Monday, December 29, 2008

guide part 1

Dainn's skills usage in combo

by MoonlessGown



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DISCLAIMER


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this guide has entirely been written by MoonlessGown, which means ME .

any reproduction or modification of this guide, partial or full, is forbidden without my consent .

you are free to make a "short" (law(l)s are strange here) quote of this guide adding the writer and the URL address where you found this guide .

you are also free to use this guide for your personal entertainment, but this guide can t be used for financial ways .

to contact me : donefightingalready(at)hotmail(dot)fr


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INTRODUCTION


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dainns combos are mainly concentrated on walls . The inflected dmg IN COMBOS comes from first hits (cold blue dragon, etc), but also on autosteps because they are the best way to stall in combo for cooltime (for firebomb) . Earth skills are the best way to gain height (especially land giant s fist near walls), whereas ice skills are mainly for dmg (as said before ... exception is ice arrow for example)

fire skills are either ground (ocean of fire, FDH) or used to make enemy approach near wall (fire bomb is an exception since it does nice dmg at wall, even if decayed). So what you should aim for is the ability to do long combos with saving high dmg combo able skills for later

This guide won t be enough alone to make you get omgomg combos, your experience will come from practice AND looking at other guides .

also, take not i m not good at English at all so this guide may be impossible to understand


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MELEE ATTACKS


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first thing is : DAINN IS ANGLE GOD

dainn has a large angle attack, which means he can easily use diagonals to hit target at a wall without making it go away ... use them to win easy aerial hits.

As for all chars, he got an angle where ALL hits works, finding it can get you a lot more hits when you have high air time (using 4 keys shift (6629) and 4 keys/fast autosteps)

there s also a position when you hit the target even if you re under it ... which means more fast autosteps (=more stalling for fire bomb)


A A S use :


there s mainly two uses :

    • first is using a A A S which aims towards the opponents . It makes the use of dash AS after this much easier (in open field, used to lower air time)

    • second is to make the target go behind you, to keep on with the combo in an open space. It is useful to do icicle rain when you don t have enough air time to autostep shift


autostep


well i consider three types of autostep :

    • first is slow ones, which allows you to stay at your current position

    • fast ones, makes you go a bit forward (due to melee attacks) but reduces less air time than others

    • 4436-likes, which mean you stay in the same line . This is useful for diagonals ...

    • fakes one? 4456, when pressed fast enough it can be as fast as a slow auto and makes you go back. slower than 4436 but way easier to pull out.


A A – autostep - A A etc.


it s the easiest way to get aerial hits at walls, try balancing between slow autosteps (doesn t make you go under the target an) and fast autosteps (to get closer to the target = A A – turn – S possibility)


A A – A A S :


you can mainly use this if you are a bit to far to keep on with AA autostep AA . Remember, the third hit deletes a bit of air time .

some people also consider some “manner rules” (i do a bit, too), which i won t talk about because they change from players . You can use A A – A A (S) to no repeat too much A – A autosteps

you can use A A – A A – A S if you wish too, same use than A A S ... except a bit harder ? Lol


sp – dash – A S :


down attack and wake up animations can be separated in three periods :



time is an arbitrary unit

By hit there, time your down attack / combo so that it hits at the end of that period right when the person falls . That period is very short so you got to be careful

of course the ability to dash – A S fast is also necessary


A A A :


WHY THE HELL NOT??

just use it to defend your ice wall against a sieg when you already have used hand and LGF . doesn t always hit but slows him a little D:


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ICE


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Ice Arrow :


in open space this skill is used to gain a bit of distance near a wall ( or air time to use fire bomb ), just cast it and immediately dash-cancel it.

You can either use dash – A S ; half dash – A A – dash A S or shift – A A – dash – A S .


at wall, you can use this skill after a dash – A S to gain height . Cancel it either by an autostep, or by a backdash .


icicle Rain :


well ... you can use this skill after pillar, hand (FUCKEN high air time needed) or just before LGF.

You can use A A – dash – A S or A A – A A S – dash – A S after it .

