Hello Light Bringers and curious Abyss Walkers!
Welcome to the place somewhere between invincibility and hell.
Introduction & Overview
Light Bringers are one of the most versatile classes on Dragon Nest, quickly shifting gears and carefully juggling DPS and Support. It's easy to be a buffing, healing slave with poor gear, but lets look at what makes the Light Bringer an unforgettable asset to the structure of any raid or party composition.
Our skills cover a wide range of flexibility on and off of the raid field. Designated as Dragon Nest's own 'Do It All' class, Light Bringers are capable of reaching decent DPS potential and have a very balanced heal output, these heals can be boosted through various key means that oftentimes won't cost you much in your gear build. Light Bringers are also a highly mobile class when utilized correctly and multiple skills have many different uses beside what their general skill descriptions entail.
Table of Contents
Skill Builds
Gearing and Gems - Coming Next!
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Skill Crests and Enhancement Crests
Summons & Clones
Light VS Dark
General Gameplay & Your Place in the Raid
Harmonizing with your Saint and other Support Classes
Is our Future Bright?
Skill Builds
Disclaimer: The build below will go advancement by advancement, I will explain each choice in depth. Please do not follow my build blindly. Light Bringers, again, are an extremely versatile class, no two bringers will ever react the same to any given situation - and going forward you need to bare this in mind.
Also if the skill was common sense like tumble, I didn't bother explaining it.
Build Pre-LV93 Buff
Welcome to the place somewhere between invincibility and hell.
Introduction & Overview
Light Bringers are one of the most versatile classes on Dragon Nest, quickly shifting gears and carefully juggling DPS and Support. It's easy to be a buffing, healing slave with poor gear, but lets look at what makes the Light Bringer an unforgettable asset to the structure of any raid or party composition.
Our skills cover a wide range of flexibility on and off of the raid field. Designated as Dragon Nest's own 'Do It All' class, Light Bringers are capable of reaching decent DPS potential and have a very balanced heal output, these heals can be boosted through various key means that oftentimes won't cost you much in your gear build. Light Bringers are also a highly mobile class when utilized correctly and multiple skills have many different uses beside what their general skill descriptions entail.
Table of Contents
Skill Builds
Gearing and Gems - Coming Next!
---
Skill Crests and Enhancement Crests
Summons & Clones
Light VS Dark
General Gameplay & Your Place in the Raid
Harmonizing with your Saint and other Support Classes
Is our Future Bright?
Skill Builds
Disclaimer: The build below will go advancement by advancement, I will explain each choice in depth. Please do not follow my build blindly. Light Bringers, again, are an extremely versatile class, no two bringers will ever react the same to any given situation - and going forward you need to bare this in mind.
Also if the skill was common sense like tumble, I didn't bother explaining it.
Build Pre-LV93 Buff
Lv. 1 Swift Cut: This skill isn't necessary for me and is chalked up to preference.
CTC: x2, Levels 6 and 11
Lv. 1 Piercing Star: I don't use this skill outside of leveling any assassin. Has an amazing hitbox and good damage at low levels.
CTC: x2, Levels 6 and 11
Lv. 1 Dirty Trick: Another skill I won't use outside of leveling. The skill is used by many Shinobis' for mobility.
Lv. 13 Fan of Blades: SP dump, but still a very good, abusable skill. With a cooldown of 12 seconds and 217% damage per dagger, the skill becomes irreplaceable. Blade formation never changes no matter what direction your bringer is facing for precise aiming. I chose to add Triple Blades and Gore Slam to my build for utility over adding SP to get this skill to 16.
Lv. 1 Triple Blades: Got this skill after finishing the build to find I had leftover SP. Triple blades has great utility with left and right facing tumbles. Extends and quickens tumbles going left and right, shortens tumbles going forwards and back. Has the potential to cancel/shorten the tumble iframe if used too quickly.
Lv. 1 Gore Slam: I use this to fall from things quicker now. I have been recently struggling between dropping the skill all together or keeping it.
Lv. 1 Feint: For survival in raids . General side note: This was an ironically controversial skill a few caps ago.
Lv. 1 Decoy: You need it. Don't question me.
Lv. 1 Mental Fortitude: Adds MP%. You don't need this, everyone was equalized in regards to MP.
Lv. 4 Attuned Mind: Now how fast you lose MP is another story. Max this skill. MP Regen+ comes in handy particularly for time-stressing raids and general mana killers like Dark Banquet.
