Tuesday, 22 July 2014

Ultimate PvE & PvP Guide For Shooting Star Level 70 In Dragon Nest

And here I am now, sharing to you my skill build for a Shooting Star in Dragon Nest SEA. But before anything else, I would just like to recommend ONE THING to players before they want to go with Shooting Star. The very important piece of advice that I want to give you is that to manage Alfredo well. ALWAYS take a peek on what your trusty robot is doing and, recall him to the right location and at the right moment. That's it!

Now, let's proceed to the Best Level 70 Skill Build for Shooting Star in Dragon Nest SEA.

Firstly, here is my current level 70 skill build for Shooting Star in Dragon Nest SEA: 
Academic Skill Tree
Engineer Skill Tree
Shooting Star Skill Tree
Academic Skill Tree

In this skill tree, I have followed what I did on my Gearmaster. Well, probably there won't be any big difference (just slight) in the skills you will get in the Academic skill tree if you are going either Shooting Star or Gearmaster. And besides, I did get the most needed skills only on the Academic skill tree and level them to the point where they will be more effective and of course, suffice the SP requirements on the Academic skill tree. The only thing I have adjusted is the distribution of the SP on the Physical, Mental Mastery and Alfredo.

If you have already seen my Gearmaster skill build, then I suggest that you skip this part and proceed directly to the Engineer skill tree but, for those who haven't seen it yet, I have copied and paste it below so that you won't go to another page. Feel Free to take a look at it below:

Triple Shot- Leave it to level 1. It has a 5 secs cooldown which can often be spam. However, I suggest that you leave it at 1 as in terms of PVP, this skill may put you in bad position. When this skill is used, your character will be stuck in a shooting animation for at least over a second with no way to move or cancel the casting of the skill. So in the end, it's better to use this skill wisely than to spam it madly.

Air Shot- Leave it at level 1. This skill is amazing in PVP. In times when you need extra time for your opponent to be on his back, then this is the skill you want to use. We all know that Engineer are gifted with skills to lock down (such as gravity grenade) enemies before deploying their towers and ducks. But the fact is, every character in the game has their own dodge skill which they can use to escape. That is why you need Air Shot as your extra lock down skill.

Napalm Bomb- Leave it to level 1. This skill is a bit tricky to use. You'll need to aim on the feet of the enemy to trigger the splash damage. The initial damage hasn't got that decent fire power so that's why you need the splash damage. However, it doesn't do a whole lot of damage (neither initial and splash damage) and the worst part is, it's really hard to aim. So, I prefer using this skill when the opponent is on the ground or, I rather not put it on my hotkey.

Stun Grenade- Due to the skill revamped in Dragon Nest SEA, this skill is a must to be maxed. The stun chance increases as it levels up and most importantly, the damage increment has become very significant. However, it may not be as good as before as the stun chance is only 50% at max level but the fact is, it can still stun people and now, it can do good damage to enemies. Currently, I have just leveled this skill to the point where I get 40% stun chance as I need the SP to level the most needed skills in the Engineer skill tree.

Wax- One of the must have skill of an Academic. Max this skill. You must have the 50% speedbuff and the 24% slip chance. At numbers, that maybe small but in reality, it happens almost everytime. This skill can and will slip Elemental Lord using Flame Road and even Paladins using their Block skill.

Force Out- Don't spend SP on this skill. The range of this skill is very short and it's hard to aim. Plus, you don't want this skill as a Gearmaster as it's a magical skill (uses magic attack power).

Summon Alfredo- Max this skill. At level 3, it will give Alfredo x6 of the players vitality which is very essential while using the Damage Transition buff. 

Important Note: Before you decide to have Alfredo as an asset, I strongly suggest that from now on, you must ALWAYS be observant of what Alfredo is doing. Proper management of this big bad robot is a must when you decide to get his skill tree.

Alfredo Recall- If you have decided to get Alfredo, then don't forget to get this skill. Sometimes, Alfredo will go to places you don't want him to and worst, he will be stuck into that certain location. That is why, you'll need this skill to teleport him immediately in front of you. Also, recalling Alfredo can be a great PVP tactic. For example, when your enemy is in front of you and, Alfredo has casted his Hurricane, then you can recall him in front of you to continue his psycho whirlwind-ing on the enemy in front of you.

Bubble Bubble- Max this skill to level 5 if you want to go with PVP build. It can disable a target for 3 secs leaving him/her vulnerable to any of your next attack. The best part is, this skill ignores super armor and the block/parry skills which makes it a very dependable skill as it can disable Merc's which has casted their Iron Skin buff or casting their Whirlwind (cannot disable when skill is already in action), EL who casted Flame Road and even SM and Cleric who casted their Parry and Block skills respectively.