If well positioned it gives a nice air time at a wall, which is enough to do

A A – A A – autostep – A A – A A ... moar A spam plz

you can use this skill both for damaging and getting aerial hits



Cold Blue Dragon [CBD] :


use at start of your combo ... do NOT waste it

there are better ways to shift / increase air time during a combo .

Also try mastering CBD – dash – abyss – icicle rain ...


Ice Barrier :


well since the move to ijji you can only trap at wall ... use after icicle rain

if you make one under the target in open area he ll warped somewhere (can be used ... or not)

you can also use it to reduce attack angles at walls, to defend urself

Keep it for invincible frames / magic def . Lv 1 gets raped by windkick, lv 2 can handle a little more hits (still gets broken by full windkick) and lv 3 resists well



Ice Pillar :


uhhhh using it for damaging can be a nice option if you have 11 points to spare (does around the same dmg as CBD maxed) . Do not reset too fast ... see if you can insert some dmg skills right after

Also nice near walls ... Try making the last two pillars hit instead of two first, makes air time better (use half dash)


Bitter Cold Breath [BCB] :


u can pretty much force into a combo with it, just use after a skill which gives a bit of air time that is not from ice element (except icicle rain and ice pillar)

use where the aoe would be the best, where it could guaranty to freeze

as example, use it after a second / late pillar of abyss in a combo (less time to counter it)

at wall, using close A A S – dash – A S – firebomb x2 - autostep – A A – dash – A S makes the target unable to escape !

You can also make someone go into a ring which is covered by BCB's aoe (with help of high lv fire orb) like this:


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FIRE


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Fire Bomb :

guide part 2

use in open area to get near a wall. Keep in mind u have to dash a bit more compared to other skills

At a wall, you can start your combo with it (quite nice dmg) or just insert it somewhere

do not spam it, 7 CD and a MP usage that is quite high don t go well . note that with lv 66+ skill bonus it gets quite high dmg anywhere in combos ... this is the kind of skill that will make your combo efficient . no matter what the decay is, if you can keep ur opponent in air and use this skill you ll do dmg.

you can shift, backdash or autostep after it


Firebomb and 4keys auto usage in maxed decay combo there : http://www.youtube.com/watch?v=pHMpw9eTN94&fmt=18


Fire Orb / Ocean of Fire / Red Fire Dragon :


hey .. you can hit with those things

use when target is “far” or “high” enough to get another combo, commonly used after after icicle rain



Fire Dragon s Heart :


uhhh at walls, it allows to control height for CBD *FDH* 2hit LGF, and add height for CBD *FDH* 1hit LGF . Using CBD FDH allows also to safely cast it, which means higher chance to succeed a ground autostep chain ...

in open land, use CBD FDH LGF, then shift 180° later to allow ice pillar to hit twice even if you re close to the target (requires precision) . This requires FDH lv 1 .

those combos are not that useful... getting max really help in pvp... with some skills that get "haxx" you need to do high dmg output in fast time, with taking lowest dmg as possible, and FDH is the perfect skill for it




Fire Rain :


makes your target get a bit further, lowers air time.

Use to make ice pillar hit twice (fast cast + nice cancel abilities)

this skill will BURN your mp (not that much anymore) so use wisely... ground can also work


Death Dragon Breath :


the use is kinda the same as other fire area of effects (use when high air time)... you can also do other stuff with it

if you have eternal flame set effect, you can combo with it after cbd or abyss ( http://www.youtube.com/watch?v=xgFKpHRczjk&fmt=18 )

note that with myth ep1 sets bonus (150% atk for 20 secs when u use lv 60 skills) u can pretty much ohko people IF IT HITS

ALSO also also if someone stays in front of you while the cast he ll get knocked in air = low dmg ... be careful.

You also use this at corner!!!! as defensive move!!!! against nado and ending soon mdef !!!!


Real Fire Rain :


MMMMMM DO NOT GET FOR SRS PVP

get one point in it and get rid of fire rain

less mana burning!


