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Just Left the Soul Stream
Join Date: Sep 2010
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Server: Mari - NA
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The Mage Knight -A Comprehensive Guide- ![]() By: Koryu of Mari Note! This guide was written for my guild's forums so the formatting might look off. Sorry! This guide is intended for human players. However a guide is simply a guide so I fully encourage you to use this as a guide instead of as a set way of doing things. In other words, if you're a Giant or an Elf you can get some use out of this as well. Regardless of what kind of Mage Knight you choose you should still read through the entire guide. ===Table of Contents=== IA-1. Introduction IA-2. Mage Knight Skills IA-3. Skill Explanation IB-1. Basic Combat Theory IB-2. How-To Train IB-3. Basic Combat Tactics IC-1. Main Stats IIA-1. Mage Knights IIA-2. Magic Swordsman IIA-3. Magic Warrior IIA-4. Magic Hunter IIA-5. Frost Knight IIA-6. Flame Knight IIA-7. Spark Knight IIA-8. Blaze Knight IIA-9. Angelic Knight IIA-10. Mage Knight Endnote IIB-1. Equipment IIIA-1. Supporting IIIA-2. Team Tactics IIIA-3. Advanced Combat Theory IIIA-4. Transformations XI-1. Afterword IX-1. Funding and Money Woes IX-2. Useful Links IX-3. About Me IA-1. ===Introduction=== What is a Magic Knight? A Magic Knight is a powerful and versatile skill build in Mabinogi that seamlessly melds the combat school and the magic school together for a devastating fight style. Mage Knights are elite warriors whose role is to crush their enemies in battle while protecting and supporting their comrades. It takes extreme dedication to become a true Magic Knight. It will not be easy and you will suffer. A Mage Knight's true capabilities will not be shown to you until far into your training. But if you persevere then you too can become the greatest of warriors that is the Mage Knight. IA-2. ===Mage Knight Skills=== There are many different types of Mage Knights which I will cover later on in the guide. Almost all Mage Knights share the same skills however, and all Mage Knights make use of two main skill branches. The Combat School and the Magic School. Listed below are all of the skills from every type of Mage Knight, in no particular order: Combat School Combat Mastery Sharp Mind Critical Hit Smash Defense Counter Attack Windmill Charge Ranged Attack Magnum Shot Arrow Revolver Final Hit Leap Attack Weapon Mastery Magic School Magic Mastery Icebolt Firebolt Lightningbolt Healing Meditation Ice Spear Fireball Thunder Party Healing Blaze Mana Shield Magic Shields Life Skills Production Mastery Campfire Rest First Aid Carpentry Refine Musical Knowledge Playing Instrument Composing Potion Making Herbalism IA-3. ===Skill Explanation=== As stated earlier there are multiple types of Mage Knights. Thus not every Mage Knight will use the same skills as other type of Mage Knights, however the basic fighting style is the same. Unrelenting and crushing toward your enemies. Mage Knights fight by adapting to their enemy and reading their movements. Once they see an opening, or even create an opening themselves, they fight, attack, and crush and until their enemy is removed from this world. Each skill that is listed up there will either help with your immense defenses, strengthen your powerful attacks, or enable you to support your comrades. Except for Sharp Mind. That's there because you can't be a Mage Knight without a Sharp Mind in real life. IB-1. ===Basic Combat Theory=== There are a few rules to Combat that apply no matter what; be it Mabinogi, real life, or another game, it will still apply. These are the rules: 1. Combat is all about reactions 2. Plan ahead 3. Know where your enemy is 4. Know your own limits 5. Be confident in your actions 6. Keep a cool head As a beginning Mage Knight you'll likely find yourself spamming the magic>counter tactic over and over again. Magic>Counter is when you use either icebolt or lightningbolt to get your enemy's attention, and then counter to strike them away from you. The way this works is like this: Your initial bolt will aggro your enemy to you (he will display two exclamation marks). Your second bolt, assuming it doesn't knock them back or critical hit, will cause their A.I. to reset. Most lower-mid. levels monsters' default A.I. will cause them to run at you and do a normal attack. That is why you counter. After your counter you would charge another bolt and hit them again, however since they are already aggroed to you a single bolt will do the trick this time. However for most lower-mid. level monsters, knocking them back won't reset their A.I. This is why Firebolt will not work. Also for all monsters, a critical hit will not reset their A.I. In the event you critical hit your bolt, simply charge another one. You'll have enough time to do it because when a monster is hit with a critical, they are stunned for a longer period of time. Understand how important reaction is in Mabinogi? Every single action you take will depend on how you react to your enemy. If you react incorrectly or not within a timely manner, then you will fail. Your reactions must be quick, accurate, and executed correctly to be a Mage Knight. It is far different from being a Windmiller, pure Mage, Alchemist, or Ranger. Mage Knights are constantly in danger and must be able to judge what to do and perform the action while under pressure. It will be hard at first but as you play more and gain more experience it will eventually come naturally. You should remember that enemies in Mabinogi have an aggro range and aggro detection speed. What this means is that if you're out of your enemy's aggro range then they will not aggro you. If you are in their range but you move out before they detect you, then they will not detect you. You should also be aware that some enemies can multiaggro, enemies of different types will always multiaggro, and some enemies might not attack you at all. By different types I mean different monsters. Brown Snake and White Snake are single aggro monsters but they can both still attack you because they are different monsters. What really makes a Mage Knight, and I mean what really makes one, is a thorough understanding of how Mabinogi works. The ideal Mage Knight will never get hit, even when they run