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Flurry Pve Guide For Cap 93


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#1 FirePhoenix

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Posted 22 November 2015 - 12:58 AM

Content
I. Introduction
II. Skill build
III. Gameplay
IV. Gear
V. Other useful readings
VI.
Acknowledgements


I. Introduction
Flurry is a melee DPS class, very agile and good damage dealer. Her party buff (share with Sting breezer) is Harmonize which increase 15% movement and attack speed. Many people will love this buff.

With the recent revamp, Flurry back to high DPS tier. She is quite easy to play now and newbie friendly. However to reach full potential is still hard, because her main power - Enhanced spinning cut - is quite difficult to use.  But don't worry, even though you not getting Enhanced SC often, flurry still strong.

Key revamp points:
Here are key points about flurry revamp. New player starting after revamp can ignore this part.
- Erratic power: FD buff decrease from 65% > 20%, Attack and movement speed decrease 17% > 10%.
However, Fatigue do not generate over time anymore. It only generate when using skill. And max Fatigue now is 30.
- Scar maker: field duration change to 15s. Attack buff decrease 50% > 10%
- Will maker: aside from old function, Will maker will remove all Fatigue when casting. This make Fatigue management very easy now. Just cast every skill you want, and cast Will maker once for a while to remove Fatigue.
Those change to EP and Scar maker seem nerf Flurry but don't worry. We get a big boost in other skill to compensate for it. And the best part is Flurry is quite easy to use now, much less hassle like before.

- Vulnerable debuff duration decrease from 5 > 2.5s. But with the improve animation of Spinning skewer, 2.5s is more than enough.
- Spinning skewer have less damage now (due to reduce buff from EP and Scar maker). But cd only 2s, and have much better animation (no jump back part). So you can use it more and less chance get miss. Overall damage is not really decrease much
- Rough sweep Ex and Ins do not share cd. Rough sweep lower cd (32s> 18s), increase damage, make it much better than before.
- Here is the table comparing skill damage before and after revamp.

Spoiler

Because the revamped Flurry have less FD buff. She less suffer from diminishing return when stack FD now. That make building FD for flurry very worthy now.
FD flurry gain more damage than non-FD with this revamp. But in any FD value, flurry still get a decent boost.


II. Skill build

Core build: these are essential skill which I think everyone should take it.



Posted Image



The rest of SP, you can spend according to your preference.
This is my skill build:

Posted Image


Skill Explanations:
Lancea tree:
Get all utility skills: Counter spin, Flee, Aerial Evasion, Harmonize, Hornet touch, Swoop, max Physical Mastery, mental mastery and mind conquer.

After all those utilities, you can dump the rest sp in any skill you like to make it 45 sp so we can learn ulti skill on piercer tree?
I choose hornet touch which have a decent dmg with current revamp. But it has very little impact, so just allocate to any skill you want.

Piercer tree:
Flurry route:









Spoiler


Utility skills:










Spoiler

SB route:










Spoiler


Flurry tree:
Max everything.

Spinning skewer:
Need vulnerable status to use this skill.
No longer main dps skill. But skill a strong skill (7950%) with low cd (2s). Improve animation is god sent. We can hit fast and more accurate now. Over damage is not bad compare to before when we consider number of accurate Spinning skewer we can land now.

Has a short i-frame at the beginning of casting.
- Can get +1 neck for this skill.
- Must have +dmg plate.

Rough Sweep:
This skill has good damage (8864%) and many hits to trigger weak points.
Rough Sweep Ins:
Damge is strong now (8284%). No long share cd with Ex version and with Rushing blade only has 10.5s cd at max level, we can spam RS Ins a lot.
- Can get +1 neck for this skill.
- Must have +dmg plate.

Flurry dps skill summary
Posted Image

III. Gameplay
On buff: harmonize, EP before battle

Rotation: open Scar maker before combo
Shutter bounce > stab screw > (Enhanced) SC > Rough sweep > RS Ins> Lollipop chups. And skewer when Vulnerability proc. Use Spinning swing when all above skill on cd.

Open will maker when have idle time to remove Fatigue


IV. Gear

Key stat cap 90 (For IDN)
100% FD - 6367
90% Critical - 213192
85% Def - 140944

Key stat cap 93
100% FD - 8333
90% Critical - 326888
85% Def - 198670
Max crit damage - 832524 (Noted: unlike other stat Crit damage based on your level, not monster. So if you want max crit dmg in IDN, you will need 832524)

Equipment:

Weapon and armor:
IDN L > RDN L > Unique 90 >= Epic 93 > Epic 90.
- IDN L is the best, but at this time very few people can get it.
- RDN L is second only to IDN L. At this time it still worth to get RDN L. If you are average player, you won't get IDN L anytime soon. And if you are rich or serious raid player, you get RDN L already and you need RDN L to clear IDN HC anyways. In short RDN L still worth to get.
- If you don't have budget and casual player only, Coma/nightmare unique also a good choice.

For new player, your gear progression will be:
- Armor will be Desirous Theano. Easy to farm and decent stat.
- Weapon can be Coma/Nightmare unique +12/+13. RDN L also a good option, better but cost more.
With this gear, you can do almost all content except for IDN.

Accessories:
Necklace.
   - Best for now is Genesis neck.
   - More affordable option is skill neck Spinning Skewer + 1, max str type.
Earring:
   - Best is abyss earring.
   - Cheaper option is skill ear Lollipop chups +1. max str type. Or IDN S/Theano str type.
Ring:
   - Best is dual Genesis ring.
   - Alternative option is dual skill ring: Spinning cut +1 and Rough sweep +1.
Note: FD Flurry can always use Spinning cut +1 ring and 3 part RDN L accs: Neck, ear, ring

Enhancement Plates:
- Must have 5 plates for maximize dps: Bear, Destruction, Fatal, Wind, Ultimate
- Choose the rest 3 plates from this 4: Health, Life, Iron wall, Tent.
- If you have 3 slot plate extension, can consider more option: Attack, Limitation, concentration.
3rd stat plate: there are 4 option: FD, crit, STR, PATK.
- FD is the best for those who can afford.
- Crit. So crit plate is also a good option in case you lack crit.
- Usually debate is we should invest in STR or PATK to increse our damage. With 50% STR from Class mastery, STR is superior than PATK.

Skill Plates:
- Spinning Cut dmg/cd. Theoretically, cd plate offer higher dps, but it require using every time Spinning cut off cd. So in practice dmg plate may better. But if you are FD flurry, cd plate is the only choice due to diminishing return.
- Rough Sweep dmg.
- Spining Skewer dmg.
- Spinning Swing Action speed.


Talisman: pretty much the same with enhancement Plate
2nd Talisman: only 2 choice:
- FD: for average FD stacker (Super rich people don't use FD talisman ^^) .
- Str: with 50% STR from Class mastery, 2nd STR taliman is superior than PATK.

Jade:
Jade 90: bear jade on armor/neck/ear, destruction jade (neutral) or Elemental jade (ECJ user) on weapon/ring (neutral). Usually, you choose additional stat is hp. If you prefer more dps and can survive with low hp, you can go with additional stat crit and critical damage.
Jade 80: Armor: Bear + vit jade, weapon: Bear+Destruction/Elemental jade. Neck/ear:  bear jade, ring destruction or dark jade. You can swap some vit jade with wind jade to gain more crit and damage if you can survive with low hp. Switching bear jade for wind jade is not recommend now

V. Other useful readings

1/ Detailed flurry skill coefs:
http://forum.cherryc...y-skills-notes/
2/ Cap 90 gear:
http://dragonnest.ne...Q-amp-A&nxid=62

VI. Acknowledgements
Special thanks to:
- fourrier
- Sieg - Freedom
- Revertible
- Fieree

Change log:
- 1/12/2015: replace 2 skill board damage table. Add some minor detail at Flurry tree and skill plate choice, mirror correct skill rotation.
- 3/12/2015: added Dark ECJ vs Pure Patk, in the following post.
- 29/1/2016: updated gear section and Dark ECJ vs Pure Patk section in the following post
- 12/06/2016: update with Flurry revamp.
- 30/09/2016: update skill build and item choice to cap 93.

