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Voting closed: January 14, 2012, 06:17:21 pm


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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 379772 times)

alexwazer

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Re: Mabinogi - Now with a B12 guild! - Dungeon run recaps, up!
« Reply #405 on: July 14, 2012, 06:39:41 pm »

Oh yeah, same for me about the boots. Just dropped them after dying.

As a side note, I've started ranking barrier spikes on my alchdood (dood... for some reason I'm stuck with that in mind from Disgaea, sorry about that :P ). Training is actually a lot easier than what I was expecting. So I should have r5 relatively quickly, which will make ranged combat much easier and safer.
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Dungeon run recaps, up!
« Reply #406 on: July 14, 2012, 07:17:57 pm »

Oooohh, I see. Okay.

Also, Race update.

So, you've decided you like mabinogi but really don't care for magic/ranged, or melee all that much, and want to stick primarily with one of them. Luckily, the two races, Elves, and Giants are here specifically for that reason. First up...

Giants! These guys are the melee race, and I am one of them. They get bonuses on the Smash skill, and the counterattack skill, and gain stomp, which is more handy then it initially appears, as a physical ranged AoE(AoE is being generous, but it is technically) attack. They also get a few bonuses on knuckle skills, and due to their high Strength growth, will typically not have to worry about a similarly ranked enemy surviving a combo or smash, and if then, not by much. Due to their high Will growth, they get excellent damage with knuckles, and often get a second chance, via the Deadly status. (If an attack would kill you, you'll occasionally stay alive, with the deadly status, which is basically you at 0 HP. Will effects how often this happens.) They also require less AP for melee skills. They also get the exclusive skills Windguard (Which is their "final hit" equivalent skill), and taunt, which is basically there so windguard is actually useful as a tanking skill. Windguard acts as defense, except it isn't canceled when you get hit. It's really nice in a nasty situation where multiaggro is running amok. As a bonus, you can use windmill while using it. Taunt attracts enemies if they're weak enough to be effected by it. They also DON'T NEED A SHIELD TO USE CHARGE, which is a huge upside.

Now for downsides. Giants cannot use bows, and are stuck with the gigantic Atlatl and Javelins which are amazing weapons but take up a huge amount of space. Throwing attack, which is what they use, is very powerful and giant exclusive as well. But not nearly as rapid fire as normal ranged attacks. They also gain less MP through skills and through leveling, on top of requiring more MP for magic. This means int magic is a lot harder to cast for giants, as it requires a large amount of MP. Bolts are still fine for defensive use. They gain less MP from ranking magic mastery, to boot. They also require more AP to learn magic skills.


Elves are basically the opposite. They don't have many negatives in melee DAMAGE but their melee skills require a lot more AP to rank up. They use less MP for casting, and when they fire a normal attack with a bow they shoot two arrows instead of one. Additionally, they need less AP to learn ranged skills of all types. They have a high dex growth which provides a triple whammy of excellent ranged attacks, Balance, and crafting potential. Int growth is also fine too. They also get more MP via magic mastery skill ranks, and I think through just leveling as well. They also gain Final Shot, their final hit equivalent. It allows them to teleport around short distances, and decreases the amount of time it takes for them to aim and load(cooldown, now) skills.

Negatives? Elves are made of glass, as you'd expect. They need more AP to rank combat skills, including combat mastery which would give them more health. Their health growth isn't good, and neither is their strength. I believe will is around human level. They also, despite generally being better archers, do not have a monopoly on ranged skills. They can't get arrow revolver, to be specific. They also require a shield to use charge, which is a big thing.

Now, humans.

Humans are as you'd expect, the baseline. ALl stat growths are normal, they can use most weapons, except giant exclusive weapons, and can learn most skills. If you want to do a bit of everything, human is your thing. Humans get Final hit, which is a melee equivelent of Final Shot, allowing them to teleport longer distances, and allowing the potential for infinite melee combos for a while. They also get arrow revolver, which loads five arrows at once, which is handy in a hairy situation, to say the least.

Downsides, well. They don't really excel at anything. This isn't really a huge deal, but it comes up occasionally. Sometimes you just want X thing dead right now, and humans, unless highly developed, have a hard time dealing with that possibility. Also of note is that they have to have a shield equipped to use charge, which is a huge negative.

So yeah, that's that. 

Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #407 on: July 14, 2012, 07:48:24 pm »

Actually, skills like Magnum Shot cost Elves more than Humans.

