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Default Gaiety's Dainn Combo Guide - Ver. 1.1b (5/3/08)

Dainn Combo Guide
Copyright 2007-2008 Gaiety


I. Table of Contents [TOC]
I. Table of Contents [TOC]
II. Changes List [CHG]
III. Introduction [INT]
IV. The Basics [BAS]
V. Before we move on... [IN1]
VI. Advanced Combos 101 [101]
VII. Let's stop for a moment [IN2]
VIII. Advanced Combos 201 [201]
IX. Wall Combos 101 [WC1]
X. Final Intermission [IN3]
XI. Wall Combos 201 [WC2]
XII. Away-From-Wall Strings [WC3]
XIII. Legal Stuffs [LEG]
XIV. Wrap-Up and Credits [END]

To jump to a section, simply hit Ctrl+F and type in the code, including the [brackets].

II. Changes list [CHG]

Version 0.01 (May 11)
- Guide put up. Not much here, just up to level 2 combos.

Version 0.02 (May 13)
- Combos ripped from the game now have images. I may or may not make combo images for the others.
- Combos updated to level 16

Also, I will be updating by simply editing the first post of the topic. Be sure to check back once a week or so for updates.

Version 0.02b (May 14)
- A couple combos added
- Low Quality videos uploaded to Stage6 for a few combos. The original high quality uncompressed videos still exist and will be dual-pass compressed in the near future for better quality.
- Finally saw the tidbit in the game that stated that blue dash arrows were the equivalent of a Dash A (-) S combo. Perhaps those other combos aren't so bad after all... Will update later.

Version 0.03 (August 2)
- Wow, I haven't updated this in a loooong time.
- A short section pertaining to PvP added.
- To be honest, I've lost a bunch of motivation since IDNed put his guide on these forums. I may or may not be updating again.

Version 0.50a (November 4, 2007)
- Internet/TV/phone were down so I figured I might as well.
- I have decided to turn this into a purely PvP combo guide. Most (all so far, actually) are still useful in stages, though, so feel free to use them regardless.
- Due to this change, you'll notice a few omissions here and there, most notably the images and videos. I've also revamped a bunch of stuff.
- Combos up to level 22 have been added.
- I'm thinking about putting up some kind of legal statement or something >_>;

Version 0.50b (November 16, 2007)
- Combos for level 16 and 22 pretty much finished off.
- Advanced Combos 201 has been added and way incomplete.
- A makeshift section on Wall Combos has been added and somewhat incomplete.

Version 1.0 (January 1, 2008)
- Happy New Year, everybody!
- Well, pretty much everything is done now, except for videos. Maybe I'll let Lunar handle that >_>;
- Legal stuff added, don't want all my hard work to go to waste <_<;

Version 1.1 (May 1, 2008)
- Updated to reflect Power Patch
- AAS sequence is now cancelable in any direction. Plethora of possibilities opened!
- Summon Meteor combos added.
- Away-from-wall strings section added.
- Various minor fixes
- Greets to John's Eir Combo Guide!

Version 1.1b (May 3, 2008)
- Common shifting strings added
- Moved the shifting string for CBD in WC1 over to common shifting strings
- Small note about Dash A Hand added.
- Minor stylistic edits

Version 1.2 (August 19th, 2008)
- A couple vids up! Thanks to Zetsumei for recording~
- Notes on... everything notable.
- Wtf-how-do-you-do-this-hard Meteor combo added (and recorded!)

III. Introduction [INT]
First of all, don't be intimidated by the sheer length of this guide. It's meant to be followed step-by-step, so proceed slowly, 'kay?

Second, I will be using the game's notation. Thus, a - between two keys means to tap them with a pause, a (-) is a pause-optional, and two keys in succession means that they should be tapped in quick succession.

Numbers will be used to denote direction, in the following format:

789
4X6
123

Thus, 1 corresponds to Down-Left, 2 corresponds to Down, etc.

Unless otherwise noted, assume that you are facing right (6)


IV. The Basics [BAS]

A (-) A
An upward whack with your staff, then a quick strike downard. Your PvP staple.

A (-) A (-) A
An upward whack with your staff, followed by a swing down, and finally a rather odd turning animation showing a magical blast which blasts the enemy into the air. The enemy will lie flat on its back when it falls.

A (-) A (-) S
Up, down, followed by a wide-ranged lightning blast that knocks the enemy into the air, although much lower than the A A A.

