Dragon Nest – Windwalker Lv.90 PvE Guide ver.1.3 by NamiMuffin [updated 8/05/16]

**NEW GUIDE is up CLICK HERE**

42px-Windwalker_Icon

I have noticed that there are not many updated Windwalker guides around. So I wanted to share an in-depth guide that focuses on skill builds and basic skill sequences to assist players interested in playing it. The goal is to help formulate viable strategies that fits you.

Content Overview

Section 1: Play Style

Section 2: Skill Builds

Section 3: Skill Crests

Section 4: Gearing

Appendix

Section 5: Fundamentals

Section 6: Basic Reset Sequences

Section 7: Showtime Reset Sequences

Section 8: Flying

Change Log


Section 1: Play Style

42px-Windwalker_Icon
RisingStorm
CycloneKick
FuriousWinds
BloomingKick
SpiritBoost

Windwalker deals damage and quickly weaves in and out of battle by chaining together their aerial and ground attacks. Do try and prioritize your stronger skills  along with  during Spirit Boost to make use of its cooldown recovery effect. And try to fit reset combos in between if you can.

FallingStar
AirPounce
SpiritShot
SpiralKick
EagleDive

To reset the ultimate is still valuable to use. Yet, it is not necessarily the primary focus anymore which is a good thing. If a move puts you in the air, then might as well start the reset sequence with . Then do something worthwhile on the ground and see where it will go from there. The ultimate is not going to disappear so no need to rush. It shares an internal cooldown anyways. Keep calm and combo on!

Showtime
QuakeBarrage

The battle quickly shifts when activating Showtime. Put most of your focus towards going all-out with relentless aerial smashes  while still weaving in quick moves in between. As long as the movement is good then the damage should take care of itself.

FuryOWL
BloomingKick

Support the party by sharing critical% boost and applying +damage% debuff.

 

Debuffs and Power-Ups

Debuffs

  1. BloomingKickEX
     Blooming Kick+: -20% physical and magical defense debuff on-hit. EX skills stack with other debuffs.
  2. RingShot
     Ring Shot: -20% critical resist debuff.

Power-Ups

  1. FuryOWL
     Fury of the Owl: +10% flat increase to critical chance for 300 seconds (party).
  2. WisdomOWL
     Wisdom of the Owl: +90% flat increase to critical chance for 28 seconds (self).
  3. SpiritualFocus
     Spiritual Focus: +27% increase to Agility stat for 180 seconds.
  4. SpiritBoost
     Spirit Boost: +40% action speed and movespeed and -40% cooldown recovery time for 22 seconds (self).
  5. Showtime
     Showtime: -90% flat cooldown reduction for all passive skills for 30 seconds. Transforms Falling Star into Quake Barrage for 100% more damage.
  6. ShortbowMastery
     Shortbow Mastery: +1.6 meter attack range and +19.5% damage.
  7. ClassMastery1
     Class Mastery I: Using Air Pounce or Eagle Dive increases damage stat by +10%. Enables Falling Star reset if you stay in an air state for 3 seconds.
  8. ClassMastery2
     Class Mastery II: Enables Rising Storm → Cyclone Kick. Increases damage stat by +10%.

 

Spirit Boost Tips

SpiritBoost

 Spirit Boost helps refresh your skills and evades.

Find a good time to use at the start or middle of an attack sequence. Ideally you would want to use it for many of your skills to increase damage over time. Not just to idle and wait for one skill on a very long cooldown.

The increased action-speed advances the frames in skill animations making it safer.

Cooldown recovery helps refresh skill cooldowns over a period of time. Every second helps.

  • For lower [6-12 sec] cooldown, it yields Δ+2.5 to 1.75 extra uses.
  • For medium [15-20 sec] cooldown, it yields around Δ+1.07 to 0.8 extra casts.
  • For long [30-40 sec] cooldown, it yields between Δ+0.53 to 0 extra uses (or 16 to 0 seconds).
  • For super long [60-90+ sec] cooldown, it grants no additional uses and skill will come up 16 to 14 seconds sooner (or 26.7% to 15.5% time reduction per spirit boost).
  • Works best for skills with a 20 second or lower cooldown. At 30 seconds is still passable with a decent time surplus. Right at 40 seconds is the break even point at 18 seconds saved. For 60 seconds skills, it would be 16 seconds saved. For 90 seconds and beyond, it levels off at 14 seconds saved.

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Section 2: Skill Builds

Archer_Class_Icon

Archer Tree: Yellow passives are the main point of interest here.

