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Thread: Erinn Martial Arts Tournament: 420BlazeIt

  1. #1
    Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas's Avatar
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    Erinn Martial Arts Tournament: 420BlazeIt

    1. Introduction
    Erinn Martial Arts Tournament, more commonly known as “MA”, is a series of theater missions consisting of 9 rounds in Avon. MA is often spammed by parties and guilds, as it provides an enormous amount of EXP relative to the time it takes to clear it. There are several methods of clearing each round, but the most effective method is to blaze, which will be covered in this guide. The effectiveness of these blaze parties can be ruined by ignorance of uninformed individuals, which is why players prefer to run MA with their guilds. However, sometimes those guilds are not always available and may not always understand how blaze functions with crisis, and forming a decent blaze party from randoms in Avon is difficult due to the ignorance of certain individuals.

    2. Roles
    There are two primary roles which include a puppeteer and blazer(s). There is another minor role, but is not required.

    a. Puppeteer AKA Crisis Slave
    What enables this combo to work is the crisis slave puppeteer, but only one is required. Having multiple puppeteers may be helpful if the first attempt fails, and during the final round. This role is typically played by a puppeteer who has r1 Crisis and the master title and/or crisis reforge hat. The puppeteer must use Act 6: Crisis, and immediately follow up with Act 4: Rising Action. Do note that any excessive delay with Act 4 will cause the NPCs to be knocked back, instead of down, due to the loss of the buildup in the knockdown gauge over time.
    However, before this is done, the puppeteer should move into the center of the NPCs, which will allow them collect the highest number of NPCs with Crisis. If Deian or Ruwai spawns, the puppet should hit said NPC before using Crisis, so that those summons will be collected by Crisis as well. Wire Pull can be used to drag any NPC outside of the crisis radius in beforehand.

    Act 4: Simply gather the NPCs with Crisis, and follow up with Act 4. (Blazer(s) will stand on the puppet)

    It’s possible to use Act 7: Climatic Crash instead of Act 4, but Act 4 is preferred over Act 7, as it is arguably easier to coordinate with the blazer(s).
     Act 7


    b. Blazer(s)
    The blazer(s) will use blaze, hence the name. Only one blazer is required, but having multiples will yield better results, as blaze can be stacked. This role is typically played by a mage with r1 Blaze, and have a high MATK. A blaze damage reforge is useful, but not required as there can be multiple blazers. All blazes must released at around the same time, or a knockback of one or more blaze'd NPC will occur.
    There should be enough time at the start of crisis and the end of Act 4 for blaze to be fully charged.

    However, before charging blaze, the blazer(s) must move into position.
    Act 4: Follow the puppet and stand on top of it (or slightly behind). Once the puppet is in position, the blazer(s) should start charging blaze. Once Act 4: Rising Action ends (or near the end), the blazer(s) should release blaze.
     Act 7


    c. Everyone Else
    The role of everyone else is not required, but may be helpful. Someone may WM any NPCs that are near the end of the arena so that the NPC will be within the crisis radius. If Deian or Ruwai spawns, someone may use a normal attack instead of the puppet, but be sure to discuss this with the party prior to starting.
     If puppeteer is lagging...


    3. What Not to Do
    As stated before, blaze is the most effective way (unbuffed/unprepared) of clearing rounds in MA, but may be ruined by the individuals who lack understanding of how blaze functions.

    Blaze functions by using the knockdown provided by act 4/7 in a group collected by crisis. Moreover, blaze damage comes from knockdown, and therefore it is best not to interrupt the combo because most skills affect the knockdown gauge. General rule of thumb is don’t do anything outside of your role when Crisis > Act 4/7 > Blaze is being performed.

    Under no circumstances should anyone:
    1. Use pets that lock mobs in place before or during crisis, act 4, or blaze. Pets like ice dragon and scooters prevent knockdown, which prevents blaze from doing actual damage.
    2. Use shadow bind before or during crisis. Crisis collects mobs in a group for blaze, and by using shadow bind, mobs cannot be collected. Knockdown is still possible with shadow bind, therefore, shadow bind works fine after crisis.
    3. Ele frozen blast before or during Crisis, Act 4, or blaze. Frozen blast functions in a similar matter to ice dragons. Knockdown gauge does not build up when frozen, therefore making blaze useless.
    4. Flame Burst into Crisis > Act 4. Flame burst affects knockdown, and will cause Act 4 to knockback, and therefore will not be in the blaze radius.
    5. WM everything away from the puppet. Pretty self-explanatory, if not, NPCs will be out of range.
    6. Use any skills have build up the knockdown gauge or causes knockback between crisis, act 4, and blaze. Knockback will occur, defeating the purpose of crisis, and will be out of blaze radius.
    7. Use shock before the combo is completed. Shock resets knockdown, therefore making blaze useless. Act 4 will knockback if shock is used.
    8. Use r1 Rain Casting in the first 8 rounds. The lightning that stuns may cause the NPC to be knocked back from Act 4 because it resets knockdown, defeating the purpose as the NPCs will not be in the radius of blaze.

    If a player is unsure about a skill, do not use it. The combo is easiest without interruption.

    4. Final Round
    As for the final round, Crisis > Act 4 > Blaze can be alternated. This will still clear rounds fairly quickly.
    This requires at least two puppeteers to alternative crisis > act 4 during the other puppeteer’s cooldown.

