To be honest, I am a little afraid to discuss this new job, because flying hours use Machina not too long ago. I get a loan Char Ruina level 90 of your friends in DN INA (Thank ya: P). If calculated Ruina I use no more than 24 hours T_T, so it is likely to be a lot of explanation or detail skill that I miss. Until now, I still have not memorized the names of skill, hehehehe.
The first time I get info there will be a new Job in Dragon Nest, I was a little disappointed because again female gender. Hode population will increase again ya in the world per DN's. When Update on DN INA, many are wondering about this Machina. Heck standard questions "Which ones are good between Ruina and Defensio (Defena)" and I was confused he said. Because I have not read or find out info about Machina. All I know anyway if you want to be a better DPS select Ruina, while the DPS Support select Defensio.
Initially I think it will be easy to calculate the potential of DPS Ruina, but the reality is really complicated. The complexity was due to the effect of adding lot skill + combo. Skill passable merepotkn is Over Charging. Calculating Potential Over Charging DPS is not as easy to see the skill description. In addition, there are also some additional damage that does not match the description of the skill. I recommend to post Ruina's Skill Build Level 90, you should read carefully in order to know explanation. Me also ask you to correct mistakes in this Post.
Jade/Jewel
Armor: AGI + VIT
Weapon + Ring: PATK + AGI
Earring + Necklace: AGI + VIT
Heraldry + Talisman
Destruction, Wind, Life Vitality, Health, Shinning (Iron Wall), Tent, Fatal dan Bear/Ultimate
Potensi DPS
Because Ruina is a new job, I need to explain a little bit the steps to create Build. First I certainly assume first PATK Ruina is 50000. Then they can analyze each Skill Tree.
Machina Skill Tree
From the table above, I will discuss only 5 Skill of Body Check, Fly By, Knuckle Charge, Charging Gear and Pivot Gun Shot.
Body Check
DPS potential of its most special if you just spam attack (right-click) only. While Ruina require rotation combos and skill, not just spam one skill alone. Therefore, I crossed Body check from my DPS skill selection.
Fly By
Ruina users might wonder why Fly By can have a sizeable potential. Spam Fly By every 2.5 seconds could have considerable potential as well. I get the maximum hit during the trial in the BDN / GDN was 7 Hit. Again Spam Fly By also not be the best choice to Ruin. I generally make it a Blink Skill alone.
Charging Gear
This passive skills have considerable potential DPS as well. Normal Hit + Charging Gear has a 5.8x damage PATK you. Similarly Body Check and Fly By, Spam Normal Hit + Charging DPS Gear not the best choice. Okay if DPS great, and even then ranks only 4 or 5 (LOL). Anyway when Ruina're activating Over Boost, Charging Gear will not be in the Cast.
Knuckle Charge vs Pivot Gun Shot
I was a little hesitant when analyzing both these skills. Pivo Gun Shot has DPS is more stable than Knuckle Charge. That is because Knuckle Charge have a longer casting time and consists of a lot of Hit. If you do not use your Fly By beforehand, then Knuckle Charge will not get additional 50% damage and potential can differ slightly from Pivot Gun Shot. After seeing Knuckle Charge level 6 ++ that can be used to pull the monster / mobbing, I finally chose Knuckle Charge only.
Patrona Skill Tree
Well that is going to start complicated explanation.
For a more disjointed, I give info about Ducking, Howl Over and Over Boost used to ya ..
Ducking
Can reduce the cooldown of Gear Step Skill namely Rock Away, Step Up and Foot Stomping (I gave blue). Ducking level rise will be big cuts cooldown's. At level 6 (MAX) Step Gear cooldown is reduced by 90%.
How to activate it?
To put it simply you can press the Spacebar (jump) when using Gear Step Skill.
Overhowl
Final Damage buff to increase 10%. Final Damage there is not FD of Plate / Equip etc, but Put Out Your Damage. Suppose one of your skill damage is 100,000 (without Buff), after using Howl Over the damage is going to be 110,000 or 1.1x damage.
Overboost
This buff can only be used when the number reached 30. Steam Steam you can you get from the use of Gear Step (Mastery Class I) or using a skill Overclocking. Having consumed all Steam, it would appear Buff Overboost for 160 seconds. Buff function is:
- Heal 16% HP
- Reset Cooldown Ducking
- Final Damage + 50%
- Reduce time for Skill Overcharging Charging
Calculation of Final Damage Overboost stacking with Overhowl, so when using both damage you can increase 1.6x. Ducking initially has a 5 second cooldown, but when using the Overboost will be no cooldown (always reset).
