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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 380087 times)

Skyrunner

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 306 - Ciar
« Reply #780 on: August 03, 2012, 07:36:29 am »

Wahh... dungeon runs.. T^T me too...

Let me lay out a Peca Basic strategy in case you ever get one. For starters, Basic is much much easier than Peca Normal, for some reason. Still, I believe some of the monsters are the same, so reading the monster tips will help.

I do not claim any ownership to this knowledge, because I haven't been to Peca and stayed alive for more than one room. I think I was downed in two hits after letting off three magnum shots, being turned Deadly in the first critical hit by a Ghoul and killed the second >.> IIRC, the whole 8-person guild party was killed just like that. Only the guy with max ranks in Dark Knight lived any long, and he was killed soon too.

Rule of Thumb, Monsters
Cloaker—No magic: 1 damage always.
Wight—No melee: 1 damage always, and no stun. However, the knockdown rules of Smash and Windmill stand.
Hallow Knight—Quick to cancel your Smash. Swaps between crossbow and sword, and is one of the more intelligent AIs.
Ghoul—Zombies, but they run. Likes to use Windmill.

Cloakers should be smashed to death, wights handled by magickers, and Ghouls Firebolted and forcibly downed. Hallow Knights are just dangerous, and have to be handled the best you can.

1. The Ghost(s) of Milletians Past
Spoiler (click to show/hide)
Blue ghosts chain-cast Thunder. Red ghosts chain-cast Fireball. You can see where this leads.

They have all of the passive defenses, if I remember right, but aren't immune. Due to their chain-casting, you can't wait for them to finish whatever they are doing, because Fireball sweeps rooms easily, even the larger rooms of Peca, and Thunder is a death sentence unless you have ungodly amounts of every stat including Will, Magic Defense, and Health.

Only one way to do this, and it's having everyone corral the ghosts to the wall and windmill them savagely! You will die, but you must stand up, magma as your blood and adamantine in your soul, running back to your deaths! xD

2. Huge Moths: death to all clothes!
Note: the subtitle does NOT have any mechanically supported facts.
Spoiler (click to show/hide)
Huge Moths are a bit queer. They are immune to all attacks except firearrows (arrow attacks shot from beside a campfire) and melee attacks, preferably Windmill, done from beside a fire. Intermediate Magic of 5 rank or higher will work too, but it's safer to a. run to a corner b. make a campfire c. everyone except archers and magic users windmill for your lives d. do magic and magnum.

3. Hellcats: Like Hellhounds, But With More Everything
Spoiler (click to show/hide)
Hellcats, tens of them! They have perfect magic immunity and high HeavyStander. They don't have much HP, though, so you should be able to finish them quickly.
They're in the boss room. You must not provoke the Banshee, or you'll quickly die.

4. Banshee
Spoiler (click to show/hide)
T_T

Banshee isn't slayable via normal means. You need a crafter with you to make Ghost Swords from Ectoplasm or whatever the item name is. Ghost Swords, when not anointed with Holy Water, are finished in one hit, so you need it. The ghosts the Banshee summons drop ectoplasm 100% of the time, so get'm. A good way would be to create 5th rank or higher barrier walls in a corner, and place your crafter and a campfire along with all the not-smashers and hide.

Smash. Always use Smash, not Final Hit. I suppose Windmill would work too, but you musn't waste the durability of the swords on things like normal attacks. xD

5. Things you might want to qualify for if you're going to go to Peca, or at least have someone in your party that does.

  • You haz transformation?
  • Have rank 1 in Smash? Windmill?
  • God transformation, and the Spear of the Gods?
  • Magnum Shot.
  • Ice Spear?
  • A crafter that can make Ghost Swords? (I do think they are 99% at rank F; someone check this for me?)
  • Lots of windmillers.
  • Good damage output.
  • Windmill
  • Smash
  • Lots of holy water. You're going to die often, and you probably are going to die again if you go run for your dropped weapon.
  • A couple hours to spare.
  • Party Healing helps.
  • Barrier, 5th rank or above helps too.
  • Did I mention Windmill and Smash? :3


Meanwhile, Peca doesn't offer any good, common rewards. It also takes many hours to go through it, and you'll die a lot. It -is- said to be fun, though, as long as you're semi-qualified at the bare minimum, so someday we might try it.
« Last Edit: August 03, 2012, 08:00:04 am by Skyrunner »
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #781 on: August 03, 2012, 07:58:13 am »