out of Mana and Stamina. They will be able to take a new, low-leveled character, and wipe out Golems and Ogres without getting hit a single time. Of course that isn't possible 100% of the time. People will have off days or will lag. But on average days and good days you should never get hit, ever. This is possible because of a Mage Knight's understanding of Mabinogi. How the combat system works, how the timing works, what the enemys' skills and A.I. are. These are things you must be constantly studying and memorizing, and they can only come through intense training and intense failure. IB-2. ===How-To Train=== A Mage Knight must have a Sharp Mind in real life. How do you acquire this? By training, hard training, over and over and over. Until now you've simply been reading this guide. Here's where it becomes serious and where you can honestly start to better yourself. If you wish to become a full-fledged Mage Knight then you will follow these training restrictions. 1. No dual wielding 2. No play dead 3. No Nao Soul Stones 4. Repair only at 95% or higher 5. No borrowing money 6. Solo dungeons only 7. No pets 8. No elixers 9. For the first real-life year of training, no potions at all 10. No giving up The only exceptions for a beginning Mage Knight are for numbers 6, 9, and 10. 6. You can only join parties for dungeons if you have a number-limited pass (Alby Int. 4), or if you're helping someone else. 9. You can use potions you find in the dungeon, but after the dungeon is over you must sell any excess potions. 10. The beginning is the hardest so you can't give up. Once you get skilled enough to judge whether or not you/your party can beat something then you can start making decisions. Until then, you can't give up. And if you complain, just remember that I spent 18 hours in a Ciar Basic when I was below 50 TL. I got to the boss and dced. I found another pass, went straight back in and spent another 18 hours till I beat it. You are not allowed to give up. Bandages and Phoenix Feathers are ok to bring, as well as firewood. I told you that it's hard. 1. Dual wielding makes the game easy. You will never learn how the game works if you start dual wielding right off the bat. 2. Playing dead makes the game easy. You will never learn how the game works if you use play dead all the time. 3. Nao Soul Stones makes the game easy. You will never appreciate the hard work you're doing or remember lessons you would otherwise learn if you use them. 4. Repairing only at 95% or higher forces you to use only equipment that you can afford to repair. This will help you learn enemy A.I. better. 5. No borrowing money relates to repairing only at 95%. 6. Soloing dungeons forces you to learn how to deal with multiaggro whether that be avoiding a multiaggro situation or killing in a multiaggro situation. It also helps you learn faster. 7. Using pets makes the game easier. You will never learn how the game works if you rely on pets. 8. Using elixers makes the game easier. You will never learn how the game works if you rely on elixers. 9. A lack of potions forces you to learn your limits, how the game works, how to conserve SP and MP, and how to fight when you run out of SP and MP. 10. You cannot give up. If you're a completely new player I would suggest running Alby until you can solo it without dying. If you're below TL 100 I would spam Ciar until you can beat it without getting hit a single time, 3 times in a row. After that you can move onto Rabbie until you can beat it 10x in a row without getting hit a single time. After you can do that, make it your goal to solo every single dungeon in Mabinogi, and then get started on your goal. A good place to go would be Math. Make sure you complete all your hunting quests as well, BY YOURSELF. No help from others. These are things I've done myself. IB-3. ===Basic Combat Tactics=== Here are the basic combat tactics that you'll likely be using at first. It's up to you to figure out how the mechanics work unless you want to contact me in-game for a one on one training session. Magic Counter Bolt>Bolt>Counter>Bolt>Counter.... Counter Defense Loop Normal Attack/N+1>Counter>Defense>Normal/N+1>Counter.... Smash Bolt Smash>Bolt Windmill Strike Windmill>Defense>Normal/N+1>Bolt>Counter Of course as you get better you'll stark linking these to other tactics on your own. Those are Advanced Combat Tactics and will be discussed later. Remember that combat is all about reactions. IC-1. ===Main Stats=== The main statistics that Mage Knights should focus on are: HP/MP/SP STR/INT/DEX The rest of your stats add a nice bonus but are not something you have to have. As you grow stronger you will eventually start taking more risks with your combat tactics or may be required to take hits so you can protect your comrades. The HP and MP along with Mana Shield will help you to tank those hits. SP and MP play an important role in how long you can effectively crush your enemies. Once you get a healthy respect for your SP and MP through the basic training you will be able to judge what skill to use in which situations better. Strength plays an important role in determining your melee attack power. Intelligence plays an important role in determining your magic balance and magic attack power. Dexterity plays an important role in determining your melee balance and your ranged attack balance and damage. IIA-1. ===Mage Knights=== There are many different types of Mage Knights and most mix-and-match with each other. I will list the base types here as well as providing a description: Magic Swordsman-Uses primarily two-handed swords and one-handed sword + shield as a secondary. Magic Warrior-Uses primarily dual wielded swords and a blunt weapon + shield as a secondary. Magic Hunter-Uses primarily a bow/xbow and a one-handed weapon + shield as a secondary. Frost Knight-Uses primarily an ice wand + shield and a two-handed sword as a secondary. Flame Knight-Uses primarily a fire wand + shield and a two-handed sword as a secondary. Spark Knight-Uses primarily a lightning wand + shield and a two-handed sword as a secondary. Blaze Knight-Uses primarily a combat wand + shield and dual wielded swords as a secondary. Angelic Knight-Uses primarily a healing wand + shield and a bow/xbow as a secondary. Again I'd like to just mention that this is only a guide. I myself switch