PowerTumble
AerialEvasion
Pinwheel
HealthPlus
ManaPlus
ManaRegen

Pick up   evades and health 4, mana 4, mana regen 4.

SomersaultKick
SomersaultDance

Somersault Kick is a necessary move used prior to Somersault Dance.

Moonkick
AerialEvasion

Moonkick is optional. Use in tandem with Aerial Evasion to get down safely. Good setup move for bouncing players in pvp as well.

FuryOWL

Fury of the Owl nets some free critical%.

MagicArrow
WillowKick
MultiShot
TwinShot

Put leftover 11-21 points into either Magic Arrow, Willow Kick, Multi-Shot, or Twin Shot just to get to next tree. Not really core for pve but good for pvp.

WisdomOWL

Wisdom of the Owl power-up is mainly for Heroes’ Battlefield, St. Haven Defense, and other equalized content. It is only a self-buff now. If you wish you may put points into this instead.

42px-Acrobat_Icon

Acrobat Tree: Skill point allocation can vary greatly here for windwalkers.

BloomingKick
CycloneKick
FuriousWinds

Blooming Kick 10, Cyclone Kick 13, and Furious Winds 13 have good standalone damage and growth. Max especially if you plan to use technique accessories.

FallingStar

Falling Star 2 since it is the ultimate skill.

ButterflyFloat

Butterfly Float 4 for the 1 second cooldown helps with chaining aerials.

ChainTumble

Chain Tumble 5/6 is great for more mobility.

RingShot
CounterRingShot
SpiritualFocus
SpiritBoost
ShortbowMastery

Pick up the other evades   and power-ups   .

SpiralKick
AirPounce
EagleDive
SomersaultDance

Divide the remaining points between Spiral Kick, Air Pounce, Eagle Dive, or Somersault Dance. Vanilla acrobat skills have some unique hitboxes so just try your best to land most of the hits.

SpiralKick
SomersaultDance
EagleDive
AirPounce

1. Spiral Kick 19/16  Somersault Dance 11/15  Eagle Dive 11  Air Pounce 06

SpiralKick
SomersaultDance
SomersaultDance
SpiralKick
AirPounce

A balanced build. Your choice for more points into either Spiral Kick or Somersault Dance. They would both have similar damage per hit. Though it seems more acrobat players have a natural talent for flippers compared to twisters. Air Pounce 6 unlocks 1-2 extra pounces for utility and resets.

SomersaultDance
EagleDive
SpiralKick
AirPounce

2.  Somersault Dance 15  Eagle Dive 16  Spiral Kick 16  Air Pounce 01

Marionette
SpiralKick
SomersaultDance

For “dips and flips” and “whips and flips” sets. Marionette 16 instead of Spiral Kick would be an option. Geared more towards  tempest-inspired acrobats.

SpiralKick
AirPounce
SomersaultDance
EagleDive

3. Spiral Kick 19  Air Pounce 16  Somersault Dance 11  Eagle Dive 01

Showtime
AirPounce

For “pounce and slide” aerial-based options during Showtime. Air Pounce is still a useful skill yet sorely needs updated damage values suited for 90-cap. Fun build for experienced aerial-inclined acrobats.

42px-Windwalker_Icon

Windwalker Tree: Just pick up and max everything.

Showtime
RisingStorm
SpiralKickEX
EagleDiveEX
BloomingKickEX
CycloneKickEX
RisingStormEX
ClassMastery1
ClassMastery2

Showtime, Rising Storm 11,  and all of the skill EX passives  and class mastery .

Main Damage:

QuakeBarrage

Quake Barrage

BloomingKick
RisingStorm

Blooming Kick   Rising Storm

FallingStar
FuriousWinds
CycloneKick

Falling Star   Furious Winds   Cyclone Kick

SpiralKick
SomersaultDance
AirPounce
EagleDive

Spiral Kick   Somersault Dance   Air Pounce   Eagle Dive

Main Nuke:

RisingStormEX
CycloneKickInstant
QuakeBarrage

+ Rising Cyclone Instant   Quake Barrage

Low Cooldown Options:

SpiralKickEX
BloomingKickEX

→ Spiral Kick with Blooming Kick

FallingStar
EagleDiveEX
SomersaultKick
SomersaultDance

 Falling Star   →+ Eagle Dive with Somersault Kick+Dance

Damage Charts

The method was simply to attempt and use all of the skills as they came off cooldown. Then, to balance it with reset combos and Showtime-related activities. And after the dust settles see where they all ended up. Full 90-epic +11 gear were used for the test runs.

