Criticalxhit
04-20-2010, 11:38 PM
►Using Windmill Effectively◄
Criticalxhit's 1st Guide
http://mabi.osayidan.net/img/skills/Windmill.png
T. of Contents
{Work in Progress}
-------------------------------------- ~ --------------------------------------
When you start actually playing Mabinogi, everyone tells you "Get r1 Win•Mill (pun intended), it's the best, most over-powered skill in the game!". And it is. But for the skill to be truly powerful, you have to have to know how to use it. This guide is designed to teach those who don't already know, how to really use Windmill.
-------------------------------------- ~ --------------------------------------
••••••••► Getting Equipped ◄••••••••
A Windmiller's best friend is a Critical hit. Because critical chance is capped at ~30%, and WM ignores protection (which decreases crit. chance), all you'll need is 30% critical. Thankfully (unlike r1 WM), 30% critical chance is simple to achieve. Here are some options for an easy 30% critical (if you already have 30%, skip to the UNDERSTANDING section)
►The Gear◄
Stiff Tail Caps are strongly recommended for someone in need of easy critical. The Stiff enchant is enabled on weapons, meaning it gives 10% Crit to to any equipped weapons. For example:
Stiff Cap + Stiff Mace = [10+10] = +20% Crit for the mace, not your hat (+20%).
Stiff Cap + Stiff Mace + Stiff Mace = [10+10]+[10+10] = +20% Crit for each mace (+40%).
►Dual Wielding with WM◄
Because dual wielding gives higher dmg output than single wielding, dual wielding is recommended for Erinn's WMers.
Note: [+5 Luck = +1% Crit | +10 Will = +1% Crit]
Recommended: Gladii ► [12+12]/2= 12%(*22%) | Note: Ranald's upg. (first in 230 seq.) will decrease critical by 10%
Maximum Critical(not necessary):Hooked Cutlass, Broad Sword, Dagger, Fluted Short Sword (Emphasis on Cutlass/Broad)
For Giants: [Stiff] Maces ► [15+15]/2 = [55%] 15%
*(Bracketed Values apply to Crit% w/ Stiff Cap)
►Other Options◄
Stun: Two-Handed Sword/Claymore ►0%/5%(10%/15) critical |You will learn why stun is important farther down
Practicality (w/shield): Mace & Shield ► 15+0=15% |
•••••••OR•••••••: Claymore/2h & Shield ► 5%
••••••••► Understanding Windmill ◄••••••••
http://mabi.osayidan.net/img/skills/Windmill.png
Now that you have the critical to use it, you can begin to understand what it really is happening while you're spinning...
Windmill knocks down all opponents within the a set radius, unless they are using defense. Enemies will stay downed longer based on the weapon's stun time.
This means that a Very Slow weapon will give you more time to Windmill right after a successful Windmill
Windmill gives the user brief period of invincibility:
If the player has been knocked down or back by a previous attack, he/she will be invincible for a very brief moment just right before the skill is loaded – if one attempts to attack the player a few milliseconds before before Windmill is loaded, the skill will cancel itself, and one will completely "miss" the player, showing attack animation without damage and stun. This interrupts the opponent's chain of normal attack and gives the player a short chance to retaliate or run away. However a combo attack may be applied after the skill cancel.The player will also be invincible for a brief moment during the spinning animation phase. ~M-world wiki
Windmill resets the monsters AI! With this knowledge, you can apply Windmill strategically to many situations. For example, those pesky imps that charge LB after aggro'ing you will charge LB after being WMed 99% of the time. So just WM them, then hit them while they're charging!
Many skills can be loaded during the spinning animation of WM, making it even more versatile
••••••••► Basic Applications ◄••••••••
Strategic Notation: ►Loop | •Repeat Loop
http://mabi.osayidan.net/img/skills/Windmill.png
The following strategies are commonly used or easy to pull off.
►Clearing a Room◄
By far the most satisfying use of WM, especially at higher ranks. Simply center yourself in the middle of a mob before you are aggro'ed, and hope for a Critical Hit. Before you start spinning, make sure you know what you will follow up with, especially if you cant 1HKO everything.