A (-) A - A A (-) A
Up, down, poke, swing right, and finishes off with the magical blast. Looks better this time around. Note that the pause is NOT optional, nor the lack of one directly after.

A (-) A - A A (-) S
Up, down, poke, swing right, and finishes off with an open swing left. Will only create a lightning blast if done incorrectly, where the 4th hit is not a swing upwards but instead downwards. Again note the pauses.

A (-) A - A - A - A - A...
The "infinite" attack, which repeats the "down poke" sequence over and over and over and over...

Space
Ground attack. Dainn jumps up and slams the ground with a blast of fire. Deals heavy damage, but also has heavy delay. Definitely won't work in PvP.

Double Tap in Any Direction
Dash. Dainn dashes to a direction, leaving a trail of dust.

Dash (-) A (-) S
A dash, a blue palm blast, and an orange blast into the air. Your air staple for PvP.


V. Before We Move On... [IN1]

Dash Canceling
If you haven't noticed, dashing will instantly replace your current animation with the dashing one. This means you can cancel rather long animations, such as the finisher of the A A A, the A A S, and especially skills.

A A vs. A A A
Why are we using A A instead of A A A in this guide? It's rather simple, really. The delay between the second and third hits of A A A is long enough for your PvP opponent to whack you back, and thus prematurely ending your combo. A A is quick enough to prevent this from happening.

Combo Bonus and Combo Decay
I'm sure you've noticed, but, in stages, multiple hits while the opponent is in midair grants a "bonus" to your damage, an extra 20% per hit, starting on the third midair hit and increasing until the tenth. This will go to a maximum of about 360%, or 3.6x the damage you would do if the opponent was on the ground. However, in PvP, it is the direct opposite. Multiple hits midair will actually cause your damage to drop, or "decay" to about 20% of its original damage. Generally, you'd want your hardest hits first.


VI. Advanced Combos 101 [101]

Any level
A (-) A Dash Any Direction A (-) S
A - A, then flowed into a Dash A (-) S combo. You will be using this combo a lot while waiting for your cooldown times to end.

Level 2
A (-) A Dash A (-) S Fire Bomb
A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S
The above combo followed quickly by a Fire Bomb. The dash in the second combo cancels the second hit of Fire Bomb (which will miss if you are not against a wall) in exchange for an additional Dash A (-) S combo.

Level 6
Hand of Earth
A very useful skill. When used normally, it knocks the enemy back (but does not make them fall). But when used against an enemy midair, it launches them a bit higher as well as a tiny bit further for extra cast (or whack) time.

A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth
A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth Dash A (-) S
The second level 2 combo with a tacked on Hand of Earth for good measure. The second one here adds yet another Dash A (-) S to finish the combo.

Level 16
Cold Blue Dragon
A skill with low charge time, but a long reuse time. It creates a swirling blue dragon in front of you, which will juggle any monster in its area for the duration of the skill. Useful in that it allows you to follow up with Summon Rock or even keep the combo going with a Dash A (-) S. Unless specified, assume that Cold Blue Dragon hits all three times.

A - A Dash (-) A (-) S Cold Blue Dragon Summon Rock
The said combo led directly after knocking the opponent into the air for maximum possible damage.

A - A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth - Dash Towards Enemy Cold Blue Dragon Summon Rock
Well, we're just tacking things on here, aren't we? Problem is that Cold Blue Dragon won't be doing so much damage in PvP if you use this, as it will be hit hard with Combo Decay.

A - A Dash A (-) S Cold Blue Dragon Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth Dash A (-) S
Much better. Your hardest hitting skills are coming first, and your damage in PvP has been maximized.

A - A Dash A (-) S Cold Blue Dragon - Fire Bomb (1 hit) Dash - A (-) S Hand of Earth Dash - A (-) S

Fire Bomb directly after a Cold Blue Dragon to eliminate some combo decay. In Practice Field, the timing for the Fire Bomb is right before (almost at) the third hit of Cold Blue Dragon. In PvP, you're going to want to time the Fire Bomb a tiny bit earlier, between the 2nd and 3rd hits of Cold Blue Dragon so you have enough height to follow up with Dash AS.

Level 22
Pillar of Abyss
A midair Pillar of Abyss will knock the enemy high in the air, allowing for an Icicle Rain or an A A A A S string. Quite versatile, to say the least.