Let's discuss the potential of DPS Gear Step Skill (Rockaway, Step Up and Foot Stomping)
Rock Away + Step Up + Foot Stomping
All three belong to the Skill Gear Step (Blue Table). Potential DPS not too great if you just do it mediocre (Normal). When you raise Ducking MAX, then the potential of 2.5x DPS could rise as much. That is because you no cooldown reduction effect Gear Step Skill by 90%. Not quite got there, potentials could rise again if you are using the Overboost. The trial results, Gear Step Skill can be used every 2 seconds when the Overboost active. Unfortunately Gear Step continuous use is not effective for DPS Ruina. Therefore, I decided to not raise any of Gear Step Skill level to Max.
Follow Up vs Follow Through
You can use this skill directly from the second pressing skill or could use a combo. Damage will differ between pressing directly with combo skills. If you use it without the potential DPS combo would like the table above. With the results showed that the Follow Up EX superior Follow Through EX.
Flying Knee Kick vs Kidney Blow
Same as before, Flying Knee Kick and Kidney Blow can also be used in a manner directly or via a combo. If seen from the table above, DPS Potential Flying Knee Kick is greater than the Kidney Blow.
Beat Down vs Leaping Over
Leaping over potential DPS greatest in the table above. Damage is highly dependent on the number of successful hit of the enemy, as far as this can be 20 ++ Hit (1 = 1x Board Hit Damage). In contrast to the Down Beat has Board damage is big in level 21 which is 2509%. But this time the damage is not calculated based on the number Hitya, but purely by 2509% only. Therefore, the table above, Beat Down Potential DPS can be defeated by Leaping Over.
Over Heating EX
As EX Skill level 80, DPS potential is not too large.
Earlier I said that the DPS potential of all six skill above will increase when using a combo.
Kombo Skill (Enhance Command)
Step up > Leaping Over/Beat Down
Leaping Over still has a great potential of DPS when using a combo skill. Nothing makes me confused when Enhance Command (Kombo) Leaping Over supposed damage increased by 20% (according to the skill description). After my test, damage is even increased by 27.5%. Unlike the Beat Down is still in accordance with the skill description. Up here I'm still undecided what to choose between Leaping Over or Beat Down.
Footing Stomping > Follow Up EX/Follow Through EX
From the second table (Patrona Skill Tree) it is clear that the follow-up has the potential of DPS larger than the Follow Through. Even at enchance Command (combo) was, DPS Potential Follow Up EX is still superior. This is where I decided to raise Follow Up.
Rock Away > Flying Knee Kick EX/Kidney Blow EX
Viewed from Potential DPS's, Flying Knee Kick / EX Kidney Blow EX, whereas when seen from Blow EX Kidney damage is superior. This is because the Kidney Blow had a longer cooldown. Both of these skills successfully confuses me most likely I will raise both alone.
Note:
Extra damage to Enhance Command and Rock Away Foot Stomping different from the description Skill. Damage is supposed to increase by 20% but once tested by 50% damage. I do not know if this Bug or how ya, because Damage + 50% when it was supposed to last 80 Cap.
Over Charging
This Skill is a main attraction playing Ruina. Calculation of damage is also a bit tricky because it is different for each skill. Overcharging can be used with or after skill Normal Attack Follow Up, Flying Knee Kick, Down Beat, Kidney Blow and Overheating. The result of the calculation is like this:
Note: Damage Over Charging greatly affect the damage done earlier,
Beat Down > Over Charging
According to the table above, use Overcharging after Beat Down has the highest potential of DPS. Finally, I do not confused anymore and chose to raise Beat Down Max.
Flying Knee Kick vs Kidney Blow > Over Charging
As usual, the skill is indeed create confusion. DPS bigger Flying Knee Kick, while greater damage Kidney Drop. I choose to find a safe course by raising both to Peak Level.
Follow Up EX > Over Charging
Typically Follow Up superior DPS but not this time. This is because the Board Damage Follow Up is not too big, so the damage Over Charging produced is also not great.
Over Heating > Over Charging
Damage is indeed greater than the Follow Up EX. Only cooldown too long to be a DPS skill.
