Mabinogi Guru






Always check whats on the links below, some will take you to the wiki for info on something, and most others will show you a gif animation on how to do certain things.
(Most underlined text are links)


Basic Combat

Combat in mabinogi is about the stun, the knockbacks , correct use of skills and timing.
The stun system would look something like this-

Each hit moves the state of the target to the right:

stun > stun > knockback > knock down > stand up.

For example if we fully load icebolt and shoot them all 5 quickly, our
first hit will stun the enemy for a short time,
the second one will stun him again,
the third bolt will knock him back,
the fourth bolt will knock him down
and the 5th bolt will interrupt his animation making the enemy run after you quickly(Thats why is recommended to wait a bit after 4th bolt.).

But the above graph is only for 3 hit weapons, magic or ranged attacks.

A 2 hit weapon would have one less stun state.

stun > knockback.

Stun time gives you the chance to do some skills, while knockback/down gives you more time.
Slower weapons make the stun last longer.



First few things a new person is going to fight are Spiders and Wolves. These mobs have basics AIs, so is a good place to practice basic tactics.
Click on links for demonstration.

N+Defense : Right when you start doing your last hit of the combo activate defense to block the upcoming monsters attack, after defending yourself you can then perform another combo.
This is the most basic tactic, practice on spiders if you want.


N+Counter : Instead of doing defense activate counter, after the attack is done activate defense.
This tactic might be easier for those people that can't yet cancel defense skill quickly enough to counter a smash attack. Unless you have higher counter rank, doing defense is recommended since a full combo with your weapon will probably do more damage than counter. (Of course, if your defense doesnt block much damage, use counter).


Of course, the mobs won't always just come right after you when you finish your combo.
Most Spiders only have the defense skill. So they might use it after you finish your combo or after you counter. As you should know, smash ignores the enemy defense skill, so activate smash right after you see a spider doing a skill.


Wolves on the other hand have defense, counter and smash, so the "new" thing is counter and smash.

When the wolf uses counter the best way is to windmill, you could also use a spell.

When the wolf uses smash you can use a regular attack to counter it. Or if you have counter attack activated you can leave that on.



Summary of basic battles:

After you finish a combo, do either defense or counter. Never finish a combo and go straight against the enemy again, unless you know what your doing.
After the mob gets knocked back it will either attack you normally or do one of the skill it possess, when the enemy is walking and has skill activated he's most likely doing defense, in this case you smash, when the enemy is standing still is probably counter, you either windmill or cast spell, if the enemy uses a skill and runs after you, is smash, so do a regular attack.

Use Of Magic in combat

Magic Counter
For more indepth magic information check pauls magic faq.
Don't forget to click links for demonstration!



Magic Counter is the easiest(but might be slowest, depending on what and on your ranks of counter and spell) way to kill mobs with Heavy Stander and/or Mana Refractor.

What you have to do is cast a bolt spell and activate counter right when you throw it, and cast again another bolt right when you start the counter animation.

Ice-Counter: Often used against werewolves, skeletons and gremlins. Is a safe way to kill mobs with Heavy-Stand but no Mana Refractor. Another thing that makes it popular is that most enemies that receive a single hit come right after you with a regular attack.
Note that a critical hit resets the AI so it won't come right after you in this case.
Also please note if you have r9 or higher Ice Bolt you'll have to wait 0.5-1.0 seconds before attacking with the bolt again or you will interrupt standing up animation and won't have enough time to counter.
//Can also be done with Lightning bolt\\

Fire-Counter: Often used against faster mobs and/or mobs with both Heavy Stander and Mana Refractor.


Magic Stun

Ice bolt and Lightning bolt stun time can be used to your advantage in different situations.
For example, using it after a combo is a good idea if you don't have a kite shield yet and your getting too much damage defending against X monster.

