How to train DFO skills

Posted by Venessa Liu
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As we all know, there are many skills in DFO. And many skills have different parameters that all gets increased when you level them, but it would be nice to have a system where you can decide what to focus on. In this article you can learn some ways to build a skill system so that you can level fast.

- Witches are crazy! They like to fly! They get wacky machines! They... fall slowly. For being an aerial based class, I honestly wished there were ways to them to actually descend as fast as they fly up. I find it annoying that their basic attack combo is going up, but nothing helps them go down apart from 1 skill with relatively high cool down. How about modifying the flying function a little bit and give them a 3 phased flying system. First one diagonally up as per now during dash, 2nd dash is straight like now, and give a 3rd dash diagonally down. Moreover, you can get millions of DFO gold at the same time.

The inability to descend quickly is extremely noticeable in Durban and Reef of humility, being low gravity stages, as witches cannot do anything while they have to wait to fall down if they've used their flying attack chain. Another thing is the lack of skills I would associate with witches. I would love to see witches being able to drop magic flask bombs or raining dust while flying over an area (Kamek!) as the only spells now they can use now that are associated with flying, are either flyswatters or falling down from the air. Give the flasks and dust some random effect as per witch natural fondness of randomness! Random status effect, (random buff in case of failure?), transform enemy into edible mushrooms on killing blows! You can buy DFO gold to train fast.

- Asuras are supposed to be blind, but geez are they still capable of landing those waves with perfect accuracy. How about playing them a bit more into the blind factor? Give them a buff that reduces their vision range, but can see enemies as exclamation marks (or ripples or whatever) on black background while increasing their offensive power due to their ability to focus more on their power. I would like to see stuff that increases risk to yourself while getting a proportionate reward for the risk. Other classes like WM and F. Launcher has increased durability cost, why not cost Asuras their vision as... they are supposed to be blind in the first place.

- Monks love to combo. They love to jab, dodge, float like a butterfly, sting like a bee. Monks see huge numbers on their combo meter and cancels their punches like no tomorrow into each other on poor monsters that happen to be in their way, but oh boy unlike battle Mage, there's nothing more to it than fanciness. Being in the boxing theme, why not have a combo charge-up skill? Something like a K.O skill, an exploding uppercut that can only be used after successfully hitting the same target with 10 different skills or so. I've played monk quite a bit, and while comboing is fun, there doesn't seem like any of the skills fit as a finishing blow to a long string. Battle Mages get to see their balls grow bigger (deal with it), why not let monks show them what melee combos really mean with a proper finisher?