How to use: This skill must be properly use to be more effective. I suggest that you aim for the feet of your target as usually when it hit's the ground, it will spread a small invisible splash in a small area which will hit everything around the location.

Aerial Evasion- In my own preference, I have just put level 1 on this skill as often times, I can get out when being juggled using the Air Bomb (second Aerial Evasion skill).


Dodge- This skill must be max. Gearmaster and Shooting Star rely much on this evasion skill and there's no way you can survive without this one.


Air Bomb- Level up to 1 or don't get it. If you're a PVP fanatic, this skill might come in handy. It allows you to leap a little higher above the ground and, it can knock back opponents when it hit. However, if you're purely a PVE type, then I suggest not to get this skill.

Circle Bomb- Get this skill. PVE or PVP, you should max this skill. It's your only way to get up after hitting the ground. Normally, people would say that this is really a useful skill just in terms of PVP only but, only a few know that this is really helpful in dungeons, especially on difficult ones wherein you'll encounter monsters which has a very high stun rate.

Physical Mastery- This is where you put your spare SP to increase your Health Points.


 Mental Mastery- This is where you put your spare SP to increase your Mana Points.



Mind Conquer- This is where you put your spare SP to increase your Mana Regeneration Rate.


Engineer Skill Tree

Ping Pong Bomb- Without a doubt, this is one of the skills you have to level up high when going Shooting Star. In my case, I level it up to 11 as the damage peaks at this level and, I get to have the 12% extra damage each remaining time the ball hits the enemy.

Important Note: Do take note that the damage increases after the initial (first) hit. Which only means that the damage after the first hit is more powerful. In addition, the Ping Pong Ball can hit certain objects like Priest's Relics, Force User's Force Mirror, fellow Engineer's ducks, towers and even Alfredo, etc.

Mine Thrower- Not much of a useful skill for SS (even as a Gearmaster). You only need to get this skill for prerequisite. It may look good in paper as it can literally rain bombs but the fact is, the bombs are a bit scattered and when it hits the ground, smaller targets will take less damage from this skill.

Biochemical Missile- May at level 4. Great Damage, good critical and ALL resistance debuff and has capability to break super armor. What more can you ask for a skill?


Bonus Tip: Here is one tip I will share to you and you will only see this on this blog. If you have notice that after the missile hits the ground, a green smoke pops up and surround the air, and will last for a couple of seconds. Use this smoke to your advantage especially in PVP. What I do is, I use the smoke as a cover up so when I have a melee opponent, I deploy towers in the middle of the smoke and cast wax (works very well if enemy is rushing towards you) while if I face a long range opponent, I use it as a cover so I can close in to them quickly and unknowingly. In short, use the smoke as an element of surprise!

Rocket Jump- Level 1 for utility. I use this skill for mobility and escaping out of danger. Very useful skill especially if you know how and when to use it.


Alfredo Stomp- I personally level this skill to 1. In my opinion, the provoke is more important than the damage of this skill.


How to use: In normal situation, I just autocast this skill. However, in situations like I am surrounded by mobs, I recall Alfredo and then press this skill. It is also a good asset in PVP as when you are in a very dangerous situation, you can recall Alfredo and use this skill so that you can get out from that predicament as this skill can stagger enemies, cutting their combos and allowing you to escape.

Alfredo Berserker- Other would say to max out this skill as its damage reduction for Alfredo is best paired with Damage Transition. Well, I beg to differ and just level this skill to 1. Here are my reasons:

1. The action speed, movement speed and damage of Alfredo doesn't increase when this skill is leveled up. Only the damage reduction and the duration of the buff.

2. 5% increment in damage reduction every level isn't worth investing your SP as the damage in the game, especially in PVE is pretty insane.

3. Alfredo will and can sustain huge damage without the damage reduction of this skill as he will have a large HP pool, especially when you have decided to max Alfredo, which will give him 6 times the life of your character. In addition to that, Damage Transition doesn't absorb the whole damage you have taken but only a half of it which reassure you the fact that Alfredo can withstand huge amount of damage even if the Damage Transition is "ON".

4. The cooldown to summon Alfredo is very short and I'm pretty sure that you can summon him immediately right after he dies from absorbing tremendous amount of damage from an enemy attack(s).

I think that's enough reason not to max this skill.