Lv. 4 Health Bolster: Adds HP%. Max it. There's an old saying among support classes that goes: "You can't support if you're dead."
Lv. 1 Raid: Gives a Critical Damage buff to yourself and party members. Do not confuse this for a Critical % buff.
Lv. 1 Outbreak: Lunge forward and attack enemies. Use normal attack button to use a knock down. Okay now what they don't tell you is that you can use that knock down at any length of the lunge. This skill will always be tech'd because of our costume weapon.
Lv. 0 Spectral Blades: I've experimented with this skill a lot pre-93 cap. I chose to drop Spectral Blades because of the nature of the skill spawn and the lack of element. Somewhere between 70 and 80 cap, this skill's Dark element was removed, as well as it's Dark Burn debuff. Spectral Blades now has a hit limit of 1. The nature of bringer's attacks is to strike fast and moving forward, however; Spectral Blades just kind of hiccups upwards, and it's getting increasingly difficult to fluidly put it into a skill rotation. This skill needs to be removed or overhauled.
Lv. 1 Blessing of Azuna (Ajna)/Tanuki/Raccoon: Summon a raccoon that will refresh a +15% Light and Dark elemental buff. Buff starts at 30 seconds and will refresh every 5 seconds. Racoon is invincible until de-summoned or wiped.
Lv. 1 Illusion Strike: Dark rotation fodder. Stacks Dark Burn ailment.
Lv. 1 Energetic Chakra: Your emergency heal. Ignore the description, the skill will pretty much heal up to 2 people within any range as well as yourself, so it heals three people, not two (I swear ED was high when they wrote these, or Nexon while translating). Skill plate is arguable, see below in skill plates.
Lv. 1 Chakra Cure: Removes up to 10 harmful status ailments from yourself and any amount of party members within 7 meters. Unlike Saints, we cannot use our cure to break out of debuffs like Bind and Frost.
Lv. 10 Illusory Chakra: Don't let it fool you, it's more useful than it lets on. This is our Dash and iframe abuse pre-93. Pressing space mid tumble would trigger a long, quick dash which can add one last iframe with a final 'jump' at the end by pressing Shift. I have chosen to max this skill to lower the cooldown from 30 seconds to 10. I have plated the skill for cooldown, which has lowered it to 9.6 seconds. Abused correctly, this is 3 very easily manipulated iframes very close together every 9 seconds. If you don't want to dash, you can press space mid tumble while holding any direction key, which will result in the jump and not the dash. I will get a video of this in here at some point during the clean up.
Lv. 15 Night Burst: This skill was strong pre-93 and is even stronger now. Dark rotation fodder again. Stacks Dark Burn ailment. I have chosen to dump as many remaining points from the Taoist tree as I can into this skill after maxing other necessary skills, which is why it's oddly leveled. You can choose between this skill or Dark Line to toggle SP.
Lv. 1 Chakra Ring (Tunnel): Absolutely necessary for raids. The skill used to give a 1% defense buff to all allies inside it and increased by 1% per level, but was removed. In 93 cap the skill lost some utility with the introduction of Dash for every class, but still retains some value in emergency cases.
Lv. 0 Chakra Punch: Don't even bother, no bringer ever used this. If you did I'd like to know what you concluded because I don't even want to bother with it.
Lv. 2 Summon Shadow (Clones): Summons two clones which utilize both your dark and light elements. Clones can Aggro and DPS while you sit on your pretty little rear and support. Clone 1 will always use pre-EX Outbreak and Strike Ring, and Clone 2 will always use pre-EX Nether Burst and Dark Line. Their skills have no cooldown. They last for 10 seconds.
Lv. 16 Nether Burst: Just like Night Burst, this skill did insane damage pre-93, and got boosted during the 93 buff, so I prefer to max it. Stacks Dark Burn Ailment.
Lv. 15 Strike Ring: Okay, not maxing this is bananas, I'm dead serious. The line between Support and DPS Bringer was officially blurred in 93 cap, so there is absolutely no excuse to not max this skill, do not blame vulnerability. The skill can be pulled off in it's entirety almost 100% of the time if you know boss animations. The skill has a max tick of 47. This is the highest I have ever seen the skill consistently tick tested multiple times on Divine Kranos (you know the one). I recommend teching the skill if you don't have anything better. Plating is optional.
