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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 379751 times)

Aoi

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #420 on: July 14, 2012, 11:27:41 pm »

Okay, okay, you guys have sold me on giving it another try. Downloading now!
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #421 on: July 15, 2012, 12:02:49 am »

Okay, okay, you guys have sold me on giving it another try. Downloading now!

Awesome! Be sure to jump into steam if you can, it makes everything a lot easier.

And a veyr minor dungeon run, only because Acolyte0 joined us, their first group dungeon run. Did pretty well, died 3 times, but given she only had about 100 HP and gnolls would pretty universally one shot them, that's not terrible at all. Dungeon boss was kitties again, so I didn't get a picture of that.



So yep. More dungeon. We did a rundal advanced for 3 run earlier, which mauled us, so this was a nice break.
« Last Edit: July 15, 2012, 12:35:49 am by Seriyu »
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Girlinhat

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #422 on: July 15, 2012, 12:07:17 am »

Intermediate magic will level whole rooms once you get into the number ranks (higher than rA) and you get a good weapon to go with it.  I personally favor the staff.  I have a half dozen Trinity Staves.  Staves are unique because they can utilize all types of magic.  When you fire low-skill bolts, you build up "charges" of that element in the staff.  When you hit 3 charges, you can cast intermediate magic of that element.  Makes it very convenient to have one weapon that can utilize all intermediate without consuming a lot of inventory space or a lot of upgrade cost.  It still costs a ton to repair and upgrade, but compared to having 3 different wands for intermediate casting, it's not as bad.

Let's not forget that intermediate magic can also be done into crystals via alchemy.  You can charge magic, and then use an alchemy station to crystalize it.  Then anyone using a cylinder can fire it, with reduced damage.  The main thing though, is it loads a LOT faster, and doesn't consume MP to fire.  It does take ENORMOUS AP sink and time to get your alchemy up to level to make crystalization profitable, but when done right you can have a few players with good cylinders just run through whole dungeons.

Aoi

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #423 on: July 15, 2012, 01:27:56 am »

"You last played Mabinogi at 19:00 on 3/14/2008."

Yeeeeeeeeah, I'm guessing there's been a few changes since then. =P

I feel old. "227 years past 25."

What server are you guys on?

Edit: ...Zzzz. Looks like something I have on my system is setting off its anti-hack routines. Woohoo!
...Never mind just read FP. Comin' in!
« Last Edit: July 15, 2012, 01:54:29 am by Aoi »
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #424 on: July 15, 2012, 02:00:05 am »

Alexina. If your char isn't on alexina, you can go to vales or connuous and swear alliegance to get an elf or giant charecter. If you want something that can do everything, an elf is probably better, since giants have no access to bows.

Also, despite it being like 2 AM CST, there's still a few people in the steam chat, so if you have further questions hop on in. Link is in the OP.  :P

EDIT: Oh, also, gimme your username at least, so I can put it in the OP, and keep track of it/get you invited to B12 dungeon runs.
« Last Edit: July 15, 2012, 03:04:49 am by Seriyu »
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #425 on: July 15, 2012, 05:56:27 pm »

Alright, went over races, now for "classes", although that's a very ill defined thing, as your "class" is basically defined by what skills you decide to rank up. EDIT: SIde note, most classes will at least use counterattack if they know what's good for them. You CAN play a "pure" mage or ranger, but it'll cost you for not a whole lot of benefit. Rank F on it is usually fine.

First up, Warrior. Probably the class with the most potential for wrecking shit, but also a much higher potential for getting your shit wrecked in return. You're generally gonna be doing more damage then most other characters, and move around more, but, being in the middle of a huge mob, there's always the possibility something will rush up and stun you long enough for the other guy you were focusing on to kill you, just like that. Unlike archers and mages, you do not have the luxury of hiding in a corner, typically. Notable Warrior skills are Smash,extreme single target damage, Windmill, An AOE centered on the guy using the skill, and assault slash, a follow up to smash or windmill that hits a knocked down target. Final Hit(Human Only), long range teleports and infinite combos, Windguard(Giant only), perma defense.