Damage Transition- Max out this skill. Currently, Alfredo can absorb 50% damage for you and your party which is a big help especially in dungeons and nests.

Important Note: The only downside of this skill is that there are times when Alfredo forgets to cast it, if you don't use it at the right time. As I have said earlier, always take a look on what Alfredo is doing. Don't cast this skill when his doing something else like his Hurricane or Beam. Another thing is, it's very important for you to know that Alfredo will took some time to react and cast the skill right after you press it. When his already at the field and you cast the skill, normally it would take 3-5 seconds for him to reacts and 10 seconds utmost when you have just summoned him and you cast this skill. And lastly, you must know that the skill has a certain range and you will not receive the buff while you are at air. I suggest that when you decided to cast this, stay close to Alfredo or recall him and don't jump or avoid being thrown into the air.

Alfredo Hurricane- A very epic skill. Who would not love a big bad robot swinging both his hands at machspeed and pounding enemies near at him. Plus, the damage is pretty insane if you do manage to make all hits count. The only problem is, making this skill hit the opponent.

Tips: Due to its nature being a passive skill, Alfredo can decide to cast this skill or not and sometimes, he will cast it at the wrong time and at the wrong place.That is why I keep reminding you to always keep an eye on Alfredo. What I do to make this skill hit is that, when Alfredo starts swinging his arms,  I immediately move into the target (aiming the target in the process) and then recall Alfredo as he will keep swinging his arms to the target infront of him. PROPER USAGE OF THE RECALL SKILL IS EXTREMELY NEEDED IN THIS ONE.

Confusion Explosion- I personally don't get this skill as it does so little and it cost 3 SP, which I can use to level up those most needed skills. Besides, I find Rocket Jump sufficient and more effective to use than this skill.

Gravity Grenade- Level 1 for utility. The only thing you need from this skill is its ability to gather targets into a certain location and hold them in that spot for a couple of seconds, so you can summon your towers or make Alfredo lock down on them. Damage is good when you level up this skill but I prefer using the SP intended to level this, to the skills which can dish out more damage than this one.

Gatling Gun Tower- Shooting Star or Gearmaster, this tower must be level up high. The damage increment is really great and in fact, this skill is one of the skills in the game which has great damage per seconds. I personally level this skill to 11 as the damage increment peaks at this level.

Cannon Tower- You have the choice to either level this skill to 6 or leave it to 1 if you want to get the duck skill tree until Sky Line. This tower has great damage and also has super armor breaking capabilities but, it can only fire four times while it's on the field.

Ice Tower- Max out this tower. One of the best skill in the Engineer skill tree. Not only does it dishes huge damage output, it also can significantly slow an enemy that has been hit. The only problem is making those ice shards hit the target (in PVP). But, I'm pretty sure you can figure it out with the help of some of your locking skills like you gravity grenade and bubble bubble. 

Mecha Duck- There has been an argument which says that Shooting Star is better off without Mecha Ducks which I disagree. Yes, you can't control the action of the ducks and you can't use the iframes when you are an SS but, based on experience, Ducks are pretty reliable for Shooting Star. Normally, ducks will cast Mecha Shock right after you have summoned them which will give you extra time to lock down enemies in PVP. In addition to that, when an opponent got knocked down by wax in PVP and you shoot ducks to them, these feisty mechanical creatures often cast Mecha shock and sometimes, mecha siren. I personally level this skill to 1 as a Shooting Star.

How to use: in terms of PVE, I aim for a desired target and I shoot the duck. While in PVP, I just shoot ducks on my target when they are lock down or had been knocked down with my wax. I don't spam ducks on PVP as you can't benefit from its iframe like Gearmasters.

Mecha Shock- Level 6 for good utility. You need the 3 seconds lightning shock of this skill and not the damage. A pretty neat skill to have especially in PVP to give you more time to lock down enemies.

Mecha Siren- Level it until you get the 2 buff removal or just prerequisite. As a Shooting Star, I only need the 6 seconds silence and the buff remobval is enough for me. Besides, I don't have enough SP to level this skill further.

Mecha Bomber- If you decide to go with dual ultimate, then I suggest that you invest 1 level on this skill. A good skill to have in PVE as the damage is pretty decent. However in PVP, you will often have difficulty making this skill hit an opponent. What I do first is, I make sure that my opponent stay still in a location before I cast this skill. In addition to that, the ducks has a certain respond time before they will cast this skill. Normally, it would take 3-5 seconds for them to respond and cast this skill.