Analysis

Quake Barrage under Showtime should still be the most damaging series of moves. Keep in mind that the damage reading can get inflated due to area of effect on multiple targets. Blooming Kick is our most dependable low cooldown go-to move. The rest of the skills are decent yet come with longer cooldowns. So the smart use of Spirit Boost will be ever essential in helping the windwalker keep up the momentum. Rising Storm + Cyclone Kick instant proves to be a potent damage pairing. While Air Pounce and Spiral Kick or Eagle Dive with Somersault Dance were just side damage from attempting so many reset combos.

The charts may not really show it that well. However, my run times have decently improved by a few whole minutes. And I did not need wait around as much for Showtime to come back up. So the ratios for Quake Barrage have been reduced by 15-25% and Falling Star by 2-3%. While the other skills did increase modestly well together and shared some more of the workload. So the damage options outside of Showtime are a little more reliable now.

By incorporating a more balanced style, it seems to yield more consistent and reproducible results from one run to the next. In contrast, at least for me the “reset-only” meta has yielded rather volatile results due to being unlucky with critical resist. A common issue that less experienced acrobats may encounter is running out of moves. To have more flexibility and consistency is a step in the right direction for a mobility-oriented class.

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Section 3: Skill Crests

A damage crest for a preferred skill would be a solid choice. Other options such as action speed or cooldown has increased synergy and effectiveness with Spirit Boost.

 

Recommended Crests

FallingStarDMG

  [Falling Star damage+]: Quake Barrage during Showtime will be much of your damage.

SpiralKickCD

  [Spiral Kick cooldown-]: Lowers cooldown (7.2 sec) to better sync up with Spirit Shot (6 sec) and Air Pounce (6 sec) for aerial reset combos.

 

Optional Crests

BloomingKickRESET

 [Blooming Kick reset-chance+]: 16% chance for back-to-back damage.

(Activates at two points: “spinning back kick” and “rising backflip kick” portions. Using both together would actually bring it up to a 32% chance.)

FuriousWindsACTIONSPD

  [Furious Winds action-speed+]: Quicker means safer to use. Less need to cancel.

RisingStormCD

  [Rising Storm cooldown-]: Lowers cooldown to 32 seconds for less downtime.

(19 sec under Spirit Boost, ~25 sec when Spirit Boost runs out.)

ShowtimeDURA

  [Showtime duration+]: Extra +6 seconds for +1 more Quake Barrage.

RisingStormCD

  [Spirit Boost cooldown-]: Saves 9 seconds of downtime for a useful buff.

OtherDMG
BloomingKick
CycloneKick
RisingStorm

  Other damage+ crests +20%. Probably Blooming Kick, Cyclone Kick, or Rising Storm would be good choices.

 

Personally, the skill crests that I use are Falling Star damage+, Spiral Kick cooldown-, Rising Storm cooldown-, and Blooming Kick (damage/reset).

[Falling Star] crest powers up Quake Barrage which is quite potent during Showtime. Thankfully, to reset vanilla Falling Star is not quite as one-track as it was before. Yet, it is still helpful during buff wipe scenarios as a part of a balanced attack.

I use [Spiral Kick cooldown-] to simplify the timing for reset combos and it also frees up Eagle Dive. It helps improve “flow” with minimal wait time or fumbling in the air. Resets will be a frequently used combo, so may as well trim the micromanaging aspect to a more enjoyable level.

I also chose [Rising Storm cooldown-] since it works well with Spirit Boost. It can help improve damage over time and induce more Cyclone Kick instant activation. In terms of a single cast, the damage+ option has the edge. While the cooldown- helps release subsequent casts off in a shorter span of time which may increase overall damage.

Effect Spirit Boost has over time for Rising Storm damage+ and cooldown- crests
Time elapsed (in seconds) No crest +20% damage -20% cooldown
0 100% 120% 100%
19 100% 120% 200%
22 200% 240% 200%
44 200% 240% 300%
60 300% 320% 300%
70 300% 320% 400%
120 500% 600% 600%
170 600% 720% 800%
300 1100% 1320% 1300%
315 1100% 1320% 1400%

The results from the synthetic tests were much closer than I expected. Generally, the cooldown option sets the pace for reaching new damage heights. While the damage option plays catch-up with more of lull when spirit boost is down.

[Blooming Kick (damage+ or reset+)] would be a good option. Damage would be the more solid and safer choice. While the reset option depends more on luck in a similar way to Dragoon/Flurry play. I feel the decent odds can be worth the gamble.