between Magic Swordsman, Magic Warrior, Magic Hunter, and Spark Knight on a random basis, depending on which one I think will suit the situation better. IIA-2. ===Magic Swordsman=== The Magic Swordsman. This is the base of all other Mage Knight types and therefore where you should be starting off. The Magic Swordsman wields any sword that requires two hands as a primary, and a sword + shield as a secondary. They can use any armor they choose from cloth, light armor, to heavy armor. Magic Swordsman fights ferociously but elegantly. Every move is calculated and executed perfectly and they will rarely ever get hit. Right off the bat you should choose a bolt spell you want to specialize in. I highly recommend Lightningbolt. It is a high-damage bolt spell that is made even more devastating with critical hit. It stuns slightly longer then icebolt does and charges at the same speed as icebolt as well. Lightningbolt has the highest damage out of every bolt spell with a single charge. The Magic Swordsman should wield magic to support his own attacks and to support his comrades. Here are the main skills of a Magic Swordsman: Combat Mastery, Magic Mastery, Production Mastery Smash, Defense, Counter Attack, Windmill, Charge, Leap Attack Icebolt, Firebolt, Lightningbolt, Healing Refine, Carpentry, Musical Knowledge Playing Instrument, Composing Mana Shield, Magic Shields, Sharp Mind Campfire, First Aid, Rest Sword Mastery Most players do not have high ranked Healing. Healing is a great spell to get to support your comrades in dungeons. Mana Shield will help you to tank hits when you're performing trickier combat tactics as well as when you're rescuing your comrades. Magic Shields will add to your MP and allow you to defend against ranged attacks. They are low priority however. A Magic Swordsman knows his enemy and knows himself. He is the base for all other Mage Knight types. Your two main bolts will either be Icebolt and Firebolt, or Lightningbolt and Firebolt. Firebolt is an essential bolt spell for defeating enemies without getting hit. As stated above, I recommend Lightningbolt over Icebolt because of the vastly superior damage and the slightly longer stun time. Your third bolt will be used as a low-MP alternative when performing magic maneuvers. Magic Swordsman will make heavy use out of these skills primarily: Smash, Windmill, Bolt spells, Charge, Healing, Counter, Defense, Leap Attack Experiment and try to find new combos. I recommend raising your skills evenly so you will be well balanced. Most players would recommend you to get Windmill and Refine to rank 1 before doing anything else. I disagree. Refine is important to rank because of the dex you gain and because of how difficult it is to rank if you have higher dexterity. Windmill is important to rank because of the difficulty in training it and because of how strong of a skill it is. However you can hold off on Refine until you start using bows and xbows because you don't even have any skills that give +dex to begin with, and balance is currently not an issue. Later on as you gain higher ranks of Combat Mastery and Sword Mastery you will not even need dex to gain the cap of 80% balance. Windmill you should train a few ranks ahead of all of your other skills but that doesn't mean you can't train your other skills at all. Just be aware of your Combat Power (see link to CP chart in Useful Links section). As you gain higher skill ranks (specifically your primary bolt spell and windmill) new combat tactics will be opened to you so you should always be trying new things.
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Last edited by flamin_sheep; 09-17-2010 at 10:18 PM. |
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#2 (permalink) |
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Just Left the Soul Stream
Join Date: Sep 2010
Posts: 14
Server: Mari - NA
Gold: 1,008
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IIA-3. ===Magic Warrior===
The Magic Warrior primarily uses dual-wielded swords and a blunt weapon + shield as a secondary. The Magic Warrior is characterized by powerful single-hit attacks such as Smash and Windmill. Everyone starts off training as a Magic Swordsman but as you advance in your skills you can start choosing a specific style of Mage Knight that you want to play as. Although you should still continue to rank up the other skills of a Mage Knight, a Magic Warrior's main skills are these: Combat Mastery, Production Mastery, Carpentry Smash, Windmill, Icebolt/Lightningbolt, Firebolt Charge, Final Hit, Healing, Critical Hit Sword Mastery, Blunt Mastery, Leap Attack Your primary role is to quickly take out enemies with your single-strike attacks. Unlike the Magic Swordsman you do not rely as much on Counter Attack and Defend, and instead rely on your bolts and Charge attacks to continue your combo. What really separates the Magic Warrior from the Magic Swordsman is his usage of a blunt weapon. Blunt weapons offer high single-hit damage which is great for the playstyle of a Magic Warrior. Your dual-wielded swords will likewise offer great single-hit damage. As a fall-back option or for protecting your comrades the Magic Warrior can also rely on Final Hit to delay or kill enemies. The Mage Knight is constantly thinking of his comrades and will always try to protect them from harm even at the cost of their own life. You should always be aware of the situation and you should always keep your eye on your enemy. While the Magic Warrior focuses more on killing rather then protecting his comrades, this does not excuse you from letting your teammates die. IIA-4. ===Magic Hunter=== The Magic Hunter is the first Mage Knight that deviates sharply from the Magic Swordsman. The Magic Hunter uses primarily bows/xbows and a one-handed weapon + shield as a secondary. Depending on whether or not your one-handed weapon is an alchemy cylinder, your primary skills may change. Assuming your secondary weapon is not a cylinder these are your primary skills: Combat Mastery, Refine, Production Mastery Ranged Attack, Magnum Shot, Arrow Revolver Charge, Windmill, Smash, Counter Icebolt/Lightningbolt, Firebolt Healing, Mana Shield, Critical Hit Assuming your secondary weapon is a cylinder these are your primary skills: Combat Mastery, Refine, Production Mastery Ranged Attack, Magnum Shot, Arrow