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Thread: Puppetry guide, No Strings attached!

  1. #1
    the Grumpy Alchemist Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa's Avatar
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    Puppetry guide, No Strings attached!

    Tropacat's Puppetry Guide

    I'm writing this guide for those who are looking into using Puppetry and plus, I haven't seen any guides on this skillset either.


    - - - - - - - - - - - - - -


    Act 1: Introduction to Puppetry - Marionettes
    This skillset is rather unique from the other skillsets. With Control bars in hand, You are able to use Colossus Marionette and Pierrot Marionette. You can also use two skills with handle bars that can aid in combat when you don't have a Marionette summoned.

    Control Marionette[Mastery]
    This skill allows one to Connect and Disconnect from your Marionette, While connected you'll be able to move and attack with your Marionette, this passive mastery also adds Marionette stats(Damage/Crit/Balence) the max range that a Marionette can be controlled from the user is 700, any further and it will be disconnected.
    Rank1
    55 Aditional Max damage / 30 Aditional Min damage
    20 Aditional Critical
    15 Additional Balence
    148 Ap needed

    What are Marionettes?
    Marionettes are the Puppets you use to fight with, They have their own HP and "Max and Min damage" as well as Defense/Protection/Magic defense. They also use 70% of your charature's screen damage. Their appearance changes as their Respective masteries hit higher ranks(Ranks 9 and 5). They also have their own unique skill animations. Monster's will also aggro Marionettes as if it was a player entity.


    Colossus Marionette[Mastery]
    This Colossal Knight will put fear into your enemy's eye, with his bulky armor and giant arms, he'll gladly crush anything!


    Pierrot Marionette[Mastery]
    This Clown may not seem much, but she can pack a mean punch with her hidden weapons, no matter how big the foe is, she'll take it head on!


    These Marionettes are completely the same stat wise
    Rank1
    190 Max damage / 80 Min damage
    1200 Heath points
    60 Base critical
    50 Base Balence
    25 Defense
    15 Protection
    15 Magic defense
    5-Sec cooldown time
    115 Ap needed(for each Mastery)

    - - - - - - - - - - - - - -


    Act 2: Control Bar/Marionette Damage
    Like said before, Marionettes have their own Max and Min damage and that they use 70% of your character's screen damage.
    Example: You have 300Max damage, your Marionette with gain 210 of it.
    Marionette Damage, of cource, gains maximum damage from The masteries, titles and enchants.
    Control bars get max damage from Strength and Dexterity. Every 3.5 Str or Dex will add +1 Maximum damage to Control bars while every 5 Str and Dex will add +1 Minimum damage to Control bars.
    Example: You have 300Max damage with the Control bars, which is +210max to your Marionette so... 210 + 190(Marionette mastery) + 55(Control mastery) = 455 Damage on your Marionette
    There are four different types of control bars: Basic, Engraved, Jeweled and Demonic.
    • Basic Controls bars can be bought at Huw for 10,000 gold.
    • Engraved Control bars was obtainable from the Puppeteer's talent event, bought off from players.
    • Jeweled Control bars can be bought from Commerce Imps for 1.2mil ducats.
    • Demonic Handles are made with Rank1 Handicraft.


    - - - - - - - - - - - - - -



    Act 3: Enchants for Gear
    Enchants are important for Puppetry, as well as any other skillset.

    Control Bar
    Colossus Carved +10~15max, +15~30STR, +20 Marionette max, +10 Marionette min

    Cheap set
    Head: Catastrophic Wild boar
    Acc(x2): Topaz/Corundum Wild boar
    Body: Marionette Wild boar
    Gloves: Topaz/Corundum Wild boar
    Shoes: Topaz/Corundum Wild boar

    Full Puppet max
    Head: Nostalgic Dexterity
    Acc(x2): Nostalgic Sonnet
    Body: Nostalgic Ambush
    Gloves: Nostalgic/Controlled Raven
    Shoes: Tragedy Butterfly/Viscount

    Hybrid Set
    Head: Oblivion Dexterity = +20max, +10 DEX
    Acc(x2): Memory Wild Boar = +7~9max
    Body: Special Ambush = +15~19max
    Gloves: Oblivion Raven = +15~18max
    Shoes: Fleet Viscount = +9~13max
    total: 73~88max(51~61 Marionette max)

