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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 380069 times)

Carcanken

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #750 on: August 02, 2012, 01:49:02 am »

Tir Na Nog huh? Looks like I need to speed ahead so I could actually complete the G1 quest for it with you guys then.  :P
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Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #751 on: August 02, 2012, 01:56:06 am »

Ok i just noticed i could... uhh... play as one of my beginner pets.
I have NO idea why anyone would like to play as a Horse but... thay can...
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Aoi

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #752 on: August 02, 2012, 02:01:23 am »

It's usually easier to level when you're playing as them which makes them stronger.
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #753 on: August 02, 2012, 02:36:16 am »

I'm sure it makes more sense when you own a cooler or cuter pet. Like a dragon. That would be so rad.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #754 on: August 02, 2012, 03:26:12 am »

Tir Na Nog huh? Looks like I need to speed ahead so I could actually complete the G1 quest for it with you guys then.  :P

You can if you want, but don't feel compelled. At the rate people are joining I'm betting people will be doing G1 a month from now anyway.

Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 241 - Alby
« Reply #755 on: August 02, 2012, 08:48:58 am »

Hijinx, so early morning update. Ciar dungeon, everyone's favorite dungeon. I know I personally have fond memories of it being my first dungeon where it finally clicked on how to deal with ranged enemies. Anyway, let's get started.

Ciar Beginner. Two floors. Ciar Beginner is basically a scaled down version of ciar normal. Notable differences are that it's missing rat men, and the boss room only has a golem, and no skeletons. We'll cover this all more in depth in ciar normal, below.

Ciar Normal. Three floors. Ciar normal is basically the first normal dungeon where the game will stop fucking with you and start trying to kill you for real. Notable things are goblin archers, which will provide support on melee enemies, and also double aggro. Archers should always be your priority in a room, period. If you turn your back on an archer, you are asking it to kill you. And it will be more then happy to oblige! Also of note is later on, poison goblins will spawn. On the third floor specifically. The only difference is they multiaggro, so yeah.

Now, the boss. Golem is a boss that really, is just really hard to deal with. It's little buddies, metal skeletons, aren't terrible but they can hit you pretty damn hard so watch them defensive skills. They can also switch to a ranged attack on the fly, so have charge/evasion ready. They're otherwise pretty basic, they don't feint or do anything unexpected, but they do have a tendency to load windmill as soon as they're knocked back, so watch where you're knocking them back TO. It's easy to kill someone on accident with a flying, breakdancing skeleton. Golem is harder to pin down. Two problem areas are stomp, which he has huge range on, and windmill, which he also has huge range on. The issue is that by the time he's casting it, unless you're already up in his face, it's gonna be a gamble to get close to him.

Generally, use ranged combat if at all possible, melee combat is very messy, and is bound to end with a death or two unless you can transform. For ranged combatants, it does have natural shield and heavy stander, so make judicious use of firebolt and magnum shot. If you can transform, go all out, smash, windmill, kill him asap before he can drain your sizable HP pool. Do not let up. Aside from windmill and smash, golem doesn't really hit a transformed character that hard, so it should be trivial.

Ciar Basic. Three floors. AKA, the wonderful world of snakes. Snakes are notable for being the first enemy that your average mabinogi player is gonna not realize what the hell is going on. All snakes except black(not in this dungeon) are single aggro, so why are multiple snakes attacking you? Here's a hint: Two different types of snakes will often spawn in the same room. If you're not aware of the "seperate enemy types can multiaggro with each other" rule, it really feels like the game is just cheating at this point. Other notes with snakes are that (I believe) they will start defense, and cancel it before you can reach them. Not always, but sometimes. If you get caught in this trap, immediately hit a defensive skill, who cares which one. They don't hit hard, but they're still pretty capable of killing you in one combo. Also notable are laghodessas, which are basically spiders that hit a lot harder. However, they're still spiders. Don't try anything fancy that you're not intimately familiar with though, or they can punish you pretty hard, even without bash. And finally, rat men. Rat men are the king of feints, their text boxes block their skill windows, they often say things that don't line up with what they're doing. What's a fella to do? Play defensively. Unless you are 100% sure of what they're doing, and what they can do, do not approach them. Use counterattack or windmill where possible, they like running up to you then starting smash before they actually attack you. They will also perform the defense feint that snakes will. Just stay as defensive as you can, and you'll be fine.

The boss? Golem. Ciar is the home stadium of golems. Same rules apply, it has more HP, be ranged if at all possible, natural shield/mana deflect.

Ciar intermediate for one (Two floors) and two. (Three floors) They're both very similar, so I'll just go over them together.

As always, snakes. They move fast, they feint defense, they can't bash. Treat them like faster moving, more clever spiders. Rat men, Laghodessas, it's really all been gone over. They're mostly pallete swaps, so expect more attack and perhaps survivability. Of note is that black snakes have arrived, and they will multi-aggro with their own kind, so don't get caught off guard.

Ciar intermediate for one boss, Golem and six metal skeletons. Again. Golem has even more HP, same rules, yadda yadda yadda. Ciar is not known for it's wide boss variety.

Ciar intermediate for two boss, actually has something different! But it's still a golem. More HP then ciar int for one, blahblah. However, the metal skeletons are now lightly armored. This means they have a slight chance of triggering heavy stander, under 10%, but it's still worth just using smash/windmill on them. Don't wanna risk anything, again, they hit pretty hard.

Ciar intermediate for four. Three floors. Same dungeon mostly. Snakes, rat men, laghodessas. All the same rules apply, there are probably just more of them. Black snakes are present, be ready.