Dating from C3G12, Elfs take 235 AP up to Rank 1, while Humans take 200 AP. Also, Humans take 187 AP for Ranged Combat, while Elves take 279 AP.

Meanwhile, Humans actually aim faster (300% compared to Elfs' 250% or so). And since most high-end monsters always have Natural Shield, the aim speed is all that is important because you will use Magnum Shot.

So ironically, Humans fight better, and are cheaper to play, in ranged combat than Elfs.

... I don't know why Devcat hates Elves so much :(

Still, it's fun to play, and a lot faster to play, Elves as archers because of the double shot ability :3


EDIT: Another pro is that you can run away while aiming up to 50%, and you also run fast, and move while aiming Magnum Shot, and can shoot from atop a horse, so it's easier to be cavalry xD
« Last Edit: July 14, 2012, 07:52:16 pm by Skyrunner »
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Girlinhat

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #408 on: July 14, 2012, 08:13:47 pm »

Elves get a lot of small boosts that go unnoticed on paper.  They get slower aim, but they get double-shot and they get faster cooldown, not to mention the massive dex bonuses that come from everywhere and let an elf just rip through enemies with a good critical magnum.  And let's not forget the three godsends of the elven arsenal.  Mirage Missile does poison damage - except it's not poison, it's some sort of "shock" damage.  This can be used to damage anything.  Even bosses like the Arch Lich that can only be damaged by gimmicks, are vulnerable to Mirage.  It's a massive AOE attack that spreads poison to more enemies, and can reduce them down to 1 HP.  Done right, whole dungeon rooms can go down in seconds, and it's a damage-over-time effect, so an elf can fire mirage and then resume with normal attacks while the poison works.

Next is Final Shot.  This thing is amazing, but difficult to use manually.  I always turn on auto attack when using it.  It significantly increases load speed and aim speed.  This results in amazing barrages of arrows that can leave enemies stuck in one spot as they're pelted.

Finally is Crash Shot, which is also available to Humans, but Elves make it shine with their massive dex.  It has three key factors to it.  1: It hits multiple enemies who are nearby the target.  2: It deals extra damage to the primary target based on how many other enemies are nearby.  3: It ignores critical protection, resulting in a massive number of critical hits and extremely high death rate.  Using this, you can really clear out whole rooms in one shot, but it's also the most AP expensive skill in the game.  I'm ranking it up, and it's a bottomless hole of AP sink.  But it pays for itself for the most part - rafting ride gives fantastic exploration exp!

Oh, and there's also Support Shot.  It doesn't knockback the enemy, which is important because it lets allies keep attacking, and it causes the next melee hit to do extra damage.  It's an elf-only skill that works well with human's final hit or giants using smash.

BTW: Let's not forget that the Giant's ranged attack, "Throwing Attack" hurls javelins at the enemy, and uses STR instead of DEX.  There's a jousting reward that gives like +400 damage to throwing attack, though the items are a little pricy, a high-level giant with plenty of strength and jousting javelins can do positively obscene amounts of damage.

Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #409 on: July 14, 2012, 08:21:54 pm »

Humans can learn Support Shot too.
Personally, I don't think Final Shot is as awesome (or useful) as Final Attack, but a lot easier to get.
And Crash Shot is like Ice Spear, but for archers! :D

The drawback to Mirage Shot is that your allies also get contaminated <.<
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Patchy

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #410 on: July 14, 2012, 08:23:30 pm »

Oh, and there's also Support Shot.  It doesn't knockback the enemy, which is important because it lets allies keep attacking, and it causes the next melee hit to do extra damage.  It's an elf-only skill that works well with human's final hit or giants using smash.

Only 1 lil nitpick, and not a major one at that. But human archers do get support shot too. Other than that, nothin else to really add.

Human archers also get arrow revolver, but as I have never been able to get it... I can't say much about it yet. Still stuck on page 8 of 10 of it if I recall.
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Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #411 on: July 14, 2012, 08:25:35 pm »

Arrow Revolver is, along with Magnum Shot, the cornerstone of human archery (and PVP also, but that's another issue xD). You can fire, at rank 5, four shots just like ptt-ptt-ptt-ptt on a crossbow.
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Girlinhat

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #412 on: July 14, 2012, 08:28:53 pm »

Mirage doesn't infect players.  The only way to do so is to start a duel, shoot your opponent with mirage, and then end the duel before mirage wears off.

Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #413 on: July 14, 2012, 08:30:58 pm »

Really? :-0
I thought they did: my pets sure were infected. Maybe players != pets.
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Girlinhat

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #414 on: July 14, 2012, 08:32:31 pm »

I think there's a few crazy situations where it'll splash over, but normally no, players are immune to mirage's spread.

majikero

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #415 on: July 14, 2012, 08:50:37 pm »

Your advertising bows too much. It's time for MAGIC!

You have 3 basic elemental bolts and a healing spell a newbie can get right at the start. Spells can be charge up to five times and some spells need five charges to use but those are advance spells.

Ice Bolt. It fires one by one so you need 3 shots to knock back enemies.

Fire Bolt. It fires all charges at once and knocks back enemies regardless of charge.

Lightning Bolt. It fires all charges at once and chains to nearby enemies equal to the number or charges. If other people are nearby with lightning bolt charges ready, it will add their charges to yours. Not sure if it will increase damage or add more chain lighting. Also, you lose all charges after 5 seconds.

Healing. Once cast has 5 charges but heals very little per charge.
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #416 on: July 14, 2012, 09:14:21 pm »

I do approve of people updating the thread with their own experiences and such, just gettin that out there. :p

I'll prolly go over intermediate magic some other time because that's where magic really shines, rather then being relegated to a mostly support role. Unless someone beats me to it of course. I'll also eventually be linking allllllll this stuff in the OP, so.

Also, today we are learning black ship rats are the greatest threat to human life.

Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #417 on: July 14, 2012, 09:18:28 pm »

Disclaimer: I used the phrase "advanced magic" instead of "intermediate magic" in this post.

I think a 4-chain-casting Fire wand combined with high Firebolt rank equals awesome :P
It's also extremely expensive (in repairs and mana), but really fun to do :P

Icebolt is probably the most economic bolt; Firebolt is slow, while Lightning bolt takes too much mana. But Fire and Lightning are more powerful than Icebolt. Still, Icebolt has a reliable damage, and you can cast five :3

Advanced magic is pretty hard to get, but really rewarding.

Fireball is highly situational, and hard to use, because you need to charge all five to fire it. Which takes much time. Still, if you do get to use it, a huge explosion happens and everyone is knocked down (as in, every monster).

Thunder is more useful than Fireball, especially on rafting, and the more charges you do, the more times it strikes, and the more enemies it attacks.

Ice Spear is the queen of all magic. It has a short casting time, and it freezes the enemy. Combine the two, and you can cast - freeze - cast - wait until the freeze is over - freeze. Basically the disk one nuke of Mabinogi. When you charge Ice Spear more than once, and when the frozen target explodes, secondary freezing can happen. The only case you can't use this is when the enemy has rank three of Mana Reflec/fracter.

Note: All advanced magic is cool.
Note: All advanced magic needs a wand.

If I am correct,there is a dual-casting system. It makes the bolt spells much better. I like Lightning + Fire and Ice + Fire: L+F sprays Firebolt to many targets, while I+F has the 5 shot ability of Ice along with the damage of Fire.

As a bonus, it's cool. xD

There's also an advanced spell for Healing: Party Healing. Self-evidently, you can heal multiple people in your party every casting. The reason Party Healing is good, though, is because if you achieve rank 1 and get the title Party Healing Master, you can heal wounds along with HP :-0!

It takes much time and effort and potions to do that, though.


One note: All magic is an AP sink.

EDIT: Black ship rats are terrible :( They're so quick, and I think they use magic too!
They're also strong, and can take as much as they give.
« Last Edit: July 14, 2012, 09:21:59 pm by Skyrunner »
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

majikero

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #418 on: July 14, 2012, 09:48:38 pm »

Just so you know, magic is really expensive. The wand cost 48k, repairs cost more than 7k per point. Then there is upgrades which needs proficiency. You need to cast spells with the wand to gain proficiency and that means lowering durability. The repair cost adds up. Then there is the need of MP potions so herbalism and Potion Making skills are needed. Bolt magic has a mastery to increase damage and elemental mastery for each element. There is also advance magic to level up. To learn it, you need to do a quest and collect spell book pages. Some are easy to get but others are super rare and expensive.

A Pure Mage is a high maintenance profession and an AP sink. It also means you have enough fire power to kill lots of things out of your league before it kills you.
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Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #419 on: July 14, 2012, 11:13:28 pm »

I think bolt magic isn't expensive compared to intermediate magic.

Pure mages cannot be :P You need to be, say, a fighter first and get the money down, and also be tough enough not to die in a couple of hits.

Has anyone here done Defense Mastery just for the protection & defense bonuses? :P
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