Rotasi Skill
Skill rotation that I normally use are:
- Foot Stomping > Follow Up EX > Over Charging > Step up > Beat Down > Over Charging
- Rock Away > Flying Knee Kick EX > Over Charging > Step up > Beat Down > Over Charging
Excess rotation skill above are each skill cooldown fast. Rotation This skill can be used once every 13 seconds. Extend more rows of skill, can be less effective and easily canceled.
You can also use Simple Combo I:
- Foot Stomping > Follow Up EX > Ducking > Step up > Beat Down > Over Charging
(Foot Stomping > left click > space > left click > left click + hold)
Skill Build
After an explanation and analysis of the above, I chose to use the Skill Build this.
Build PVE
Follow Through
if you read from the beginning may already know the reason why I did not raise Follow Through. The point is because of the potential DPS not too big and can not dikombo with Over Charging.
Leaping Over
In the two tables above, Leaping Over can be ranked first. Then why am I not to increase them? because of the potential for DPS Leaping Over combo skill not Over Charging (please check above). In addition, my calculations on top of that if you managed to hit Hit 20x. If it's less than that, then DPS will come down again.
Beyond The Wall
I can say this is the Skill OP for Machina. Beyond The Wall max can create a Barrier which is based on 20% HP Machina. Before using combo attacks, would be much better to use Beyond The Wall advance so not easy to cancel.
Deus Machina EX vs Strike of Martyr (Man-to-Man)
Both Ultimate Skill is very different functions. Deus EX Machina over to DPS DPS skill because it has potential is huge (can be seen in Table 2). Strike of Martyr over to Support Skill to reduce attacks. I only raise Deus EX Machina just because the function minus the damage etc. Support affair later, while a DPS Ruina must still seek the highest DPS Potential.
Build PVP
To this day I have never tried PVP using Ruina. If you must make Build PVP, maybe I'll make like this.
Skill Plate
PVE:
- Follow Up (damage)
- Beat Down (damage)
- Kidney Blow (action speed)
- Flying Knee Kick (action speed)
Optional: Over Heating (action speed), Deus Machina EX (damage)
PVP:
- Flying Knee Kick (action speed)
- Body Check (action speed)
- Kidney Blow (action speed)
- Over Heating (action speed)
Optional: Deus Machina EX (cooldown)
The first time I get info there will be a new Job in Dragon Nest, I was a little disappointed because again female gender. Hode population will increase again ya in the world per DN's. When Update on DN INA, many are wondering about this Machina. Heck standard questions "Which ones are good between Ruina and Defensio (Defena)" and I was confused he said. Because I have not read or find out info about Machina. All I know anyway if you want to be a better DPS select Ruina, while the DPS Support select Defensio.
Initially I think it will be easy to calculate the potential of DPS Ruina, but the reality is really complicated. The complexity was due to the effect of adding lot skill + combo. Skill passable merepotkn is Over Charging. Calculating Potential Over Charging DPS is not as easy to see the skill description. In addition, there are also some additional damage that does not match the description of the skill. I recommend to post Ruina's Skill Build Level 90, you should read carefully in order to know explanation. Me also ask you to correct mistakes in this Post.
Jade/Jewel
Armor: AGI + VIT
Weapon + Ring: PATK + AGI
Earring + Necklace: AGI + VIT
Heraldry + Talisman
Destruction, Wind, Life Vitality, Health, Shinning (Iron Wall), Tent, Fatal dan Bear/Ultimate
Potensi DPS
Because Ruina is a new job, I need to explain a little bit the steps to create Build. First I certainly assume first PATK Ruina is 50000. Then they can analyze each Skill Tree.
Machina Skill Tree
From the table above, I will discuss only 5 Skill of Body Check, Fly By, Knuckle Charge, Charging Gear and Pivot Gun Shot.
Body Check
DPS potential of its most special if you just spam attack (right-click) only. While Ruina require rotation combos and skill, not just spam one skill alone. Therefore, I crossed Body check from my DPS skill selection.
Fly By
Ruina users might wonder why Fly By can have a sizeable potential. Spam Fly By every 2.5 seconds could have considerable potential as well. I get the maximum hit during the trial in the BDN / GDN was 7 Hit. Again Spam Fly By also not be the best choice to Ruin. I generally make it a Blink Skill alone.