Archer. Prolly the more consistant of the two ranged attackers, but magic has it's own tricks we'll see in a bit. More importantly, if you hit someone with an arrow shot, most of that damage is going to stay there, due to the high wound rates on bows. Archers can do nice damage, but generally have to use skills to kill something in a hurry, as their default attacks can be kinda puny, even for elves. With stuff like support shot, and mirage shot, they work very well with warriors, and certainly can hold their own with skills. Notable Skills, Magnum shot, long range smash, Support Shot, increases the damage of the next attack to hit an enemy, can do amazing things with a high rank of smash, Crash Shot, Long Range AoE, Mirage Shot(Elf Only), "poison" arrow, Arrow Revolver(Human Only), 5 seperate shots you can load and use seperately, and Final Shot(Elf Only), Short range teleports and way too many arrows to count.

And, Mage. Now, mages are sort've different. To start with, the bolts aren't amazing, although they are long range attacks, which is never a bad thing, and a good firebolt/lightning bolt can really mess a dude up with enough int behind it. As previously mentioned in the stuff before this, a mage is a very expensive occupation, as wands take a lot to repair. HOWEVER. If you put the work into getting intermediate magic, well, intermediate magic is well known for, with enough prep time, being able to clear an entire room/wave of enemies in one cast. It'll take a lot of mana and a lot of time, but it'll mess stuff up in a wide range. Ice Spear, the ice int. magic can also handle a single enemy fairly well. A mage starts out as a warrior with easily accessible ranged attacks, or a slightly more damaging archer without as many skills, but eventually comes into their own with intermediate magic. Notable Skills, Ice bolt, think arrow revolver with less damage, Fire Bolt, a bolt that does more damage the more you cast it (max of five casts), Lightning Bolt, a bolt that has it's full damage with a single cast, and very wild damage, along with chaining between enemies with subsequent casts, Fusion Bolt, A versatile skill that can do a LOT of junk, Ice Spear, a single target attack that will freeze an enemy long enough to be hit with it again. Yeah., Fireball, a wide AoE that can generally clear an entire room, And thunder, a larger AoE with less damage (still more then enough to fry most monsters).

FINALLY. The Alchemist. Alchemists are kinda... wierd. Their weapons don't use stats, and you have to make all but your most basic ammo, but they can do some neat stuff. Mostly reccomended for people that enjoy crafting, but also would like to help out in dungeon runs. They have a single target damage skill ala firebolt, and a conical AoE in Fire Burst. Guarenteed knockback with wind blast as well. All these skills have load time, however, so they fall into a lot of the same traps as mages, without the advances of int magic to back them up. Not reccomended if most of what you want to do is fight, but of note is the fact that alchemy acts as a ranged attack giants can use, if you're not interested in atlatls. Notable Skills, Water Blast, firebolt, basically,  Fire Blast, Conical AoE, Wind Blast, Hefty knockback, Cloud Casting, causes it to rain on a small portion of the map. Effects crafting success rates positively, and improves water blast damage, And Golem Summoning, an easy way to get into a room without putting your hide at risk. Excellent for dealing with getting dead allies back up.

So that's that. Everything's pretty well put together, so all of these can hold their own just fine in any dungeon. And of course there's nothing to say you can't use two separate trees or what have you either. Mabinogi is a pretty open game.
« Last Edit: July 15, 2012, 06:51:06 pm by Seriyu »
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Singularity125

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #426 on: July 15, 2012, 06:12:39 pm »

Man... I dunno whether to give this another try. It's been a few months. They were doing some mega event where people could win lightsabers or something? Even it couldn't get me to stick around, because they had bugs within their events! But... I'm not stuck on lame campus internet anymore, and the melee changes sound good. And I was waiting on the merchant destiny...

Any current, glaring bugs? I want to like this game but things seem to break all the time.  :-\ Either way I'll probably hop online tonight just to see what my new lag situation is.
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Skyrunner

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #427 on: July 15, 2012, 06:20:43 pm »

The sad part, though, is that its easiest if you start out as a fighter before moving on to other things. Fighters are the most cheapest, and probably the most efficient, cost-to-damage.
Pure archers are the suckiest :( Even though they're so fun.
Pure mages are impossible, mostly, without money, or people to back ye up.
Pure alchemists are pretty doable, and pretty strong, too.

