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Slip and nimble don't have a continuous flow of iframes when chained immediately one after the other. There is always a small window of vulnerability between the dodges where you can get hit.
The reason you're able to dodge the laser at all is because it is a series of multi hits (rather than a constant attack) and they have their own in between periods where no attack is being thrown. If this moment where no attack is being thrown syncs up with your vulnerable moment between slip and nimble, it will give the illusion that you chained your iframes seamlessly. This is just how they emulate 'constant' attacks in Vindictus, a rapidly flickering hitbox.
I'm going to pin up hugemelll's two comment blocks under one quote and put it in a spoiler block prefaced by a description of what it entails.
As for the the Lann changes that are being planned for in the future, I would like to say a few things. What I am going to say is meant to be taken seriously and will hopefully be brought under consideration by the developers that are in charge of our sect. The Lann changes are evidently receiving a vastly negative response in Vindictus KR and, while I don't like to speak for an entire community, are likely to be met with very negative feedback in Vindictus NA. To avoid that I would appreciate if the developers would at least consider my suggestions. I love this game's combat and I greatly favor Lann's combat in particular and so I would like to keep such drastic flow-breaking changes from rolling out.
[Lann]
+Keep the change that reduces recovery time for furies.
+Keep the change that allows players to immediately Spear Dash after a fury.
-Either remove Absolute Fury or implement it as an active skill. The latter will give the ability possible niche uses without negatively impacting Lann's flow of combat. I still wouldn't see the point of making it an active skill as Spear Lann gets great critical boosts from Fury infusion making it much easier for him to crit cap and be able to use furies when he chooses to and Sword Lann has raging fever which guarantees him a critical hit. The move would just seem like a Raging Fever knock-off except for both weapon types. Perhaps lowering Raging Fever's SP cost would be better instead of implementing Absolute Fury at all.
All in all, the new Absolute Fury, is quite honestly very unmistakably impacting Lann in a detrimental way. The two first changes I suggested would already be an insane improvement for Lann. Fury recovery time reductions especially would be a powerful change to Lann and help him catch up with other characters while still keeping his fighting style exactly the same. Although I would want to suggest changes for Sword Lann that would possibly assist him with some stamina issues he still has, these would still be a great set of changes. I find it hard to see Absolute Fury as a beneficial change considering all of the terrible side effects and it's deficiency as a skill. Making it an active skill would just make it a cheaper alternative to Raging Fever on a higher cooldown for Sword Lann.
Edit: I ran out of characters to quote your post so I put a link to the forum post I noticed you put up.