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subject: The Damage Guide in DFO [print this page]


DFO: We still have A lot of work to do with our combos, and some of the things we haven't touched yet involves using Cancel - Marilyn Rose and BBQ. Maxing Neil primarily for the damage, since it is fixed damage. Constant stunlock isn't a bad idea either. As for Flash Bang, we are mainly maxing it because it's a "Well, we have it at X level(DFO powerleveling) for X prerequisite already, why not work on it?" We might also mention Flash Bang's electrocution only lasts 5 seconds.

Considering that the only time we use it inside our combos are during the air combo, we shoot first, then Flash Bang to keep you in the air. With that, we land and BBQ. Not exactly sure how long BBQ lasts, but the follow up of Flamethrower -> Flash Mine -> Spriggan is definitely longer than 5 seconds, to where we can reset again without electrocution to cause quick fall. We provide DF online gold for you.

You would have to do Jump Attack -> Flash Bang early on in the combo then, because there have been times where we fast fall right afterwards. If you max Flash Bang, then you will definitely lose some versatility on when you can air drop it, because the increased damage will limit how late you can pull it off in the combo.

As for cooldown problems, we are not asking you to drop Flash Bang and rely on Freeze Grenade. The freeze nade should be seen as an extra grenade you can use. Also, the freeze will supplement your resets, because if you mess up the Flash Mine stun, you are playing a risky gamble by keeping them in with Topspin when nearly all classes have access to a quick grab skill or Mages who have Phase Shift. The freeze nade should be able to hit OTG, so you can use the effect as a safety measure.

The Damage Guide in DFO

By: jane




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