Alchemist run-down! (tell me if I forgot any! xD)

Water Cannon: The basic skill of alchemist fighting. At low ranks, it is hard to combo with (by itself), but eventually it is fast enough. It's pretty much Icebolt except with more power.
Wind Blast: A quick, weak skill whose damage is inversely proportional to the distance. It's best to use directly after a water cannon or two, to knock the enemy back and buy time for another skill, namely:
Fire Blast: A flamethrower with multiple hitting, and an area of effect. At high enough ranks, it will hit the enemy a few times, then knock them back. This is, along with Water Cannon, the main firepower of "cylinder" alchemists.
Heat Buster: A fun skill, which you can use after using a few other of the above skills. You fire a mini-nuke that slides you back and explodes, creating a miniature Fireball effect. It's fun. But probably not effective enough to justify the AP needed; it is still recommended if you have the AP to spare. Just because it is not effective doesn't mean it's not strong.
Cloud Casting: A ... situational skill, to say the best. It increases Water Cannon power, and it's part of the main quest. Make it high enough of a rank, and it even rains and thunders! :D Fun, but arguably not effective.
Tower Cannon: Not a skill, but an action. You need a Tower Cannon equipped to use it. You set up the cannon into siege mode and blast off attacks rapid-fire. Combine with Water Cannon and Fire Blast for maximum effect. The tower cannon decreases the charging time slightly.
Sand Blast: ??? Not really good.
Frozen Blast: The Ice Spear of alchemists! :D You use special crystals you make to spew out a wind that freezes multiple enemies. The catch is that you can still hit them even in the frozen state, unlike Ice Spear. Useful! :D You need Synthesis and Water Cannon A rank to learn it.
Chain Cylinder: You need this! With Chain Cylinder active, you have a certain chance to charge an extra crystal, or at high ranks up to four extra crystals at one time while using skills like Water Cannon, or Fire Blast. Nifty!
Spark: Meh. Not exactly good, especially since you need some semi-rare materials to make the crystals. It is like Lightning Bolt, but persisted.
Life Drain: It's good, but you need semi-rare materials to make the crystals. You suck life and use it like your own.
Golem Creation: You make golems. I don't recommend putting too much effort into this, because Golem Creation has been nerfed multiple times over the course of Mabinogi history. Still useful.
Barrier: Create a barrier. You can fire over the barrier at higher ranks (5th, I believe), and enemies either attack it or go around the barrier.

Passive & Non-combat Skills
Metal Changing: What real alchemists do! :P You can chance metallic items into others.
Mana Forming: Crystallize intermediate magic into crystals. It's easier if you have a friend that casts, instead of casting it yourself to train.
Dissolving: (Do not know English name) Break down items into component parts.
Synthesis: Opposite of Dissolving. Can be used to create the best sword in Mabinogi, with a three Mabinogi percent chance of success. (Note that Fergus's fixing has a 90% chance of success but obviously succeeds less than that.)
Alchemy Mastery: Enhances all alchemy skills, be it damage, speed, success chance...
Creation Mastery: Involved in Synthesis, Dissolving, Mana Forming, and creation of crystals. Increases success rate.
Water/Fire/Wind/Ground Alchemy Mastery: What it says on the tin.


Equipment:
[Element] Cylinder: The default cylinders. They enhance one element and penalize the others.
Tsunami/Volcano/Earthquake/Hurricane Cylinder: They enhance one element more and penalize the others even more. These are a bit rare and expensive, but they're worth their money.
Tower Cylinder: Huge, both on your character and in the inventory, but you might use them to become a siege tank. :3
Alchemy Bag: If you have a paid service, they're useful for holding all of your crystals. I think you can have more than one, but I'm not so sure about it.
(If there's others, please tell me >_<)

In the end, I think Alchemy is a fun, not too expensive, and moreover decent class to go into! :D
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Seriyu

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #428 on: July 15, 2012, 06:24:52 pm »

No huge glaring bugs that I can think of, honestly nexon seems to have shaped up on that front. For a while the server was eating hotkeys, but they fixed that. Also, look up "nagle algorithm disable" on google. You shold be able to find something that might help your lag situation a touch. I've done it myself and can confirm it works fine. You may use a bit more bandwith, but aside from that it'll mostly speed up your internet. I also posted a link to a guide to do it earlier in the thread somewhere. It's not nearly as important as it used to be, but.

Also, steam chat join, link in OP, etc, blahblah.

EDIT: This was to singularity, by the way.