The stun can also be used to skill-lock an enemy if you look at the previously linked ice-crit gif that icebolt would've locked the skeleton on counter state if it wasnt a crit, making the wolf stay in counter untill hit.
Skill Lock can be very usefull, if you stun-lock a mob on counter you can windmill the rest of the room without getting any aggro.

Advanced Tactics

After you understand the basics of combat you can go ahead and try the following.

N+1: This means adding one hit to your combo , doing 3 hits with a 2 hit weapon, and doing 4 hits with a 3 hit weapon.
Basically, you have to wait a bit after doing the first hit(with a 2hit weapon)
Or wait a bit after first and second hit(with a 3hit weapon)
Depending on weapon speed and hits, the time you have to wait is different.
The only way to learn this is by watching someone do it and practicing.

1+WM: Doing a windmill after a single attack is useful when theres many mobs around, is also the best way to kill imps and flying swords, since a windmill will always make them cast, you can just keep doing 1+WM on them untill they die.
Just press WM right when you click to attack, you can also do 1+1+WM, which means you'll be doing the first two hits of N+1 and then WM.

Switching Weapons while comboing: This can be usefull if you have a 2handed in auxiliary and shield+weapon on primary. If you want the use the 2 handed because of damage and you want to use defense with a shield, you can start the combo with the 2handed switch quickly by pressint TAB and finish combo with wep+shield, you can also switch back to the 2handed right after you defend yourself without having to hit first.

You can also do 1>switch+mill, where you hit the mob switch quickly and windmill.


1+Defense: Useful if you just want the enemy to always directly attack you, instead of him wandering around or doing counter, etc.
Hit and do defense as soon as possible, depending on your lag you might need to walk back a bit or not at all.

WM Spam: Not really advanced since all you do is spam WM... but it does requires some timing on multi aggro, can only be used against mobs with same speed as you or mobs that takes a while to stand up as snakes and spiders.


Specific Dungeon Tactics

Ciar
Beginner

Even if you are new you shouldn't have much trouble with ciar beginner, just use N+Defense/Counter against the goblins and you will be ok, these goblins don't have much HP nor Damage.
The only first problem a beginner might run into are the archers, if you go and hit them as soon as they spawn they should be no problem at all, since these don't multi, but if you happen to get aggroed and you think you won't reach in time to interrupt, move backwards out of the goblins range, they have a short bow so their range is really short, cast icebolt, a non-crit hit will make them switch to barehanded

The golem might be hard for the new folk, if you have a shield(a round shield works) use N+Defense and watch out for the golem stomp, running will make the stomp hit you from a much higher distance if your walking or not moving at all stomp won't hit you unless you are really close.

If the golem uses a skill you should cancel any skill you have on and run back a bit, and see what he does next. After you cancel your skill click on the golem but then move to cancel the attack, this will make the target circle turn red, when the circle is red your character is prepared for an attack, meaning that if what the golem is doing is smash you are already prepared to counter it.
Quote:
Originally Posted by Bakuryu
Let's take a look at the target circle:


The first image is the one your going to see before engaging the enemy while using the CTRL key.

After you click the enemy there will be an orange circle, and then it turns red. Making sure the circle is always red is a good way to counter smash attacks.
If the golem starts walking do smash, you'll have time.
If the golem stands still is windmill or stomp, you can either wait him on counter or firebolt him.

After you take the golems 50% of his HP and knock him down the golem will grow bigger , he'll do more damage too, so defense might not be such a good idea anymore, unless you have a kite shield. Safest way would be to Fire-Counter.
Only difference when fire-countering a golem(or any mob with stomp) is that they might stop right in front of you while your in counter and stomp, when this happens you have to cancel counter quickly and attack, do counter and proceed like before with fire-counter.



Normal

Rooms you might run into trouble: Goblin+Archers and Poison Goblins.

