Tuesday, October 25, 2016

Dragon Nest Awakening Moonlord skill build

Dragon Nest level 93 Moonlord  skill build (PVE)by Luxtroll


This 93cap build is still raw and could change. Rest assured, you my readers will be thoroughly informed as I try to eliminate the SP constraints and give the Moonlord a more hybrid setup. In addition, I am only to provide 1 core and dedicated skill tree since, the SP constraints just eats up the SP’s or limit me from adding more SP’s to certain skills. This is clearly seen below on the Sword Master Tree.

Warrior Skill build



Swordsman Skill build 

 

Moonlord Skill build 


Dragon Nest Awakening Gladiator Skill Build

Dragon Nest level 93 Gladiator Skill Build by 47BuLLeT

this Skill Build is just for reference only, you must personally try out every single Skill & find the play style which suits you the most, in order to derive the best Skill Build for yourself.

Warrior Skill Build


 Swordmaster Skill Build


Gladiator Skill build

Awakening Gladiator Skill Build








Dragon Nest awakening sniper skill build

Dragon Nest lv 93 Sniper skill build by huisen

Archer Skill Build


Bowmaster Skill Build


Sniper Skill Build


Friday, September 30, 2016

Stone Age Begins Beginner’s Strategy Guide

Beginner’s Strategy Guide

For a first-time player, navigating the vast territory of Tectonika can be tricky! What happens if you get stuck in a rut and can’t get past a stage? How can you overcome the Altar of Spirits when your Pututu just isn’t strong enough? Why can’t an amazing Legendary pet just swoop in and save the day?
I can’t help with the last one, but I can give you some tips to making progress in the game when you’re just starting out.
Strengthening Your Pets
While it’s definitely true that Heroic and Legendary pets are more powerful in battle than others, when you’re just starting out you have to work with what you’ve got, right? Here are some tips to make your Rare or Superb pets into great warriors!

Level up and evolve!
  •  This seems like an obvious solution, but even a level or two makes a huge difference for a pet! You can level them up just by gaining experience in battle, but you can get XP Herbs to speed up the process.
Places to Get XP Herbs:

  • It’s not only important to level them up, but also to level up their skills as you level them up. Even a level 50 pet will not be strong enough unless its skills have been unlocked, and set to max level. 


  • As for evolving pets, you can use low-rank material pets or evolve material to rank them up! Any pet or Aura can be used to evolve your pet, but if it is the same element it give a 1.5x increase in the points. This is super useful when you want to evolve them faster
Amulets, amulets, amulets!
  • As you evolve your pets, they will be subjected to a random growth rate. You can train your pets later on in the Pet Ranch when you reach level 33, but until then you have to deal with what they are given when they evolve. You can make up for some of these weak stats by equipping them with amulets!

  •  These are divided into 4 categories: Attack, Defense, Health, and Resist. You can use any amulet to enhance one, even if they are not in the same category. However, you can only equip one of each type!

Places to get Pet Amulets:


Calling for backup!
  •  It’s very tempting to have only 4 beefed-up pets, one of each element, but as your adventure goes on it will become increasingly more difficult to battle against all Water-type enemies when your Fire-type pets go down in the first round. Keep at least 2 pets of each element extra strong to help in later battles!
All the SoulStones!
  •  If you are starting off with Rare or Superb pets, it is really helpful to start collecting Soulstones right away so you can summon new pets or Fuse the ones you have! The sooner you start, the faster you can get a really great pet!



For all of you users who are starting out, I hope this was helpful for you! It takes a lot of time and effort to make your team strong, and the game content can be overwhelming, but keep these things in mind and you will get through it!

Sunday, September 18, 2016

Twin Saga cleric build

Twin Saga cleric build by DarylValentine
Hello everyone! I am Seraph, and today I'll be giving you a quick rundown on my personal favourite, the Cleric class. Please note that this guide represents only my personal experience and opinion, and I am not trying to suggest that this is the best or the only playstyle and build for Cleric. This guide is strictly based on PvE experience only, so keep that in mind when you read it.

Twin Saga's Cleric is standard among MMO healers, albeit suffering from a limited skill pool in comparison to most. This class is the game's only dedicated healer, outclassing a paladin in terms of support by far. The Cleric is almost mandatory when running late-game or end-game content, usually taking a step back from the dangers of a fight to support their allies and debuff their enemies. 

With a couple of offensive spells in their arsenal, Clerics are also easy to handle solo dungeons and questing with due to their ability to heal themselves consistently. 