►Clearing a Room (r1 WM)◄
http://www.youtube.com/watch?v=IIMiyuHfA4A
Notice how one of the Knolls runs up to attack, but waits until the spinning animation finishes. This happens when you hit a monster in defense, or when a monster barely evades your WM. Instead of retaliating, simply load and execute WM again at your leisure
►Countering w/Windmill◄
Yes, I'm talking about the requirement for WM at the lower ranks, but you're passed there by now... right? *:P* In desperate situations, WM countering can give you the space you need to Play Dead, or charge another WM.
►WM in Regular Combos◄
Like counter and defense, WM can also be used defensively. These basic loops all incorporate WM:
Def►WM•Def►WM... [r9 WM required]
Norm./Smash►Counter/Def.►WM•Counter/Def.►WM...
Many more (open to suggestion)
Both of these loops are most effective when the following skill is loaded during the previous skills' animation
►Smash•Mill◄
This tactic is ideal for any Fomor trapped in against a wall. It allows you to get away with Smashes regularly during combat, which is rare. It is most effective in groups on bosses like golems.
http://www.youtube.com/watch?v=hcetj1Z6G9g
Smash►WM•Repeat
and for the archers out there:
(Magnum•Mill)
Mag. Shot►WM•Repeat
Again, load the upcoming skill during the previous skill's animation.
This tactic works in most cases because after WMing, the monster's AI resets, and by the time it's "makes up it's mind", it's being smashed again, then WMed, then smashed... The same tactic is even more lethal in a group. Just make sure you stay constant, at the risk of retaliation, like WM counter
►WindRange/WindRevolver◄
These melee/range hybrid tactics are ideal for beginners, who should be focusing on not getting hit. To use this tactic, simply use Ranged Attack from point blank range (0-Shot), then load WM and wait for the monster to run into your trap. As your opponent flies backwards, hit him with support shot or Ranged Attack and repeat. To pull off WindRevolver, do the same thing, but load and finishing using AR, and repeat. Another variation involves loading WM after shooting from a distance, especially if you are likely to miss. The knock back will give you time to gather yourself or your next move. Take in consideration that both skills can be very susceptible to lag.
••••••► (More) Advanced Applications ◄••••••
http://mabi.osayidan.net/img/skills/Windmill.png
►AutoMill◄
This skill allows you to replace human WM lag at the cost of more connection lag. However, if you trust your connection, it is a useful addition to your repertoire of WM tricks. AutoMill lets WM activate itself, instead of having you manually control when to spin. To do this, click & hold a spot inside your WM range, and load WM (make sure you are holding before you load the skill). When WM loads, the "No target in Range" message should repeatedly flash on your screen. When a wandering or aggravated Fomor walks into your range however, you will WM them. If your click & hold didn't work, you can click and hold outside of your range, and drag the cursor inside of your range for the same result. This trick can be substituted to nearly any tactic, but remember, this trick is liable to get you KO'd in vain.
►N+WM◄
This tactic involves some timing, and will not work with every weapon, but is very useful. It is my personal favorite, because it allows you to do a lot more dmg than you would with a WM by itself, since you can get 1-2 hits in before you WM. To pull this off, you have to know the basics of N+1. Essentially, it is a pause after a certain # of hits that allows you to hit the enemy more than usual w/out knock back (link to N+1 guide). For example, With gladii, it is two hits, followed by a WM (load during hit anim.), and for a mace/two handed weapon, it is one hit then load, or harder, two hits (delayed) followed by WM. Anything faster than "normal" speed is risky, and might cause the Fomor to retaliate before WM has finished loading, but N+WM is possible with daggers. Also, WM below r9 has a slower loading time, so slower weapons are recommended.
►WindHeal◄
This is a last resort strategy for that dreaded situation where you are guaranteed a blow. After WMing, load Heal for the extra DEF bonus (yes, even healing has a hidden power). When it's your turn, WM your offenders, and recast heal. Try to limit this skill to fast monsters that won't just kill you through you heal shield and laugh at you (your friends will probably laugh at you too, until they get aggro'ed). Dungeon bears seem to enjoy teaming up on you, but don't use this strategy on bears unless you have the defense to survive it (high critical, fairly high dmg)
►WM Spam◄
This strategy allows you to get away with murder, at the cost of HP loss. It is usually used against a single enemy, and requires at least r9 to pull off. By continuously using WM, the Fomor will continuously run into the following WM, and so on. At r9, The range of WM restrains the use of this strategy against the faster Fomors, like bears, but even at r5 and r1 WM, you can't use the strategy indefinitely. To prolong this strategy, use a slower weapon to keep the opponent(s) on the ground for longer. Fast and very fast weapons won't work efficiently because the opponents will recover too quickly. Also, do not "spam" the WM hotkey; time it so that you won't experience delay after pressing the WM hotkey (~the end of the spinning anim.). Also, keep in mind that higher ranks drain your stamina WAY faster than you can regenerate it. If you look at the first reference video, you can get an idea of how this works. (More videos will be uploaded soon)
►N+WM + Def◄
This strategy is ideal in a crowded single aggro' room, like skele switch rooms. It has a very low chance of activating Heavy Stander (below adv. HS)
Instead of: Def►WM•Def►WM...