Real Red Fire Dragon :


MMMMMM DO NOT GET FOR SRS PVP

this is somewhat the same than the normal one except it requires moar sp to reach the same LOW dmg unless u max it... and you have better things to max.


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EARTH


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Fury of Land :


hey .. you can hit with this thing

use when target is “far” enough to get another combo ... after ice rain you can use it to slow down even if the aoe doesn t hit.. and cast ice arrow to lead into meteor or whatever you want.

you can use it almost everywhere since it s kinda fast cast.. after rain of fire is the safest . against siegs be careful with provoke D:


Hand of Earth :


this is one of the skills that will give you a nice air time at low and mid height . Its vertical height limit is higher than pillar of abyss' . It s easily dash / attack canceled . You can shift after it, try doing 6686 half dashes so doing A A – A A (S) – dash – A S is easier

if you re too close against a wall, back dash

for shifting purposes, use diagonals

4436-like autosteps can also be useful for diagonals .

this spell is a PHYSICAL atk .


Summon Rock :


is fail . NOT

you can combo after it when reaching wall with a dash – A S or Hand of Earth . Note that dash as may forbid some skills (use arrow Ice arrow + backdash in that case) . To keep a "normal" air time after hand of earth, just use hand of earth – dash A – fire bomb x2 – autostep – A A etc

It deals a nice bunch of dmg

at wall you can shift with it... use CBD – firebomb (x1) - autostep shift ...

works with A A – dash – A S . try timing your fire bomb so it doesn t hit the target = moar rock dmg

i already uploaded a away from wall rock vid ( http://fr.youtube.com/watch?v=nUBisiX-PHE&fmt=18 )

also ... the cancelling got buffed on klunia. is way faster


Land Giant s Fist [LGF] :


this skill has high vertical height, it s easily canceled and still add a bit of air time ... having a mid air time and being positioned for 2 hits makes this skill quite awesome

this spell is a PHYSICAL atk .



Pillar of Abyss


this is best air time skill in open field . You can link all * linkable * skills with it . With melee hits, you can go to A A – A A – halfdash – A A dash – A S .

at wall, the problem is when it hits, you re often close too close to target with high air time ... using dash A abyss works well . You can also cancel pillar by ice arrow then back-dash (4426 or 4436), or time some other skills (like firebomb x2 ...), sure you won t have as much air combos but it won t make you waste an ice arrow


uses of pillar :

"Lv 1 = Pillar CBD, Pillar IA cancel dash as, firebomb 1hit
Lv 2 = Pillar FB (close, hard, on walls only)
Lv 3 = Pillar FB (walled, also on field), AA dash AS (Hard)
Lv 4 = Pillar FB (Superezpz) AA dash AS (ez)
Lv 6 = Pillar IR (close range)

Lv 7 = abyss rain (easy)"


from ryrk on mmog ... http://www.mymmogames.net/forum/dainn-wizard/38045-about-pillar-fdh-levels.html#post703186

Meteor :


unless you use at ground, as a finisher or ... (see below), the dmg output will be way too low for the mp burned... until you start to have enough mp control


Real Fury of Land :


MMMMMM DO NOT GET FOR SRS PVP

who dislikes aoe nados?? kinda like before fdh got nerfed ... except bigger area of effect and less hits ... still makes it godlike

gives enough air time for doing real fury of land cbd meteor . Sometimes it hits twice without reset (mainly when target is still at ground when u use it).

RANDOM FACT : max cold blue dragon – dash – A S – max real fury of land – sp – dash – summon rock does ¾ hp in balance .