 

Here are your Cleric Skills: 

 

Holy Fire - Your bread and butter single-target attack. This does Arcane damage, as well as providing you and your party with a +3% ATK buff, stacking 3 times to a maximum of +9% ATK. Generates 100SP. Try to keep this at 3 stacks whenever possible. 

Heaven's Wrath - This is a linear AoE (Area of Effect) spell that hits all enemies in its line of fire with Arcane damage. It also leaves them with a -6% ATK debuff for 6 seconds. Generates 100SP and can be used on other classes as a Common Skill. Try and hit as many enemies with this as you can during big dungeon pulls to minimize the damage your tank is going to take. 

Holy Light - This is a single-target healing spell. It has a fairly short cooldown and can be used often, the amount based off your ATK. If your ally is in your Sanctification AoE, they also gain a 3-second HoT (Heal over Time). Generates 90SP. Goes on a very short cooldown, so I use this often. 

Sanctification - Drops an AoE zone of light for 4 seconds. Allies standing in it will be healed each second, and enemies inside will take damage every second. If an enemy is affected by your Heaven's Wrath spell, it will also suffer -50% Move SPD. Generates 140SP. Unless a battle is about end in the next few seconds, I always drop this when it comes off cooldown. Incredibly useful skill. 

Heaven's Light - A pretty standard AoE heal. Not a lot to talk about here, it heals everyone near you for almost as much as Holy Light does, but on a much longer cooldown. Generates 140SP. Normally the first thing I reach for when 2 or more people have taken a big hit. 

Hallowed Flare - Blesses you and nearby party members with a buff for 15 seconds which gives +4% DMG dealt and -2% DMG taken. If you have cast Sanctification in the last 3 seconds, it also gives a buff named Hallowed Blessing which increases their primary stats by 4% for 8 seconds. Generates 100SP. Hold off on casting Sanctification if this is about to come off cooldown, since the combo effect is too good to pass up. 

Resurrection - A long-cast spell that will revive one of your party members when they are KO'd. They are brought back with a tiny percentage of their health, so it's wise to try and throw as many heals as possible on your target after they get up to prevent them from dying again immediately. Can be used as a Common Skill on all classes, but brings the target back with more HP if the user is a Cleric. Generates 130SP. If you can manage to pull this off without the party wiping, go for it. Bringing back your tank while your party kites the boss around can save a bad run. 

And now, the Ultimate Moves: 

 

Ult: Light of Protection - This ultimate does Arcane damage and gives your team a small damage reduction buff for 10 seconds after it's used. Weak in comparison to the other 2, in my personal opinion, I can't say I ever use this. 

Ult: Light of Might - Does Arcane damage and boosts all allies' ATK stat +8% for 10 seconds.. Very useful for scenarios you feel safe and comfortable healing without using Ult: Healing Light. I run this probably around 70% of the time. 

Ult: Healing Light - Does Arcane damage and adds a HoT to all party members for 6 seconds. This heal is incredibly strong in comparison to either Holy Light or Heaven's Light over its full duration. I always run this Ult when I'm running new dungeons, or something I'm not 100% confident I can heal without any deaths. 

For my Common Skills, I like to take Flip (Gunslinger Lv20) and Burning Will (Swordmaster Lv20). Flip will help you maneouver yourself around to avoid attacks between casts, and Burning Will for extra ATK to help with healing power. 

 

When it comes to Specializations, the game presents you with two very distinct paths. Seraph, which is the side with the defensive stat increases (HP, DEF, EVA, Threat Generation) also offers healing/damage reduction skill bonuses. Meanwhile,Ascetic, the side with offensive stat bonuses (+ATK, DMG dealt, Crit, Haste) also has skill bonuses that boost your damage output and add extra debuffs onto your skills. 

I like to use an Ascetic DMG-based path when I'm soloing or questing often, and a Seraph HP-based build when I'm playing with groups and doing party dungeons. Here are both paths at Lv43: 

 

Seraph Bonuses: 

Purity Prayer - Once every 15 seconds, your next attack removes a random debuff from your target and does bonus damage. 

Skill Mastery: Heaven's Wrath - This skill now also grants DMG taken -2%, stacking 5 times up to 10%. Lasts 15 seconds. 

Skill Mastery: Holy Light - Holy Light now bounces between 3 friendly targets after it is cast, healing them all for a small amount. 

Holy Madrigal - Increases healing done by 12%, and gives a 20% chance that you will take 15% less damage when attacked. 

Skill Mastery: Heaven's Light - Increases the healing done by this skill by 30%, takes 25% off the cooldown and also removes a debuff when it is cast. 