Charging Gear
This passive skills have considerable potential DPS as well. Normal Hit + Charging Gear has a 5.8x damage PATK you. Similarly Body Check and Fly By, Spam Normal Hit + Charging DPS Gear not the best choice. Okay if DPS great, and even then ranks only 4 or 5 (LOL). Anyway when Ruina're activating Over Boost, Charging Gear will not be in the Cast.
Knuckle Charge vs Pivot Gun Shot
I was a little hesitant when analyzing both these skills. Pivo Gun Shot has DPS is more stable than Knuckle Charge. That is because Knuckle Charge have a longer casting time and consists of a lot of Hit. If you do not use your Fly By beforehand, then Knuckle Charge will not get additional 50% damage and potential can differ slightly from Pivot Gun Shot. After seeing Knuckle Charge level 6 ++ that can be used to pull the monster / mobbing, I finally chose Knuckle Charge only.
Patrona Skill Tree
Well that is going to start complicated explanation.
For a more disjointed, I give info about Ducking, Howl Over and Over Boost used to ya ..
Ducking
Can reduce the cooldown of Gear Step Skill namely Rock Away, Step Up and Foot Stomping (I gave blue). Ducking level rise will be big cuts cooldown's. At level 6 (MAX) Step Gear cooldown is reduced by 90%.
How to activate it?
To put it simply you can press the Spacebar (jump) when using Gear Step Skill.
Overhowl
Final Damage buff to increase 10%. Final Damage there is not FD of Plate / Equip etc, but Put Out Your Damage. Suppose one of your skill damage is 100,000 (without Buff), after using Howl Over the damage is going to be 110,000 or 1.1x damage.
Overboost
This buff can only be used when the number reached 30. Steam Steam you can you get from the use of Gear Step (Mastery Class I) or using a skill Overclocking. Having consumed all Steam, it would appear Buff Overboost for 160 seconds. Buff function is:
- Heal 16% HP
- Reset Cooldown Ducking
- Final Damage + 50%
- Reduce time for Skill Overcharging Charging
Calculation of Final Damage Overboost stacking with Overhowl, so when using both damage you can increase 1.6x. Ducking initially has a 5 second cooldown, but when using the Overboost will be no cooldown (always reset).
Let's discuss the potential of DPS Gear Step Skill (Rockaway, Step Up and Foot Stomping)
Rock Away + Step Up + Foot Stomping
All three belong to the Skill Gear Step (Blue Table). Potential DPS not too great if you just do it mediocre (Normal). When you raise Ducking MAX, then the potential of 2.5x DPS could rise as much. That is because you no cooldown reduction effect Gear Step Skill by 90%. Not quite got there, potentials could rise again if you are using the Overboost. The trial results, Gear Step Skill can be used every 2 seconds when the Overboost active. Unfortunately Gear Step continuous use is not effective for DPS Ruina. Therefore, I decided to not raise any of Gear Step Skill level to Max.
Follow Up vs Follow Through
You can use this skill directly from the second pressing skill or could use a combo. Damage will differ between pressing directly with combo skills. If you use it without the potential DPS combo would like the table above. With the results showed that the Follow Up EX superior Follow Through EX.
Flying Knee Kick vs Kidney Blow
Same as before, Flying Knee Kick and Kidney Blow can also be used in a manner directly or via a combo. If seen from the table above, DPS Potential Flying Knee Kick is greater than the Kidney Blow.
Beat Down vs Leaping Over
Leaping over potential DPS greatest in the table above. Damage is highly dependent on the number of successful hit of the enemy, as far as this can be 20 ++ Hit (1 = 1x Board Hit Damage). In contrast to the Down Beat has Board damage is big in level 21 which is 2509%. But this time the damage is not calculated based on the number Hitya, but purely by 2509% only. Therefore, the table above, Beat Down Potential DPS can be defeated by Leaping Over.
Over Heating EX
As EX Skill level 80, DPS potential is not too large.
Earlier I said that the DPS potential of all six skill above will increase when using a combo.
Kombo Skill (Enhance Command)
Step up > Leaping Over/Beat Down
Leaping Over still has a great potential of DPS when using a combo skill. Nothing makes me confused when Enhance Command (Kombo) Leaping Over supposed damage increased by 20% (according to the skill description). After my test, damage is even increased by 27.5%. Unlike the Beat Down is still in accordance with the skill description. Up here I'm still undecided what to choose between Leaping Over or Beat Down.
