Now dainn has a medium learning curve at first but you get use to it. His DPS is pretty high and his skill cds are low and some have different effects. Most are costly on mana though at high levels. With a dainn you will be dealing a high amount of damage in a short range of time with a wide area of effect(aoe).
Well dainn has a large amount of spells and you will be using the skills to deal MASSIVE damage.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Arial--><span style="font-family:Arial"><!--/fonto-->Ice Skills:<!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Ice Arrow: <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->Well this is a skill I've always liked in stage. Shoots an ice bolt or ice bolts that travels the same speed as a character dash. Number of shots and damage increase with each level. Each icebolt also freezes the enemies movement for 2 seconds. So in 1v1 pvp, all it takes is one shot to hit to allow the rest to hit as well. Problem is the cast time takes a while and the shots can easily be outrun. That's why using earthquake is recommended to be used before Ice arrow as it slows, but there are also counters around that such as side step by seig and eirs can always uncurse. You can also try casting it when the player is not on your screen so if they dash in towards you they have a pretty high chance of geting hit. In team pvp, it's very useful to hinder the other team since the shots split up which isn't necessarily bad in this case since you would be assisting your team by freezing the opponents. Stage wise, it's great on bosses as the shots deal great damage at level 72 at 145 damage per shot with freeze. I just leveled it to 1 for pvp to help me dash cancel and to continue combos. If I went stage I probably would have maxed. Cool down is very nice at 14 seconds.
Level 1=1 shot
Level 2=3 shots
Level 4=4 shots
Level 7=5 shots
Level 9=6 shots
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Ice Rain:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Great skill and it's an auto max as it's just that useful. Basically it drops 7 sharp icicles in front of you that push some enemies back making it useful for mob control and for long combos. Low CD of 15 secs, has a 12% reduction of speed curse and it pushes back. 7 shots as well. Max for any build.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Cold Blue Dragon:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Yet Another max. This skill summons an upward whirling dragon in front of you that hits the enemy 3 times for about 300 damage at level 70. Every dainn maxes it and so should you. Great range, decent cast time and a main damage dealer for pvp.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Ice Wall:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Well you gotta level up your dainn somehow. This skill is a must max if you're doing any form of staging. It summons a giant ice wall behind you that lasts 25 secs though it does not last for long if there are many enemies taking shots at it. The enemies are also somewhat provoked/lured by the wall to an extent. Does not block magic projectiles. Great for just distracting/attracting large mobs, holding bosses while your teammates can use skills safely, and just using it as a shield to safely charge mp.
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->Ice Pillar:<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> I had this skill maxed and IMO, it is not worth it. This skill summons three ice pillar in front of you but one after the other. At max it can deal nearly 400 damage per pillar at level 74. In stages, it knocks monsters to the ground on contact. The most you can hit a monster is twice(which requires a certain distance) instead of the full 3 shots so you'd only be doing about 800 as well as knocking down enemies which can sometimes annoy other players as comboing gets the killing done faster. However, on bosses/enemies that are large and do not fall you can make the full 3 shots hit but I feel a max is not worth it when there are better skills and a limited amount of enemies which are larger enough to be fully hit. Cool time is also 30 seconds. I left it at 1 to assist me in some combos for pvp. Although it can be maxed for pvp if you can manage to get both pillars to hit.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Bitter Cold Breath:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Awesome move that allows you to be invulnerable to damage for the 2.93 seconds it takes to cast. Also freezes your opponent when they are hit by this skill. The range of this attack is the entire screen that you see so it can be used both offensive and defensively. I usually use it to escape a nado that is about to hit or any other deadly attack since it has an extremely quick cast time. Just leave it at one for the invincible frames and the freezing. Cool down is too high to make it justified to add more skill points.