Flash Grenade- I prefer leveling this skill to 1 as it has save me in many situations, especially when my targets are close and hounding me. The stun rate of this skill is pretty decent especially when you have a high stun stat.

Ultimate Skill

Demolition only or Dual Ultimate?

Without a doubt, Sky Line is way more efficient to use than Demolition as right after you cast it, you will be stuck in a 2 seconds (rough estimate) animation and after that, you can move freely. However, Demolition will get you stuck for the entire duration of the skill. In addition to that, Sky Line has more damage output than Demolition.

With these facts, I thinks its a no brainer to choose dual ultimate as a Shooting Star than to stick with Demolition

Important Note: Once you get the Demolition Ultimate, Sky Line will then be available. 

Tips: I suggest that you don't get the duck skill tree until Sky Line when you haven't reached level 50 and got the max SP yet. 

Shooting Star Skill Tree

Splash- I just level it to 1 as the damage is not really that good.

Tips: Get close to an enemy and aim for their feet.
Ping Pong Bomb Ex- The additional bounce and damage is pretty important and there is no way I see that you should not get this skill. Level it to 1.

Alfredo Beam- Another epic skill in the Alfredo skill tree. Even though its a passive skill, Alfredo often cast this skill. It can shoot 4 laser at different direction (front, left, right and back). Each laser is packed with tremendous damage. In big bosses at PVE, I can manage to hit 2 lasers which significantly lower the life of that enemy.

Tips: Be sure to place Alfredo where you want him to be when this skill will be or has been casted. PROPER RECALLING OF ALFREDO IS ALSO NEEDED ON THIS ONE.

Other Ex skills like Biochemical Missile Ex, Mine Thrower Ex and Alfredo Stomp Ex are also a must get for the improve version of the said skills.

Lastly, the passive abilitu which is called Alfredo Exchange is a good skill to have to both increase Alfredo's survivability and your attack power.

The next thing you'll need to see is the skill plate you must have as a Shooting Star. Currently, I use the following plates which serves me very well as Shooting Star:

Ice Tower- 12% reduced cooldown
Gatling Tower- 20% more damage
Ping Pong Bomb- 20% more damage
Damage Transition- 12% reduced cooldown

Ultimate PvE & PvP Guide For Gear Master Level 70 In Dragon Nest

Hello guys! Welcome yet again to another Dragon Nest SEA guide. This time around, I will be discussing about my preferred level 70 skill build for Gearmasters. As we all know, Gearmasters are master strategist. They love to distract their opponents with their ducks, towers and Alfredo, while using missiles and grenades to both immobilize and deal damage to the enemies. And also, we know that Gearmasters has lots of skills ranging from range combat skills to summoning skills and, it's your job to find out which skill is more suitable for a Gearmaster and which are not. This only means that you have to left out some skills for you to be able to maximize the most needed ones. To help you decide which is which, I've managed to create what I call, the best Gearmaster skill Build, which I created from various research and experimentation. This will serve as your guide in determining which skills are valuable for a Gearmaster and which are not. So, without further ado, I present to you my Best Level 70 Skill Build for Gearmaster in DN SEA:

Now let's go to the level 70 skill build...

Pure PVE Level 70 Gearmaster Skill Build:
Academic Skill Tree
Engineer Skill Tree
Gearmaster Skill Tree
Pure PVP Level 70 Gearmaster Skill Build:
Academic Skill Tree
Engineer Skill Tree
Gearmaster Skill Tree
Hybrid Level 70 Gearmaster Skill Build:
Academic Skill Tree
Engineer Skill Tree
Gearmaster Skill Tree
Academic Skill Tree

Triple Shot- Leave it to level 1. It has a 5 secs cooldown which can often be spam. However, I suggest that you leave it at 1 as in terms of PVP, this skill may put you in bad position. When this skill is used, your character will be stuck in a shooting animation for at least over a second with no way to move or cancel the casting of the skill. So in the end, it's better to use this skill wisely than to spam it madly.

Air Shot- Leave it at level 1. This skill is amazing in PVP. In times when you need extra time for your opponent to be on his back, then this is the skill you want to use. We all know that Engineer are gifted with skills to lock down (such as gravity grenade) enemies before deploying their towers and ducks. But the fact is, every character in the game has their own dodge skill which they can use to escape. That is why you need Air Shot as your extra lock down skill.

Napalm Bomb- Leave it to level 1. This skill is a bit tricky to use. You'll need to aim on the feet of the enemy to trigger the splash damage. The initial damage hasn't got that decent fire power so that's why you need the splash damage. However, it doesn't do a whole lot of damage (neither initial and splash damage) and the worst part is, it's really hard to aim. So, I prefer using this skill when the opponent is on the ground or, I rather not put it on my hotkey.

