So, stuff to go over today....
Basic melee combat, hopefully helping ranged fighters understand the basics they need to function well, and helping understand what the hell those melee people are doing anyway.
Melee combat in mabinogi is pretty intimidating and in depth, which is why I don't mind seeing newer archers and such making some simple mistakes. For the most part they're doing fine, but there's one inparticular that bugs the hell out of me...
If there is an enemy rushing at you, you hit a defensive skill hotkey. We'll go over defensive skills and which ones you should be using later in this update. Don't try to beat their attack, in the worst case scenario they're going to get an entire combo off on you and probably kill you. Hit a defensive skill hotkey, counterattack, defense, or windmill. Everyone should have those three on their hotbar somewhere, preferably in an easily accessible place.
What skills should you use? One, if you don't have a shield, you should probably be using counterattack mostly. Don't be afraid to use defense, it's still a fine defensive skill, but the effectiveness is greatly diminished without a shield and one of the primary things you should be trying to do in a melee fight is preventing serious damage to yourself. Note that if counterattack is cooling down, and you don't have time to switch to your weapon set with a shield, or you just don't have one, defense is still an excellent skill to use, and much less of a crapshoot then trying to land a windmill. It'll still reduce damage significantly.
Two, if you DO have a shield, you should be using defense. Having a shield increases the defensive abilities of defense pretty well. Do note that against higher end stronger enemies, even rank F of defense with a shield isn't gonna be enough to stop all of their attack, but it'll still cut it down pretty nice, and more importantly, I think it'll prevent wounds. Still, on stronger and stronger enemies, you should be moving more to counterattack. Why use defense over counterattack? Counterattack drains stamina, prevents you from moving, and more importantly, unless you've got a huge rank of it, you'll do more damage with the subsequent combo opening defense provides then the counterattack damage in almost every situation.
Three, if an enemy is approaching from an awkward angle and your'e dealing with another monster, whether in melee or range, IMMEDIATELY load windmill and attack wildly with it. Make sure your cursor is in windmill range, you'll know when it's not when there's a little x below the arrow in the circle. Even if both of them are fairly close, it'll likely hit both, knock them back, and give someone some time to get over there and help out if they can. Which leads into then ext point...
Sometimes, not often, but sometimes the melee fighters will be dealing with something dangerous enough that they can't realistically pull themselves away from the monster they're fighting to help someone else. To use a semi recent dungeon run as an example, the black ship rats hit pretty hard and moved very fast. There really wasn't a realistic situation where helping other people out was possible, unless someone was transformed, and even then it'd be risky. Even if someone ran towards an ally to windmill some rats off them, the rats they were fighting would almost certainly catch up, and in a worst case situation, kill the melee fighter and leave the ranged person to deal with the new rat that's now that much closer.
IIiii feel like I've forgotten something but maybe not. Anyway there you are. Now stop trying to beat a normal attack with a normal attack, and stop making me proverbially shake my fist at the screen every time it happens.