<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--fonto:Arial--><span style="font-family:Arial"><!--/fonto-->Fire Skills: <!--fontc--></span><!--/fontc--><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Fire Bomb:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Another max for a few reasons. It shoots two fire projectiles that are fast enough to hit twice and the skill can be reused again quickly with a low cool down of seven seconds. Damage at max does 315 a shot at level 70. Should both shots hit, you would be doing 630 damage. Needless to say it can quickly drop enemies who get dangerously close and be used as a major damage dealer in pvp combos. Also, it is much easier to hit with both shots when the enemy is against a wall or at close range. MAX IT.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Fire Orb: <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->I LOVE this move in PVP. Needless to say it should only be used in PVP. It is an absolute must if you plan on going 1v1 or just pvp in general. Fires 4 quick fire shots that have amazing speed and homing abilities. Does 242 damage a shot at level 69 as well as burn damage with a CD of 25 seconds. If you are going for a pvp build, then max this skill. Otherwise leave it at 0. Also this skill is in the form of an orb when casted before it splits into 4 fire shots. So be sure that the orb does not touch the opponent before splitting up into 4 fire shots. Otherwise it will do low damage while knocking down the opponent.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Ocean of fire:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> One of the larger aoes of Dainn. As the name suggests, it creates a wide ocean of fire that damages the enemies in the range. Hits four times for 200 damage at level 75 along with extra burn damage. This move also causes flinching in certain enemies while being hit. This means they have limited movement while in the area where the ocean was casted. For staging, max it as the CD is 30 secs and for PVP, some people choose to leave it at 1 or 0. 1 for the flinching since it can also interrupt spells and other skills as well as hinder movement. If you ever rebirth a couple of times and have the sps to max it in a pvp build, its extremely damaging and up to par with normal FoL but you might be considered a bit spammy if you constantly use it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Fire Dragon Heart:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Completely opinionated. It basically plants a stationary fire orb in front of you that sends out extremely fast fire projectiles that would do 66 damage at level 64. It becomes faster and obtains more range as the level increases. IMO, it should only be used for pvp builds. Either 0, 1, or max. A level one is a good defense for charging mp although not to great if you want to keep the enemy running. I myself plan to max it as it buys me a lot of time to recharge mana and to use it offensively against opponents since the speed is greatly increased. Either way the 45 reuse time allows you to use it pretty decently so just go with what you like.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Rain of Fire:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Good points include the fast cast time that is almost instant. It hits a large range of the area in front of you with fire as the name suggests. Though it says 13 shots, each of the shots are not entirely consistent but enemies would still receive damaged from most of the shots. At max(level 74) it does 121 damage per shot in addition to burn damage. Like ocean of fire, the shots also make certain enemies flinch with each shot that hits. For stage, I'd suggest a 1 just for holding enemies in place should the situation get out of hand and if you need time for stalling for a skill to cool down. For pvp it's a definite 1 since it can be used in combos, used to hinder or stop the enemy skill from activating as well as using it right after launching a fire orb to ensure the fire orb hits. Cool down is 25 seconds.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Red Fire Dragon:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> This skill summons a huge red fire dragon in front of you that spirals forward and hits any enemy in it's path twice. The cast time is pretty long, but it's not too bad for 1 point and no further than one point as the damage increase is low for each level. For pvp just leave it at 0. Cool down is semi long at 40 seconds.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Death Dragon Breath:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> The level 60 skill of the Dainn. Summons two dragon heads behind you that breathe fire in front of you for about 61 damage a shot at level 1. The real damage is in the speed of the attack so you wind up dealing a ton of damage. There are a few great points about this skill. You're invincible for a time while casting but you must keep dashing in any direction as you're not invincible after the heads are up. Once the heads are up, you can dash out of the attack animation and continue to attack as normal. In pvp, if the enemy gets hit, they cannot escape for the rest the attack. Since the opponent is unable to move or attack, you can take advantage of this and start a combo while the enemy is entrapped, use meteor, or w/e skill you'd like. Lasts for 6.4 seconds. In stage it is even more useful since the range of the flames are huge and all the enemies end up taking major damage. For now, since the cap is at 65, I left it at one. The cd is now around 150 secs but with dex effects it's probably a bit lower.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Arial--><span style="font-family:Arial"><!--/fonto-->Earth Skills:<!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Fury of Land:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> In my personal opinion, this move should be maxed for stage and pvp. The attack itself is similar to ocean of fire as it has a large range and deals a bit more damage. At max it slows down by 37% for 15 seconds which is EXTREMELY useful in pvp. Cooldown is 30 seconds making it a valuable aoe for dainnn.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Summon Rock/Boulder:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Similar to ice rain, except instead of ice icicles pushing forward, you got a big rock pushing forward. The rock/boulder is pretty large and it hits the enemy 5 times if they are close enough for about 210 damage per shot at level 70. So a full hit would be doing around 1050 damage to any enemy that gets hit at a close range. It's definitely a max for stage since it has a cool down of 25 seconds though I advise not get summon rock for pvp as you cannot continues many combos with it after using this skill unless it hits the opponent against a wall. Although if you have the sps it's a pretty funny move to use as people don't usually APPROVE of the DRAGONROCK which is a simple and high damaging combo.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Hand of Earth:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> This move is basically a sort of push back to the enemy when used in their direction and in combos, it is A MUST HAVE. It pushes the enemy further up into the air for more air time allowing for more complex combos. You can also use this move as a canceling skill as well. Not much to say besides it's an automatic one point in any build. NEVER INCREASE IT MORE THAN THAT. The mana requirement with higher levels is almost as laughable as the damage increase. In my opinion, cool down is high at 17 secs since I use it often.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Land Giant's Fist:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> It's similar to ice pillar but much faster and instead of knocking the enemy straight in the air, it knocks them further away from you into the ground. The max you can hit a monster at close range is 3 times for about 442 damage a shot at level 73. I maxed it because I have the extra sps and it's cd at 20 seconds is pretty good for the damage. This move is not elemental as the name suggests. This skill actually deals physical damage and can be used to defend against seigs magical defense. Since it deals physical damage, the damage decreases as the defense of the enemy increases. For pvp it really depends on your playstyle. Most pvpers that combo leave it at 1 for resets at walls in order to conserve mp or to knock down when the enemy is at zero but a max isn't that bad either since it's pretty quick at attacking the opponents who don't get up after they are on the ground though I mainly maxed it because I stage a lot.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Pillar of Abyss:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Basically summons an earth pillar in front of you that knocks an enemy up and preps them for a combo. I left it at 1 for pvp and I'd suggest a 1 for staging as well. In pvp, most players will start with AA-dash-AS so all you really need is a level one pillar. In stage, you'll want to kill a bunch of enemies at the same time, but it's still useful for the single tougher enemies that you would want to combo for a faster kill. Still, I'd have to note that the higher the level this skill is, the further the enemy is knocked up but I find level 1 is perfect for my timing. Pillar of abyss at a higher level, consumes too much precious mana. The cooldown is pretty low at 10 seconds.
