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MabiKorean (tehbeasted) Member Since: 2008-02-08
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Posted: 2008-02-20 10:16 PM PST | |
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This thread will explain a few secrets about mabinogi's skill system. the reason why i am making this thread is because someone asked me before on how to a god-like character (aka end-game character). It's obvious that no one will know everything right off the bat so I'll help by explaining things a little more clearly. Since i dont want people to make a character that is totally craped up during their first year of mabinogi i'll first explain about character build-up. Many factors takes place when determaining a "good" character build. - combat functionality - money making skills - survivalbility But even with a god-like character if the player is inept the character will reflect that Some points for "good" players are - a good focus of goal - adaptablility - wisdom/knowledge - experience so onto the first one. Combat Functionality what it means is how you will do in combat. will you die every 5 seconds and have the catch phrase, "Rez pls" or will you be an effective member of a dungeon raiding party that kills monsters, not the other way around. The main contributer to Combat functionality is experience and skills. even with master rank smash + windmill you'll die in a second if you dont know how to use them properly. And even with all the knowledge in the world you wont last a second against monsters with real strength (not some shitty red fox you guys been killing all day, im talking about elementals, exploding bears, monsters with pd to everything, etc) The only true way you can make urself an unstopable killing machine is through seniors' help. Such as jangarian or me. Face it, we've already made unstopable killing machines in asian servers WITH LAG. imagine us without lag?...why not just copy us? Money Making Skills This goes for every game on the face of the earth. If you cant buy potions/gear/weapons ur screwed. Mabinogi is no exception, sometimes the gold comes first before the gear (something lik egg before the chicken). you have to start training money making skills early! while you still have time. There are many different skills before you weaving, tailoring, blacksmithing, potion making, enchanting. all of them can make money and make money fast. However they must be nurtured just like how you would nurture your combat skills. But sometimes combat skills can automaticly lead to money making skills without actually having any money making skills. Since monsters drop gold, items, evil scrolls, etc it's not that hard to jsut raid dungeons every day and earn a lviing sometimes equal or greater compared to life skills. HOWEVER! your overlooking one important fact! Where are you going to get your gear to fight monsters? from the shop ofcourse! but if you never fought monsters in the first place where does the money come from? It's a cycle you kill stuff they drop stuff you sell stuff you buy stuff to kill stuff again I've explain economy already in my other thread, look over it. Survivalbility The words actually misleads but its the only word i can think of that best discribes what im trying to say. When i mean survivalbility it doesnt mean staying alive for longer than 10 seconds in a dugeon without dying. It means what is the limit of your character? In theory every character will evetually master every skill in the game. But it'll practically take forever, long before your done with your youth and on to your marriage/suicide/etc. So what exactly IS the lmit of a character? well it's for you to decide. will your character be focused on combat? will your character be focused on money making? will your character be some useless socializing robot? every choice will eventually meet a dead end or something like it somewhere in it's time. But thats why you have to make the most out of your character before it reaches it's end end. Skills greatly contribute to Survivalbility as well as your own willpower. The only way to ensure your character is at it's maximum output is through senior teachings, again we've already been through this. It wont cost anything to take a lesson from jangarian. so why not? >_> So onto the next list A Focus of a Goal your goal will greater influence your route in this game, if it wasnt obviously enough. Will you be a warrior? killing everything down your path. Will you be a tradesman? becoming filthy rich Will you be a etc. there are unlimited amount of goals possible for mabinogi. but every goal must be absolute or otherwise you'll lose your individuality. Basicly, make a character stick to it's goal then make another character if u have another goal. so on and so forth. Adaptablility Don't forget this is not the last release of mabinogi. There will be many updates to come, and before we even korea's current update they'll be so far ahread it'll be easier on us to predict what to do with our characters. Wisdom/Knowledge This is an impossiblity to the freshmen reading this. The only way to achieve it is through actual years of gameplay, or tutoring by a senior like me and jangarian. _______________ |
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-20 10:43 PM PST |