Stun Grenade- Max this skill. Due to the skill revamped in Dragon Nest SEA, this skill is a must to be maxed. The stun chance increases as it levels up and most importantly, the damage increment has become very significant. However, it may not be as good as before as the stun chance is only 50% at max level but the fact is, it can still stun people and now, it can do good damage to enemies.

Wax- One of the must have skill of an Academic. Max this skill. You must have the 50% speedbuff and the 24% slip chance. At numbers, that maybe small but in reality, it happens almost everytime. This skill can and will slip Elemental Lord using Flame Road and even Paladins using their Block skill. 

Bonus Tip: Use this skill to increase the moevement of ducks and Alfredo.Before summoning, cast this skill first so they will step on it. Very tactic in terms of PVP as it gives you a higher chance of utilizing Alfredo and your ducks.

Force Out- Don't spend SP on this skill. The range of this skill is very short and it's hard to aim. Plus, you don't want this skill as a Gearmaster as it's a magical skill (uses magic attack power).

Summon Alfredo- Don't put any SP or Level it to 3. When you plan to put points on the Alfredo skill tree, then I suggest that you just level it to 2 when you decide to get Alfredo as it will be enough so that Alfredo can can take more damage with the Damage Transition buff. At level 3, it will give Alfredo x6 of the players vitality which is very essential while using the Damage Transition buff. However, if you're a player who want's to maximize their DPS skills, then leave this skill to zero. 

Note: In PvP, Alfredo will have lesser HP amounting to 40% of your PvP health.

Important Note: Before you decide to have Alfredo as an asset, I strongly suggest that from now on, you must ALWAYS be observant of what Alfredo is doing. Proper management of this big bad robot is a must when you decide to get his skill tree.

Alfredo Recall- If you have decided to get Alfredo, then don't forget to get this skill. Sometimes, Alfredo will go to places you don't want him to and worst, he will be stuck into that certain location. That is why, you'll need this skill to teleport him immediately in front of you. Also, recalling Alfredo can be a great PVP tactic. For example, when your enemy is in front of you and, Alfredo has casted his Hurricane, then you can recall him in front of you to continue his psycho whirlwind-ing on the enemy in front of you.

Bubble Bubble- Get this if you want to go with PVP build. It can disable a target for a couple of secs leaving him/her vulnerable to any of your next attack. The best part is, this skill ignores super armor and the block/parry skills which makes it a very dependable skill as it can disable Merc's which has casted their Iron Skin buff or casting their Whirlwind (cannot disable when skill is already in action), EL who casted Flame Road and even SM and Cleric who casted their Parry and Block skills respectively.

How to use: This skill must be properly use to be more effective. I suggest that you aim for the feet of your target as usually when it hit's the ground, it will spread a small invisible splash in a small area which will hit everything around the location.

Update: After a recent patch, the immobility effect stays at 1 second even if it is leveled high. That is why I have decided to level this skill to 1.

Aerial Evasion- In my own preference, I have just put level 1 on this skill as often times, I can get out when being juggled using the Air Bomb (second Aerial Evasion skill).

Dodge- This skill must also be max. Gearmaster rely much on his evasion skill and there's no way you can survive without this one.

Air Bomb- Level up to 1 or don't get it. If you're a PVP fanatic, this skill might come in handy. It allows you to leap a little higher above the ground and, it can knock back opponents when it hit. However, if you're purely a PVE type, then I suggest not to get this skill.

Circle Bomb- Max this skill. PVE or PVP, you should max this skill. It's your only way to get up after hitting the ground. Normally, people would say that this is really a useful skill just in terms of PVP only but, only a few know that this is really helpful in dungeons, especially on difficult ones wherein you'll encounter monsters which has a very high stun rate.

Physical Mastery- This is where you put your spare SP to increase your Health Points.

Mental Mastery- With the current level cap, I suggest to just level this skill to 1. There are lots of powerful items that can increasw your mana pool without this passive enhancement. Besides, MP regen is more needed nowadays.

Mind Conquer- Max this please....