Revolver Charge, Windmill, Smash, Counter Icebolt/Lightningbolt, Firebolt Healing, Mana Shield, Critical Hit Wind Blast, Barrier Spikes, Life Drain Chain Cylinder, Water Cannon Alchemy Mastery Regardless of what you choose your secondary weapon to be, your main method of attack will be either a bow or crossbow. The benefit to using a crossbow is increased mobility while the benefit to using a bow is increased range. Which weapon you choose depends largely on your own individual playstyle as a Mage Knight. For myself, the better weapon would be crossbow; although I use a bow because I think it is cooler. To be a Magic Hunter you must first learn the basics of fighting with a ranged weapon. Character used: Taliesin, Person playing: Koryu, Video credits:Koryu Arrow Revolver is not an easy skill to get, and archery is not an easy thing to do. The general archer's mindset is like this: I see an enemy, let's shoot him. That's ok if you're alone. If you're playing in a party then that isn't good. You must be aware of your partners and be aware of who they're fighting. Magic Hunters play a more supporting role then Magic Swordsman and Magic Warriors do. When you unleash your arrows you must not interrupt your comrades' attacks and you must not animation cancel your enemy either. Animation cancel is when you hit an enemy in their "stand up" phase. This is after they have been knocked down by your attacks and are laying flat on the floor. As they stand up, if you hit them with incorrect timing during this phase then you will cancel their animation and they will run straight toward you, or worse, your partner. You must be aware of your arrows There are also teamwork tactics you can perform with others. This will be covered later on in the guide. The Magic Hunter incorporates Combat, Ranged, and Magic in his fight style, seamlessly switching between the three depending on the situation. If the Magic Hunter decides to use Alchemy as well then he must find a balance between the four skill branches instead of just three. The Magic Hunter uses his bolts mainly as a support for himself and others; stunning his enemies to allow time to switch to a different weapon or to load a skill. There are many different tactics available to the Magic Hunter and he is by far one of the most versatile out of all Mage Knights, but also one of the most difficult to train. IIA-5. ===Frost Knight=== The Frost Knight. This Mage Knight utilizes the power of Ice to freeze enemies to their core. The Frost Knight, as you may have guessed, is a Mage Knight that specializes in magic; specifically ice magic. The Frost Knight's primary weapon is an ice wand + shield and a two-handed sword as a secondary. The Frost Knight's primary skills are: Combat Mastery, Magic Mastery, Production Mastery, Meditation Icebolt, Ice Spear, Magic Shields, Mana Shield, Firebolt Charge, Smash, Windmill, Defend, Blaze, Healing Playing Instrument, Composing, Musical Knowledge Herbalism, Potion Making, Carpentry, Critical Hit Synthesis The Frost Knight's playstyle is an equal balance between support and attack. Icebolt is mainly used to support your teammates and support yourself while Ice Spear is used to crush the enemy. For the Frost Knight, it is imperative that you pay attention to the battle field and react quickly. Ice Spear will autoaggro every enemy it hits if they do not die so you must be prepare to deal with that aggro. You must also be aware of interrupting your comrades attacks. When fighting with Ice Spear there is usually no need to fully charge the spell. Know your enemy and know yourself. Do not waste mana on unnecessary charges. The Frost Knight should also know himself. Don't waste mana and know what situation calls for what spell. The Frost Knight is extremely MP and money intensive so you must learn when using your wand is appropriate. Potion Making is also a good skill to get as it allows you to make MP100s; which will reduce the cost of playing as a Frost Knight. A Frost Knight does not deviate much from Magic Swordsman as you will still be using combat moves. You will rely a little more heavily on your magic however. Sometimes the situation might call for you to use your two-handed sword. In order to reduce the mana lost you should learn the Synthesis skill so you can create Mana Preservation Stones. IIA-6. ===Flame Knight=== The Flame Knight. This Mage Knight utilizes the power of Fire to burn enemies into ashes. The Flame Knight's primary weapon is a fire wand + shield and his secondary weapon is a two-handed sword. The Flame Knight's primary skills are: Combat Mastery, Magic Mastery, Production Mastery, Meditation Firebolt, Fireball, Magic Shields, Mana Shield, Icebolt/Lightningbolt Charge, Smash, Windmill, Defend, Blaze, Healing Playing Instrument, Composing, Musical Knowledge Herbalism, Potion Making, Carpentry, Critical Hit Synthesis Unlike the Frost Knight, the Flame Knight will rely mostly on his bolt spell instead of Fireball. The Flame Knight is characterized by extremely high single-hit damage. Because you will be relying so heavily on firebolt, you should use a chaincast fire wand. Have different levels of chaincast fire wands so you can switch out depending on the situation. The Flame Knight focuses a lot more on killing then he does on supporting, although you should still watch out for your comrades. There is little risk to the Flame Knight as he has experience in multiaggro situations and should know when to use Windmill and when to use his Firebolt skill. A good basic combo for a Flame Knight would be Charge>Smash>Firebolt What makes a Flame Knight useful to his party is his access to the Fireball skill. In tough dungeons he can charge the Fireball to quickly nuke a room of any monsters. If his party protects him with a Windmill guard while he charges, any dungeon can be quickly cleared. While the Flame Knight uses primarily fire spells it is also important to find a balance between the other bolts and his combat skills. Mage Knights are not mages. Mage Knights meld the tree branches together to create a unique playstyle. IIA-7. ===Spark Knight=== The Spark Knight. This Mage Knight utilizes the power of Lightning to shock enemies into paralysis. The Spark Knight's primary weapon is a lightning wand + shield and his secondary is a two-handed sword. The Spark Knight's