A - A Dash A (-) S Pillar of Abyss - Icicle Rain
Midair Pillar of Abyss into an Icicle Rain. Quite hard to time at first, to be honest. You have to wait a while before pressing Icicle Rain, else completely canceling your Pillar of Abyss. The only tip I can give you is to listen for the "whoosh" sound that Pillar of Abyss makes. You should time your Icicle Rain for that sound. Do note that higher levels of Pillar of Abyss push the enemy a tiny bit higher, forcing you to delay the Icicle Rain by a bit to get all 7 hits.

A - A Dash A (-) S Pillar of Abyss 6 A (-) A - A A (-) S Dash A (-) S Hand of Earth Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Cold Blue Dragon Dash A (-) S
The first use of A A A A S in a combo. Also hard to time. Your third press of A should occur when the animation of the second hit has ended. The 6 is present to cancel the delay from Pillar of Abyss.

A - A Dash A (-) S Pillar of Abyss - Icicle Rain Dash Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Cold Blue Dragon Dash A (-) S Hand of Earth Dash A (-) S Pillar of Abyss 6 A (-) A - A A (-) S Dash A (-) S
An extreme example of following up after Pillar of Abyss Icicle Rain. Zomg using the same spell twice in a single combo! >_>;

A - A Dash A (-) S Cold Blue Dragon Dash Pillar of Abyss - Icicle Rain Dash Dash A (-) S etc.

A - A Dash A (-) S Cold Blue Dragon Dash - A Pillar of Abyss - Icicle Rain Dash Dash A (-) S etc.

Mainly a PvP combo, as it focuses your damage with Cold Blue Dragon and straight into a Pillar of Abyss Icicle Rain for massive damage. Definitely a bit hard to time, your dash should be extremely short, just enough to get within range for Pillar of Abyss. Your Icicle Rain should then be timed a bit earlier than you would normally time it. If you're having trouble, a Dash - A after Cold Blue Dragon instead of just a Dash is also viable, but requires a much longer Dash. Any hits after the Icicle Rain are bound to do minimum damage, however, so do as you see fit.

Level 54
Summon Meteor
Arguably the prettiest skill that Dainn has that can be comboed, Dainn charges for forever and a half before sending a giant meteor crashing down to Earth, inflicting 4 hits, with the final hit sending the enemy high into the air. Unfortunately, all the combos that allow it bring it up to (near) maximum decay, and only allow for 3 hits. It's great for a flashy finisher, but that's about it.

A - A Dash A (-) S Pillar of Abyss - Icicle Rain Summon Meteor (Near Wall)

Midair Pillar of Abyss, followed by a 7-hit Icicle Rain. The Icicle Rain keeps the enemy in the air long enough for all 4 hits of Summon Meteor to connect, but only if there is a wall present right at the end of the Icicle Rain. It is possible to continue this combo by dashing up to the enemy and waiting for him/her/it to drop to a normal height.


VII. Let's stop for a moment [IN2]
... and introduce a little more to your arsenal.

Ice Arrow Canceling
With the addition of the Power Patch, Ice Arrow can now be canceled at any point with a simple dash. Although it will not appear in too many listed combos, do know that it is possible to string another Dash A S with Ice Arrow cancel. Another common use is to cancel the after-delay of a missed Dash A S, dashing away from danger.

Halfdash
The basis of all "skilled" combos, the halfdash is just that: a half dash. To perform a halfdash, you have to "cancel" the dash by hitting a direction at least 90 degrees from the original. For example, if you dash to the right (66), a halfdash to the right could be performed by hitting 668, 664, or 662. A halfdash can NOT be performed by hitting 669 or 663. 667 and 661 are special halfdashes, exclusive to Dainn and Dacy, called an Autostep (more on that later). A halfdash will cancel your current dashing animation and allow you to do a standing whack instead of a dashing one.

Shifting
A change in direction mid-combo. This is performed with a diagonal halfdash (relative to your current direction) with the canceling direction held in order to change the direction of your combo. For example, if you are comboing to the right (6), a shift could be performed with 339 or 993. To be honest, Dainns don't find too much use in shifting, but it is important that you know how to shift.

Some common starter shifting strings, facing right (6):

Out in the open:
A - A Dash A (-) S Hand of Earth 339 or 993 A - A Dash A (-) S

A - A Dash A (-) S Pillar of Abyss 6 A - A 339 or 993 A - A Dash A (-) S

A - A Dash A (-) S Pillar of Abyss 6 A - A Dash A (-) S Ice Arrow (cancel) 339 or 993 A - A Dash A (-) S

Against a wall:
A - A Dash A (-) S Hand of Earth 882 or 228 A - A Dash A (-) S
Note:If the opponent is in midair and in the middle of a Wall Combo, Dash A is preferred over Dash A S because the second hit of Dash A S has a tendency to miss (too far forward). Dash A will have 1 less hit of combo decay and also provides for a more reliable shift.