    Methods of obtaining these enchants:
    Oblivion(Prefix:r9) is a rare drop from Giant Long-horned gnus
    Memory(Prefix:r9) is a uncommon drop from Peaca normal
    Dexterity(Suffix:rA) is a uncommon drop from Sulfur Spiders in the Shadow realm(Int~Elite)
    Special(Prefix:r9) is Random drop from Ancient titled monsters
    Ambush(Suffix:r9) is bought from the Commerce imp for 400k ducats
    Fleet(Prefix:r9) dropped from Fomor Attack(adv~Elite)
    Viscount(Suffix:rA) 10big star reward from Hot-air ballooning
    Wild Boar(Suffix:rB) Commonly drops from most Taillteann missions
    Raven(Suffix:r9) You get these pre-enchanted from the g15 story line

    - - - - - - - - - - - - - -



    Act 4: Wire Skills
    Wire skills are the skills you can use with Control bars that don't need puppets, they're mainly support for party play.

    Wire Pull[Offensive]
    This is a unique skill, with this skill you can "Pull" your target to you. After the target lands, I'll have a moment of stun, so it'll be open for any attack such as Smash. This could be useful in party play as well, If your party mate is being attacked by a monster, you can pull it away! If you attempt to Wire pull a monster that is running out of your range, It'll fail to pull, keep this in mind. If you have good timing, you can pull monsters that are attacking with ranged or loading Magic.

    Rank1
    250% Damage
    1300 Range
    5-Sec cooldown
    154 Ap needed
    Puppet's Snare[Support]
    This skill allows you to immobilizes an enemy for a set amount of time however, you cannot move or attack as well. It also deals small amounts of damage over time while the target is wired. These are called "Tics" while happen every 3 seconds.
    This skill is strongly for party play, but, it has a nice use for solonogi, too!
    While snaring the target you can freely summon a Marionette and you can also stop Archers and Mages while they are loading their skills(Comes in very handy in Peaca!).
    After the skill's animation is done, the monster will revive Detachment damage, which causes them to be knocked down.
    • A notable monster that is snarable are Blinkers.

    Rank1
    80 Bind damage
    170 Damage for every "Tic"
    1300 Range
    145 Ap needed

    - - - - - - - - - - - - - -


    Act 5: Act Skills
    Act skills are the main skills of this move set, used by your Marionettes.


    Act 1: Inciting Incident[Offensive]
    This skill allows you to sling your Marionette at the target instantly, knocking them back, this skill comes in handy if a monster is about to attack you, as well as making some interesting combos. It can also be used to stop monsters from loading skills.
    Can't really say much, but it's well worth ranking!
    • Ignores the Defense skill and Melee ping.

    Rank1
    200% damage
    850 range
    3-Sec stun time
    5-Sec cooldown time
    135 Ap needed

    Act 3: Threshold Cutter[Offensive]
    The Marionette strikes the target three times, the last hit is the strongest. During the skill animation, the monster can retaliate with Counterattack before the 3rd hit lands. It can also be interrupted by another player's attack. Critical hit rate is divided for the 3 hits. This can also be used as a staller.
    • Ignores Defense skill and Melee ping.

    Rank1
    200% damage for first and second hits.
    300% damage for the last hit.
    7-Sec cooldown time
    +35% Additional critical for Threshold Cutter
    149 Ap needed

    Act 4: Rising Action[Offensive]
    This skill is basically the "Windmill" of puppetry, it damages and knocks back all surrounding monsters around the player. This skill can become useful right after using Crisis. It can also serve as a way of bring your Marionette to you instantly as long as your still connected. Much like Windmill, it ignores Protection for critical rates. All in all, it's the Marionette's Windmill.
    • Blocked by the Defense skill

    Rank1
    300% damage
    650 radius
    5-Sec cooldown
    161 Ap needed

    Act 6: Crisis[Offensive]
    This is one of Puppetry's most unique skill, This works like a reverse Windmill, instead of pushing enemies outward, it pulls everything in. It pulls everything under the Marionette into a neat pile, this is very useful for mob control, making all pulled monsters aggro to Marionette. You can proced to use a multi-target skill such as Windmill, Rising Action, Climatic Crash or Crash shot. For some reason, while in Crisis loading animation, you gain a glitched Advanced heavy stander. After used, your Marionette will gain a buff in Defense, Protection and Magic defense for a short amount of time.