Goblin Rooms: Room that only have regular goblins won't be a problem, goblins have low HP so they'll die after combo>counter, if not use windmill after counter or icebolt.
Note: Don't use defense against goblins unless you have a kite shield

Goblin+Archer Rooms: After they spawn scan fast for the safest corner and go there, I recommend to wait a bit in the corner so you don't accidentally hit anything that wasn't going to aggro in the first place, load icebolts and try to take the archers first, remember a non-crit hit will make them switch to barehanded. If you get multi-aggroed theres no other way than windmill.

Posion Goblins Room:: Same as Goblin+Archers, go to corner and hope for the best, if you get multi-aggroed windmill.


Ciar Normal might not be a good place for beginners unless you have a decent enough weapon to kill the gobs with windmill.


The skeletons on the boss room can be killed by ice-counter, they have high damage so defense won't be a good idea, don't get close to them if they loaded a skill really quickly, since thats windmill.
These skeletons don't have PD(The heavy-Stander skeletons are the ones with light and heavy armor), so you can also use combo if they smash.

For the golem you'll have to fire-counter or, if you are with a friend smash-mill

Theres also a more advanced way, golems wont attack nor do skill untill their fully up, which gives you time to attack after a windmill if you have it cornered.

Basic

Ciar Basic can actually be easier than normal to those that can't handle multi-aggro yet.
Here you will find: Sickle and Spike Laghodessas and Ratmans.


For the Laghodessas just fight them as any spider. If you don't have a shield spike ones might damage you a bit if you use defense, use the icestun tactic.

As for ratmens, some people Ice-Counter them, but thats way slower, just start with a combo and defend, ratman has windmill, smash, counter and defense.
If the ratman loads a skill really quick and stays still is windmill, so don't get close and wait him on defense, or cast icebolt and defend.
if the ratman stays still but the skill doesnt load quickly is counter, you can windmill him from close and defend or bolt him, like explained with wolves.
Sometimes they stand still but they are actually doing defense, so if when you windmill they defend it do windmill again immediately , you'll have time(unless you lag a lot).
If the ratman says "I've found a weak spot", "Defend This!" or "Here I come". He's going to attack, most of the time they load smash, but don't cancel defense yet!, start moving backwards and observe, the ratman might cancel smash trying to fool you, so stay in defense, if he doesn't cancel the skill after a few steps then attack him.


The boss room is pretty much like Normal, except the golem has more HP and damage, and the skeletons are armored(Heavy-Stander)

Rabbie
Normal

Normal rabbie skells are non-armored, so you can combo them if you don't want to use ice-counter.
Skeletons react instantly after knockdown, meaning that they will activate a skill quickly if they are going to use one, but when they don't that means they are going to stare so you can go ahead and combo again, they usually stand still in defense too, but sometimes you can tell since they make a few steps first. If they stand still you can icebolt(or firebolt if you want even safer), and counter.
You can also windmill-spam skeletons, since they have human speed. and non-armored skeletons are easier, since they do a few turns before attacking you.
Red and metal skeletons have bows, so watchout!, If one of them draws a bow cast icebolt, a non-crit hit will make them switch back.
Metal Skeletons also have windmill, so if they load the skill really fast don't get close, and icebolt.
Gold Goblins

These multi-aggro, so try to lure them with icebolt, and kill them just like you would a regular goblin.

Basic

Basic is a bit more difficult for beginners, armored skeletons have heavy stander, so comboing isnt a good choice, you can ice-counter them. But WM spam is faster(r9+ wm recommended).
Lycanthrope

Lycans lvl up after a knockback, meaning that they will heal, the only skill that doesnt make them lvl is windmill, so the best way is to spam WM, they are really slow so you shouldn't have any trouble wm spamming these, specially since your with a party here.


The succubus

Succubus for normal and basic have the same AI, red just haves more HP and dmg.

Beating human-speed bosses is quite easy once you get the hang of it.
You can just spam firebolt or magnumshot, or even smash, for smash you have to stay close enough in case she casts, but far enough so she doesnt hit you.

The easiest way is probably fire-ice-counter. Even if succubus has mana refractor, her speed lets you counter in time if she's in the right distance, thats why you use fire.