primary skills are: Combat Mastery, Magic Mastery, Production Mastery, Meditation Lightningbolt, Thunder, Magic Shields, Mana Shield, Firebolt Charge, Smash, Windmill, Defend, Blaze, Healing Playing Instrument, Composing, Musical Knowledge Herbalism, Potion Making, Carpentry, Critical Hit Synthesis The Spark Knight fights by seamlessly melding his combat skills, Lightningbolt spell, Thunder spell, and Blaze spell. The Spark Knight has only a few differences from Magic Swordsman, the main difference being access to Thunder and Blaze. The way you fight shouldn't change that much except for occasionally looking for opportunities to Thunder and Blaze. Of course, Thunder and Blaze are very MP intensive so using them all the time isn't good either. That is why you have Lightningbolt and your other combat skills as well. The Spark Knight focuses on both supporting and killing when in a party situation. The Spark Knight should wield a speed-cast wand instead of a chain cast wand. This is because the speed-cast will reduce the time needed to charge Thunder as well as speed up your already fast-casting Lightningbolt. Chaincast wand will not give any benefits to charging Thunder and will actually decrease the damage your Lightningbolt does to a single target. For each extra enemy Lightningbolt hits, the damage has a chance of decreasing by 10%. Just like the Frost Knight, the Spark Knight does not need to fully charge Thunder in order to use it. Know your enemy and know yourself. Do not waste mana on unnecessary charges.
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Last edited by flamin_sheep; 09-17-2010 at 10:20 PM. |
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#3 (permalink) |
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Just Left the Soul Stream
Join Date: Sep 2010
Posts: 14
Server: Mari - NA
Gold: 1,008
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IIA-8. ===Blaze Knight===
The Blaze Knight. This Mage Knight utilizes his inner strength to blow enemies away. The Blaze Knight uses primarily a combat wand + shield and dual wielded swords as a secondary. The Blaze Knight's primary skills are: Combat Mastery, Magic Mastery, Production Mastery, Meditation Blaze, Magic Shields, Mana Shield, Lightningbolt/Icebolt, Firebolt Charge, Smash, Windmill, Defend, Healing, Final Hit Playing Instrument, Composing, Musical Knowledge Herbalism, Potion Making, Carpentry, Critical Hit Synthesis Unlike Frost, Flame, and Spark Knights, the Blaze Knight focuses more on combat then magic. He differs the least from Magic Swordsman, the only difference being his Blaze spell. Because the Blaze Knight requires both high Strength and high Intelligence he must train skills that will give boosts to both. The Blaze Knight focuses highly on killing instead of supporting with his playstyle. As a Blaze Knight you must be aware of interrupting your comrade's attacks with your spells. IIA-9. ===Angelic Knight=== The Angelic Knight. This Mage Knight uses the power of Erg to provide relief to his comrades. The Angelic Knight uses primarily a healing wand + shield and a two-handed sword as a secondary. The Angelic Knight's primary skills are: Combat Mastery, Magic Mastery, Production Mastery, Meditation Lightningbolt, Healing, Party Healing, Magic Shields, Mana Shield, Firebolt/Icebolt Charge, Smash, Windmill, Defend, Blaze, First Aid, Campfire, Cooking Playing Instrument, Composing, Musical Knowledge Herbalism, Potion Making, Carpentry, Critical Hit Synthesis Unlike all the other Mage Knights, the Angelic Knight focuses heavily on supporting. Because his primary weapon is a healing wand the Angelic Knight will rely greatly on his combat power and his bolt spells when fighting. He doesn't deviate much from Magic Swordsman except that his main focus will be support instead of killing. This doesn't mean the Angelic Knight doesn't fight at all however. The Angelic Knight will rely more on spells then combos. For this reason it is important to choose Lightningbolt as your primary bolt, because of its high single charge damage. The Angelic Knight should focus on healing hurt party members and offering support with his bolts when necessary. First Aid and setting up Campfires falls under the Angelic Knight's responsibilities as well. Cooking for added stat bonuses is not necessary but it does help out. For example, a 5 Star Vales Fire adds a whopping 38 Strength and 25 Luck. The Angelic Knight will not rely on Blaze much as it will interrupt his comrades attacks. Although the Angelic Knight should have a high rank Blaze and should still know how to fight effectively in multiaggro and single aggro situations. Another path that Angelic Knights can take is that of Magical Music to give benefits to your party members. If you choose to play Magical Music make sure it benefits the situation your party members are in and make sure that your party members know that they must protect you while you are playing. This is one of the rare cases where it's acceptable to use a pet to protect yourself. IIA-10. ===Mage Knight Endnote=== All Mage Knights should start off as Magic Swordsman before moving on to an advanced type of their choice. You should always be aware of your role and your enemies. Regardless of what kind of Mage Knight you are, your ultimate goal in party situations is to keep your comrades alive. IIB-1. ===Equipment=== Equipment is not too big of an issue for Mage Knights as you will rarely get hit. Even if you do get hit you'll be able to tank most of the strikes with Mana Shield. Mage Knights fight based on their understanding of the game and themselves. However, that doesn't mean equipment isn't important. There are combined equipment effects that can reduce the mana you use, the stamina you use, or even protect you from harmful status effects. You can also upgrade your equipment to give you greater damage, greater critical hit rate, or even passive defenses. It is important to upgrade your equipment so you can maximize your abilities. For swords any two-handed weapon is a great choice. If you're single-wielding a sword with a shield then the Gladius or Broadsword are your friends. Dual-wielding swords you want either dual wielded gladius or broadswords as well. For blunt weapons: A stiff fierce mace from Ciar is a great choice and one of my personal favorites. Bipennis