    Rank1
    200% damage
    600 Radius
    0.7-Sec loadtime
    7-Sec Def/Prot buff duration
    40 Defense Buff after use
    15 Protection Buff use
    22-Sec cooldown time
    267 Ap needed

    Act 7: Climatic Crash[Offensive]
    This skill, right here, Is my personal favorite. Your Marionette does a devastating charge at your enemies hitting them 1~2 times. This skill is much like Lance charge with a much wider AoE.
    There seems to be a glitch where if the enemy is running to you the Climatic Crash will miss it. This skill also disconnects your Marionette after the skill animation is finished.
    It has a 1,000 Charge range with a massive 600 width. It's not a instant skill, you have to wait till the Marionette is done loading it, this is signaled with a flash, though you can use it just before the flash. If the skill fails to execute, however, it'll go into a 3-second cooldown time.

    Rank1
    500% damage
    1,000 charging range
    600 width
    1.4-Sec loadtime
    17 cooldown time
    282 Ap needed

    Act 9: Invigorating Encore[Supportive]
    The last skill to be listed, this is Puppetry's "Power-up" skill, thats increases Max, Min damage and decrease Act skill loading time for a set amount of time. Enemies around the Marionette will be pushed back after this skill is loaded. This also gives the Marionettes it's own AI while disconnected from the player, it'll attack anything nearby, It's AI, however, its rather basic and it'll always try to be near it's master. It'll randomly use Act1 and Act2 while it's disconnected. This skill can only be used when the Spirit Gauge is full, you fill the gauge by using Act skills, each skill contributes a different amount to the gauge.
     Spoiler


    Rank1
    60 Additional Max damage
    40 Additional Max damage
    60% Eruption damage
    600 Eruption radius
    30% Act skill load time reduction
    286 Ap needed

    - - - - - - - - - - - - - -


    Act 5: Skill ranking/Training
    Telling you some places where you can get nice Training EXP.
    Keep in mind these skills ARE grindy, so it's to your best interest to rank them passively and use them as much as you can while running dungeons and missions! Keep in mind the Marionette masteries are the only CP required ones!

    Wire Pull and Puppet's Snare
    The Mongooses outside of Quila base base or the Armadillos outside of Filia are exilent places to train the two at the same time, set party rules to "Anyone can finish" then kill the monster with snare then finish off with Wire pull.

    Act 1: Inciting Incident
    Same method as before, but without party rules.

    Act 2: Threshold Cutter
    For multi-hits the Sea trolls in Scathach beach have bulky HP and no HP, kills can be done as the same method seen above.

    Act 4: Rising Action
    The wild Plateau Wild Boar boars in Abb neagh are a decent training spot for this, for 8 hits, I recommend Sulfur spiders in the shadow realm basic.

    Act 6: Crisis:
    Sulfur Spiders work well, same goes for The other Alchemist(not effective for the 8 monster requirement)

    Act 7: Climactic Crash
    Abb neagh and The other Alchemist could work well

    Act 9: Invigorating Encore
    The wild Plateau Wild Boar boars in Abb neagh and the Wolves in Tara work well.
    Don't forget when using Climatic crash try not to hit any enemies, cause you can still get EXP from just using it.


    - - - - - - - - - - - - - -



    Act 7: Taking Care of your Marionette
    Marionettes have their own Health points, like players. Once a marionette runs out of HP, it'll die, you can revive it with a Marionette repair kit.

    You can heal your Marionette with Marionette potions, Marionette repair kits, Huw and the Nimbus Healing effect. After constant use, however, the Marionette will be weakened.

    Marionette Potions
    Potions basically used to heal your Marionette, theres 30's, 50's, 100's, 300's and 500's.