<!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Summon Meteor:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> My second favorite dainn move as it summons a huge meteor that hits for massive damage. This skill hits 4 times at level 1 for 200+ damage a shot though it gets more mana costly at higher levels. Even though the max level for this skill gives nearly 400 damage a shot, the cd of this skill at 120 seconds, the skill points required to max it, and the 523 mana cost at level 9 makes it better to just leave it at 1. So for staging and pvp, I'd suggest 1 point. Also, it is possible to hit the enemy 5 times but only if they are already in the air during a combo.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Arial--><span style="font-family:Arial"><!--/fonto-->Blessings:<!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Most of the elemental blessings are worthless in lack of better words. You're going to be taking so much damage at the higher stages that the resistance blessings are going to be worthless. However, there is one very nice blessing and an optional blessing.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Mana Extension:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Basically this move increases the mana of you and your party members in range by a specific amount for 3 minutes. The amount varies on the level. I only suggest up to level 7 for PVP since the increase at this level is 1.3k MANA and you're only paying 1x Huckleberry and 1x Mountain Ginseng both which are VERY easy to get. At level 8 you'd have to pay a black pearl which limits the amount of times you can spam this move since black pearls, as far as I know, are annoying to get. So if you're looking for a pvp build, get it to 7 period. In both team and 1V1 pvp this move is very, very, useful for you and your team. In 1v1 pvp all you really have to do is launch a fire orb and then you can safely use this move. For staging, you could also get it to 7 and spam it but I would rather just go for the passive increase.
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Ice Resistance:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Enter Yuki and there is a valid reason to actually spend points on this skill. Since all of her skills are ice based, needless to say, this buff may now have its uses. I'm unsure of how much damage it takes off exactly, but I've heard it can take off about half damage on her ice skills. Although I'm not sure at what level so I'll just have to see for myself should Yuki ever get a released in Glunia.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro-->
<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Arial--><span style="font-family:Arial"><!--/fonto-->Abilities:<!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Mana Recovery:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> IMO this ability isn't that great. At max you would recover 8 mp per sec and for a dainn, this just isn't enough for both pvp and stage. I say just leave it at 0.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->MP Increase:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> As the name suggests, this skill increases your MP permanently. For pvp just go for a level 7 mana extension and add any extra points to this if you wish. For stage just max it. It gives +660 permanent MP when maxed.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Deadly Magic Blow:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> I love this skill and I don't care if others say leave it at 1. It gives you a chance to hit a critical blow for each shot of your skill. The chance of hitting a critical varies on the level. Level 1 would give a 3% chance and it increases by 1% for each level up to level 8. At max it gives a 10% chance for each of your shots scoring a critical hit. Most people leave it at 1 or 0 for that 3%, but I myself am planning to max it. With the high amount of damage a dainn does, and the number of hits each of our skill gets, even a lucky critical on a cold blue dragon would be a big help.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Concentrate:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Not such a great ability. Its increase is similar to deadly magic blow but except instead of a critical percentage, it gives a 10% percentage at max that gives a chance to negate the amount of mana used on a skill. The problem is, unlike Deadly Magic Blow, this only has a 1 in 10 chance of succeeding for each skill and has a not so great effect as it is. At least deadly magic blow has that chance for every shot of the skill. Leave this at 0 IMO. But if you feel it could be useful, then you could leave it at 1. It's only a point anyways.
<!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Health Increase:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> Well you need health to survive and almost all dainns are Vitality FEENS so yea just max it for +340 health.
This post has been edited by Marq: 24 July 2009 - 06:27 AM

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