Sacred Prayer - Your skills grant DMG Taken -1% and Res +1% for your party. Stacks 4 times, and lasts 15 seconds. 

Sanctuary Hymn - Healing done +6%, Max HP +6%. Hallowed Flare now also grants DMG Taken -4%. 



Ascetic Bonuses: 

Will of Clarity
 - DMG dealt +3%. 

Skill Mastery: Holy Fire - (This isn't very clear. I believe it adds a small DoT to Holy Fire). 

Skill Mastery: Sanctification - Increases the DMG by +15% and lowers the cooldown by 20%. 

Sacred Reach - Your skills inflict DEF -4% and EVA -4% on surrounding enemies for 6 seconds. 

Polaris - Your attacks have a chance to do bonus damage, with an added DoT afterwards. 

Divine Light - Your skills grant allies +1% DMG dealt and +2% Haste, stacking 4 times and lasting 15 seconds. 

Mama Knows Best - ATK +6% and adds a +8% DMG dealt buff to Hallowed Flare. 

 

With my Starstones, I like to take main stats in this order: 

ATK > Crit > Haste 

And skill bonuses in this order: 

Healing Bonus > Cooldown on Heals/Buffs > Damage Bonuses

Twin Saga paladin pure tank build

Twin Saga paladin pure tank build by _Amaranthine_ 

1. Pros and Cons

Pros: High Defense and HP stats that allow for above par survivability and an efficiency in pulling and handling large mob groups.
Cons: Lower attack stats when compared to other builds, resulting in slower kill rates.

2. Specializations

Placing your skill points is a puzzle game: do it safe and do it smart, and you’ll be able to make the most out of your build without wasting points along the way.
 
Terms to know: 
Haste – Attack/Cast Speed
How fast a move casts
EVA - Evasion/Dodge
Aptitude of avoiding incoming attacks
HP - Health Points
Life Force
DEF – Defense
Ability to withstand damage
ATK – Attack/Damage
Damage dealt
CRIT - Critical Rate/Hit
Chance to land critical hits/ hit harder
This section includes a visual example, as well as an overall explanation, of the specializations tree and the choice made upon in. You will see them below:

For this build, it is important to focus on the Dawn skill path as Health and Defense are essential to survivability. A tank that can be mowed down like a blade of grass is not only ineffective, but hazardous to parties as well. Make sure to secure your defenses before they become your downfall.
Row 1 – Dawn
For this build, I began by selecting Taunting Shield for its Threat Generation and added bonus to Shield Bash. I recommend this skill as it will help you maintain attention on and keep it away from your party members.
I went on to add the necessary 3 points in Heart of Stone 1 to unlock Righteous Justice in the future. Nonetheless, I was still lacking the 10 overall points needed to move on in the Skill Tree. As such, I placed one skill point in Salubrious Salute 1 before moving on.
Skill Points: 5/55
Row 2 – Dawn
In this row, I placed 5 points in Salubrious Salute 2 to unlock the next. This decision was made for two distinct reasons:
Firstly, due to the difference in the HP increase between Salubrious Salute 1 and Salubrious Salute 2 (+0.2% vs +0.4% or +1% total vs +2% total), I determined that it was more beneficial to max the latter and save any excess points for future usage. While you could max the former, it’s important to keep in mind that skill points are limited. Aim to get the maximum number of stats out of them that you can.
Secondly, evasion is all but wasted on paladins. As a class with above average base hp and strong defensive stats, there is little reason to worry about dodging incoming attacks. Why? Because you can handle them, especially with this build. Because of this I consider Dodging Drive 1 worthy of being ignored. Nonetheless, you are free to use it in your own build if you so wish.
Skill Points: 10/55
Row 3 – Dawn
I grabbed Righteous Justice in this row for the added resistance, a key but often overlooked factor of building effective defenses. This was a personal decision and by no means necessary; skip it if you desire.
I went on to add 4 points into Heart of Stone 2 for its defense bonus. That, and it enabled me to move on to the fourth row. If you decide to skip Righteous Justice, place 5 here instead.
Skill Points: 15/55
Row 4 – Dawn
Though not the most effective or seemingly helpful of Skill Masteries, I placed a point into Shield Bash for the added AoE range of the skill. When handling large groups of mobs, having a wide attack range is essential for both control and consistent damage. This is especially true for tanks looking to lead parties as Paladin lacks in the reach of other classes.
I went on to place 5 points in Salubrious Salute 3 to unlock Row 5 and give myself more base HP. (While 4 points are enough to unlock the next row, the fifth will play an important role in the next phase, hence my decision to use it.)
Skill Points: 21/55
Row 5 – Dawn
I recommend True Believer for the potential -5% DMG taken it provides. While it may not seem like much, this specialization – in tandem with the other DMG reduction buffs produced by the class – has the potential to negate, or at least reduce, a large portion of damage you would have otherwise taken.
After placing 3 points in Heart of Stone 3 to unlock the next row, I moved on with my build. (Keep in mind that my first goal in any build is to climb the specialization tree as fast as I can; as such, the remaining two points for this specialization will be added later.)
Skill Points: 25/55
Row 6 – Dawn
Skill Mastery – Divine Radiance is a must have for tank oriented Paladins. Not only does it grant you extra healing potential and power (necessary in situations when outside heals are limited or unable to keep up with your sustained damage), it gives you – and your party members – a shield to negate incoming damage. Remember: low defense a good tank does not make. (Yes, the awkward wording is done on purpose.)
Add 4 points to Heart of Stone 4 and move on with your build as the fifth will be added later.
Skill Points: 30/55
Row 7 – Dawnjavascript:bbstyle(4);
Skill Mastery – Healing Aura should be obtained for much the same reason as Divine Radiance. Aim to make the work easier for your healers and maintain your health on your own as much as you can.
Place 4 points in Heart of Stone 5 to unlock row 8, with the fifth being added later.
Skill Points: 35/55
Row 8 – Dawn
Eternal Seal is recommended for its overall 3% DMG reduction. As a tank, this is highly useful. While you could go on to place 4 skill points in Resilience – thereby gaining more base resistance – I suggest going through and using those very same points to max out Heart of Stone 5, Heart of Stone 4 and Heart of Stone 3. Doing either option, or any combination of the two, will unlock the final row of this specialization tree.
Skill Points: 40/55
Row 9 – Dawn
Reduce more of your taken damage? Potentially negate 5% of the damage sustained by your allies and transfer it elsewhere as damage? What is there not to find attractive about this Keystone? Grab Morning Light and marvel over your newfound tank-ability! (Or don’t; it's up to you.)
Skill Points: 41/55
 