    Marionette 30 Potions: Bought from Huw and Healer NPCs

    Marionette 50 Potions: Bought from Huw and Healer NPCs

    Marionette 100 Potions: Made through Potion making(Base potion, Sunlight herb, Tin Ore Fragment and Zinc Ore Fragment)

    Marionette 300 Potion: Made though Potion making(Base Potion, Mana Herb, Tin Ore Fragment, Zinc Ore Fragment and Nickel Ore Fragment)

    Marionette 500 Potion: Made though Potion making(Base Potion, Gold Herb, Tin Ore Fragment, Zinc Ore Fragment and Nickel Ore Fragment)


    Herbs: You can grow Sunlight, Mana and Golden herbs on your homestead.
    • You can get these somewhat commonly in Solea cavern.

    Ore Fragments: You can Get Tin, Nickle and Zinc from Metal conversion.
    • In G18, You can gather these from crystals through Drill mining.

    Marionette Repair Kits
    Repair kits are used to Heal your Marionette's HP and is also used to revive falling Marionettes.
    When you use in use, your character will do a animation which takes around 4 seconds. Depending
    on which kit you use will be how much your Marionette will recover. They also heal any damage done by potions.

    Marionette Repair Set[5% HP recovery]: Bought from Healer NPCs

    Fine Marionette Repair Set[20% HP recovery]: Bought from Healer NPCs

    Complete Marionette Repair Set[Full HP recovery]: Made with Handicraft(Blacksmith Hammer, Tailoring Kit, Gold Plate, Fine Firewood and Fine Fabric)


    Nimbus Pet
    If you own this pet, it'll heal 500 points on a marionette when summoned. If you see a party member with a injured Marionette, be a bro and summon a Nimbus for them!


    Cycling Marionettes
    Marionettes, after used in the field of combat for awhile will be worn out, so it'd be a good idea to rotate through both Puppets occasionally. Cycling will also help mob controlling by resetting mob AI.


    - - - - - - - - - - - - - -



    Act 8: Strategies, Tips and Combos
    In this part I'll share some Strats, tips and combos that might come in handy.

    Since enemies see Marionettes as a Player entity, they'll aggro the Marionette, this can also come to your advantage. Since Marionettes(mid and end game) are very tanky and can take alot of hits.
    You can make everything in the room hate the Marionette with Crisis and Rising action, You can also take aggro off of you with Act:1 and Act:2 ectect...

    Moving your Character while Connected
    While connected to your Marionette, Hold down Shift-click and you can move your character while connected, keep this in mind while using Rising action or Act:1.

    Group Nimbusing
    if you running something with someone who has a Nimbus pet, have Puppeteer gather around the person with the Nimbus pet to heal them all at once!

    Interrupting your attacker
    If your still connected while being under attack by a monster, you can make your Marionette hit the attacker, this can be a life saver at times.

    Solo Tactics

    Crisis Crush
    This is a very basic combination, you use Crisis to pull enemies into a neat pile then you can use either Rising Action, Climatic crash(Must be Rank1), Windmill or Dischord.

    Climatic Revolver
    Takes time, but you can also clear almost anything without having the enemies knowing your existence. You use Climatic crash from a far, desummon the Marionette after it's done crashing, resummon and wait for the cooldown, then repeat! This can come in handy in Missions like Secrets of Scathach Caverns.

    Inciting Smash
    Thanks to Act1's stun time, you can quickly switch to smash, then you can use Act:1 again and repeat. if the target tries to retaliate with Counter, use Windmill or Rising action.

    Golem Snare - Azareel
    While snaring your Target, you can control your summoned Golem to attack.

    Staller - Chihaya
    While most of your Puppetry skills are on cooldown you can stall your target with Wirepull + Lightningbolt.
    This should be followed by Act:1 or Counter.

    Climatic Closer[Yet to be tested]
    After using Climatic crash, you can us Closer to reach to your Marionette.

    Team Tactics
    Alright, lets get into party play!

    Flaming Crisis
    Have a friend with full charge Flameburst attack the pile of monsters you Crisis'd
    • This can also work with Hailstorm, Ice Spear and Thunder

    Hold the Ghast, please!
    Yes, one of the most intimidating monsters in the world of Erinn falls victim to Puppet snare.
    Having your party members hold it in place while you use a powerful skill on it, two puppeteer's(rank9+) can keep it in place forever. Of course this works with other bulky monsters too!


    There are many more combos out there, if you feel like sharing some, let me know!