[Showtime duration+] lets you get off +1 more Quake Barrage. The risk would be that buff wipes can make this crest near ineffective. It can be well worth it if used at the right time.

[Spirit Boost cooldown-] is a great standard option for many acrobats. Having it up sooner may help increase overall damage over time. Assuming no buff wipes, the downtime reduces to 13 seconds from 22 seconds.

But that is just me though. Feel free to choose whatever you want.

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Section 4: Gearing

SpiritualFocus

Simply stack agility and physical damage along with some health and tank stats. Agility scales decently with Spiritual Focus power-up.

 

Windwalker specific gains for stats

  • 1 agility nets 0.75 physical damage, 3.5 critical, and 10.5 critical resist.
  • 1 strength nets 0.25 physical damage, 1.75 critical damage, and 2.5 stun, 3 paralyze, 3 paralyze resist.
  • 1 intellect nets 0.25 magic damage, 1.75 critical damage, and 0.8 magic defense.
  • 1 vitality nets 30 hp, 0.6 physical defense, 2.5 stun resist

https://docs.google.com/spreadsheets/d/1Rk7OzhCP57Yn9Q9oqI7bxt3O18_jKjdOY7rifg9MHOo/edit?pref=2&pli=1#gid=865100634

(Note: Credits to whoever made this great table.)

 

Enhancement Crests

  • Last crest: Offensive, Ultimate, or any 3rd stat agility. Okay to use a Fierce Crest as you gear up.

 

Talismans

  • Life-giving or Wise talisman can be swapped with anything else (elemental, ultimate, etc.)

Armor and Weapons

CaudaHelmet
CaudaBody
CaudaLeg
CaudaGLOVE
CaudaBOOTS
NightmareShortbow
NightmareQuiver

  • Armor: +10 armors. Any 90-Epics (ok mainstream), Prophet Unique (so-so cost/perf ratio), 80-RDN-Legendary (great set bonuses, raid-focused), Cor-nura Evo Unique (fd enthusiast).
  • Weapons: +10-12 shortbow and quiver. Any 90-Epics (ok mainstream), Coma Evo Unique (great), Nightmare Evo Unique (great), 80-RDN-Legendary (great set bonuses, raid-focused),  Cor-nura Evo Unique (fd enthusiast).

The defense from any Lv.90 armor can greatly help a melee class such as the acrobat. Of course, RDNL weapons and armors are a premium option. Great amount of damage, hp, and set bonuses at the expense of lower defense stats. A mix might be a good option.

 

Accessories

High agility Necklace and Earrings. High physical or elemental Rings.

  • Usable option for necklaces would be vitality (main) with agility (secondary). Maybe defenses (p.def/m.def) with balanced (str, agi, int) would be okay too.
  • The next best choice for earrings would be balanced (str, agi, int).
  • For rings, anything that has physical damage as the main stat would be usable.

Technique Accessory options

Choosing the technique accessory route is now a more attractive option than it was in previous level caps. Using technique accessories on maxed rank skills enables a +10% board damage bonus (similar to 6, 11, 16 power spike for most skills). Consider the skills that places high on your damage charts as candidates.

My choices are Blooming Kick and Rising Storm rings, Cyclone Kick earrings, and Spiral Kick costume bow. Blooming Kick and Rising Storm usually get good results so they appeal to me. I would probably try for those ones first. Cyclone Kick was something I settled upon for some extra spike in the instant’s damage. And Spiral Kick since I already have the bow.

Lv.80 Windswept Necklace, Lv.90 Windswept Earrings, and Lv.90 Destructive rings would work as a good starter set. Other premium options include RDN accessories for the set bonus, DDNL elemental rings for the spark percents, or maybe Radiants. Supply varies so it may or may not be a viable mainstream option depending on the server.

As always… up to you.

Dragon Gems

Windswept gems with health. Physical dmg% gems or element% gems (conversion). 90-gems can be enhanced to +10 and more. It requires plenty of materials and jelly to do so. Legendary gems are also available to craft for greater stats.

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Start of Appendix

The sections here and below can be used as a guideline for new players wishing to learn the class on a deeper scale. It also can be useful for returning acrobats looking to brush up on their game.

 

Section 5: Fundamentals

Many of the more powerful windwalker skills have fairly lengthy animation frames to finish. Find a good time to commit. Staying safe is important so you may have to sacrifice some damage and escape by using invincibility frames of another skill. That would put you either in the air or further along on the ground. And some things can only be done while in the air or ground. If you notice then certain skills will actually be greyed out or on cooldown.