Math
Math is just like ciar normal, kobolds just have a bit more HP.

Pocket Mouse: These are a rare spawn in math, they multi-aggro and cast lightning bolt a lot, if you cast ice to them they'll level up. It will be hard for a beginner if your soloing, your best bet is to try to 1 hit them with smash.

Giant Skeleton: Another rare spawn in math, usually before the boss room, they look scary because of their size, but they are just as dumb as regular skeletons, so use the same tactics as explained on Rabbie Normal, only difference here is that these skeletons can attack you from really far, because of their size, but that means you can attack them from as far too.

Hellhounds: The bosses, theres 3 of them, lure them to fight 1 on 1. After getting knocked back they won't attack you normally they just run around or cast a skill, so pay attention and react according to what you have (hopefully) learnt till now.
Load a smash after the knockback, smash if he runs, uses defense or casts firebolt. Windmill if he counters and run after him quickly after that since he's most likely going to cast firebolt after that.


Fiodh

Fiodh have jackals(wolves AI), werewolves(very similar to Lycans AI), snakes, some bears, wisps and sometimes gremlins and a pair of gorgons.

Werewolves: Slightly faster than human-speed, WM Spammable. Easiest/Safest way is to ice-counter since they have Heavy-Stander. They have windmill, so watch out when they load quickly. For defense, they sometimes don't move at all, but mostly they make a few steps, so go ahead and smash( or wm>wm ) and cast icebolt right after, or WM if you are wm spamming.

Snakes: Easy as spiders, only difference is that they cancel defense faster, so if you don't rush quickly for smash you won't have enough time.


Bears: Bears can be tricky for beginners, they always fake smash if they are a bit far from you ! they cancel it really close to you. So NEVER cancel defense if you are a few feets away. However, if he's loading smash(you'll have to tell because of the long loading time) really close to you, he won't cancel it. They also sometimes load counter right in front of you, you can windmill>Defense if that happens. If they use defense, you'll have time to smash.

Another safer way to kill them is to fire-counter them.

Wisps: Spell-casters. When they do a skill they "talk".
! = Regular Attack
!! = Defense
!!! = Lightning Bolt
!!!! = Smash
!!!!! = Counter

A good way to beat these guys is with the use of ice-stun, right after the combo do ice,
If he uses regular attack(!) hit him with the bolt, attack and repeat.
If he uses defense(!!) get close to him, really close, hit with the bolt and attack quickly.
If he uses Lightning Bolt(!!!), cancel the bolt and attack him quickly.
If he uses Smash(!!!!), do the same as (!).
If he uses Counter(!!!!!), Do the same as (!!).

Gorgons: If your soloing rush to the safest corner, try to get single-aggroed and fire-counter. They have Natural Shield, Heavy-Stander and Mana Refractor.
If you are with a friend each can take one.

If you get multi-aggroed you'll have to windmill, do healing while in the animation (it adds defense), or atleast do defense so you block 1 gorgons attack.

One thing about gorgons that you should note is that if they use a skill right after it gets knocked down he is going to cancel it too fast, so you won't have time to smash. But if he uses the skill after a while of getting knocked down, you will have time.


Flying Sword: These are in the boss room, easiest way to kill them is to 1+WM them. they will always cast lightning bolt after being windmilled so you have time to do the same thing over and over. Don't use icebolt on these, they will level up.


Barri
Your going to do this for one of the beginners quest. Can be a bit tricky because of the multi-aggro room of gobs+archers, all of this is already explained on Ciar tactics.

Imps: use the same tactic as with a flying sword, they cast after being windmilled.

Ogre Warrior: The boss of barri is 5 of these. Use fire-counter, problem with these is that when they stomp right in fron of you. They have high heavy-stander so attacking them when this happens is not a good idea, but their stomp range is lower than golems, so you can run for a bit and then start walking so you don't get hit.
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