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now how does that relate to mabinogi skills? it's simple. Mabinogi skills reflect the character that holds them. If a blacksmith oriented character has only archery skills then it's not a blacksmith anymore is it? If you have a goal jangarian or I can thoroughly explain to you how to reach that goal with success. Let's go over the basics Strongness Definition noun 1. accumulation of skills inorder to balance the game grinding system 2. something that really pisses off veterans like me 3. something that will really piss you off after you read this thread every skill creates "strongness" for the character. not only that many other things contribute to your "strongness" but i wont go over every single one of them since skills is the main contributer You may have noticed how some monsters have "weakest, weak, strong, awful, boss" in front of their names. what it means is how their strongness compares to your's. let's say your strongness is 200 and a red fox's strongness is 50 a red fox's "title" may come out to be weak, or weakest since your strongess over towers their's. but let's say your strongness is 200 and a golem's strongness is 1000. golem's title will be boss, since ur strongness is only a fraction of the golem's. get it? If you go over to mabinogiworld's website they have a very detailed wiki on mabinogi skills. http://mabinogiworld.com/wiki/index.php/Wiki_Home let's looks at some of their descriptions. If you look under the skill Windmill at rank 5 per say you'll notice how every kill gives you practically no exp to lvling that skill. As if that wasnt bad enough look at the training methods closely. almost there... it says... to kill strong, awful, and boss monsters. what that means is if your "strongness" is too high you'll be killing golems all your life trying to lvl windmill. get the picture? now lets go to the smash skil's page let's look at rank 5 of smash and it's descriptions. It doesnt say anything about killing boss,awful, or even strong monsters! what it means is even at strongness: 3000 you can train smash skill on a red fox and you'll still be able to lvl it easily. Conclusions: Chosing your paths is important, however understanding them is more important. If you wish to learn more, go over to http://www.xfire.com/clans/jangarian/ and sign up for some quick sessions with heatsink and me. It'll make your life alot easier _______________ |
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-22 7:06 AM PST |
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General End-Game Character Build in this thread i'll explain how to make a character who is capable of adapting to any other character builds (essentially a base build) This build was only ment for combat functionality However some people perfer not to spread their AP on other skills and stay as a pure character build, which is possible but somewhat dangerous Here's how the skills should be laid out "R" Definition noun 1. Strongess 2. strongness compared to enemy (but in this case i'll use definition number1) 3. taken from old mabinogi world's enemy strongness comparison system 4. reminds me of GAR AKA: strongness, CP 1. Combat mastery F = 0 R 2. Counter C = 35 R 3. Critial Hit F = 10 R 4. Smash F = 5 R 5. Defense F = 30 R 6. Windmill F = 0 R 7. Sharp mind F = 0 R 8. Rest F = 0 R 9. First Aid F = 0 R 10. Making Mastery F = 0 R 11. Enchant F = 0 R total AP : 28 total R : 50 Now i'll explain the reasons behind every skill. 1. it's free stats + no R 2. when your first starting out u'll have no stamina, what that means is your fucked if counter drains all your stamina while your fighting an enemy. 3. it's the only combat skill that'll stick to every combat builds 4. i dont know how to live without it 5. it's a bad skill but you wont be able to counter/windmill all the time 6. it works for both melee and archers 7. it works for low lvl monsters but i like to use it to make sure the monster isnt charging at me with a smash. 8. yes 9. in later lvls it's kinda useless but there'll always be some noob asking for bandaids. 10. extra stam is always good + 0 R 11. unless your planning on never enchanting for the rest of your life, its essential. + 0 R _______________ |
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| Last edited 2008-02-24 11:48 AM PST; Edited 2 times | ||
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-22 8:10 AM PST |
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Melee End-Game Character Build In this thread i'll explain how to make a character who is ment for melee combat This build was only ment for combat functionality Even though a character's main focus will be melee i find it retarted not to pick up all basic magic skills. Heres how the skills should be laid out 1. Combat Mastery 1 = 300 R 2. Counter C = 35 R 3. Critial Hit 1 = 150 R 4. Smash 1 = 320 R 5. Defense F = 30 R 6. Windmill 1 = 350 R 7. Sharp mind F = 0 R 8. Rest F = 0 R 9. First Aid F = 0 R 10. Making Mastery F = 0 R 11. Enchant F = 0 R 12. Icebolt F = 0 R 13. Firebolt F = 0 R 14. LightningBolt F = 20 R 15. Healing F = 20 R Total AP : 724 Total R : 510 R Now I'll explain the reasons behind every skill 1. alot of str 2. when your first starting out u'll have no stamina, what that means is your fucked if counter drains all your stamina while your fighting an enemy. 3. it's the only combat skill that'll stick to every combat builds 4. main melee skill 5. it's a bad skill but you wont be able to counter/windmill all the time 6. second main melee skill 7. it works for low lvl monsters but i like to use it to make sure the monster isnt charging at me with a smash. 8. yes 9. in later lvls it's kinda useless but there'll always be some noob asking for bandaids. 10. extra stam is always good + 0 R 11. unless your planning on never enchanting for the rest of your life, its essential. + 0 R 12, 13, 14, 15. basic bolts are required. Now Something lik this you could've thought up yourself. So let's go over stuff you dont know. Here's the order that you should go by: 1. Basic skills 2. Windmill + crit (at the same time) 3. combat mastery 4. Smash Explaination 1. it's a given 2. you should train windmill and crital hit at the same time because it's a pain in the ass if you start with smash first 3. combat mastery will be alil harder but it's worth the extra str 4. smash is the main melee character's skill. But why train it last? i already explain it earlier. _______________ |