Engineer Skill Tree

Ping Pong Bomb- Level it to 11 or max. Due to the skill revamped, this skill's damage has increase greatly. However, the damage increase each time it hits is now 1% at level 1. So, if you want to increase the damage per hit, then I suggest that you maximize this. It's a very great and fun skill to use. It has a fast animation, extremely fast projectile speed, low cooldown and has good damage which makes it an amazing skill overall. This skill can hit multiple target for 9 times and the good part is, it can bounce to the same target several times for massive damage. But wait! That's not all. When your PVP-ing with Priest, Force User or fellow Engineers, you can take advantage of the uniqueness of this skill as it can bounce to relics, towers, force mirror and mushrooms (skill plate from bishop nest). This will leave those character behind or close to the relics vulnerable to the bouncing ball.

Additional Details: When Ping Pong Bomb just hit a single target without any other enemies around them, it will actually hit them twice dealing a good amount of damage.

Mine Thrower- Leave this skill at prerequisite which is 1. This skill may look amazing at first glance as it will literally rain bombs to the enemy when casted. However, when you had actually used it, you'll come to a realization that it's best to leave this skill at prerequisite. The reality is, it's really hard to aim this skill to the opponent and also, when it's obstructed by a terrain such as slopes, there will be no bombs raining over the enemies. And lastly, this skill does very small damage to single targets such as players. But still, this skill has a decent super armor breaking capability (at least).

Biochemical Missile- You have two choices: either max this skill or leave it to level 1. This skill is absolutely fantastic when used properly. It has a decent AOE damage, has a 30% critical resistance debuff and a 15% all resistance debuff to all enemies that has been hit by this skill for over 20 seconds. However, the skill has slow animation and the missile takes sometime to hit the ground and most of all, it has a long cooldown which made me change my mind on maxing out this skill. Yes, it does have a significant increment in damage when leveled up but, the cooldown makes it look bad. I prefer using the SP to other skills which both has decent damage when leveled up and has low cooldowns.

Additional Details: In my experience using this skill, I have noticed that it has a superb super armor breaking capability. In addition to that, most of my enemies who tried to dodge their way out from this skill (as the missile hits the ground) ends up being caught after they have dodged it as the explosive effect tends to linger for awhile in the ground.

Rocket Jump- In PVP, I strongly suggest that you put 1 skill point for mobility. It's a good skill for kitting to long distance and even chasing enemies. This skill is more like the Chain Tumble of Acrobat and actually does a decent damage to targets you have flinched with this skill.

How to use: To successfully hit a target with the skill's damage, you must make sure that you'll Rocket Jump to the enemy, flinching them and applying the damage.

Gravity Ball- Put 1 SP on this skill. One of the best "locking" and crowd-controlling skill of an Engineer. It's more like the Black Hole of Force User only smaller, which can actually suck opponents in a certain location and, it can dish out awesome damage as well. On top of that, it has a fast animation speed and fast cooldown which makes it highly spammable also.And lastly, did I mention that this skill has the ability to break super armor? Yes, it can break super armor but, it requires a few hits before it does so.

Alfredo Skills

Alfredo Stomp- You have two choices for this skill. One is that you don't get it if you have decided to not take Alfredo. The second choice is that, you level it to 1 for prerequisite so that you may able to take the next Alfredo skill. This skill has a very decent AOE damage, has a fast cooldown and has superarmor breaking capabilities too. But the most interesting part of this skill is, it can actually provoke enemies that has been hit for more than 10 seconds.

How to use: Personally, I love to autocast this skill in PVE. What I do is, after summoning Alfredo, I will activate this skill so that Alfredo can cast it anytime it's available. While in PVP, I use this in times where I'm extremely in danger of being combo-ed. What I do is, when an enemy is in close range and I feel like his just waiting for the right moment to initiate a chain combo, I then recall Alfredo in front of me and then cast Stomp so that the enemy will stagger and I get the chance to counterattack.

Alfredo Berserker- You can either don't get this skill (if you decided to not take Alfredo) or level it up to 1 to get Damage Transition. With this skill, Alfredo will be boosted with a speed buff (action speed and movement speed), additional damage and reduce damage. The speed buff and damage increase doesn't show any significant change in Alfredo's attack and movement as his dumber than ever. Sometimes, he will just go to places where you don't need him to or even pound opponents which you don't want him to and waste the 10 seconds buff for nothing. If only this buff can provide additional IQ for Alfredo, then I would have maxed this skill. :). The Damage reduction however plays a big role for your survivability as this buff reduces the damage taken by Alfredo making him absorb more damage taken by you and your party members. Poor Alfredo. Oh by the way, this skill is passive. Meaning, it's Alfredo's choice to either cast it or not.