Try: Smash/N+WM►Def•N+WM...(Smash as an optional opening)
►Golem Mill◄
This tactic, Shironi's suggestion, involves using a summoned golem's WM along with your own WM to keep the enemy pinned. Although I've never tried it, I can almost guarantee that you will need to act quickly to keep both you and your golem WMing constantly. However, the result would be lethal if done properly
►Hybrid Stategies◄
With these new techniques, you can begin to start really utilizing WM. For example, consider the following -- when you're facing goblins or kobolds, they will run around you after aggro'ing you. Knowing this, WM them, and if they don't die (they should) chase after them and intercept their run (don't try this with gremlins, they're too fast). The same applies with imps and most other things that like to cast their element, like Shadow Wizards (Note: I can't say this always works with S. Wiz's). Knowing your enemy is paramount for strategies like these -- the difference can kill you.
•
This (my 1st guide) needs more input to be complete. Feel free to post suggestions for things to add, or give constructive criticism. Please rate, add tags, and add rep., if appropriate.
-------------------------------------- LOG --------------------------------------
Guide Submitted ~11:30PM [East. Canada Time] | 20/4/2010 -- Pics/Vids to be added
21/4/2010 -- Format changes to suit the front page version, added: WindHeal, WindRange, WindRevolover, Gear section, and Automill
22/4/2010 -- Typo fixed, added Mag.Mill and RangeMill var.
1/5/2010 -- Added to SmashMill (video, group)
:bye:
Criticalxhit's 1st Guide
http://mabi.osayidan.net/img/skills/Windmill.png
T. of Contents
{Work in Progress}
-------------------------------------- ~ --------------------------------------
When you start actually playing Mabinogi, everyone tells you "Get r1 Win•Mill (pun intended), it's the best, most over-powered skill in the game!". And it is. But for the skill to be truly powerful, you have to have to know how to use it. This guide is designed to teach those who don't already know, how to really use Windmill.
-------------------------------------- ~ --------------------------------------
••••••••► Getting Equipped ◄••••••••
A Windmiller's best friend is a Critical hit. Because critical chance is capped at ~30%, and WM ignores protection (which decreases crit. chance), all you'll need is 30% critical. Thankfully (unlike r1 WM), 30% critical chance is simple to achieve. Here are some options for an easy 30% critical (if you already have 30%, skip to the UNDERSTANDING section)
►The Gear◄
Stiff Tail Caps are strongly recommended for someone in need of easy critical. The Stiff enchant is enabled on weapons, meaning it gives 10% Crit to to any equipped weapons. For example:
Stiff Cap + Stiff Mace = [10+10] = +20% Crit for the mace, not your hat (+20%).
Stiff Cap + Stiff Mace + Stiff Mace = [10+10]+[10+10] = +20% Crit for each mace (+40%).
►Dual Wielding with WM◄
Because dual wielding gives higher dmg output than single wielding, dual wielding is recommended for Erinn's WMers.
Note: [+5 Luck = +1% Crit | +10 Will = +1% Crit]
Recommended: Gladii ► [12+12]/2= 12%(*22%) | Note: Ranald's upg. (first in 230 seq.) will decrease critical by 10%
Maximum Critical(not necessary):Hooked Cutlass, Broad Sword, Dagger, Fluted Short Sword (Emphasis on Cutlass/Broad)
For Giants: [Stiff] Maces ► [15+15]/2 = [55%] 15%
*(Bracketed Values apply to Crit% w/ Stiff Cap)
►Other Options◄
Stun: Two-Handed Sword/Claymore ►0%/5%(10%/15) critical |You will learn why stun is important farther down
Practicality (w/shield): Mace & Shield ► 15+0=15% |
•••••••OR•••••••: Claymore/2h & Shield ► 5%
••••••••► Understanding Windmill ◄••••••••
http://mabi.osayidan.net/img/skills/Windmill.png
Now that you have the critical to use it, you can begin to understand what it really is happening while you're spinning...
