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[DNF] Naber Raid Theory Guide and Tips A Dungeon & Fighter Naber Raid strategy video providing info on builds, roles, priorities, and things to watch out for. It compares and analyzes the pros and cons of standard and interference builds, and offers tips on page-specific priorities and role assignments to help increase raid success rates.
1. Naber Raid Build: Standard Build vs. Interference Build
00:00 - 01:25
Standard Build: - Red removes Eldir's shield, Yellow removes Mori's defense buff, Green extends the Unconsciousness raid time. - Each handles their assigned named monster, then everyone uses their burst skills together. - Pros: Stable burst time possible, raid time reduced by 4-5%. - Cons: Named monster HP resets if a party fails a pattern (especially Mori). Interference Build: - Utilize Party 1's buff (Interference Buff): Two parties deal damage simultaneously. - Example: Red moves to Yellow's location and uses the 1st buff, Green joins Mori. - Retreat with the 5th buff, go through Nightmare, and clear LDir with interference. - Pros: Fast Mori/LDir clear possible. - Cons: Raid time increases (late Unconsciousness handling), burst time can get messed up.
2. Build-Specific Q&A and 1st Page Priority
01:26 - 05:06
Interference build is effective when there's enough damage, can utilize Muse's Encore. Interference possible within 1 minute, not possible if it exceeds 1 minute. 0th Page (Before removing the barrier immediately after starting): - Remove Mori first: Prevent the monster's 30% defense increase. - Enter Unconsciousness (prevent time limit reduction). - Clear LDir (remove the barrier). - Enter Naber (doesn't reduce raid time, can enter slowly). 1st Page (After removing the barrier): - Maintain Naber entry (time limit decreases if not entered/wiped/retreated). - Clear the battlefield (Traumate): Instant-kill damage at 2 stacks, 1 stack can be ignored. - Hand of Traumate: Low priority, related to strengthening battlefield attacking monsters. - Unconsciousness: Enter first if it respawns during the 1st page.
3. 1st and 2nd Page Priority and Strategy
05:07 - 09:42
Taehana: Provides damage increase, prioritize handling. Eldir/Ani: Unlock the locks. Open Traumate damage window when possible. Field respawns upon entering the 2nd page (Traumate, Taehana, etc.), Mori reappears. Maintain Naber entry, clear the battlefield (2 stacks first), handle Unconsciousness. Prioritize handling Mori/Taehana after stabilization. Two parties perform simultaneously, proceed after assessing the situation. Solving Mori/Taehana is essential, parties with lower gear score can proceed. Battlefield is clear after clearing the final lock on the 2nd page.
4. Contribution to Clear and Role Assignment
09:43 - 12:50
Party Leader Important: Proficiency and judgment are essential, understand residual heat effects/range-based battlefield attacks. Raid Leader: Understand the flow, give movement instructions (respect party leader's judgment), establish overall strategy, briefing. Party Members: Watch the strategy video at least 3 times, understand 4-person patterns, save coins (don't die).
5. Other Key Information and Additional Strategy Tips
12:51 - 15:27
Corruption applied individually (Naber, LDir, Ani separately). Can immediately enter Ani after banishing Naber. Naber is forcibly banished if LDir is not cleared on the 0th page. Mori/Taehana HP recovers to 100% if not cleared in one go. Different priority with 1 stack of Insulation, removal is essential with 2 stacks. Unconsciousness duration decreases, quick entry required. Mori/Taehana > Eldir/Ani priority. Utilize non-dangerous 3x3 explosions. Priority: Unconsciousness > 2 Stacks > Taehana/Mori
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