Double Triple posting to give a quick run down on the latest updates and events. I won't cover in details the minor changes, you can find out about those in the wiki page linked above. The update added three new skills for close combat.
Dual Wield Mastery: It works like other masteries and stack with combat and weapon specific skills. It adds damage and, as you get higher in skill, balance, critical, auto-defense and armor pierce. It is a bit costly in AP for what it gives, so it should probably be left for later when most combat skills are already ranked. It is probably better than sword/axe/blunt's respective skills however.
Bash: This is the main addition for close combat. It is a powerful highly spammable skill. Sadly, it is also a very boring skill to use. It could be considered as a bastard child of normal attack and smash. You can chain up bashes for increased damage per hit, up to the fifth hit, and remains at its maximum damage after. It doesn't affect the knockdown gauge much, so for any enemy without heavy stander or AHS, you can easily chain the skill until the poor thing dies. Bash also cause a longer stun than normal, so it might be used in combination with blaze, but I haven't tried it. It requires either a sword, axe or blunt weapon to be used.
Rage impact: This skill allows you to instantly release a shockwave arounds you, similar to the hidden shockwave skill, that stuns everything in a short radius and gives them a debuff that will increase the damage taken from the next melee attack (up to 50% extra damage at rank 1). It doesn't affect knockdown gauge at all, unlike the previously mentioned hidden skill, and doesn't provoke aggro. The skill does a bit of damage, but not enough to even consider. I can't say much about it's usefulness since I haven't used it much, partly due to its high stamina cost and relatively long cooldown at low rank.
One change worth mentioning besides the new skills is Final Hit. It has been improved considerably with higher damage, ability to use items while the skill is active, increased attack speed and the skill no longer cancels if you are knocked back/down. With the addition of dual wield mastery, this makes Final Hit a top class skill for any melee character. Oh, and weapons no longer lose durability when used for FH, making it reasonable to create a highly specialized, enchanted and upgraded sets of weapons for the specific purpose... and not just daggers thanks to the increased attack speed.
On a personal note, I've been enjoying my time back in Mabinogi. It's insane how having access to free skill resets changes the way I've been playing the game. Close combat not the best choice for fighting unknown men? No problem, reset your skill and train water cannon, sand burst and chain cylinder instead of smash or defense. I have really been enjoying the feeling that comes from playing a low level character, that can die quickly if you make a mistake or that barely have the stamina to clear all waves in a room. I haven't used the daily rebirths so that I can enjoy that a bit longer. My character is still under 300 total level, but already finished G1, G2, G13, Saga S1 and reached G9 finale and Saga S2 EP5 (I died repeatedly to Dian before giving up).