Windmill knocks down all opponents within the a set radius, unless they are using defense. Enemies will stay downed longer based on the weapon's stun time.
This means that a Very Slow weapon will give you more time to Windmill right after a successful Windmill
Windmill gives the user brief period of invincibility:
If the player has been knocked down or back by a previous attack, he/she will be invincible for a very brief moment just right before the skill is loaded – if one attempts to attack the player a few milliseconds before before Windmill is loaded, the skill will cancel itself, and one will completely "miss" the player, showing attack animation without damage and stun. This interrupts the opponent's chain of normal attack and gives the player a short chance to retaliate or run away. However a combo attack may be applied after the skill cancel.The player will also be invincible for a brief moment during the spinning animation phase. ~M-world wiki
Windmill resets the monsters AI! With this knowledge, you can apply Windmill strategically to many situations. For example, those pesky imps that charge LB after aggro'ing you will charge LB after being WMed 99% of the time. So just WM them, then hit them while they're charging!
Many skills can be loaded during the spinning animation of WM, making it even more versatile
••••••••► Basic Applications ◄••••••••
Strategic Notation: ►Loop | •Repeat Loop
http://mabi.osayidan.net/img/skills/Windmill.png
The following strategies are commonly used or easy to pull off.
►Clearing a Room◄
By far the most satisfying use of WM, especially at higher ranks. Simply center yourself in the middle of a mob before you are aggro'ed, and hope for a Critical Hit. Before you start spinning, make sure you know what you will follow up with, especially if you cant 1HKO everything.
►Clearing a Room (r1 WM)◄
http://www.youtube.com/watch?v=IIMiyuHfA4A
Notice how one of the Knolls runs up to attack, but waits until the spinning animation finishes. This happens when you hit a monster in defense, or when a monster barely evades your WM. Instead of retaliating, simply load and execute WM again at your leisure
►Countering w/Windmill◄
Yes, I'm talking about the requirement for WM at the lower ranks, but you're passed there by now... right? *:P* In desperate situations, WM countering can give you the space you need to Play Dead, or charge another WM.
►WM in Regular Combos◄
Like counter and defense, WM can also be used defensively. These basic loops all incorporate WM:
Def►WM•Def►WM... [r9 WM required]
Norm./Smash►Counter/Def.►WM•Counter/Def.►WM...
Many more (open to suggestion)
Both of these loops are most effective when the following skill is loaded during the previous skills' animation
►Smash•Mill◄
This tactic is ideal for any Fomor trapped in against a wall. It allows you to get away with Smashes regularly during combat, which is rare. It is most effective in groups on bosses like golems.
http://www.youtube.com/watch?v=hcetj1Z6G9g
Smash►WM•Repeat
and for the archers out there:
(Magnum•Mill)
Mag. Shot►WM•Repeat
Again, load the upcoming skill during the previous skill's animation.
This tactic works in most cases because after WMing, the monster's AI resets, and by the time it's "makes up it's mind", it's being smashed again, then WMed, then smashed... The same tactic is even more lethal in a group. Just make sure you stay constant, at the risk of retaliation, like WM counter
►WindRange/WindRevolver◄
These melee/range hybrid tactics are ideal for beginners, who should be focusing on not getting hit. To use this tactic, simply use Ranged Attack from point blank range (0-Shot), then load WM and wait for the monster to run into your trap. As your opponent flies backwards, hit him with support shot or Ranged Attack and repeat. To pull off WindRevolver, do the same thing, but load and finishing using AR, and repeat. Another variation involves loading WM after shooting from a distance, especially if you are likely to miss. The knock back will give you time to gather yourself or your next move. Take in consideration that both skills can be very susceptible to lag.