Singularity125

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #429 on: July 15, 2012, 06:53:16 pm »

No huge glaring bugs that I can think of, honestly nexon seems to have shaped up on that front. For a while the server was eating hotkeys, but they fixed that. Also, look up "nagle algorithm disable" on google. You shold be able to find something that might help your lag situation a touch. I've done it myself and can confirm it works fine. You may use a bit more bandwith, but aside from that it'll mostly speed up your internet. I also posted a link to a guide to do it earlier in the thread somewhere. It's not nearly as important as it used to be, but.

Also, steam chat join, link in OP, etc, blahblah.

EDIT: This was to singularity, by the way.

I disabled that long ago. My issue was our whole campus sharing a T2 line, or something ridiculous like that. xD

I guess I'll poke around, but I'm not up for anything big tonight. No dungeons. My main character's name is Xandak, for those that remember.
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Aoi

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Re: Mabinogi - Now with a B12 guild! - "Build" recaps, up!
« Reply #430 on: July 15, 2012, 07:15:36 pm »

And my lag problems were probably because it was OB and most of the servers were capped out. Things have changed quite a bit. =P
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SirAaronIII

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Re: Mabinogi - Now with a B12 guild! - "Build" recaps, up!
« Reply #431 on: July 15, 2012, 07:25:18 pm »

Yup, I think I will download this again. It's gonna take a while, though, and I'm not sure if it'll actually run at an acceptable speed this time, so don't expect me to be playing for a few days. :-\
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Girlinhat

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Re: Mabinogi - Now with a B12 guild! - Race Recaps, up!
« Reply #432 on: July 15, 2012, 08:05:00 pm »

Alchemist run-down! (tell me if I forgot any! xD)
Imma just steal this...

Water Cannon: Water Cannon works a lot like Firebolt.  You charge 1-5 loads, and it fires all at once.  Has somewhat poor knockdown, but quick load time.
Wind Blast: Does no actual damage, or marginal at best.  What it DOES do is blow enemies back very far, and I believe it has a quick load time.  This is great if you've got some irritating slow enemies, such as zombies.  It's an excellent support skill.
Fire Blast: Fantastic flamethrower.  It's worth getting into alchemy just so that you can laugh maniacally.  It deals a spread of damage 5 times, with different damage and (I think) range depending on the number of charges.  This can be a fantastic way to injure enemies, or simply stall them.  As long as they're in the blast, they're basically stuck in place and vulnerable to other attacks - or provide time for allies to run and hide.
Heat Buster: It's neat, sorta.  It explodes and sends you flying back.  Nice way to gain distance quickly, but you have to "warm up" your cylinder by using other skills first.  Not a main skill, but it's a neat one, if only for the visuals.  Also hilarious watching the 10 year old elves flying backwards.
Cloud Casting: Causes rain above you.  Grants a boost to water alchemy skills, and most importantly, improves production rates.  Being under a raincloud, natural or artificial, will increase production success rates.  That's fine at low levels, where you have a 50% change to fail iron ore.  Nice but meh.  But in higher levels it means a whole lot.  When you've got a 30% chance to fail Finest Firewood, then every little percentage boost counts.
Tower Cannon: As said, not a skill, but rather equipment.  The Tower Cylinder gives a hefty boost to range and damage, perhaps reload times as well, not sure.  It takes a moment to deploy and to retract, but once in place it provides heavy firepower.  For normal dungeons it's overkill, the room is cleared by the time you deploy, but for difficult dungeons, boss rooms, and (most importantly?) rafting, it can provide a major boost.  Rafting is particularly fun.  You can set up on the raft and be a mobile turret!  A pair of tower cylinders firing water cannon and int magic crystals can earn a lot of points.
Sand Blast: Very crucial support skill.  It stuns the enemy by blinding them.  Can cause significant delay as they fail to move and fail to attack, and against bosses it can turn a tough fight into a sitting duck.  A serious "tackle" skill, it's not much on its own, but if you've got an archer backing you up then it means a LOT of potential for damage.
Frozen Blast: Doesn't do much (if any) damage on its own.  But it freezes enemies solid, rendering them stationary and unable to use any skills of any type.  It also increases the damage being done to them.  Another fantastic "tackle" skill, it'll keep an enemy pinned AND lower their defense, while the other players are able to chain up big-hitting combo moves.
Chain Cylinder: Pretty awesome.  It allowed you to "skip" charges.  Where you load one, you're suddenly loading multiples.  So when you're charging water cannon, you can press the key once, but end up loading two charges at a time.  It cuts down on a lot of time.  It can be toggled on and off.
Spark: Very good, if you're doing it right.  The "Spark" status works on the target, so you apply it to a friendly creature, either yourself, an ally, a golem, or whatever.  Spark works by shocking enemies nearby, so if you put Spark onto a melee character, then when the melee character gets close to an enemy, the enemy will get shocked.  This does some good damage, and it also stuns enemies very well.  Done right, it can leave a whole room stunned for a long time, while still getting wailed on by everyone.  Works well with golems.
Life Drain: IIncredibly powerful, it may have been nerfed, I forget.  If your HP is lower than full, you can "vampire" an enemy, refilling your own life while draining theirs.  It can be very powerful as well as healing yourself, but requires some unusual ingredients to produce.
Golem Creation: Pretty awesome.  Generates a golem of whatever material you're using.  The golem will go spam attack, or you can assume control via astral projection or some other shit.  Golems themselves aren't weak, and they get buffed by a few different skills to produce some very powerful ones.  The main thing is, free damage without putting you at risk, and windmill.  Golems using windmill are very powerful and can be used as extreme area-denial weapons - golems have a HUGE hitbox, so their windmill will hit everything everywhere ever.
Barrier: Throws up a small palisade.  After a certain level, then you can shoot over it, so you can put it in front of you and your archer friends, and then use it for cover as you fire over it.  At later levels, enemies who melee your barrier will take damage from it, and this damage is often non-filtered.  Enemies who usually take no damage, will take damage from the spikes.  This can result in some VERY potent ways to really piss off a boss.  Can only be used in dungeons and shadow missions, NOT open field.