Boss? Slightly different. Lightly armored metal skeletons, and... drumroll.... TWO GOLEMS! Of different types. So they will multiaggro! I'd suggest either breaking into two teams and dealing with each one seperately, or ganging up on one after pulling it out of the room. With four people, you should be able to bring it down in a reasonable amount of time, presuming nothing funky happens, or you don't all fall victim to a poorly timed windmill. Do not get ganged up on by two golems at once, or you may get to witness the notable novelty of seeing your body bounce between two enemies until you die.

Ciar Advanced. Four floors. On the surface, it appears the same. Rat men, laghodessas, one kind of snake. The works. But this would be a grave miscalculation, because everything but the snakes multiaggro in this dungeon. This means you get to deal with two rat men attacking you at the same time, covering their skill bubbles and generally making a nuisence of themselves, and they've also gained magic! Joy of joys. The laghodessas have also gained poison attack, so antidote maybe. Green Snakes, the new snake, do NOT multiaggro, but they've gained bash and counterattack, so don't treat them like normal snakes. They actually have less HP then black snakes, however, so assuming you keep your eyes open they should be easier to deal with. Ciar advanced also has a miniboss. Bugbears! They've got smash, counterattack, and defense, and all three passive defenses, so treat them with kid gloves. They also multiaggro! There are four of them, and  they're pretty nasty . I'd bring at least two people, preferably four, for this reason and another later. If you get multi aggroed, as always, stay calm, and try to always be hit when you've got some kind of defensive skill loaded.

Now for the boss! THis one's a doozy. Two giant lightning sprites, and two small black golems. Let's start with the golems. They're kind've... different, since they're small, so their windmill is not so amazingly huge anymore. Similar thing for stomp. With that said, they still have almost more HP then the previous two golems of ciar intermediate for four, a piece. So, draw them out. Now for the sprites. They have thunder, advanced magic. Takes a lot longer to cast then ice spear, so it should be easier to interrupt. They don't have counter or windmill, and their melee attacks are puny at 30-80. If you're transed, I'd just smash spam them. If not, play a little more carefully, don't eat an attack to the face, but you shouldn't have much issue. As always, if you see them cast, rush them. They also summon bard skeletons and metal skeletons (Either the sprites or the golem, I'm not sure.) Bard skeletons are nothing special but watch for counterattack, the metal skeletons aren't even lightly armored, so yeah.

Ciar Advanced for Two. Three floors. Is surprisingly easier then Ciar advanced. (Hint, bring more then two people for ciar advanced.) Has the same layout up to the boss, three bugbears instead of four, multiaggro everywhere, green snakes.

Boss is a little different. One small black golem, three dark rat men, Draw the rat men out, take care of them, then take care of the golem. Since it's a small one, it may even be easier to deal with in melee then the previous large golems.

And finally...

Ciar advanced for Three. Four floors. Again easier then Ciar advanced. Same monster layout, bugbears are back to having four of them.

Boss is two small Black Golems, and a Giant Lightning sprite. Same rules apply, except they do not summon anything, so hooray!

Ciar is done. Next up... prolly math. Maybe rabbie.
« Last Edit: August 03, 2012, 07:22:43 am by Seriyu »
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Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #756 on: August 02, 2012, 09:56:40 am »

How about that dungeon in Bangor?

Also how to get into Normal/Beginner ETC dungeons?
I assume droping a rnadom items lets you into normal and tickets enable going into basic advanced ETC.
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majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #757 on: August 02, 2012, 10:24:32 am »

Yup, normal items gets you normal dungeons. If someone drops the same item you drop, they'll enter the dungeon you in, unless it's Tuesday I think.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #758 on: August 02, 2012, 10:26:07 am »

Yeh, bangor is prolly later on, honestly rabbie, math, and bangor would be pretty close if it weren't for barri's bosses, which tend to be fairly rough.

Patchy

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #759 on: August 02, 2012, 12:59:24 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.
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Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #760 on: August 02, 2012, 05:00:58 pm »

Ok i hate this game.
I really do.

I decided to do some faraway trading and went To... zara... tara... umm... the city selling furniture.

So i went to the "pill town" to sell them and i ran into a bunch of bandits.
After a short struggle i managed to save most of the load with bandits taking only 5 tables.

I barely managed to grab the cart and BAM a bandit spawned literally ON TOP OF ME.
And again after a struggle they took 3 tables.

And all that happened after the woodcutters camp.
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #761 on: August 02, 2012, 06:12:38 pm »

The furniture city's goods are expensive compared to other towns of the same merchant level, so you see higher level bandits than when you carry other goods. Bandit strength is based off the value of what you're holding, I believe.



We don't go to Ravenholm Tara anymore....
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majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #762 on: August 02, 2012, 06:15:00 pm »

As a general rule, I never trade in Tara. At cart level, Tir has the safest trade goods. It can earn you a safe 2k per run. When you have wagon, go big in Bangor or Belvest.
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Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #763 on: August 02, 2012, 06:38:40 pm »

Well that's the problem. Since people rarely trade Tara items they also fetch a nice price and the probability that someone will unload a elephant worth of goods just before you reah your destination and cut the profit from 7 to 1 like in the case of pills from Tir.
No really i loaded a cartload of Tier 2 pills that WOULD sell in D... the city where no good is profitable... for 7 profit suddenly turns into -1 "profit"... so i haul them to bangor where they are supposedly worth 10 profit and uppon arival i cna sell them for 1-2 profit.

Also i noticed that Clams from Cobh are quite a moneymaker in tara... if you manage to make it.
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #764 on: August 02, 2012, 06:45:52 pm »

It's easy to get to Tara, not so much to leave. :P
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