can also be upgraded for an insane 65% critical rate. For ranged weapons: Leather long bow is the way to go if you're going to use bows. For wands: Crown Ice Wand Fire Wand Crystal Lightning Wand Combat Wand Tikka Wood Healing Wand Beyond upgrading equipment there is also enchanting your equipment, such as the Stiff Fierce enchants mentioned above. Good enchants are hard to come by and which enchant will suit you better depends on yourself. Some of the easier-to-get enchants that are still good are: Fox, Stiff, Raven, Giant, Kobold, Scrupulous, Healer, Thief, Sharp IIIA-1. ===Supporting=== For a Mage Knight, it is important to know how to support your comrades. Supporting ranges from healing and playing magical music, to team tactics and protecting your teammates. As a Mage Knight, protecting your teammates from harm while crushing your enemies is your job. That is the definition of Mage Knights. IIIA-2. ===Team Tactics=== What is team tactics? It is when you work together with your party members to take down your foes. Generally team tactics is not needed until the harder level dungeons. Team tactics is the pinnacle of Mabinogi play. This is when every party member knows their role, knows how to fight, and knows how to work together. They fight together wordlessly and flawlessly, each person knowing what to do. As a Mage Knight when you fight in parties such as this you and your party members are equal. You rely on each other and your role changes from "I must not let my comrades die" to "I must support and be supported by my comrades". An example of this would be an Magic Hunter aiming at an enemy that is running at you. Here's what you can assume: Your partner will either Magnum Shot or use a non-knock-back shot. Instantly you and your partner should form an unspoken bond of trust. This is where team tactics comes into play. Here what you should do. Load smash and run at your enemy. You are placing trust in your partner that he will fire his arrow before your enemy hits you. Your partner is placing trust in you, that you will trust him. Once your partner lets his arrow fly you can easily smash the enemy because of the delay he has. What if your partner is using Magnum Shot? You can tell he's using Magnum Shot by the stance he takes, and so instead of running at the enemy you would run where the enemy is going to land. This can all be done by knowing how the game works. What if your partner misses? You must be ready for that chance and be ready to turn around while your partner aims again. What if the enemy has Natural Shield passive defense? You must be aware of that because you are a Mage Knight, and you know your enemies. In this case you would charge a firebolt spell instead of Smashing. See what it means to be a Mage Knight now? Complete understanding of the game and eventually you will reach a level where you can fight flawlessly with your peers while protecting those weaker then you are. IIIA-3. ===Advanced Combat Theory=== Knowing your enemy is not enough if you cannot realize how to defeat your enemy. The truth is, advanced combat theory is something you must learn from other players on a situation-by-situation basis. There are just too many different ways of dealing with enemies and too many different enemy A.I.s. Be aware that there will always be someone greater then you and that you should try to learn from them. Study what they do and mimic it. Learn how new enemies work on your own. This is where your Sharp Mind comes into play. This is how you gain advanced combat theory. The definition of insanity is this: Doing the same thing over and over and expecting a different result. So your trusted icebolt counter isn't working against that Gorgon and his blasted Mana Deflector. Should you keep doing it then? No. Learn from your mistakes and change to firebolt counter instead. But wait, there are two gorgons and they multiaggro! Learn from your mistakes and fix it. How can you fix it? Think about it for a moment. There are only two choices really: 1. Deal with the multiaggro 2. Don't get multiaggroed You can avoid getting multiaggroed by staying far away from one of the gorgons i.e. hugging the wall. What if you can't avoid it because they are both in the center of the room? Well think about the only mob control skill you have then. That would be Windmill no? So what can you do? Windmill? But you can't load any skills after Windmill right? Wrong. You can load Healing. But what good will loading Healing do? Healing will boost your defense massively. This will allow you to load Windmill again after taking a pitiful 1 damage from the foolish Gorgons. See what I mean by knowing the game? Mage Knights must know the game and they must know it thoroughly. The wiki is your friend here. Alright so what if you do have pets? It's a waste not to use them right? Yes you're right. But you don't want to rely on them. More then that you should be aware of how to control your pets in battle, how to fight with them effectively (meaning without them dying and while you still kill as well) and how to craft an effective A.I. using the pet's A.I. editor. This is also part of your training as a Mage Knight. Being a Mage Knight is hard and expensive but in the end of your training you will be able to truly say that you know the game. But what about Alchemy? What about the other skill trees for fighting? I'll let you in on a secret. A Mage Knight will eventually be able to fight using a beautiful combination of every single skill tree. What truly, truly, makes a Mage Knight is this: A Mage Knight knows the game and himself and uses that knowledge to crush his enemies and protect his comrades from harm. IIIA-4. ===Transformations=== If you're human then you should be a Paladin. Please don't argue with me on this as I'm tired of discussing it. Paladin is the best choice for PvE, which is what you'll mainly be doing. Dark Knight is the best choice for PvP. But what it really comes down to is what you think is cooler. No seriously. That's how you should choose your transformation. As for demigod, Morrighan's transformation is the better choice. But again, the way you should choose it should be what you think is cooler. XI-1. ===Afterword=== The path of a Mage Knight is long and hard. There are a few things I would like to stress about Mage Knights and this guide. This guide is only a guide. Mage Knights should have a great wealth of knowledge on the game Mage Knights should protect their comrades Mage Knights should be quick and act efficiently and effectively Lastly, Mabinogi is a game. What that means is you should try and have fun with Mabinogi above everything else. If you have any questions please post them below! IX-1. ===Funding and Money Woes=== Being a Mage Knight is expensive, without a doubt. You can alleviate your costs by collecting fomor scrolls. 