Good to understand how each move interacts and combos with the next for more effective resource management and movement. That way a more intuitive and fluid style of play can be enjoyed.

 

Skill Types

Ground moves (ground state)

  • BloomingKick
    Blooming Kick – Step forward for a spinning back kick.
  • BloomingKickEX
    Blooming Kick EX – Regular version followed by a rising flip kick into the air.
  • CycloneKick
    Cyclone Kick (evade) – Perform a series of twister kicks finishing in the air.
  • FuriousWinds
    Furious Winds – Concentrate a dome of wind energy around oneself.
  • KickShot
    Kick Shot (evade) – Dash forward and backflip, followed by 3 arrows.
  • Marionette
    Marionette – Launch whip daggers to pull mobs towards you.
  • RingShot
    Ring Shot (evade) – Flip upwards, shoot down a circle of arrows for knockback.
  • RisingStorm
    Rising Storm (evade) – Spin like a top and pull mobs in for launching dropkick.
  • SomersaultKick
    Somersault Kick – Backflip kick launches enemies in the air.
  • SpinKick
    Spin Kick – Spinning roundhouse kick knocks mobs back.
  • WillowKick
    Willow Kick – Upside-down spinning propeller kick slightly off the ground.
  • FallingStar
    Falling Star (evade) – Curl into a ball… and spiral crash into the ground.

Aerial Moves (air state)

  • AirPounce
    Air Pounce – Heel stomp which can be continued up to 3-5 total.
  • ButterflyFloat
    Butterfly Float (evade) – Tumble flip used to change direction midair.
  • EagleDive
    Eagle Dive – Aerial stomp crashes down to the ground.
  • Moonkick
    Moon Kick – Overhead crescent kick smacks things down to the ground.
  • SomersaultDance
    Somersault Dance (evade) – Series of ascending backflips into the air.
  • SpiralKick
    Spiral Kick – Corkscrew missile kick along the ground or midair.
  • SpiritShot
    Spirit Shot – Fire an energy ball by hopping off the ground or midair.
  • Jump – Because you can.

Usable on both ground and air, but still counts as an air state

  • SpiralKick
    Spiral Kick,
    SpiritShot
    Spirit Shot

Transition Skills

Ground  → Air:  do damage and go into into the air

  • RingShot
    Ring Shot,
    BloomingKickEX
    Blooming Kick+,
    SomersaultDance
    Somersault Dance
  • CycloneKick
    Cyclone Kick,
    RisingStorm
    Rising Storm,
    SpiritShot
    Spirit Shot, 
    WillowKick
    Willow Kick

 

Air → Ground:  when you run out of aerials and need to land

  • SpiralKick
    Spiral Kick,
    EagleDive
    Eagle Dive,
    Moonkick
    Moon Kick

 

Ground → Ground:  extra gap closing to connect another attack

  • SpiralKick
    Spiral Kick,
    KickShot
    Kick Shot,
    Tumble
    Tumble

 

Air → Air:  for airtime and flying

  • SpiralKick
    Spiral Kick,
    SpiritShot
    Spirit Shot,
    AirPounce
    Air Pounce,
    ButterflyFloat
    Butterfly Float

 

Pushing Moves:  for moving obstacles out of the way

  • Good ones: 
    SpinKick
    Spin Kick, 
    SpiralKick
    Spiral Kick, 
    KickShot
    Kick Shot,
    SpiritShot
    Spirit Shot, 
    MultiShot
    Multi-Shot, 
    TwinShot
    Twin Shot, 
    RingShot
    Ring Shot
  • Do not use: 
    RisingStorm
     
    FuriousWinds
     
    EagleDive
     
    Marionette
     
    SomersaultDance
     
    MagicArrow
    . Keeps object in same spot.

Evades and Escapes

Invincibility Frames to avoid damage

  • Full duration:
    Tumble
    Tumble or
    ChainTumble
    Chain Tumble,
    SomersaultDance
    Somersault Dance
  • Partial duration:
    ButterflyFloat
    Butterfly Float, 
    RingShot
    Ring Shot,
    KickShot
    Kick Shot,
    CycloneKick
    Cyclone Kick,
    RisingStorm
    Rising Storm,
    FallingStar
    Falling Star, Roll on floor (double-tap directional), 
    Pinwheel
    Pin Wheel (wake-up attack).