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| Last edited 2008-02-24 12:16 PM PST; Edited 1 time | ||
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-22 8:26 AM PST |
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But the true melee end-game character will save up ap for the skill final hit. (look up final hit for yourself) Order in getting skills 1. basic skills 2. windmill + crit 3. final hit 4. smash 5. melee (if possible) total AP: 1138 total R : 800 but i doubt that most of you people will be patient enough to grind all day without smash. _______________ |
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-22 9:13 AM PST |
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Mage End-Game Character Build In this thread i'll explain how to make a character who is ment for magic combat This build was only ment for combat functionality Heres how the skills should be laid out 1. Combat Mastery F = 0 R 2. Counter C = 35 R 3. Critial Hit 1 = 150 R 4. Smash F= 5 R 5. Defense F = 30 R 6. Windmill F = 0 R 7. Sharp mind F = 0 R 8. Rest F = 0 R 9. First Aid F = 0 R 10. Making Mastery F = 0 R 11. Enchant F = 0 R 12. Icebolt 1 = 150 R 13. Firebolt 5 = 260 R 14. LightningBolt 4 = 230 R 15. Healing F = 20 R 16. Compose <MAX> = 0 R 17. Musical Knowledge <MAX> = 0 R 18. Potion Making <MAX> = 0 R 19. Magic Mastery <MAX> = X R Total AP : 456 + X Total R : 510 R + X A mage build is the most diverse character build in the whole game. It's true build comes from the player's desires. I cannot give a definite "best build" for a mage since adv magic + chaincasting isnt even out yet. But if you have no personal opinions and must make a mage then this is the build for you. Also i put in <MAX> as some of the skill ranks because i do not know what the maximum skill rank will be for OB. Here's what i would do if i was to make that build. 1. basic skills 2. icebolt + crit 3. firebolt + magic mastery 4. lightning bolt (if possible) Reasons for skills 1. it's free stats + no R 2. when your first starting out u'll have no stamina, what that means is your fucked if counter drains all your stamina while your fighting an enemy. 3. it's the only combat skill that'll stick to every combat builds 4. i dont know how to live without it 5. it's a bad skill but you wont be able to counter/windmill all the time 6. it works for both melee and archers 7. it works for low lvl monsters but i like to use it to make sure the monster isnt charging at me with a smash. 8. yes 9. in later lvls it's kinda useless but there'll always be some noob asking for bandaids. 10. extra stam is always good + 0 R 11. unless your planning on never enchanting for the rest of your life, its essential. + 0 R < the reason why i wont pick up enchant even though it give extra INT is because it eats up too much AP and im explaining how to become a killer not an enchanter> 12. Main mage skill 13. mage's smash 14. extra INT 15. extra INT + magic mastery training 16. extra INT 17. extra INT 18. extra INT + money 19. extra INT + MANA But in the end the true mage will save his ap for adv magic instead of wasting it on shitless skills like these. _______________ |
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MabiKorean (tehbeasted) Member Since: 2008-02-08
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RE: Detailed Skill Analyses Posted: 2008-02-22 9:32 AM PST |
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Archer End-Game Character Build n this thread i'll explain how to make a character who is ment for Archery combat This build was only ment for combat functionality Even thought a chracter's main focus will be archery i find it retarted not to pick up all basic magic skills heres how the skills should be laid out 1. Combat mastery F = 0 R 2. Counter C = 35 R 3. Critial Hit 1 = 150 R 4. Smash F = 5 R 5. Defense F = 30 R 6. Windmill 1 = 350 R 7. Sharp mind F = 0 R 8. Rest F = 0 R 9. First Aid F = 0 R 10. Making Mastery F = 0 R 11. Enchant F = 0 R 12. Ranged Combat Mastery 1 = 300 R 13. Magnum Shot 1 = 320 R 14. Icebolt F = 0 R 15. Firebolt F = 0 R 16. Healing F = 20 R total AP : 694 total R : 510 Now i'll explain the reasons behind every skill. 1. it's free stats + no R 2. when your first starting out u'll have no stamina, what that means is your fucked if counter drains all your stamina while your fighting an enemy. 3. it's the only combat skill that'll stick to every combat builds 4. i dont know how to live without it 5. it's a bad skill but you wont be able to counter/windmill all the time 6. it works for both melee and archers 7. it works for low lvl monsters but i like to use it to make sure the monster isnt charging at me with a smash. 8. yes 9. in later lvls it's kinda useless but there'll always be some noob asking for bandaids. 10. extra stam is always good + 0 R 11. unless your planning on never enchanting for the rest of your life, its essential. + 0 R 12. lots of great stuff 13. its a ranged smash whats not to like? 14, 15, 16. basic stuff Now something like this you could've thought up yourself. So let's go over stuff you dont know. Here's the order that i would train them in 1. basic skills 2. windmill + crit 3. range mastery 4. Magnum Explaination 1. it's a given 2. you should train windmill and critial hit together 3. bla bla bla 4. easiest skill to train, same thing as smash only easier! But in the end the true archer will save up ap for revolver instead of kinda shitless skills like these _______________ |
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| Last edited 2008-02-24 12:16 PM PST; Edited 1 time | ||