10 of every kind of fomor scroll can be traded in at the town hall for money. You can also alleviate potion costs by making your own. You can earn money by merchanting, that is selling items that other people want. Popular goods to sell are holy waters, mana herbs, MP potions, ores from metallurgy, and gems from metallurgy. You can also sell enchants and items that you find to other players, although those rare items usually only come from harder dungeons. If you have the time, you can also try farming. It is extremely time-consuming but the payoffs are big. IX-2. ===Useful Links=== Mabinogi Wiki Battle Tactics Stats Explanation Trigger's Guide to Magic Mabinogi Farm Adviser Combat Power Chart Quick SKills Guide Mana Preservation Stones Equipment Combination Effects Transformation Comparisons IX-3. ===About Me=== -What first inspired me to become a Magic Knight was this book I found in-game. -I gave myself "titles" as I progressed in my profession as a mini reward. -----"the Training Swordsman" -----"the Swordsman" -----"the Magic Swordsman" -----"the Spirit Wielder" -----"the Soul Knight" -----"the Soul Champion" -I used to solo run Rabbie so much that I began calling Rabbie my home. I would say over 90% of all dungeons I've ever done have been Rabbie. -I actually enjoy Fishing in Mabinogi (manually Fishing). -Windmill is the best skill in Mabinogi hands down. -I perfected single-wield Final Hit (specifically with my two-hander) -I love Thunder, -Critical Hit is your bestest friend ever. Ranking Critical Hit should take priority over everything else. -If you've ever been on a dungeon with me you may have noticed that when you get knocked out I usually say "Sorry". This is because I view myself as a Mage Knight and when my comrades die it is a personal affront to my skill. ~Note~
Do not repost without my permission and without giving due credit please.
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#6 (permalink) |
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Been Through the Desert
Join Date: Aug 2009
Posts: 144
Server: Alexina - NA
Gold: 2,310
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1. Paladin is easily worse than Dark Knight if you have any interest in magic outside of spamming bolt magic.
2. You are right to suggest Morrighan's transformation. Eclipse of Wings is essentially invulnerability. Magic is the only class that cannot effectively hybrid. Occasional bolt spam/use of mana shield does not constitute an affinity to magic, in my opinion. Any sane Wizard will run objectives fully potion poisoned, effectively killing any chance of using melee efficiently, while range will suffer the will penalty. Alchemy could care less about the stat loss but the cylinder requirement will drain your mana. Magic and Alchemy already require significant preparation. Hybridizing requires significant resources which not only will most players not have, they'll be hard pressed to keep up with their dwindling supply. Not to mention, if you can't reach 90/130 critical and at least 300 base damage with ranged combat, you will not be able to efficiently tackle hard shadow missions. ... Edit: Having read your guide more throughly I have determined that you have absolutely no idea what you're talking about. I laughed after reading "I reccomend raising your skills evenly so you will be well balanced" Trigger would slap you. Last edited by Kaeporo; 09-18-2010 at 06:15 AM. |
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#7 (permalink) | |
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Explored all of Rano
Join Date: Mar 2009
Posts: 604
Server: Ruairi
Gold: 6,680
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For example: your Blaze Knight section talks about a lot of random things, but it doesn't mention how to effectively fight using Blaze. Nothing about 2+Blaze, nothing about IS+Blaze, and nothing about using your partymate's knockbacks from smash and windmill for Blaze. Correct me if I'm wrong, but I didn't see anything about it. A few other things: Bipennis is one of the crappiest weapons in the world. The damage is utterly terrible (19 damage). The 65% crit rate is moot, considering the fact that windmill ignores protection for crit, and even with the crit, your crits would only do as much damage as if you were using a decent weapon. Raising multiple skills at once doesn't work. I originally had planned to hybrid in both magic and melee, placing an equal amount of AP in both branches. It simply does not work. With free rebirths, Ice Spear took over half a year to bring to rank 1. If I had raised melee at the same time, that would have taken over a year. And during that time, I'd have a weak, partially raised melee and a weak, partially raised Ice Spear that couldn't do squat. I disagree entirely with the thing about not raising windmill immediately. That's the one melee skill that a hybrid mage will rely on most, and until you get adv. magic, it's the best skill you have. Aside from a few bolt spells, I went entirely melee until windmill was r1 and smash r9, and then I started going into adv. magic. Basically, adv. magic and melee are hardly compatible skills, except for windmill and defense (for 2+Blaze). Nor is it a good idea to focus entirely on a single element, as each has its own advantages and disadvantages. People do not rank Heal for very good reasons. There are potions. You do not stop fighting while aggro'd to cast heal and run to your partymates. And it rarely helps. There are 2 reasons why someone would be nearly dead in a dungeon: 1) They're spamming windmill, and don't intend to be hit OR 2) They've somehow botched it and are going to die unless they chug potions on the spot. Heal doesn't work fast enough. That being said, some of the advice you give about understanding combat & aggro's are useful.