A - A Dash A (-) S Pillar of Abyss 46 A - A 882 or 228 A - A Dash A (-) S

A - A Dash A (-) S Cold Blue Dragon 992 or 338 A - A Dash A (-) S

Combo Decay Deletion
Also known as correction-point deletion or resetting, it is the process of removing the Combo Decay from a midair combo by letting the enemy fall to the ground and instantly pushing him/her/it back into the air. Basically, it's stopping one combo and starting another one without giving your opponent a chance to react.

Pillar of Abyss can decay delete, but the height at which it pushes up depends on the skill level. At level 1 Pillar of Abyss, the enemy can be directly comboed into Cold Blue Dragon. At level 4, it can be canceled by simply walking and whacking, or by Fire Bomb. Finally, at level 7, it can be immediately followed by Icicle Rain.

Ice Pillar can also decay delete, but the number of hits can be either 1 or 2, depending on your distance from the enemy. When it hits twice, it allows for a simple A A Dash A S string to follow and chain into more skills. However, when it hits once, the height is a bit too low to combo further.

Land's Giant Fist is a truly tricky skill to use. The number of hits is not only dependent on your distance from the enemy, but also from the distance to a wall. When directly next to the wall, Land's Giant Fist will only hit once and give you very little time to walk cancel into an A A Dash A S. About a halfdash away from the wall, it will hit the enemy twice with quite some height, allowing for a bit more leeway. Finally, at about 1ス dashes from the wall, three hits will be applied to the enemy. I have yet to test whether or not it is possible to decay delete after 3 hits.


VIII. Advanced Combos 201 [201]

Level 2
A (-) A Dash A (-) S Ice Arrow (cancel) Dash A (-) S
The easy, sample combo. Not highly useful; there aren't too many instances where you'd be out of combo skills.

Level 6
A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth Halfdash A A Dash A (-) S
Recognize this combo? Yeah, it's that basic one from level 6. Except now you've added two whacking hits by halfdashing after Hand of Earth instead of a normal dash.

Level 22
A - A Dash A (-) S Pillar of Abyss - Icicle Rain Dash Halfdash A (-) A - A A (-) S Dash A (-) S etc.
AA AAS after that useful Pillar of Abyss Icicle Rain combo. Feel free to keep going and chain as you see fit.

A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S Hand of Earth Halfdash A A Dash A - Pillar of Abyss (Decay Delete) Cold Blue Dragon Dash A (-) S etc.
Dash A? No S? Yeah, no S. This combo uses Pillar of Abyss to pick the enemy off the ground, deleting the damage decay for the full damage from Cold Blue Dragon.

Level 30
A - A Dash A (-) S Pillar of Abyss A (-) A - A A (-) S Dash A (-) S Hand of Earth Halfdash A (-) A Dash A (-) S - Ice Pillar (2 hits, Decay Delete) A (-) A Dash A (-) S Cold Blue Dragon etc.
A Decay Deleting Ice Pillar is introduced to this combo. This allows the following Cold Blue Dragon to do much more damage than it would normally.

Level 37
A - A Dash A (-) S Cold Blue Dragon Dash A Pillar of Abyss Fire Bomb (1 hit) Dash A (-) S Hand of Earth Halfdash A (-) A Dash A (-) S Ice Pillar (2 hits) A (-) A Dash A (-) S Fire Bomb (1 hit) etc.
Cold Blue Dragon into a Decay Deleted Fire Bomb, then into another, slightly decayed one. Requires level 4 Pillar of Abyss.

Level 54
A - A Dash A (-) S Hand of Earth Dash A S Cold Blue Dragon (2 hits) Summon Meteor
The much, much harder way to combo meteor. Quite a bit of height is added before Cold Blue Dragon stops the opponent from falling long enough for Summon Meteor to hit. Be careful not to cancel Cold Blue Dragon by casting Summon Meteor too quickly.

A - A Dash A (-) S Pillar of Abyss - Icicle Rain "1/3"Dash* Ice Pillar (Back 2 hits, Decay Delete) Dash Cold Blue Dragon Summon Meteor etc.