 

Power I-frames when hit to escape taking further damage

  • PowerTumble
    Power Tumble,
    AerialEvasion
    Aerial Evasion, 
    CounterRingShot
    Counter Ring Shot

 

Gap Closers

  • Tumble
    Tumble + 
    ChainTumble
    Chain Tumble
  • ButterflyFloat
    Butterfly Float →
    SpiralKick
    Spiral Kick
  • [
    Tumble
    +
    ChainTumble
    ] →
    SpiralKick
     →
    RingShot
     →
    ButterflyFloat
     → (with
    SpiritBoost
    :
    AirPounce
     →
    ButterflyFloat
    )

 

Skill Canceling

  • Most skills → 
    Tumble
    ButterflyFloat
    FallingStar
    , other skills
  • Not able to cancel:  
    Marionette
     
    EagleDive
     
    FallingStar
     
    MagicArrow
     
    MultiShot
     
    TwinShot
     
    PiercingArrow

 

 

Damage sequences

Here are some basic “building block” Windwalker sequences for ideas that players may build upon. At its core acrobat moves are very much like lego pieces. Add, omit, or rearrange certain parts to whatever works for you and the situation.

  1. Aerial Assault: 
    BloomingKickEX
     → 
    AirPounce
     → 
    ButterflyFloat
     → [
    SpiralKick
     OR 
    EagleDiveEX
    ]
  2. Somersault Flips: 
    Marionette
     → [
    SomersaultKick
    +
    SomersaultDance
    ] → 
    EagleDiveEX
     → [
    SomersaultKick
    +
    SomersaultDance
    ]
  3. Kick and Scoop: 
    SpinKick
     → 
    KickShot
    (flip) → 
    SpiralKickEX
     → [
    BloomingKickEX
     OR 
    WillowKick
    ] → 
    AirPounce
     →
    Moonkick
FuriousWinds
RisingStorm
CycloneKick
BloomingKick
EagleDive
FallingStar
RingShot

May be followed up with: , , , , , , , → for max damage.

Aerial Assault is a good for getting into the aerial game quickly. Somersault Flip initiates from semi-close range for series of spin attacks. While Kick and Scoop does a quick whiff-punish to set up juggle attacks into aerial game.

 

SpiritBoost
BloomingKick
RisingStorm
CycloneKickInstant
ButterflyFloat
FallingStar
FuriousWinds

Basic all-in:  →  → [+] → + → 

Something short and sweet for one of those “dps windows”.

 

Extended sequences:

BloomingKickEX
AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
SpiralKick
RingShot
EagleDiveEX
SomersaultKick
SomersaultDance
FuriousWinds
SpiritBoost
RisingStorm
CycloneKickInstant
FallingStar

→ [ → + → +(reset)] →  → [ → +] →  →  → [+] → 

SpiritBoost
KickShot
RisingStorm
CycloneKickInstant
ButterflyFloat
AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
SpiralKick
BloomingKickEX
ButterflyFloat
FallingStar
FuriousWinds
RingShot

 →  → [+] → [+ → + → +(reset)] →  → + →  → 

RingShot
ButterflyFloat
SpiralKickEX
BloomingKickEX
AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
EagleDiveEX
SomersaultKick
SomersaultDance
FallingStar

 → + →  → [ → + → +(reset) → +]

It does requires a delicate balancing act between air and ground. As long as you understand how to maneuver between the two, then it should be fine. Just try to have fun with it.

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Section 6: Basic Reset Sequence

FallingStar
ButterflyFloat
SpiritShot
SpiralKick
AirPounce
EagleDive

The Falling Star ultimate can be reset by gaining enough airtime. Airtime is acquired by using aerial moves consecutively for 3 seconds. The order does not matter as long as the moves used are categorized as “aerial”. So expect to chain together either Butterfly Float, Spirit Shot, Spiral Kick, Air Pounce, or Eagle Dive often. Try and drag out the animation of each move for as long as possible.