Footing Stomping > Follow Up EX/Follow Through EX
From the second table (Patrona Skill Tree) it is clear that the follow-up has the potential of DPS larger than the Follow Through. Even at enchance Command (combo) was, DPS Potential Follow Up EX is still superior. This is where I decided to raise Follow Up.
Rock Away > Flying Knee Kick EX/Kidney Blow EX
Viewed from Potential DPS's, Flying Knee Kick / EX Kidney Blow EX, whereas when seen from Blow EX Kidney damage is superior. This is because the Kidney Blow had a longer cooldown. Both of these skills successfully confuses me most likely I will raise both alone.
Note:
Extra damage to Enhance Command and Rock Away Foot Stomping different from the description Skill. Damage is supposed to increase by 20% but once tested by 50% damage. I do not know if this Bug or how ya, because Damage + 50% when it was supposed to last 80 Cap.
Over Charging
This Skill is a main attraction playing Ruina. Calculation of damage is also a bit tricky because it is different for each skill. Overcharging can be used with or after skill Normal Attack Follow Up, Flying Knee Kick, Down Beat, Kidney Blow and Overheating. The result of the calculation is like this:
Note: Damage Over Charging greatly affect the damage done earlier,
Beat Down > Over Charging
According to the table above, use Overcharging after Beat Down has the highest potential of DPS. Finally, I do not confused anymore and chose to raise Beat Down Max.
Flying Knee Kick vs Kidney Blow > Over Charging
As usual, the skill is indeed create confusion. DPS bigger Flying Knee Kick, while greater damage Kidney Drop. I choose to find a safe course by raising both to Peak Level.
Follow Up EX > Over Charging
Typically Follow Up superior DPS but not this time. This is because the Board Damage Follow Up is not too big, so the damage Over Charging produced is also not great.
Over Heating > Over Charging
Damage is indeed greater than the Follow Up EX. Only cooldown too long to be a DPS skill.
Rotasi Skill
Skill rotation that I normally use are:
- Foot Stomping > Follow Up EX > Over Charging > Step up > Beat Down > Over Charging
- Rock Away > Flying Knee Kick EX > Over Charging > Step up > Beat Down > Over Charging
Excess rotation skill above are each skill cooldown fast. Rotation This skill can be used once every 13 seconds. Extend more rows of skill, can be less effective and easily canceled.
You can also use Simple Combo I:
- Foot Stomping > Follow Up EX > Ducking > Step up > Beat Down > Over Charging
(Foot Stomping > left click > space > left click > left click + hold)
Skill Build
After an explanation and analysis of the above, I chose to use the Skill Build this.
Build PVE
Follow Through
if you read from the beginning may already know the reason why I did not raise Follow Through. The point is because of the potential DPS not too big and can not dikombo with Over Charging.
Leaping Over
In the two tables above, Leaping Over can be ranked first. Then why am I not to increase them? because of the potential for DPS Leaping Over combo skill not Over Charging (please check above). In addition, my calculations on top of that if you managed to hit Hit 20x. If it's less than that, then DPS will come down again.
Beyond The Wall
I can say this is the Skill OP for Machina. Beyond The Wall max can create a Barrier which is based on 20% HP Machina. Before using combo attacks, would be much better to use Beyond The Wall advance so not easy to cancel.
Deus Machina EX vs Strike of Martyr (Man-to-Man)
Both Ultimate Skill is very different functions. Deus EX Machina over to DPS DPS skill because it has potential is huge (can be seen in Table 2). Strike of Martyr over to Support Skill to reduce attacks. I only raise Deus EX Machina just because the function minus the damage etc. Support affair later, while a DPS Ruina must still seek the highest DPS Potential.
Build PVP
To this day I have never tried PVP using Ruina. If you must make Build PVP, maybe I'll make like this.
Skill Plate
PVE:
- Follow Up (damage)
- Beat Down (damage)
- Kidney Blow (action speed)
- Flying Knee Kick (action speed)
Optional: Over Heating (action speed), Deus Machina EX (damage)
PVP:
- Flying Knee Kick (action speed)
- Body Check (action speed)
- Kidney Blow (action speed)
- Over Heating (action speed)
Optional: Deus Machina EX (cooldown)