*At this point you should have 41/55 Skill Points used (assuming you have reached level 55 and followed this guide). Rather than filling out the Dawn path to its max, turn your attention to the Dusk skill tree for a change of pace. *
Row 1 – Dusk
Attack is essential not only in bringing enemies to their knees, but healing and protecting your backside as well. Because this build lacks the attack power of the other two, it is important to grab a few bonus ATK points when your defense allows it. Go ahead and max out Heavy-Handed 1 to move on to row 2. That, or split those five points between it and Urgency 1.
Skill Points: 46/55
Row 2 – Dusk
Once more, you are presented with an opportunity for more attack by Heavy-Handed 2. Place 5 points there to progress to row 3. As crit, like evasion, is wasted on a Paladin, I don’t suggest placing anything in Critically Keen 1.
Skill Points: 51/55
Row 3 – Dusk
Warning Beacon – grab it. I’ve already explained the benefits of having ATK boosts, but that +5% Move SPD isn’t bad either. As a tank you need to be able to skirt around a map and pull mobs with you. The easier you can do this, the better you can perform your job.
Skill Points: 52/55
 
*At this point you should be at 52/55 with your Skill Points. This isn’t enough to move you onto the next row of the Dusk path and leave you room to add one of the skills presented there. Spread these 3 points out as you see fit. As for me? I gave myself a smidgen of haste by placing two points in Urgency 2 and some bonus resistance by placing the last inResiliance. *
Total Stat Increase:
Defense: +9.8%
HP: +5.2%
Attack: +6%
Haste: +1%
Evasion: +0%
Crit: +0%
Move Speed: +5%
Resistance: +3%

Tuesday, September 13, 2016

Twin Saga Astral Adventure Guide

Twin Saga Astral Adventure Guide by superalimx

Southern Prairie 
 
*The Astral Adventure would spawn around the coordinates given 
 
 
 

Eastern Forest 
 
*The Astral Adventure would spawn around the coordinates given 
 
 
 

Central Desert 
 
*The Astral Adventure would spawn around the coordinates given 
 
 
 

Central Plain 
 
*The Astral Adventure would spawn around the coordinates given 
 
 
 

Western Rainforest 
 
*The Astral Adventure would spawn around the coordinates given 
 
 
 

Northern Barrens 
 
*The Astral Adventure would spawn around the coordinates given