That's actually quite useful as we're planning a, shall we say, scouting run into Peaca at some point in the near future. Considering it'll be normal and the only person with a rank 1 in windmill or smash is Donryu, and I had no idea that we needed a mage, this will likely be a trainwreck of epic proportions. But that's part of the Fun.

majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #782 on: August 03, 2012, 09:59:34 am »

I'm a mage, don't I count for something? I still don't have transformation though. Not sure if I'll choose paladin or dark knight.
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Skyrunner

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #783 on: August 03, 2012, 10:08:15 am »

Although P/DK doesn't matter much, I believe DK is the better choice. You can stay in it as long as you have HP, but other than that I don't remember specifics.

If you're a bolt mage with Firebolt, I think you can take on Wights. O.o
Still, in Peaca, Windmill and Smash rule. Maybe Ice Spear too.
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Carcanken

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #784 on: August 03, 2012, 05:07:58 pm »

Wow. Fireball is ridiculous. Just tried it out in a RP dungeon.. and... wow.. almost makes me want to roll a mage. It oneshotted everyone.

What level are most people when they finish G1? Curious, so I can see how close I am currently.
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Sonlirain

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #785 on: August 03, 2012, 05:28:28 pm »

ok question... what do the heart stickers do.

If i give them to someone will they get something from them or what?

Also beginner items.
I keep getting Beginner nao stones and potions.
When do those stop "reeling in"?

In other news:
I have my wagon.
Compared to the handcart it's like switching from a broken down Lada to a Lamborghini Diablo.
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Carcanken

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #786 on: August 03, 2012, 05:48:22 pm »

ok question... what do the heart stickers do.

If i give them to someone will they get something from them or what?

Also beginner items.
I keep getting Beginner nao stones and potions.
When do those stop "reeling in"?

In other news:
I have my wagon.
Compared to the handcart it's like switching from a broken down Lada to a Lamborghini Diablo.

Hows the wagon revalent to bandits? I always thought the wagon would be going fast, and it would be difficult to dodge bandits.
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #787 on: August 03, 2012, 05:57:55 pm »

It's not as hard as you'd think but you definitely get into more fights.

And all the newbie supplies will stop rolling in at cumulative level 100.

And yes I'd intended to bring you along as the mage Majikero, although yeah trans first probably. Another bonus of DK is that it gets the ability to tame animals for MP rather then needing a taming stick and bait and such. :P

Not a huge bonus but it is there.

majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #788 on: August 03, 2012, 09:18:48 pm »

Again Nexon broke Mabinogi so emergency patch. Too bad for our G1 Final run.
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SirAaronIII

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #789 on: August 03, 2012, 09:19:30 pm »

Man, I was on the way to Paladin-ness, too. Dang those gremlins.
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Skyrunner

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #790 on: August 03, 2012, 09:26:30 pm »

Wow. Fireball is ridiculous. Just tried it out in a RP dungeon.. and... wow.. almost makes me want to roll a mage. It oneshotted everyone.

What level are most people when they finish G1? Curious, so I can see how close I am currently.

Don't be seduced by the RP dungeon's fireball >.> You need to charge it five times for a total prep time of about 20 seconds to use it, which is ridiculously long. Chances are by then all the monsters are already dead, or you're dead.
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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

Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #791 on: August 03, 2012, 09:27:35 pm »

It's still good for pre-chest opening preperation, but yeah, not worth changing to a build you don't like otherwise for.

Skyrunner

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #792 on: August 03, 2012, 09:31:02 pm »

It's still good for pre-chest opening preperation, but yeah, not worth changing to a build you don't like otherwise for.

*charges*
*opens chest*
*ten city rats*

o_o
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Seriyu

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #793 on: August 03, 2012, 09:34:14 pm »

Well yes, but it's nice when it spawns 7 light gargoyles rather then two rats. :P

majikero

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Re: Mabinogi - New patch! Bard destiny! - Dungeon Dynamics 442 - Math
« Reply #794 on: August 03, 2012, 09:34:29 pm »

I hate it when that happens. Charge 5 ice/fire fusion and rats came out. That's why its best to have a party. At least you can run around with non-lightning bolts while your party kills the rats.
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