Damage Transition- Don't put SP when you have decided not to take the Alfredo skill tree or level it up to 3 for a whooping 50% damage reduction for you and your party, for over 30 secs. This skill made Alfredo a bit useful but here's the catch:

- Most of the time, Alfredo will forget to cast it if his on the midst of casting something else, let's say, Alfredo's Hurricane.
- When you or your all is on the air due to being juggled or simply just jumping to avoid enemy attacks, you will not receive the damage reduction buff.

Alfredo Hurricane- Thw choice will be all yours whether you take this skill or level it high or just don't get it anyway. At first, you can say that this is a bad-ass skill that you must have. I mean, who can resist seeing a big bad robot go pysho, and swinging both his arms rapidly in mach speed. But in reality, this skill is a total bummer. It may look fancy but the fact is:

- It's a passive skill which gives Alfredo the choice to cast it or not. Often times, there are contradiction between this skill and the Damage transition as Alfredo will tend to NOT cast the buff when he decided to cast this skill.
- Alfredo will often times cast it to a places where you don't want him to and worst is that, he will cast it to crowdless area.

Alternative: In PVP however, it's a different story. If you can use Alfredo well then this skill can be a good locking skill. Take note that once Alfredo caught a target, it will lock them until the end of the skill provided that they don't have any power tumble.

Towers 

Note: After the 450 Mark Update in SEA server, towers of Gearmasters were nerfed in PVP. From 60% HP, it is now 10% only.

Gatling Gun Tower- Level it to 11 or high. So far, this skill has the highest overall DPS in the game as the increment of damage per level is really that good. However, the range of this tower is short so I suggest that you deploy it closer to the enemy

Cannon Tower- Put 1 point for prerequisite. This might not be a good tower to invest your skill points but, it can do decent damage and has super armor breaking capabilities. However, in the end, Gearmasters can only summon 3 towers at a time making the Ice tower, Gatling Tower and Chainsaw Tower the ideal towers to be summoned, and leaving Cannon Tower behind.

Ice Pump Tower- Max this skill. It can do insane damage at max level and can significantly slow enemies that where hit by those ice shards falling from the sky. However, it will miss if the enemy is in motion so I suggest that you make sure that the enemy is lock down by using your stun grenade, gravity grenade or bubble bubble.

Ducks

Note: After the 450 patch update in DN SEA, the life of ducks now are only 5% of the max HP of the summoner in PVP.

Mecha Duck- Level it to 6 to get the Ex version of this skill.With this skill, you can summon those mischievous ducks of yours to do your bidding. Most people just use this skill for the sake of just summoning ducks which is really a wrong thing to do. This skill can deal a decent damage when the projectile (yellow ball which I call "duck egg") hits the enemy. In addition to that, if you aim for your target, there will be a high chance that you can make Mecha Shock and Siren hit the enemy.

How to use: The aiming on the shot itself is a bit weird. You need to aim a bit to the left of your target if you're shooting for a longer distance as the shot comes out a bit to the right of the crosshair. Also, if you want to shoot it to longer distances, I suggest that you aim high, and lob the shot.

Bonus Tip: Use Wax and make duck step on it. That's the trick in helping them move a bit fast. Can also be used for Alfredo.

Important Note: After the 450 Mark Update in Dragon Nest SEA, the iframe was removed.

Mecha Shock- Your choice: leave it to level 1 or level it high. Mecha ducks are amazing because of this skill. It can electrocute enemies for over 3 seconds which actually paralyzed them, locking them down for the full duration (can also make their skill casting fail sometimes). It has a decent damage but I don't suggest leveling it up any further as the increment is not that significant.

Additional Details: However, if you want your duck to shock an opponent longer, then go with level 6.

Mecha Siren- Level it to 6 for the 2 buff removal or just 1 for prerequisite. Yet another good skill that your duck have. It can remove 2 buffs of your opponent and can silence them for 6 seconds at this level. However, I think that you only need the silence of this skill and not its buff removal and, it's best that you put the SP meant to level up this skill for those skills who can do damage.

Mecha Bomber- Level it to 1 in PVP or you can level it high for PVE. A very good skill in PVE but not that awesome in PVP. As we know it, the ducks are really slow and often times, they will have hard times in catching up with other players movement which makes it really difficult to hit a big amount of damage using this skill. In addition to that, after the skill revamped, the attack power reduced as well as the duration has been reduced significantly. So, it would definitely be better to just level it up to 1.

How to use: In PVP, I suggest that before casting this skill, make sure that your opponent is lock down or in the ground. In that way, the duck will have enough time to respond to the skill and as well as get close to the enemy. In my experience using the skill, I have notice that it will take 10 seconds for the duck to respond after you have casted this skill.