That "1/3"Dash is basically a halfdash with a bit of repositioning. On a perfect 7-hit Icicle Rain, you should position yourself right at the second icicle (as shown in the video). Requires near perfect timing and positioning to hit the 7-hit Icicle Rain, then follow up with the back 2 Ice Pillars without giving your opponent a chance to escape. Again, be careful not to cancel Cold Blue Dragon with Summon Meteor.

IX. Wall Combos 101 [WC1]

I feel that the best way to practice wall combos is to practice each part separately. Thus, I will only list the separate parts, and let you piece them up to form your own wall combo. Remember that all combos start with A - A Dash A (-) S.

Fire Bomb
Fire Bomb (2 hits) Halfbackdash (446) A A Dash A S

Ice Arrow
Ice Arrow (cancel) Halfbackdash A A Dash A S

Hand of Earth
Hand of Earth Halfbackdash A A - A (A) S Dash A S

OR

Hand of Earth A A Halfbackdash A A Dash A S

Cold Blue Dragon
Cold Blue Dragon 6 A A Dash A S

OR

Cold Blue Dragon - Fire Bomb (2 hits) Dash A S
Time your Fire Bomb right before the third hit of Cold Blue Dragon.

Land's Giant Fist
Land's Giant Fist 6 A A Dash A S

Pillar of Abyss
Pillar of Abyss 46 A A Halfbackdash A A Dash A S


X. Final Intermission [IN2]
There is but one thing to teach you...

Autostep
Ahh, the legendary autostep. It allows a Dainn to effectively eliminate the delay between A whacks, causing a nearly inescapeable melee chain. A perfect autostep will not cause the character to move, nor will the screen "twitch" at all. Be warned, as it takes very precise timing, and messing up will cause you to eat a deadly combo in PvP.

An autostep is performed with a halfdash to cancel a normal whack, usually the second A. The halfdash is canceled with a diagonal backwards direction. For example, 776, 994, 881. An example of an autostep being done in the same direction would be:

A A 776 A A 776 A A 776 A A 776 A A...

An example of an autostep shift, assuming that you are positioned at the corner of an enemy, would be:

A A 776 A A 883 A A 992 A A 22 A S...

Autostep has much more use in wall combos, as each successive melee hit will push the enemy further away from you out in the open. In wall combos, autostep will nearly maintain the enemy's height, but not quite. Thus, you'd still need to insert skills between autostepping chains. Also, autostepping will bring you slightly closer to the enemy when against a wall, so you will have to dash away from them every now and then.

The only truly viable use of Autostep in an aerial, non-wall combo doesn't quite warrant its own section, but should be noted nonetheless: use of Autostep directly after Ice Arrow.

A (-) A Dash A (-) S Ice Arrow (cancel) Autostep A - A Dash A (-) S Hand of Earth Halfdash A A - A A (-) S Dash A (-) S Land's Giant Fist
The longest, non-elemental combo Dainns have, it totals ~14 midair hits and around 7 seconds of air time, plus quite a bit of distance. This is the combo used to stall out Sieg's Magic Resistance buff while dealing a tiny bit of damage. You should probably run away after using Land's Giant Fist rather than following it up with a bit more melee, since that would put you in danger of a Sieg with a bit of near-invincibility left.

XI. Wall Combos 201 [WC2]

Much more advanced pieces are listed here, involving autostep to stall for cooldown. Keep in mind that these require the starter of A - A Dash A (-) S. Hits in silver parentheses () are illegal in official tournies.

Fire Bomb
Fire Bomb (2 hits) Autostep A A Dash A S
Note: You may choose to go for a second or even third autostep, but it requires perfect timing and is extremely risky.

Hand of Earth
Hand of Earth Halfbackdash A A Autostep A A Autostep A A Autostep (A A Autostep A A Autostep) Dash A S

OR

Hand of Earth Halfbackdash A A Autostep A A - A A S Dash A S

Cold Blue Dragon
Cold Blue Dragon Halfbackdash A A Autostep A A Autostep A A Autostep Dash A S

Pillar of Abyss
Pillar of Abyss 46 A A Halfbackdash A A - A A Autostep A A Dash A S

XII. Away-From-Wall Strings [WC3]
To do these, you want your character to be directly on your opponent, usually achieved by Autostepping. When the S of A A (turn) S connects, your opponent is pushed the other way, allowing you to do a 180 (or 90, if you choose to go sideways) degree shift away from the wall.