Lv. 1 Dark Focus: Useful Stun. Taoist's detonation skill. You need a bit more umpf from your party members to successfully detonate the skill. It works but it isn't as strong as Poison Break or Saint Detonation. Enemies must be afflicted with Dark Burn before you can use the skill. Monsters do not need to be facing you for the skill to work, but players must be facing you in PVP for the skill to work. Skill is camera locked once the skill concentrates.
Lv. 1 Healing of Chakra: Not truly useful anymore. Skill was overhauled to force a clone to complete the skill for you in idle. The back flip that activates the skill is abused for the iframe. Mana Regen is roughly 2300+ per tick depending on your class.
Lv. 0 Balm of Azuna (Ajna)/Bunny: Summon a bunny to heal your wounds in battle. Bunny no longer stays on the field indefinitely and will de-summon roughly 3-5 seconds after summoning her. Re-summoning is constantly hazardous. In this cap she isn't useful and I don't want to part with the 10 SP I could put into Night Burst. Tree Gem abuse still works with bunny but is severely nerfed and just not really worth it.
Lv. 7 Pact of Azuna (Ajna)/Tabi: Summon trainer Tabi to fight alongside you. Tabi is OP as all hell. Max and tech him if you can. Tabi is affected by Dark element. Tabi is completely invincible for the duration that he is summoned. General Note: Tabi has very strange aggro that I assumed was a crap shoot until I noticed how he aggro'd in Dark Banquet. I will add a video during clean up.
Lv. 1 Dark Line: I chose to leave this skill at level 1 for mobility. I didn't see much use out of this skill at all so I decided to move the SP elsewhere. The damage while plated, and plate tech'd was completely negligible vs Night Burst and Nether Burst combo.
Lv. 1 Pulse Ring: You're only keeping this ultimate for emergencies and some few and far between utility moments. Left click to fire 3 chakra rings onto the ground in any location. Gives all allies within the chakra ring(s) a -30% Physical and Magical Damage Taken buff and cures up to 10 harmful status ailments. Again, Nexon or EyeDentity or both were high as hell when they translated this because Pulse Ring does indeed work on the caster, I've had to use it many times to cure my own burn and electricity status(s). Alternatively, press the special attack button to charge up and fire a chakra ball that deals damage.
Lv. 2 Dark Conviction: Slam your offhand into the ground and dark balls of flame will burst from the earth. Treat this skill just like Fan of Blades. Each ball damages and then damages again (wombo combo!) with +25% when they fall back down and explode on the floor. Stacks Dark Burn Ailment.
Lv. 1 Miraculous Chakra: Heals all party members no matter the range for a flat rate of 30%. There are multiple red flags to look for when judging the proper use of this skill. I will cover that below.
Lv. 11 Sunshine Spark: The iconic Spirit Bomb (let's be real here EyeDentity) that every party will hate you for, because it's the only effect that doesn't get removed with Processed Transparent. As a Light Bringer, it's your job to blind your party every 30 seconds. Can be used while jumping/double jumping. Afflicts enemies with a -20% physical defense debuff. Blast damage for the end of flight (not just when it hits the ground) is +5%. Max for DPS.
Outbreak EX: Right clicking while lunging during Outbreak now forces a back flip that comes with an iframe, leaving behind a ball of chakra that explodes after a short amount of time. Knock down damage upped to +30% and the chakra explosion damage is 80% of the initial hit of Outbreak.
Energetic Chakra EX: Adds a +50% movement speed bonus to Energetic Chakra. It appears to affect all party members. The movement speed bonus can be helpful or deadly depending on the situation. Use your greatest care and judgement.
Strike Ring EX: Strike Ring's damage gets a little oompf by adding +30% damage and the skill also gets flashier because f**k all you not-Light Bringers.
Healing of Chakra EX: HoC gets a +30% damage reduction buff to all party members within the skill's range.
Sunshine Spark EX: Because F**K you that's why. Adds repeated, blinding pulses to Sunshine Spark for +50% damage per burst. +50% damage at the end of it's flight.
Class Mastery I: Permanently (in town) provides a +10% Light elemental. Using Outbreak or Miraculous Chakra will grant a 10 second +10% damage buff.
Class Mastery II: Our piss-poor excuse for an INS - which isn't even an INS by the way. Grants +30% Movement Speed to the caster when you use Miraculous Chakra. No, you will never knowingly use this or even find it useful, because you have Energetic Chakra for this.
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