••••••► (More) Advanced Applications ◄••••••
http://mabi.osayidan.net/img/skills/Windmill.png
►AutoMill◄
This skill allows you to replace human WM lag at the cost of more connection lag. However, if you trust your connection, it is a useful addition to your repertoire of WM tricks. AutoMill lets WM activate itself, instead of having you manually control when to spin. To do this, click & hold a spot inside your WM range, and load WM (make sure you are holding before you load the skill). When WM loads, the "No target in Range" message should repeatedly flash on your screen. When a wandering or aggravated Fomor walks into your range however, you will WM them. If your click & hold didn't work, you can click and hold outside of your range, and drag the cursor inside of your range for the same result. This trick can be substituted to nearly any tactic, but remember, this trick is liable to get you KO'd in vain.
►N+WM◄
This tactic involves some timing, and will not work with every weapon, but is very useful. It is my personal favorite, because it allows you to do a lot more dmg than you would with a WM by itself, since you can get 1-2 hits in before you WM. To pull this off, you have to know the basics of N+1. Essentially, it is a pause after a certain # of hits that allows you to hit the enemy more than usual w/out knock back (link to N+1 guide). For example, With gladii, it is two hits, followed by a WM (load during hit anim.), and for a mace/two handed weapon, it is one hit then load, or harder, two hits (delayed) followed by WM. Anything faster than "normal" speed is risky, and might cause the Fomor to retaliate before WM has finished loading, but N+WM is possible with daggers. Also, WM below r9 has a slower loading time, so slower weapons are recommended.
►WindHeal◄
This is a last resort strategy for that dreaded situation where you are guaranteed a blow. After WMing, load Heal for the extra DEF bonus (yes, even healing has a hidden power). When it's your turn, WM your offenders, and recast heal. Try to limit this skill to fast monsters that won't just kill you through you heal shield and laugh at you (your friends will probably laugh at you too, until they get aggro'ed). Dungeon bears seem to enjoy teaming up on you, but don't use this strategy on bears unless you have the defense to survive it (high critical, fairly high dmg)
►WM Spam◄
This strategy allows you to get away with murder, at the cost of HP loss. It is usually used against a single enemy, and requires at least r9 to pull off. By continuously using WM, the Fomor will continuously run into the following WM, and so on. At r9, The range of WM restrains the use of this strategy against the faster Fomors, like bears, but even at r5 and r1 WM, you can't use the strategy indefinitely. To prolong this strategy, use a slower weapon to keep the opponent(s) on the ground for longer. Fast and very fast weapons won't work efficiently because the opponents will recover too quickly. Also, do not "spam" the WM hotkey; time it so that you won't experience delay after pressing the WM hotkey (~the end of the spinning anim.). Also, keep in mind that higher ranks drain your stamina WAY faster than you can regenerate it. If you look at the first reference video, you can get an idea of how this works. (More videos will be uploaded soon)
►N+WM + Def◄
This strategy is ideal in a crowded single aggro' room, like skele switch rooms. It has a very low chance of activating Heavy Stander (below adv. HS)
Instead of: Def►WM•Def►WM...
Try: Smash/N+WM►Def•N+WM...(Smash as an optional opening)
►Golem Mill◄
This tactic, Shironi's suggestion, involves using a summoned golem's WM along with your own WM to keep the enemy pinned. Although I've never tried it, I can almost guarantee that you will need to act quickly to keep both you and your golem WMing constantly. However, the result would be lethal if done properly
►Hybrid Stategies◄
With these new techniques, you can begin to start really utilizing WM. For example, consider the following -- when you're facing goblins or kobolds, they will run around you after aggro'ing you. Knowing this, WM them, and if they don't die (they should) chase after them and intercept their run (don't try this with gremlins, they're too fast). The same applies with imps and most other things that like to cast their element, like Shadow Wizards (Note: I can't say this always works with S. Wiz's). Knowing your enemy is paramount for strategies like these -- the difference can kill you.
•
This (my 1st guide) needs more input to be complete. Feel free to post suggestions for things to add, or give constructive criticism. Please rate, add tags, and add rep., if appropriate.
-------------------------------------- LOG --------------------------------------
Guide Submitted ~11:30PM [East. Canada Time] | 20/4/2010 -- Pics/Vids to be added
21/4/2010 -- Format changes to suit the front page version, added: WindHeal, WindRange, WindRevolover, Gear section, and Automill
22/4/2010 -- Typo fixed, added Mag.Mill and RangeMill var.
1/5/2010 -- Added to SmashMill (video, group)
:bye: