Dragon Saga Destroyer PvP Guide



Dragon Saga Destroyer PvP Guide by to0n

1. Player versus Player

    The meat of this guide, or tofu if you’re a vegan.

1a. Tips, Tricks, and Exploitables
1. If they lagwalk Flash bang, buff Adrenaline and Guild Skill, wait a second, and use RPG-7 at the area where they disappeared.
2. Use shootdown often for extra damage. You can use it at the end of a combo, follow their roll, use gatling, and repeat your combo.
3. Cancel the default shooting animation by simply moving. Alternate moving to stay in position while shooting. Commonly referred to as x spamming.
4. If you want to move in Camouflage, hold one direction to prevent being revealed prematurely.
5. The more movespeed you have, the further your moonwalk skill will move you, making it more effective to use.
6. If you use carpet bombing near the wall in Labyrinth, it will appear on the right side of the screen. Avoid using it near the walls if that target area is not your intended target area.
7. If you’re fast enough, x spam could be used as an escape.
More or possibly repeated tips from my previous guide

 

General Tactics

1. Rising Arrow Catching:
This is the main launch and catching skill for the Grenadier class. It is used over RPG-7 due to its speed and cooldown. Abuse the archer’s innate ability of having more movement speed and maneuver around your enemy to attempt a launch.

2. RPG-7:
This skill hits on contact, as opposed to the Falcon/Wolves. Shooting it head-on can work, but most of the time you’ll need to use this skill preemptively in order to catch them while on the move. Using this before they finish their rolls or other delayed movements can launch them before they are able to counter.

3. Gatling:
This isn’t a skill you can run around and try to catch people with, if they’re on the move, most likely they’ll take one or two hits and continue jumping. To catch a person with Gatling, you’ll need to predict their movements and shoot them as they land.

New gatling will have an increased vertical range making it a lot easier to hit people with. However, you still want to get as close to them as possible so that you can combo a launch into it.

4. Moonwalk:
This skill requires high movement speed for it to be useful. Use it to dodge attacks and to quickly combo after.

5. Camo Hop
Pre-Paris. -waiting for patch-
There is a short delay before you become visible again after performing an action. Use this to play mind games on your opponent and catch them off guard.

6. Shootdown:
Shootdown is a very useful skill for catching and continuing combos.
If you hit a jumping opponent, this skill could effectively launch them to an appropriate height. If they are not high enough, quickly use an RPG-7 to hit them while they near the ground.

7. Ground Combo:
Grenadiers also have many ground based attack: X, Tank, Vulcan 300, Gatling, Caused Bomber, Flashbang.

If you can catch a person with flashbang, you do not need to immediately launch, use the time to add filler damage such as x spam. Be creative!

8. Tank Usage
In 1v1, drop tanks to escape to delayed launches/knockdowns.
In Group, drop tanks where your teammates are ground locking others to add DPS or to save them from ground combos.

9. Atropine
A skill to remove debuffs from your character.

1b. Intimate, one on one alone timesies.

General rules for 1v1 for Destroyers.

    No holding AAS for extended periods of time. No infinite relaunch, (AAS>homing missile>RPG-7 cycling). Pots allowed (To allow MP recovery, negate N2).

My own limitations

    Generally, I’ll limit myself to 3 AAS shots to prevent Aerial Recovery. The number varies depending on the HP/Defense of the opponent. I will try to avoid dealing the last blow with AAS, and to a lesser extent Gatling Gun. I will always constantly try to fight, rather than wait for a certain 9 second skill cooldown. I will not hide in my tank for 21 seconds.

I have many 1v1 videos listed on my youtube page.
CopyPaste from original guide, will maybe update later.

 

Vs. Archers general
*The following sections are under the assumption there is a limit to AAS, if not, be the first to launch and hold Z, also very exciting.

If launches are traded, quickly recover and use shootdown and follow with RPG-7 or run and rebuff.

Vs. Pathfinders
PFs have a more effective and larger arsenal of launches, this makes going against them head-on very difficult. If you are able to dodge Falcons/Wolf, then being aggressive can turn it in your favor.

Try to use your Rising Arrows while the PF launches are on Cooldown, if you trade a Wolf Rush and a Rising Arrow, the PF will be able to recover first and continue launching. OR, because of this game’s animation canceling, most likely if both launches are traded, the PF will remain on the ground while you are launched. [SUBTLE QQ]

It’s good to know the range of traps, this will allow you to maneuver around their territory without problem.

Vs. Grenadiers
Same skills, outplay your opponent.

Vs. Warriors general

Be aware of Sword Dance’s animation, attempt launches during the cooldown period (2 seconds?) or predict their movements and launch with an RPG-7.

Vs. Knights
Most Knights use level 1 impervious (10 second duration), if you see them cast this, kite with X spam and avoid any Sword Dances until the duration is up.

Homing missile won’t be as reliable if they have parry up and may let them fall from your AAS quicker.

Vs. Mages general
As an Archer, you’ll have the movement speed advantage. They also lack reliable catching skills.

Vs. Warmages
If you launch while there’s a Fire Symbol in your face, tap Z and move around it so you can keep them in the air while avoiding damage. Don’t overextend yourself, continue combos when it is safe, and not while there is a blizzard impaling the top of your head.

Vs. Shamans
You cannot launch a Shaman while they are using X spam, jump behind them and try to stun them, or attempt launches when they stop shooting.

Vs. Thieves general

With high movement speed, jumping over or running away from rocket punch is possible. Try to jump over the punch to hit them while they are vulnerable in the casting animation.

Try to predict their unburrows so that you may launch or combo them as soon as they appear.

Vs Harlequins
Rocket Punch and Final Decision are easily avoidable, provoke can be effective but it’s % of success is lower. Evade the attacks but stay close, counter while they are vulnerable casting skills.

Vs Ninjas
– – –

1c. Group PvP
More CopyPaste

Group PvP
In group PvP, you have to work with the skills of your teammates. Know where each class excels.

Ground Based: Warmage, Shaman, Harlequin, Ninja, Paladin
Air: Pathfinder
Both: Myrmidon, Grenadiers

I’m not saying that they’re limited to those areas, but most DPS will come from those categories.

1. With Warmages
Know the cycle of Warmage skills, in the gaps where opponents may escape, use a gatling gun or flashbang to keep the opponent in place while the warmage’s cooldowns refresh.

Shoot X’s inbetween

2. With Myrmidons/Paladins/Harlequins
Same as above. AAS when they launch.

3. With Pathfinders/Grenadiers
If AASing the same target, try to stay spread apart so that if one of you gets interrupted, the AAS continues.

4. With Shamans
Unleash everything you have while the opponents are frozen by flasher, launch or let the shaman cast frog when it is finished.

2. Skills
I guess I didn’t organize this very well. I already went over the skills in the previous section. Free writing, so don’t mind me.

Necessary Skills and Why

Archer TreeRising Arrow 3/5

        : Main launching skill. It is faster than RPG-7 and has a short cooldown. Level 3 or higher to launch multiple mobs in PvE.

Shoot Down 1/3 or 3/3

        : Incredibly powerful if all arrows hit. Can be used to punish people who constantly jump as well. Hit box is very big. Level 1 for fast relaunches to chain into combos.

Rapid Step 5/5

        : The faster you move, the easier it is to escape combos. You also roll faster, jump farther, and moonwalk farther.

Anti Air Shot 3/5

        : Main filler damage skill in your combos. 3/5 or higher for PvE.

Marksman Tree

Gatling Rush 5/5

      : Very wide vertical hit box. Great catching skill and good damage on multiple targets.

Auto Shot System 5/5

      : In 1v1s, this would mainly be used to place before you get caught in a combo. In team games, it serves as a great damage dealer with teammates locking.

RPG-7 3/5

      : Secondary launch skill, primary relaunch skill. Due to the fact that it does not hit upon cast, this skill requires you to time it to hit your opponent. This is advantageous when predicting your opponents movements and shooting lag walks, but also disadvantageous because it does not hit instantly and has a relatively long cast animation.

H.E. Grenades + Passive 8/10

    : In a future patch, the cooldown for level 8+ grenades may be lowered. This will make this skill for usable. For now, I haven’t touched it.

Specialist Tree

Focus 5/5

      : Absolute 3% critical rate. (Not entirely sure)

Flash Bang 3/5 or 5/5

      : Good debuff stats, but mainly used for the stun to lengthen combos.

Caused Bomber ?/5

      : Lowers opponents stats and can be used as filler in between skills without much penalty.

Vulcan 300 1/5 or 5/5

      : Great damage but cannot be utilize to its full potential in 1v1s. Used along with team locks.

Adrenaline 5/5

      : Increases attack speed by 35%, which allows you to x spam. Should also slightly help your AAS speed.

Atropine 1/1

      : Removes a single debuff.

Carpet Bombing + Passive 1/5;1/1

    : Not that great for damage and would ruin team ground lock combos. Used primarily to save teammates by launching multiple people.

Destroyer Tree

N2 Ammunition 5/5

    : Great debuff skill, lowers opponents MP in half and continuously burns 43 MP per second.

3. Set
There are four different sets that may be used. The builds are Aim, Health, Evade, MSPD-, Critical Damage, Attack Speed, Evade,Aim-,Health-,Evade-, MSPD, Critical Damage, Movement Speed Ideally, the blizzard muffler back with 40 AGI, 20 HLTH, 8% EVADE should be used.

1. Lv. 60 Hero Bone (not yet released)

      Hero Bone Helmet 55 AGI Hero Bone Shoulders 60% MP Recovery Hero Bone Top 35 HLTH Hero Bone Bottom 500 Max MP Hero Bone Arm 10% Evade

        5 Set Bonus: 1000 MP, 60 HLTH, 20% AIM

Premium Glove of Alexandre 50 AGI, 3% AIM Premium Shoes of Kryos 40 AGI, 10% CD

    -or- Replace Premium Shoes of Kryos for Hero Bone Shoes 18% MSPD Replace Hero Bone Shoulders for Lalooms 12% AGI

      Total Stats: 150 AGI, 95 HLTH, 10% EVADE, 23% AIM, 10% CD, 1500 MP, 60% MP Recovery Total Soulcraft (excluding arms): 86 STAT, 54% EVADE -or- Total Stats: 105 AGI, 12% AGI, 95 HLTH, 10% EVADE, 23% AIM, 18% MSPD, 1500 MP, 60% MP Recovery Total Soulcraft (excluding arms): 83 STAT, 54% EVADE

Most overall stats, lowest possible damage.

2. Lv. 70 Glorious Rokoko (not yet released)

    Glorious Rokoko Helmet Glorious Rokoko Shoulders Glorious Rokoko Top Glorious Rokoko Gloves Glorious Rokoko Bottom Glorious Rokoko Shoes Hero Bone Arm 10% Evade

      6 Set Bonus: 45 AGI, 31% ASPD, 34% EVADE, 218% CD
    Total Stats: 45 AGI, 31% ASPD, 10% EVADE, 218% CD Total Soulcraft (excluding arms): 90 STAT, 54% EVADE

Highest damage, low aim, no movespeed.

3. Lv. 67 Rokoko

    Rokoko Helmet Rokoko Shoulders Rokoko Top Rokoko Gloves Rokoko Bottom Rokoko Shoes Hero Bone Arm 10% Evade -or- Skeleton Bandage 6 AGI, 5 AIM

      6 Set Bonus: 44 AGI, 37 MSPD, 20% AIM, 100% CD
    Total Stats: 44 AGI, 37 MSPD,(10% EVADE/6AGI,5AIM, 20% AIM, 100% CD Total Soulcraft (excluding arms): 90 STAT, 54% EVADE

Balanced stats.

3. Lv. 60

      Heirloom Bone Helmet Heirloom Bone Top Heirloom Bone Gloves Heirloom Bone Bottom

        25% MSPD

Hero Bone Shoes 18% MSPD Mutisha Shoulders 10% MSPD Hero Bone Arm 10% Evade -or- Skeleton Bandage 6 AGI, 5 AIM

    Total Stats: 53% MSPD Total Soulcraft (excluding arms): ~81 STAT, 52% EVADE

Move really fast!

4. More Sets with Optimized Stats

HERO BONE (AGI)
Head Hero BD – 55 Agi
Shoulders Hero BD – 60% MPR
Chest Hero BD – 35 Hlt
Bottoms Hero BD – 500 MP
Gloves Alex – 50 Agi, 3% Aim
Shoes Kyros – 40 Agi, 10% CD
Shield Hero BD – 10% Eva
-Set Bonus – 1000 MP, 60 Hlt, 20% Aim

SubTotal: 145 Agi, 10% Eva, 23% Aim, 95 Hlt, 10% CD, 1500 MP, 60% MPR
Soulcraft: 93 Agi, 54% Eva, 93 Hlt
Total: 238 Agi, 64% Eva, 23% Aim, 188 Hlt

DOUBLE BONE (HLT)
Head Hero BD – 55 Agi
Shoulders Rare BD – 45% MPR
Chest Hero BD – 35 Hlt
Bottoms Rare BD – 350 MP
Gloves Alex – 40 Hlt, 5% Aim
Shoes Hero BD – 18% Mvspd
Shield Rare BD – 8% Eva
-Set Bonus – 1000 MP, 60 Hlt; 800 MP, 55 Hlt

SubTotal: 190 Hlt, 55 Agi, 18% Mvspd, 8% Eva, 5% Aim, 2150 MP, 45% MPR
Soulcraft: 92 Hlt, 92 Agi, 10% Mvspd, 54% Eva
Total: 282 Hlt, 147 Agi, 28% Mvspd, 64% Eva, 5% Aim, 2150 MP, 45% MPR

MAX AGI/AIM
Head Hero BD – 55 Agi
Shoulders Bubo – 12% Agi
Chest Glorious Rokoko
Bottoms Glorious Rokoko
Gloves Alex – 50 Agi, 3% Aim
Shoes Kyros – 40 Agi, 10% CD
Shield Skeleton – 6 Agi, 5 Aim
-Set Bonus – 45 Agi

SubTotal: 196 Agi, 3% Aim, 5 Aim, 10% CD
Soulcraft: 96 Agi, 58% Eva, 96 Hlt
Total: 290 Agi, 58% Eva, 96 Hlt, 3% Aim, 5 Aim, 10% CD

GLORIOUS ROKOKO
Head CP 70
Shoulders CP 70
Chest CP 70
Bottoms CP 70
Gloves CP 70
Shoes CP 70
Shield Skeleton – 6 Agi, 5 Aim
-Set Bonus – 45 Agi, 31% Aspd, 35% Eva, 218% CD

SubTotal: 51 Agi, 35% Eva, 218% CD, 5 Aim, 31% Aspd
Soulcraft: 103 Agi, 66% Eva, 103 Hlt
Total: 154 Agi, 101% Eva, 103 Hlt, 5 Aim, 31% Aspd, 218% CD

ROKOKO
Head L67
Shoulders L67
Chest L67
Bottoms L67
Gloves L67
Shoes L67
Shield Skeleton – 6 Agi, 5 Aim

SubTotal: 50 Agi, 37 Movement, 100% CD, 20% Aim, 5 Aim
Soulcraft: 96 Agi, 96 Hlt, 54% Eva
Total: 146 Agi, 37 Movement, 96 Hlt, 54% Eva, 20% Aim, 5 Aim, 100% CD

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