    1. Bring out 1st puppet to Crisis > Act 4 > Blaze.
    2. Put away puppet 1.
    3. Bring out 2nd puppet to Crisis Act 4 > Blaze.
    4. Put away puppet 2.
    5. Repeat steps 1-5 until NPCs are dead.
    Stun pets should be used when puppeteers are alternating puppets.

    5. Conclusion
    When done correctly, this combo should be able to clear rounds very quickly. Act 7: Climatic Crash can be used instead of Act 4, however, this requires the blazer(s) to be positioned differently. The party may follow up this combo with Act 7, IS>Blaze, or anything in general.
    The guide was written to enlighten individuals who lack understanding of what can and cannot happen in a blaze party.
    Feel free to add or correct anything. Thank you for reading!


    Videos:
    These videos are obviously not mine.
     videos
    Last edited by Kelvas; 11-03-2014 at 06:02 PM.

  2. #2
    Mabination User imagine95 the succubus slayer imagine95's Avatar
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    Might be useful to have r1 raincasting in the party.

  3. #3
    Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas's Avatar
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    Quote Originally Posted by imagine95 View Post
    Might be useful to have r1 raincasting in the party.
    Rain casting is very helpful, but doesn't work well with blaze if I recall correctly. It'll cause the initial mob that was blazed to be knocked back, which defeats the purpose of crisis.

    In the final round, however, rain casting should be used since crisis > act 4 > blaze will not work well.

  4. #4
    Rynn the all-knowing Rynn the all-knowing Rynn the all-knowing Rynn the all-knowing Rynn the all-knowing Rynn the all-knowing Rynn's Avatar
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    Quote Originally Posted by Kelvas View Post
    Crisis > Act 4 > Blaze is the most effective way of clearing rounds in MA
    Most effective unbuffed/unprepared way of clearing MA.

    Quote Originally Posted by imagine95 View Post
    Might be useful to have r1 raincasting in the party.
    The tiny little thunders ruin the blaze if they hit at the wrong time, and they hit at the wrong time a lot. It's not really needed outside of boss round anyway, since 1 strong blazer or 2+ decent ones will be destroying everything else.

    Quote Originally Posted by Kelvas View Post
    In the final round, however, rain casting should be used since crisis > act 4 > blaze will not work well.[/UB]
    If the servers aren't in terrible shape, you have 2+ puppets and a looot of stun pets, blaze still works well. You could do the combo like 2~3 times and the round just ends if you're a bit lucky with crits. Then again, the servers are always in terrible shape.

  5. #5
    Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas's Avatar
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    Quote Originally Posted by Oberynn View Post
    Most effective unbuffed/unprepared way of clearing MA.



    The tiny little thunders ruin the blaze if they hit at the wrong time, and they hit at the wrong time a lot. It's not really needed outside of boss round anyway, since 1 strong blazer or 2+ decent ones will be destroying everything else.




    If the servers aren't in terrible shape, you have 2+ puppets and a looot of stun pets, blaze still works well. You could do the combo like 2~3 times and the round just ends if you're a bit lucky with crits. Then again, the servers are always in terrible shape.
    I added some of that to the original post. Thanks.

  6. #6
    the noob ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman's Avatar
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    Also, Act 4 isn't the only that works well with blaze.

    You can still blaze while the puppet does Act 7 if you time and position correctly, which isn't hard to do.

  7. #7
    Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas the shadow hero Kelvas's Avatar
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    This was long overdue, but...

    Quote Originally Posted by ironwoman View Post
    Also, Act 4 isn't the only that works well with blaze.

    You can still blaze while the puppet does Act 7 if you time and position correctly, which isn't hard to do.
    Updated and added a little about Act 7. Thanks.

    Quote Originally Posted by Oberynn View Post
    If the servers aren't in terrible shape, you have 2+ puppets and a looot of stun pets, blaze still works well. You could do the combo like 2~3 times and the round just ends if you're a bit lucky with crits. Then again, the servers are always in terrible shape.
    Added a section for the alternation of crisis in the final round. Thanks.



    Also added some explanations of why certain actions shouldn't be taken....
    Last edited by Kelvas; 10-12-2014 at 08:18 PM.

  8. #8
    ORANGES?! Citrusjuice the succubus slayer
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    if I know a lot of blazers, would it be smart to ONLY rank crisis for the range to do ma even if I have no Dex?

  9. #9
    the noob ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman is a Nation Alchemist ironwoman's Avatar
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    Quote Originally Posted by Citrusjuice View Post
    if I know a lot of blazers, would it be smart to ONLY rank crisis for the range to do ma even if I have no Dex?
    No.

    You want to follow up with act 4 so that Blaze can follow up. And also, in case blaze fails, you should also act 7.

  10. #10
    ORANGES?! Citrusjuice the succubus slayer
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    Quote Originally Posted by ironwoman View Post
    No.

    You want to follow up with act 4 so that Blaze can follow up. And also, in case blaze fails, you should also act 7.
    I thought rF act 4 would suffice? :c
    as mentioned above , I'm only a slave right lol.

    also I don't see a lot of puppeteers act 7 when there's a good blazer so i thought I'd rank it later

    tbh I was gonna finish range before puppets but I'm getting impatient
    Last edited by Citrusjuice; 11-03-2014 at 01:24 PM.

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