Fire Bomb
Fire Bomb (2 hits) Autostep A A 4 S Dash (the other way!) A S

Ice Arrow
Ice Arrow (cancel) Autostep A A 4 S Dash A S

Hand of Earth
Hand of Earth Halfbackdash A A - A A Autostep A A Autostep A A 4 S Dash A S

Pillar of Abyss
Pillar of Abyss 6 A A Autostep A A 4 S Dash A S


XIII. Legal Stuffs [LEG]
This guide is created by and (c) Gaiety. This guide may only be reproduced for private and personal use. You may only post this guide on your website with advance, written permission. Displaying this guide without said permission is a violation of copyright and is strictly prohibited.

Lunia is (c) allm and Nexon.

Sites currently with permission to host this site:
- MyLunia.net

XIV. Wrap-up and Credits [END]

Thanks to everyone who has supported my gaming experience in Lunia. These people include, but are not limited to:

- The Trinium guild
- The DashAttack guild
- The Synergy guild
- All the regulars at Square 6 and 13
- Everyone on MyLunia
- You, for reading this guide.

And now, BACK TO ADVENTURE!

Last edited by Gaiety; 04-13-2009 at 05:20 PM. Reason: This is not an update. Fixed yt links, credit to NeoSerela.
 
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11-13-2007   #2 (permalink)
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Erm it would be good if you could change your font to another colour? The colours are too bright and hard to see. D;

Other den that content wise, looks cool. I'll go try them out soon !
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11-13-2007   #3 (permalink)
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Set your brightness lower. There should be no reason why black on white should be too bright.


... or even light blue on white >_>;
 
11-13-2007   #4 (permalink)
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Oooh, thank you. :0 I couldn't figure out how to combo with my mage. xD
 
11-13-2007   #5 (permalink)
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yay new combos for me to test out thx
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11-13-2007   #6 (permalink)
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berry nice combos
would be nice if you could expand little by little
a little confusing probably cuz of me, not you
nice job!
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01-01-2008   #7 (permalink)
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Bump/Open thread as requested by thread starter.
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01-01-2008   #8 (permalink)
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Thanks, Darth.

Happy new year, everybody!

Version 1.0 is up. Pretty much everything has been typed up. I'm missing a few high level combos (which are mostly just for show anyway) and videos, but that's about it. Enjoy the guide, everyone.
 
01-01-2008   #9 (permalink)
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Well

umh

Fire orb had combo but i dont remember but starter were fire orb.... ( the 1 big one to 4 small)
well... The big one must hit that i remember
 
01-02-2008   #10 (permalink)
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Fire Orb and Fire Dragon's Heart starters aren't mentioned because they're way too unreliable.
 
01-02-2008   #11 (permalink)
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... i never agreeed to making combo videos!
 
01-02-2008   #12 (permalink)
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Shhh, trying to give people some false hope here <_<;;
 
01-09-2008   #13 (permalink)
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What theee why did you changed wall combo into infinited wall combo sniff, I was going to check something about normal wall combo... T_T
 
01-13-2008   #14 (permalink)
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Btw, could I use some combos from your guide for my Beginner's Wizard guide? I'll only list the easy combos, since my guide is only meant to get a wizard started.
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01-13-2008   #15 (permalink)
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Sure, I don't mind if you use some combos from here. Feel free.
 
01-15-2008   #16 (permalink)
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Quote:
Originally Posted by Gaiety
Sure, I don't mind if you use some combos from here. Feel free.
Erm, do you mind if I use your format? Like, you know, pausing in between the guide to introduce stuff? Like shifting/etc?
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01-15-2008   #17 (permalink)
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nice guide!!!!
helped me a lot
 
01-31-2008   #18 (permalink)
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just a quick question, when I try to do a
A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S

the fire bomb never seem to hit the target I am attacking. It always fires late and miss the target that is on the ground
 
01-31-2008   #19 (permalink)
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Quote:
Originally Posted by clragon
just a quick question, when I try to do a
A (-) A Dash A (-) S Fire Bomb (1 hit) Dash A (-) S

the fire bomb never seem to hit the target I am attacking. It always fires late and miss the target that is on the ground
u gotta press firebomb exactly when ur dash as hits.. not after the complete motion
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01-31-2008   #20 (permalink)
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so I use it right after I press S? or right when my frist dash hit connects (A)?
 

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LinkBack to this Thread: http://ggftw.com/forum/dainn-guides/14997-gaietys-dainn-combo-guide-ver-1-1b-5-3-08-a.html
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