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MP KEEPING


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well since MP regen got a huge buff for dainn, i don t think there s anything to say about it

MAX IT . For stage, S charge + potion should do it ... so maybe focus moar on MP increase

if that s not enough to keep your ur mp lv, you can either get some point in mana extension in emergency (use after skills like icicle rain, summon rock) or MP increase for S charge bonus (but it won t affect a lot)

so i recommand getting max mp regen [+ 4 mana extension] ... of course it can change depending of ur skills lv but since u can use the buff pretty much everywhere lol . Mp regen is now enough with set effect on . if you play a super manner!:!!!!!!!!!!!!!!! match you should get lv 4 or 7 extension so you will get back ok amount of mp quickly

if your ur planning on a way to play with ONLY combos, you can reduce skill that are good on ground and not in combo (ice arrow) . But you must absolutely keep ground skills... FOL , (max) FDH , orb are totally necessary against good kriegs / siegs... just watch kl tourney if you don t think so

try capping your ur fury of land level around lv 6 so the slow down is enough to make ice arrow sometimes inescapable... althought i now recommend max... dmg is not bad

Pillar of abyss at lv 1 is enough for resets time to time (allows ground abyss - cold blue dragon) . raise it to lv 2 if you like to reset often (allows (wall) ground abyss - fire bomb x2 [ - autostep - A A - ] dash - A S)

be careful of ice resistance and magic def... the frames don t show up anymoar

ice resistance duration is 60 seconds and reduces your ur ice skills' dmg by ½ (NOT ANYMORE . lv 1 is even worse than before, ice resist doesn t worth your points that much now )

mdef duration is either 16 secs or 22 secs (28 secs with magic def +sp cash items. which aren t out yet! hopefully)


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SET EFFECTS


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now that bonus is super easy to get... just don t bother too much with set effect... get 2 piece of ep2B...

well i m not a big fan of crit dmg (low bonus dmg is low) even with Llir + Lholy moon + high lv crit, the dmg is still too low UNLESS you use some haxx skill set effect that goes with crit dmg (which requires 2 pieces.. Ltarask can add ~500 dmg (50 dmg/3 sec for 30 sec)

i m more interested by concentrate (NOT ANYMORE)... at lv 66+ some skills cost HIGH mp .

With max concentrate, holy moon princess lir set and +2 concentrate cash items (at least in kLunia), you can reach 20% concentrate, which means 1/5 of your ur skills won t cost mp.

Looks quite nice, lv 1/2 concentrate alone isn t a huge improvement though


Ldrake 4 pieces bonus works wonder in stage, i m almost always full MP with it + max mp regen (except some bosses lol)

6 pieces bonus can make you win nice amount of hit (6-8 hits at wall), allow to reposition urself, do a no decay skill or make real fury of land hit like 3 – 5 times? It works on all kind of hit so it can save your life (can make you win a 0 hp high mp fight)


but sometime the freeze is annoying (screw your combo at start). The choice is up to you ...


you can also go with elemantal dmg ... boosting CBD / IR / FB s dmg isn t bad. eternal flame makes DDB s dmg even more crazy ... and if you get luck enough to activate the bonus, you can do at wall :

A A - dash - A S - CBD - DDB (eternal set effect) - AA - Meteor - stuff ... which is 1/2 life without reset in pvp ...

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BUILDS


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just a little note... if you re pure pvp and only play in balance... having 340 hp more won t really help you D: but if ppl move to free again... you re build will probably be screwed.. up to you!


lv 65 - http://lunian.genin.jp/calc/LSC/?name=Dainn&lv=65&rb=0-0-0-0-0&pt=71&val=199311-A90710100-6011210-0000-80000

lv 75 - http://lunian.genin.jp/calc/LSC/?name=Dainn&lv=75&rb=0-0-0-0-0&pt=81&val=1BA311-BA0710100-B011210-0000-80000



what i recomend the most ... lv 65 http://lunian.genin.jp/calc/LSC/?name=Dainn&lv=65&rb=0-0-0-0-0&pt=76&val=199311-A90810100-9011310-0000-80000

those 4 points go into mp extension or hp increase

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CONCLUSION


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this guide doesn t show all skill usages . At all

just remember that mages rely on walls and angles . Use efficient combos ... dainn has resets that can t be countered , use them

having the advantage on first hits will ALWAYS make you win ... as long as you can pull efficient combos, it matters not their length ...


ah, and last note

do not break your computer because the server fails

kthx!