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==Skill Build== ===PvE Build=== This build is mainly emphasized on AOE (Area of Effect) spells such as Fury of Land and Ocean of Fire. Combos usually aren't the priority for Dainns with PvE builds. They engage in combat and dodge the enemies' attacks, mainly. This build ignores the cooldown of spells and and involves the higher-damaging skills which are usually used to a certain degree of effectiveness in order the eliminate the enemy. Ice Wall is certainly recommended, when used properly, because it: * Hinders the enemy's movement * Effectively blocks melee attacks * Has a longer range unlike Eir's Moon Barrier * Has a short cooldown * Diverts attentions of monsters and bosses, when used properly * The duration is based on the amount of melee hits taken and according to the level of the barrier, instead of damage. * Provides a tempororal safeguard if a character plans to recover HP or MP or attack other monsters. <br /><br /> ===Balanced Build=== Also known as a ''Hybrid'' Build. As the name suggest, this build is a mixture between the two previous. They probably would have most of the skills but only a few of them is mastered. They can do decent nuke as well as some decent combo. Overall, it's the most versatile of the builds, and is perfect for those who love to do stages and PvP. <br /><br /> === Myth Build === As the title suggests this build focuses on mything. In this build, AoE and pushing attacks are maxed. AoE maxing allows for high range damage dealing and is crucial as Dainn is one of the main DPS for mything. Pushing attacks are also highly suggested as Dainn can act as a pusher when supporting a party or soloing. Newly important as well is Dainn's ability to air combo enemies since the new patch that included m4. The list below provides the basic attacks that a good Dainn must have to have any chance in mything. Unfortunatly Dainn has not been as gifted with air combos as most of his skills are land based skills. ''AoE:'' (max) Fury of Land- Nice while moving mobs, but in the new myth not as useful since air comboing is the focus. New Fury of Land - I suggest using this ability when the enemies have been pushed. When against the wall it will toss the enemies in the air allowing the party to better air combo them. (air combo, low level) Ocean of Fire ''Pushing:'' (max) Summon Rock (air combo, low/mid level) Icicle Rain (air combo, low/mid level) ''High Damage Attacks:'' (max) New Red Fire Dragon- good for pushing enemies when they're in the air or doing an air combo (air combo mid level) Red Fire Dragon (1,max)- for same reasons as above Land Giant's Fist- Dainn's hard knock down skill New Summon Meteor ( air combo low, mid, high level) Summon Meteor (1,max) Double Dragon Breath- Good for keeping air combos or pushing (air combo, mid level) ''Other Common Supplementary Skills Used in Mything:'' Bitter Cold Breat (1 point) - for invincible frames and use in bosses to avoid AoE attacks Ice Wall (0,1,max) - used to hold mobs and mini bosses back New Rain of Fire (1, max) - depending on play style it can be used in soloing or in parties without a pusher to flinch and stagger mobs of enemies now also good as an air combo move. Rain of Fire (1,max) - for the reasons above, supplementary air combo move Fire Dragon Heart (1) - depending on play style it can help hold mobs of monsters back This guide has been slightly updated to accomodate the new air combo patch but the hard knock down skills need to be expanded. Only one so far is mentioned. The biggest change to be aware of is that most of dainn's attacks will focus on the air rather than the ground. Hence, the rain of fire moves, double dragon breath, meteors and icicle rain will be the new dps attacks for dainn besides his lvl 85 skill. -Aza
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