    - - - - - - - - - - - - - -


    Act 9: Miscellaneous

    Just some tidbids of Puppetry


    What are Puppet Miniatures?
    Puppet minis are the dyable "cover" for Marionettes, theres currently 14, you get one out of two from the Puppet quest-line. Most can be dyed, they are dyed by using Miniature dyes, which can be bought from the cash shop for 900NX.
    They can be obtained from Event gachas.
    Full list of Miniatures + Mini dye:
     Spoiler



    - - - - - - - - - - - - - -


    Well, thats what I have to share, if you guys wanna add in anything, let me know! I do hope you guys find this helpful and I hope you enjoy this skillset as much as I do! I will update this actively, I still feel like I'm missing a few things.
    Last edited by Tropa; 05-18-2013 at 08:43 PM.
    Amanda/Shisummy


  2. #2
    Victorique Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou's Avatar
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    +Rep. Thanks for the guide, i'll be keeping an eye on it.

  3. #3
    Mabination User amizoris has just left the soul stream
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    i be pupet mastr after htis tho thank muhc kevni.

  4. #4
    Victorique Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou is a Nation Alchemist Gensokyou's Avatar
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    Quote Originally Posted by amizoris View Post
    i be pupet mastr after htis tho thank muhc kevni.


    But seriously, +reps. It's helped me learn a bit more about puppetry.

  5. #5
    Mabination User amizoris has just left the soul stream
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    I'll be a puppet master after reading this beautifully written guide! Thank you, Kevin!**

  6. #6
    Love and Tolerate Poptart the savior of Erinn Poptart the savior of Erinn Poptart the savior of Erinn Poptart's Avatar
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    Hm. Only two flaws...

    You forget to mention that the 'crash disconnects your puppet. Might be a good idea to do that, as it's not totally obvious at first glance.

    Second, since you put in 'Flaming Crisis', I'd add in the Ice Spear version.

    Otherwise, great guide >:D
    Insert amusing joke about a politician/media franchise/burger stop you dislike here.

  7. #7
    the Master Otaku Chihaya the shadow hero Chihaya the shadow hero Chihaya the shadow hero Chihaya the shadow hero Chihaya's Avatar
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    Another strategy.

    For cooldowns, it is extremely advised to utilize the Wire Pull + Lightningbolt combo in order to "hold back" a monster for about 2 seconds. While this only works with single aggro situations, this combo allows most of your puppetry skills to cooldown and be usable again. Of course, Act 1 should be used after this combo so you don't get smacked in the face.

    I've also noticed that there is great difference, depending on what Bars you use, or enchants, that affect puppetry damage.
    With the same stats, I'm sure you'll have to agree that a player with a Colossus Handle and Nostalgic-enchanted equipments will be far stronger in damage. Am I right?
    Playing Solonogi, Tenhou, and LOTS of eroge.
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  8. #8
    Minorin's Waifu radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise is a master of the Mabinogion radionoise's Avatar
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    Quote Originally Posted by Chihaya View Post
    I've also noticed that there is great difference, depending on what Bars you use, or enchants, that affect puppetry damage.
    With the same stats, I'm sure you'll have to agree that a player with a Colossus Handle and Nostalgic-enchanted equipments will be far stronger in damage. Am I right?
    It's not really a big difference. It's not noticeable.

    Having a couple extra puppet dmg enchants instead of your normal max dmg hybrid set is nice but not really a big deal... whether you have 650 puppet max or 700 puppet max no one will notice the difference in game during practical usage and there are advantages to hybrid set to consider. Same reason all races are basically the same, because being able to spend 2k more AP for 30 puppet damage when you already have 700+ is proportionally insignificant and there are other racial advantages to consider.

    It's fine to gear yourself for traditional max damage that will work for every skillset instead of using specialized puppet enchants, other skillsets get more benefit since they don't have ridiculous masteries and two stats contributing 90% of the damage already.

  9. #9
    The Great Owl
    Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo has transcended Tuatha Dé Danann Kaeporo's Avatar
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    Thanks for posting your guide.

    You may want to consider adding the following information:
    1. Enchant selection
    2. Skill ranking order
    3. Team tactics (Crisis > Hail Storm)/(Puppet's Snare > Focused Fist)


  10. #10
    the Grumpy Alchemist Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa is a master of the Mabinogion Tropa's Avatar
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    Thanks for the imput guys! I'll work on it more today. :)
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