 

AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
SpiralKick

1. [optional: ]  →  → (before ground) →  → (reset)

AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
EagleDive

2. (more air)(2+) →  → (before ground) →  → (reset)

AirPounce
ButterflyFloat
SpiralKick
SpiritShot
ButterflyFloat
EagleDive

3. [optional: ]  →  → [ + ] →  → (reset)

ButterflyFloat
SpiralKick
SpiritShot
ButterflyFloat
AirPounce
ButterflyFloat
EagleDive

4.  → [+] →  → (many)(reset) → [optional: +] (reset)

 

Ultimate Reset Tips

  • AirPounce
    Air Pounce adds more airtime and leeway to the start of reset combos. Rely less on final frame moves such as full distance
    SpiralKick
    Spiral Kick or last second
    EagleDive
    Eagle Dive. Since the reset finishes earlier, then you are more easily able to use
    SpiralKickEX
    right-click for extra damage. This method is actually fully compatible with 
    SpiritBoost
    Spirit Boost or a Lencea’s Harmonize.
  • EagleDive
    Eagle Dive ender requires some more precision especially when dealing with uneven ground. Use the active version when linking from 
    ButterflyFloat
    .
  • FallingStar
    Falling Star can be more safely used as a counter-attack to make use of its starting i-frame. Read and look for an opening prior to using it.
  • Managing cooldowns of 
    AirPounce
    SpiritShot
    SpiralKick
    EagleDive
     is key to resets.

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Section 7: Showtime Reset Sequence

Showtime
SpiralKick
SpiritShot
AirPounce
ButterflyFloat

Showtime makes ultimate resets that much easier. Any combination of Spiral Kick, Spirit Shot, Air Pounce, and Butterfly Float would work for resets.

 

Showtime

Examples of  Showtime sequences with basic functionality:

SpiralKick
SpiritShot
ButterflyFloat
SpiralKick
SpiritShot
QuakeBarrage

1. + → [ → +] etc. →

AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
QuakeBarrage

2. (many) → [+ → +(many) → +] etc. → +

  • 1&2 are basic ways to use
    SpiralKick
    Spiral Kick or
    AirPounce
    Air Pounce to reset your
    QuakeBarrage
     ultimate.
  • Quick moves 
    FuriousWinds
     right before takeoff 
    QuakeBarrage
     would be okay.

 

BloomingKickEX
AirPounce
ButterflyFloat
SpiralKick
SpiritShot
RingShot
ButterflyFloat
QuakeBarrage

3.  → (many) →[ → + ] etc. →  → +

RingShot
ButterflyFloat
SpiralKick
SpiritShot
BloomingKickEX
QuakeBarrage

4.  → [ → +] etc. →  →

  • 3&4 combines
    BloomingKickEX
    Blooming Kick and
    RingShot
    Ring Shot debuffs to ensure max damage.

 

AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
EagleDiveEX
SomersaultKick
SomersaultDance
QuakeBarrage

5. (few+) → + → [+(reset) → +] →

  • For fans of
    EagleDiveEX
    Eagle Dive+ and
    SomersaultDance
    Somersault Dance use.

 

Showtime Reset Tips

SpiritBoost
Showtime

Best used with Spirit Boost to get through your skill rotations quicker and helps refresh Showtime at the same time.

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Section 8: Flying

I do not expect everyone to learn flying right away. Although these flying techniques can also be used to reset the ultimate too. So learning one can actually help with the other. Mostly just for the fun 22 seconds it lasts.

Great place to practice would be in “Eyes of the Goddess” dungeon in Arendel Lv.75-80 portal. It has a very big crater so you can freely practice mechanics and not have to worry about touching the ground. For convenience there is even a portal at the bottom which sends you straight back to the top.

RisingStorm
AirPounce
Showtime
SpiritBoost

Get really high in the sky with Rising Storm or Pounce on a big monster. Need both Showtime and Spirit Boost power-ups in order to fly.

 

1. Beginner – Spiral-Shot method

ButterflyFloat
SpiralKick
SpiritShot
ButterflyFloat
SpiralKick
SpiritShot

  → [+] → [ → +]

  • Hold [back / shift 
    ButterflyFloat
    ]. Then, quick alternating right
    SpiralKick
    and left
    SpiritShot
    clicks.

 

2. Basic – Shot-Pounce method

ButterflyFloat
SpiritShot
ButterflyFloat
AirPounce
ButterflyFloat
SpiritShot
ButterflyFloat
AirPounce

+ → + → [+ → +]

  • Perform [forward / shift
    ButterflyFloat
    ] + [left-click
    SpiritShot
    ]. Then,  [forward / shift 
    ButterflyFloat
    ] + [spacebar
    AirPounce
    ]. Alternate and repeat starting with
    ButterflyFloat
    .
  • Use 
    ButterflyFloat
     as quick as possible. Then, the apex of 
    ButterflyFloat
     is the signal to GO! with your other moves 
    SpiritShot
     or 
    AirPounce
    .
  • Use left-click
    SpiritShot
    only after
    ButterflyFloat
    Butterfly Float. If used after
    AirPounce
    Air Pounce it puts you into
    EagleDive
    Eagle Dive.

