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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 380065 times)

majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #765 on: August 02, 2012, 06:46:53 pm »

Well, if you really insist on using Tara then don't pass through Dugald Aisle.

Go to Tara <-> Corrib Valley <-> Taillteann <-> Lake Neagh <-> Dunbarton.

From Dunbarton, you can either go to Belvest or Bangor.
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Patchy

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #766 on: August 02, 2012, 07:10:17 pm »

It wasn't that he was going through dugald isle, it was the fact that a 2nd bandit group spawned right on top of him before he could get moving again. I've had that happen to me while hauling anything and everything, though obviously its worse when you haul something expensive and get multiple waves of really strong bandits. My worse solo run ever was actually an emain to bangor trade of pasta, before the big bandit update. I got 4 waves of hardened bandits one right after the other, cause the game would place another bandit spawn right next to me as I finished the previous one off. And then when I tried to test out the bandits after the update, I was hauling some ginseng out of tir and I got 3 vet groups in a row, luckily Don was there with me testing it and we managed to hold them off.

My point is, the game has a problem sometimes with not putting enough space between the new spawns and a spawn that was just defeated.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #767 on: August 02, 2012, 07:58:01 pm »

I could melee solo the ogre warriors at bangor's barri dungeon. Run up and open with smash, take a half step backwards from it and load windmill. Wait for it to do its pounds if it does them, the half step back was to put you out of range of them generally. Mill it when it rushes you after the pounds, and take another half step back and repeat till it dies. I did this with a reasonble amount of reliability on the old combat system, should still work well enough I think. Though I did occasionally get rounds where each ogre would kill me once.... and then I've also flawlessly solo'd all 5 of them with the above method. Lag hiccups, glitches in your spacing and stuff makes the odd death happen occasionally though.

They are also fairly slow to counter-strike even after triggering their pd, and can be fh'd with duel broadswords. Again that was under the old combat system, not sure about now.

I'm fairly certain final hit wasn't touched, and neither were passive defenses, so, that should still work! Take note prospective Barri runners. Although do keep an eye on your stamina, and if you start running out, try to find some way to get away from the fight. It's a very real possibility when you're fighting five pretty hefty ogres, with a lot of defense and protection.

Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #768 on: August 02, 2012, 08:00:47 pm »

Exacly. Trading would be a walk in the park if bandits wouldn't sometimes spawn literally on top of you or nearish behind you.
I learned to not stop when the "alarm" goes off because a bandit might have spawned just behind you and WILL attack you if you stop in order to look around.

Well at least trading is not a 100% sure deal this way.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #769 on: August 02, 2012, 08:34:41 pm »

Yeah, it's still a great deal, just be ready to fight it out.

Also, for people that don't check the OP, I can invite to the guild now, so lemme know if you need an invite and I'll getcha set up. I dunno how many slots we have left though, so first come first serve.

majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #770 on: August 02, 2012, 09:15:12 pm »

I think the guild is ranked at Advance which puts us at 20 members max.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #771 on: August 02, 2012, 10:01:11 pm »

Kay, if we hit the limit, I'll message laur about booting some alts. Because we have a ton.  :P

SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #772 on: August 02, 2012, 11:12:32 pm »

So we're sitting on Glas Glabhewhatever's doorstep while we're waiting for it to drop gargoyles.



This is really funny.
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majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #773 on: August 02, 2012, 11:31:01 pm »

Just so you know, you have to poke him for him to summon his pets.
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #774 on: August 02, 2012, 11:34:44 pm »

Yeah, we were using pets. And then he came too close and we started rushing him hard, but all died except me. Now we're getting more wood because Seriyu lost his when a gargoyle "attacked" his dead body.

« Last Edit: August 02, 2012, 11:41:26 pm by SirAaronIII »
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majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #775 on: August 02, 2012, 11:45:58 pm »

When you said "lost his wood" that's what I thought. 8)
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #776 on: August 02, 2012, 11:55:21 pm »

Yup still waitin' on them firewoods. We keep getting seal scrolls. It just won't stop.

e: Okay, it's done.
« Last Edit: August 03, 2012, 12:05:13 am by SirAaronIII »
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #777 on: August 03, 2012, 12:40:18 am »

Hurraaaaaaah. We're one step closer to even more transformations. soon trial peaca runs can likely commence.

Aoi

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #778 on: August 03, 2012, 01:33:16 am »

I'm not planning to advance on G2 for a few days [saving my quest completion] and plan on working on exploration levels in the meantime. So if anybody wants to go rafting...
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #779 on: August 03, 2012, 06:35:05 am »

Update because update. THis time Math. Before all this, it needs to be noted, the dungeon rooms in math are slightly smaller. This really isn't an issue for you, because most of the enemies do not have AoEs. But take note.

Math normal(One really long floor) is a lot like Ciar. Most of the threat comes from archers and the boss. Now, normal kobolds do not multiaggro, like goblins, but archers will. Basically goblins with less HP. Aside from this there are random spiders and mice and such, and a couple of very rare spawns, namely, a giant skeleton, which is a normal skeleton with more HP. Around 610, maybe a lot if you're still fresh outta the gate, but you'll quickly outpace him. Not an issue. The other rare spawn? Pocket mouse. It has magic, mana drain (which is an ability that levels up a monster when you hit them with a magic attack that doesn't knock back so basically don't use magic that isn't firebolt.) It also has Mana Deflector and Natural shield. Nothing terrible, but still worth noting with mana drain. And another paralell to ciar that I forgot to mention (it'll be edited in after this), Poison Kobolds. Normal kobolds, except they multiaggro. Be aware.

Boss? Three hellhounds. If you're solo, PULL THEM OUT, OR STAY AWAY FROM THE OTHERS. THEY WILL MUTLI-AGGRO AND THEIR FIREBOLT WILL WASTE YOU. Like all casters, just rush em. Make sure there's not another on you and make sure firebolt never goes off, and you'll be fine.

Going straight to Math Advanced.(Four floors) New stuff, red kobolds. They will multi-aggro, and they have higher stats then normal kobolds. Gold Kobolds, which really aren't notable, normal humanoid mob, smash, defense, counter. And red kobold archers, which are kobold archers with more stats. Now for the stuff which is, ya know, not kobolds. Sprites! These things are like wisps, basically, but elementally focused. Wisps are basically "lightning sprites". Fire sprite, Ice sprite, both are casters, just rush them, watch for smash because smash will always fuck you up, otherwise you're probably good. Next up, Small Troll. Basic humanoid mob with a lot of health, fairly uncommon. They also have rest, but you'll never seem the use it aside from when they spawn, or if you get killed by one. So basically expect them to heal to full or near full by the time you get back. And finally, the skeleton hellhound. Basically a skeleton wolf with higher stats, no firebolt either. Treat them like a wolf.

Boss? Initially, two skeleton bards, and two giant skeleton hellhounds. Giant skeleton hellhounds are skeleton hellhounds with higher stats, we've been over skeleton bards. But there's a trick! If you kill the hellhounds first, the Skeleton Bards will hulk out and turn into metal skeleton bards. Higher defense, they gain smash, windmill, multi-aggro and heavy stander, and lose musical skills. Skeletons, but tougher.

There are also Math advanced for two and three, but they are exactly the same as advanced. Same floors, same monsters, same boss. Different rewards but we're here for monsters, not loot. You get to discover the loot yourself.

Next time Rabbie, after that, probably barri.
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