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Solestra the Golem Slayer with a Single Blow: Smash [9] | Critical Hit [2] | Windmill [M] Solestra the Elemental Master: Icebolt [9] | Lightningbolt [5] | Firebolt [4] | Magic Mastery [6] | Fireball [F] | Thunder [6] | Ice Spear [1] | Blaze [5] Solestra the Butterfinger: Wild Animal Taming [9] | Potion Making [A] | Herbalism [b] | Production Mastery [1] | Metallurgy [5] | Refine [2, Mythril failures completed!] |
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#8 (permalink) | ||
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Ran From the Sandworm
Join Date: Dec 2009
Posts: 155
Server: Mari - NA
Gold: 3,411
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By reading this, I can already determine you have no mind of your own, rather you numbingly repeat that which someone has said. Trigger is one person. One. One person, a fact does not make. I'd like to hear your opinion as to why his guide is inaccurate rather than, "Well, Trigger would've criticized his guide in such a way, I suppose I should as well." The only difference being that Trigger can do so with an ounce of grace.
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#9 (permalink) | ||||||
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Just Left the Soul Stream
Join Date: Sep 2010
Posts: 14
Server: Mari - NA
Gold: 1,008
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You don't need to defend me Chili lol
I was, and still am, well aware of my guide's shortcomings before I posted it; I was prepared for the inevitable replies as well. Which means I can defend myself too. I appreciate it though. Quote:
Now tell me, who actually uses magic 100% of the time? Very, very, few people. When it comes down to it, end-game players are hybrids and they will use whatever the situation calls for. If you raft, then sure you'll use magic. If you're in a recovery room then you'll either use ranged attacks for injury, or if you can deal enough damage you'll use whatever skill school that can deal that damage. If someone transforms and they get a dex roll, are they going to switch to their bow in a multiaggro situation? No, no they're not. If you follow my link in the useful links section to the Transformation Comparisons chart I made, please take some time to compare all the transformations. Paladins gain 5% critical total. Dark Knights will have more critical even if they gain the lowest roll. Critical is awesome no? So Dark Knights are better? Wrong. An endgame character will have natural ridiculously high critical regardless. I know a crossbow user that had 120+ crit untransed. Now take a look at the total attack increase for Paladin and Dark Knight. Dark Knight will only be better then Paladin 1/3 of the time, and that 1/3 of the time they're better might not even be good for the situation. Even if it is good for the situation it's only a TINY bit better. For the 100% and 60% rolls they're damage increase is pathetically below Paladins. Paladins are more versatile and more balanced and therefore the better transformation for PvE. But then you look at the Passive Defenses and realize that Dark Knights have 100% activation rate and bull**** autodefend rate. This makes them perfect for PvP. But an endgame character will not rely on PDs. And with all trans skills at r1 Paladin's PDs activate pretty much 100% of the time anyway. This makes Paladins the better choice for PvE, which is what you'll mainly be doing. Now compare Dark Knights to Falcon and Beast. You can easily see that for PvE Dark Knights are the absolute worst transformation to have. I said I didn't want to argue it anymore though, so any further arguments you may have on this matter I will ignore. Even if they're worse it's not like they're still not good. Quote:
Some of the tactics I use are the same tactics I use in battle. Magic and Melee are beautiful with each other. Both compliment and support each other nicely. You said that "bolt spam" does not constitute an affinity to magic. While usage of bolts is what makes melee + magic beautiful, if I was using a wand instead of a sword my tactics would change to be more magic focused then melee focused. I will flat out say you're wrong here. Magic can hybrid, and it can hybrid very effectively. Quote:
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To successfully use a wand + melee in battle you should have a mana reduction set, which I should probably stress in my guide. I should go change that. Quote:
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I'm going to assume you know how CP works. As long as you keep Windmill several ranks higher then your other skills, which I did in fact mention in my guide, then you don't need to worry so much. Eventually the new player will join a guild, tell them about what they read in my guide, and their guildies will laugh and stress the importance of finishing Windmill off. Of course this will be after they've had some fun and realize that Windmill is important, instead of trying to train it and then quitting the game. Their CP won't be so high that they will be unable to train it however, and then if they choose to they can finish it off. Windmill is the best skill without doubt. But it doesn't become necessary until much, much, later on in the game. And by that point they should be able to train it easily. Worried about CP anyway? There's also Their Method for training Windmill.
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#10 (permalink) | ||||||
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Just Left the Soul Stream
Join Date: Sep 2010
Posts: 14
Server: Mari - NA
Gold: 1,008
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Also the 180 upgrade for Bipennis gives 27~13 damage, which admittedly is still bad, but you get the 65% critical in return. I neglected to mention warhammer though. Quote:
Mage Knight is about knowing the game and knowing the A.I., and being comfortable when you run out of SP and MP. I stated at the beginning that it would be hard and long. I know what I'm talking about when I write my guide. Growth as a Mage Knight is exponential. It starts extremely slow but once you near the middle you'll one day find yourself explosively stronger then you were before. And, here's the benefit of doing it this way, unlike everyone else that focused on a single skill you'll actually know how to fight. Quote:
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And I can say for a fact that people only feel heal is not useful because they don't rank it. They have no experience with it so they shouldn't talk. I've saved my party members from death countless times, and it's not like I was just standing around waiting for them to get hit. I was fighting as well. To be an effective healer, just like to be a good Mage Knight, you have to be aware of your surroundings and be aware of what's going to happen. Also, there are times when you cannot use potions you know.
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