 

3. Intermediate – Pounce-Spiral-Shot combo method

ButterflyFloat
AirPounce
ButterflyFloat
SpiralKick
SpiritShot
ButterflyFloat
AirPounce

+ →  → [+] → +

  • Method 1 & 2 combined.
  • Do [forward / shift
    ButterflyFloat
    ] + [spacebar
    AirPounce
    ]. Then, [forward / shift
    ButterflyFloat
    ] + [quick rightclick
    SpiralKick
    / leftclick
    SpiritShot
    ]. Alternate and repeat again starting with 
    ButterflyFloat
    .
  • Needs more starting height. Risk losing more air due to more actions.
  • ButterflyFloatACTIONSPD
     Butterfly Float action-speed crest helps lose less air when using
    SpiralKick
    Spiral Kick.

 

4. Advanced – Forwards and Backwards

  • Let
    SpiralKick
    Spiral Kick extend and hold W to go forward. Hold S to stay in place. Interrupt very early at the start to go slightly backwards.
  • Choose your direction by tapping W or S with 
    ButterflyFloat
    Butterfly Float after each
    AirPounce
    Air Pounce or
    SpiritShot
    Spirit Shot.
  • Move the mouse to change angle of flight.

 

5. Expert – Freestyle

Seamlessly combine all of the different methods as you see fit.

 

Flying Tips

  • Focus on maintaining a good rhythm. It becomes muscle memory.
  • Remember! Take breaks in order to not develop repetitive strain injury (RSI)!

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What the goodness?! ʕ •́؈•̀ ₎ This guide ended up being much lengthier than I anticipated. Well, I hope by reading this guide that it was able to help you gain greater insight on the Windwalker. Much of it is naturally learned just from playing. Have fun and stay flying!

NamiMuffin, windwalker player from NA server


Preliminary Thoughts on Lv.93 Awakening for Windwalker

The Windwalker will gain a new “Air Current” bubble resource system which increases the damage and availability of skills. Perhaps “Slipstream” or “Tailwind” would be good alternative names for it. New active skills in “Flash Kick” and “Swift Attack” are also added to the mix. The animations are on point and both look quite fun to use. The new Spiral Kick looks interesting to try and master. It may also mark the return to aerial relevance for Air Pounce. I feel these changes have the makings to help reinvigorate play for the windwalker.

Though I have yet to try it out. My initial impressions of the awakening looks promising so far. There appears to be more open-ended possibilities in what we can do especially in the air. Probably expect some new “airwalker” combos and much less “tempwalker” stuff as the core gameplay.

Skill crest options seem pretty open for now. The big question is whether to build more around Showtime or Air Current? Or maybe even some utility. It would depend on your favorite skills to use. Probably any of the “Air Current” empowered skills such as Blooming Kick, Rising Storm, or Eagle Dive would be a good place to start. Falling Star, Air Pounce, or Spiral Kick could be good too. Spirit Boost and Butterfly Float would have its uses. And it appears that tech accessories would scale very well with our main skills.

It is going to be interesting to see all the creative combinations. Something in particular that I am curious to try out would be a “99-percent only” windwalker skill build. Many windwalker skills were improved so it makes good sense to use them more often. I plan to explore and learn the new windwalker and many of its possibilities. Hopefully I can link a brand new guide in the future. It should be fun whenever 93-cap becomes available. ^-^


 Change Log
  • ver.1.3: 8/05/16. Changed wording order to improve overall readability (in playstyle, skill build, and new technique for skill links sections). Added stat growth for gearing section. Added “Eyes of Goddess” as practice area for flying section. Added preliminary thoughts for Lv.93 Windwalker Awakening.
  • ver.1.2: 5/05/16. Updated skill builds and rankings as a result of the acrobat buff of April 2016 for NA server. Updated gearing section regarding stats and technique accessories. Added descriptions for individual skills.
  • ver.1.1: 3/13/16. Added fundamentals section and updated combo sequences.
  • ver.1.0: 2/02/16. Launched windwalker guide detailing builds and gearing options along with reset combo sequences.

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2 thoughts on “Dragon Nest – Windwalker Lv.90 PvE Guide ver.1.3 by NamiMuffin [updated 8/05/16]

  1. Thanks for the guide and the combo section, I was so confused this week since I returned to play on monday (I don’t play since cap 60) and many things have changed.

    I hope you update this, I will follow it ❤ !

    Cheers !

    Like

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