Addition Details on Mecha Ducks: In my experience using the ducks, I have notice that aside from Mecha Siren, Mecha Shock and Mecha Bomber, the ducks have melee attacks and range attacks. Melee attacks are those one where the ducks bite your enemy while the range attacks are those times when the duck spit fire on their mouth. So basically, there are four attacks that the ducks can do to the enemies.

Ultimate

As we all know, now, we have the option to get two ultimates or just one with the Level 50 cap released. However, when going Gearmaster, I suggest that you just get one ultimate, preferably Sky Line as it's more efficient to use than Demolition.

Sky Line- If you're going Gearmaster then you probably must have this skill. This skill does tremendous amount of damage to enemy when it hits. The only problem is, figuring a way to make it hit as it has slow casting speed and a short range.

How to use: Lock down your opponent first using Stun Grenade, Gravity Grenade or Bubble Bubble before casting this skill in PVP.

Demolition: A good skill in terms of PVE but a total bummer in PVP. The damage is good but the fact is, while you put holes on the body of the opponent in front of you, you'll be leaving your back and side open as you'll be stuck for about 7.5 seconds while using this skill to its full potential.

Gearmaster Skill Tree

Chainsaw Tower- Max this skill. This is one of the reason why I've decided to create and Engineer instead of an Alchemist. Aside from looking really bad ass, Chainsaw Tower has a very high burst damage and very short cooldown that you can actually put two at once. In addition to that, the saw(s) pierces bunched targets creating multiple hits.

How to use: The closer the enemy to the Chainsaw Tower, the more damage it will get. So, I suggest that you deploy it close to your enemy as much as possible.

Big Mecha Bomber- This is the other reason why I've decided to become a Gearmaster. I mean, who doesn't love pounding squishy players which HP is almost half with just one big BOOOM! A very good PVP and PVE skill as the damage is insanely great.

How to use: The only problem you'll encounter with this skill is getting it to hit on other players (PVP). I suggest that first, you use either Bubble Bubble or Stun Grenade and rush immediately to the enemy to charge up this skill close to them. To be more specific, you'll need to rush into the opponent and charge this big duck as soon as your done throwing your Stun Grenade or shooting your Bubble Bubble. Also, it works well if you have your towers or Alfredo locking down the enemy while you're charging this big peking duck of destruction.

Additional Details: You might wonder what are the three steps on the description of the skill That represents the additional damage the enemy will receive at a certain stage. To be more specific, it will add 80% damage if you have managed to charge a little duck, 100% additional damage if you have charged a medium-sized duck and, 150% damage if you have managed to charge it fully.

Mecha Duck Ex- This is what you get if you end up leveling your Mecha Duck to 11. The Ex version will give the ducks additional 50% damage, 15 seconds duration and 30% HP.But that's not really the good part of this skill. It is said that the skill has iframes (invicibility frames) wherein your character will not take damage for a short time period. If you have already notice, the tumble or dodge skill has iframes which makes you invulnerable for about a second or two. So, if you think that the additional duration, damage, HP and iframe is worth it, then go get this skill.

Mecha Shock Ex- Get this skill. The increase in AOE and damage, and as well as the provoke ability of duck (in PVE) will be a big help to you.

Mecha Siren Ex- Get this skill also. When you do, you will increase the AOE of the skill and the damage. But the best part is, when the duck cast Mecha Siren, they will have an increase in movement speed for a couple of seconds which is very useful in PVP.

Mecha Bomber Ex- An increase in damage and as well as AOE for Mecha Bomber will be a big help to you. Remember that this skill is one source of your damage in PVE so it's best that you get this passive enhancement for this skill.

Gear Second- Get this skill. This passive will increase your attack power when you summoned any kind of tower.
Before leaving  this page, go check out below the must have skill crest of a Gearmaster...

Heraldry Skill Plate Needed for Gearmaster:

Priority:
Ice Pump Tower- 12% cooldown reduction
Gatling Gun Tower- 12% cooldown reduction
Ping Pong Bomb- Damage increase by 20%.
Wax- Decrease cooldown by 12%.

Alternatives:

Mecha Duck- Cooldown reduced by 12%. I suggest that you get this plate when you have included the Ex version of Mecha Duck in your skill tree as you can often spam this skill and you have tons of chance using the iframe of this skill.

Big Mecha Bomber- Increase damage by 20%.

Damage Transition- Decrease cooldown by 12%. Only get this skill when you decided to level up the Damage Transition buff of Alfredo