out skill:
Detonate - Even though this skill is superb as a filler, SP constraint has forced me to forego this skill.
Wand Mastery lv0/4 - After extended research, I found that wand mastery doesn't give any significant increment to damage output nor to heal. It does, however, increase the amount of heal by healing relic. Why does this occur? I do not understand. That being said, even with the increment, heal relic healed at most another 400 - 800HP per wave (dependent on your MATK). It doesn't make that much of a difference, hence I leave it out. But if you want to go down the full supporter path, feel free to get this maxed out.
Pure support build: Full intellect on armours except for tent on gloves. Magic Power on shield and intellect/tent on wand.
DPS support build: Full wind on armours. Magic power on shield and wind/intellect on wand.
Common: Magician, Wise, Tent, Wind, Fatal, Health, Life Vitality, Shining/Ultimate
Skill: Lightning Relic - 20% cd, Healing Relic - 20% cd, Heal - 12% cd, Cure Relic/Miracle Relic - 20%/12% cd, Gravity Ball (your SA breaking skill!)
Alternative: Chain Lightning - 20% damage, lightning bolt - 20% damage (these are more for inquisitors)
As you can see from the pictures above, these were the base stats I used when I did the tests (unless stated otherwise).
All the tests were done in Saint Haven's on boss rush's goblin.
Comparison between lv1 Lightning Bolt, lv6 Lightning Bolt and lv11 Lightning Bolt (done in East Ancient Armoury Abyss, MATK was around 1900 upon testing)
Contrary to my expectations, damage increment from lv1 to lv11 is only around 48%. Kind of a disappointment. I was sincerely hoping for more. However, the mobility of this skill makes up for the low damage increment.
Comparison between lv6 Lightning Relic EX and lv11 Lightning Relic EX
As you can see, lightning relic's damage increased significantly, by nearly 50%! o_o
Comparison between lv1 Holy Burst and lv6 Holy Burst
Notice the incredible increment in damage? From 2k+ to 5k+, a whooping 3k!
Any questions, please leave a reply here and I will try to answer it as explicitly and as soon as I can. Hope you have a wonderful read. :)
Coming soon: Equipment choice (totem or immortal?), Saint's skills ranking (might take some time), Lv.60 skill build (tentative).