Edited by FirePhoenix, 06 January 2017 - 04:27 PM.


#2 FirePhoenix

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Posted 22 November 2015 - 12:59 AM

Some additional info

1/ Dark EJC vs Pure patk.

In this post, I will do some analysis about this problem. Notice that, this analysis can also apply to other class using ECJ.

Firstly, how our dmg is calculated. In a simplifed form:
Dmg = (ATK * Skill board dmg %) * (1 + ele attack %) * (1 - ele resist %)
Here we want to compare between different gears, we can obmit skill board dmg part.
Dmg = ATK * (1 + ele attack %) * (1 - ele resist %)

I will compare among 3 set up:
Gear 1: neck and earring tough. Dark ECJ
Gear 2: neck Skewer, earring tough. Dark ECJ
Gear 3: Neck and earring skill, Non ECJ.
Here is snapshot of my stat in those setup
Posted Image
Using above damage formular for these 3 gear, we have:
Posted Image
For detail boss dark resist in nest, you can check here.

Some observations:
-  Dual tough (Gear1) vs. Neck Skewer + earring tough (Gear2)
Gear1 have 4% dmg output more than Gear2.
However using neck skewer make this skill from: 1455% > 1656% ~ 13.8% increase. Skewer is our main source of DPS, so Gear2 will better Gear1 when flurry want go Dark ECJ.
- At 0% ele resist. Dark ECJ is much better than Pure ATK.
- In RDN, most boss have 15% dark resist, some have 0% dark resist.
At 15% resist, dark ECJ is slight weaker. But after apply debuff and for some boss have 0% dark resist, Dark is much stronger. So overall, Dark ECJ is better for RDN.
- In nest 90, boss have 0% resist, so obviously Dark ECJ is better

Edited by FirePhoenix, 29 January 2016 - 01:32 PM.


#3 FirePhoenix

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Posted 22 November 2015 - 12:59 AM

- Reserved-

Edited by FirePhoenix, 22 November 2015 - 01:00 AM.


#4 Kenlenney

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Posted 24 November 2015 - 01:13 AM

What a quality thread!!
Thank you for your efforts. Lancea has been dead for so long, I hope with all the changes, this class will come back to DN.
ALL HAIL LANCEA!! ALL HAIL FLURRY!!

#5 FirePhoenix

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Posted 24 November 2015 - 08:52 PM

Just test Spining skewer. Coef is 5.
Non-weakpoint:
Flip dmg 0.25, main dmg: 0.75
When hit weak point:
Flip dmg 0.25, main dmg: 4.75

I will update the guide detail when have time.

Edited by FirePhoenix, 01 March 2016 - 03:46 AM.


#6 kuurousa

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Posted 24 November 2015 - 10:05 PM

*^* sanku pheo !

#7 Xenocho

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Posted 28 November 2015 - 10:19 PM

Good evening! Can Unguarded Point be refreshed within the 5s dura or can it only be re-applied after the debuff goes off? Or does Spinning Skewer "remove" the debuff?

#8 FirePhoenix

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Posted 29 November 2015 - 12:42 AM

Hi,
- Unguarded Point cannot be refreshed. Can only reapply after debuff goes off.
- Spinning Skewer NOT remove debuff.

#9 Kouzaku

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Posted 01 December 2015 - 02:41 AM

Bump for a good read!

#10 Zeill23

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Posted 01 December 2015 - 12:06 PM

(:>) nice guide.

just changed my sb to flurry cause kinda got bored with sb's skill rotation.

still trying combos with it before the mt and i felt like playing an acro without the jumps lol.

Edited by Zeill23, 01 December 2015 - 12:13 PM.


#11 ArmedAndReady

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Posted 01 December 2015 - 12:57 PM

Thanks for sharing (:>)

I hope they increase Maker skills' area similar to pre-R lv5+1, considering that its worth 10SP each and they're self-buff only. Plus, mobs are quite mobile (shame)

Other than that, I find this class very fun to play... just needs a bit of setup every start of combo.

