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!
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!
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