Passive & Non-combat Skills
Metal Changing: Not bad.  If you have a lot of something, it can be neat.  Unknown Ore Fragments and Copper Ore can be changed into something actually useful.  A good utility skill that helps with blacksmithing.
Mana Forming: Turns intermediate magic into crystals that anyone with a cylinder can fire.  Reduces damage, but costs no MP to fire and takes less time to load.  Works best if someone charges magic and another crystalizes it.
Dissolving: (Do not know English name) Break down items into component parts.
Synthesis: Opposite of Dissolving. Can be used to create the best sword in Mabinogi, with a three Mabinogi percent chance of success. (Note that Fergus's fixing has a 90% chance of success but obviously succeeds less than that.)
Alchemy Mastery: Enhances all alchemy skills, be it damage, speed, success chance...
Creation Mastery: Involved in Synthesis, Dissolving, Mana Forming, and creation of crystals. Increases success rate.
Water/Fire/Wind/Ground Alchemy Mastery: Increase elemental damage, as well as some tricks.  Water Alchemy Mastery increases the duration of Rain Casting.  Clay Alchemy Mastery increases the power of golems and the duration and HP of barrier spikes.


Equipment:
[Element] Cylinder: The default cylinders. They enhance one element and penalize the others.
Tsunami/Volcano/Earthquake/Hurricane Cylinder: They enhance one element more and penalize the others even more. These are a bit rare and expensive, but they're worth their money.  Hurricane Cylinders provide buffs to Rain Casting, and Earthquake buffs golems and barriers.
Tower Cylinder: Huge, both on your character and in the inventory, but you might use them to become a siege tank. :3
Alchemy Bag: If you have a paid service, they're useful for holding all of your crystals. I think you can have more than one, but I'm not so sure about it.

So Alchemy is a fantastic support skill, Spark, Barriers, Wind Blast, etc all provide great utility, but the pure offensive skills are still strong enough that you're not a pure support role.  Water Cannon and whatever still does enough damage that you're not worthless in a fight!

Seriyu

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Re: Mabinogi - Now with a B12 guild! - "Build" recaps, up!
« Reply #433 on: July 15, 2012, 09:07:05 pm »

Yup, I think I will download this again. It's gonna take a while, though, and I'm not sure if it'll actually run at an acceptable speed this time, so don't expect me to be playing for a few days. :-\

Sayin it again, dunno if you have but, disable the nagle algorithm. Also, due to the combat changes, lag is far far less "oh god you're dead" unless you're lagging for minutes at a time or something. So you may be into this faster then you think. :P

Rose

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Re: Mabinogi - Now with a B12 guild! - "Build" recaps, up!
« Reply #434 on: July 16, 2012, 04:39:44 am »

Is this still region locked?
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