#12 FirePhoenix

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Posted 01 December 2015 - 01:29 PM

Updated: replace 2 skill board damage table. Add some minor detail at Flurry tree and skill plate choice.

@ArmedAndReady: ya, increase Maker radius to 4m again sure be nice. But it is still OK now consider the fact that weak point now last 5s, so we have time to rebuff scar maker if need before using skewer. Moreover, the buff from maker last 5s also, so for the first 5s outside maker AOE, we still have the buff.

#13 XaelCry

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Posted 01 December 2015 - 01:45 PM

Whats the difference between Skewer CD and Damage?
CD reduce it to 5.6 while damage add it 20%.
In terms of dps, which is better (oo)?

#14 FirePhoenix

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Posted 01 December 2015 - 02:00 PM

View PostXaelCry, on 01 December 2015 - 01:45 PM, said:

Whats the difference between Skewer CD and Damage?
CD reduce it to 5.6 while damage add it 20%.
In terms of dps, which is better (oo)?
20% dmg plate work like 20% FD buff.

Let say Skewer have 8200% board and the flurry have 10% FD.
Case 1: CD plate. Skewer have cd 5.6s. Total FD after EP: 10% + 65% = 75%.
8200% > 8200% * 1.75 = 14350% (after EP) cd 5.6 s > DPS = 14350/5.6 = 2562%
Case 2: Dmg plate. FD after EP and Plate is 10% + 65% +20% = 95%.
8200% > 8200 %* 1.95 = 15990% (after EP and dmg plate) cd 7s > DPS = 15990% / 7 = 2284%

As you can see, cd plate have more DPS.

#15 ArmedAndReady

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Posted 01 December 2015 - 02:19 PM

Also, with 7s skewer CD and 5s vulnerable status duration, you might miss an opportunity skewering an enemy if you use a damage plate. Sure, vulnerable status is chance-based and additional time frame is slim, but still, opportunity is opportunity :)

#16 huehuehue212121

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Posted 01 December 2015 - 09:33 PM

Quote

Weapon:
RDN L > BDN L > RDN S>80A > 90A
More detail:
RDN L +12 > RDN S + 12 > BDN L +12 > RDN S +10 > 80A +12 > 90A

Armor:
RDN L > BDN L > 90A > RDN S>80A

how about festival weapon and armor +10? did it's reliable?

#17 FirePhoenix

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Posted 02 December 2015 - 12:08 AM

View Posthuehuehue212121, on 01 December 2015 - 09:33 PM, said:

how about festival weapon and armor +10? did it's reliable?
Oh hi, I just added Festival Item in guide. Basically, Festival equip still a good choice.
I rank it:
For weap
RDN L > BDN L > RDN S>Festival>80A > 90A
For Armor

RDN L > BDN L > 90A > RDN S> > Festival > 80A

Edited by FirePhoenix, 02 December 2015 - 12:15 AM.


#18 XaelCry

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Posted 02 December 2015 - 01:10 AM

View PostFirePhoenix, on 01 December 2015 - 02:00 PM, said:

20% dmg plate work like 20% FD buff.

Let say Skewer have 8200% board and the flurry have 10% FD.
Case 1: CD plate. Skewer have cd 5.6s. Total FD after EP: 10% + 65% = 75%.
8200% > 8200% * 1.75 = 14350% (after EP) cd 5.6 s > DPS = 14350/5.6 = 2562%
Case 2: Dmg plate. FD after EP and Plate is 10% + 65% +20% = 95%.
8200% > 8200 %* 1.95 = 15990% (after EP and dmg plate) cd 7s > DPS = 15990% / 7 = 2284%

As you can see, cd plate have more DPS.
Alright time to remove the dmg plate (:])

#19 Syenna

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Posted 02 December 2015 - 05:41 PM

Nice guide. Request to pin (:>)

#20 lexlexlex

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Posted 03 December 2015 - 11:08 AM

atlast they finally pinned something here at lencea thread (:D)