Vejosa wrote on 2010-11-01 00:18
Mabinogi is about Fantasy life, and being what you want to be.
I thought it would be a fun idea to think of common job classes in regular RPGs and MMORPGs and link mabinogi skills to them.
For example
Bard-
Fishing
Music Playing
Music Knowledge
Composition
Campfire
Cooking
Tame Wild animals
---Important Equipment---
Cloth Clothes
Lute, flute, Mandolin
Scrolls
Fine Grade wood(for campfires)
Hunter-
cooking
Magnum Shot
Crash Shot
Ranged Attack
Tame Wild Animals
Campfire
Sharp Mind
First Aid
---Important Equipment---
CrossBow
Cloth Clothing
Fine Grade Wood(campfires)
Rations(meat, cheese, milk)
Bandages
now its your turn, think of some classes or make up one, and link skills in mabinogi to this class that you feel would be important to them.
Hiccup wrote on 2010-11-01 00:21
Mage
Icebolt
Firebolt
Lightningbolt
Mana Shield
Magical Music
Wizard
Ice Spear
Fireball
Thunder
Blaze
Magical Music
Mana Shield
Summoner
Golem
Barrier Spikes
Taming
Username wrote on 2010-11-01 00:23
Demolition Expert
Chain Cylinder
Flame Burst
Heat Buster
Fireball*
Important Equipment
Tower Cylinder
Cylinder
-Large Shield-
Robe
* - Crystal form
Everwanderer wrote on 2010-11-01 00:26
Quote from Vejosa;199831:
Mabinogi is about Fantasy life, and being what you want to be.
I thought it would be a fun idea to think of common job classes in regular RPGs and MMORPGs and link mabinogi skills to them.
For example
Bard-
Fishing
Music Playing
Music Knowledge
Composition
Campfire
Cooking
Tame Wild animals
---Important Equipment---
Cloth Clothes
Lute, flute, Mandolin
Scrolls
Fine Grade wood(for campfires)
Hunter-
cooking
Magnum Shot
Crash Shot
Ranged Attack
Tame Wild Animals
Campfire
Sharp Mind
First Aid
---Important Equipment---
CrossBow
Cloth Clothing
Fine Grade Wood(campfires)
Rations(meat, cheese, milk)
Bandages
now its your turn, think of some classes or make up one, and link skills in mabinogi to this class that you feel would be important to them.
Leather equipment is the standard for hunting classes in most RPG settings~
Vejosa wrote on 2010-11-01 00:32
Quote from Everwanderer;199866:
Leather equipment is the standard for hunting classes in most RPG settings~
heh, I didnt really put much thought into it, I just wanted to make a simple example for everyone to use.
Xemnas wrote on 2010-11-01 00:34
Knight:
Sword Mastery
Blunt Mastery
Axe Mastery(optional)
Smash
Defense
Combat Mastery
Windmill
Paladin
Healing
Counterattack
Important Equipment:
Helmet
Heavy armor
Heavy shoes
Heavy gloves/gauntlets
Claymore/2h weapon(secondary)
heavy shield(kite, heater, etc.)
Slow 2 hit 1 handed sword. (or 2 for dual weilding)
I'm assuming these roles are without the need for life skilling for dex and stuff.
Iyasenu wrote on 2010-11-01 00:53
Field Medic
Important Skills:
Healing
Party Healing
First Aid
Campfire
Cooking
Carpentry (for campfires)
Potion-Making
Herbalism
Meditation
Magic Shields
Handicraft (for bandages)
Wand Mastery
Magic Mastery
Production Mastery
Healing Music
Important Equipment:
Wands
Gathering Utensils
Cooking Utensils
Clothes
Holy Water
Bandages
Potions
Firewood
Goddess Wings
Vejosa wrote on 2010-11-01 00:57
Ooh i really like the field medic one.
Iyasenu wrote on 2010-11-01 01:22
lol when i think of a field medic, I picture this:
Also, the demolition Expert, could they use the fireball crystals with their cylinders?
They're explosive too. :o
Username wrote on 2010-11-01 01:27
Quote from Iyasenu;200025:
lol when i think of a field medic, I picture this:
Also, the demolition Expert, could they use the fireball crystals with their cylinders?
They're explosive too. :o
Possibly; i was thinking more along the lines of Alchemists being the Demolition experts; i wasn't sure if they would
be able to use magic or not; i guess they could yes.
Arsik wrote on 2010-11-01 02:12
MONK:
Skills:
Counter Attack
Combat Mastery
Smash
Final Hit (Human Monks)
Evade
Defense
Rest
Equipment:
Bare Hands or Knuckles/Claws (if Giant)
Clothing (Martial Art Suit for Female Human/Elf, Oriental Warrior Suit for Male Human/Elf, Primitive Fox Armor for Giants, or give up the martial artist look for Magical Clothing) [Normally Monks are best when not wearing armor, but this is mostly for the looks than officialness, because Monks do have the decency to wear more than underwear, and the Primitive Fox Armor for Giants is because it's the most "monklike" looking outfit for them, since they can't wear most Human/Elf clothing]
Sandals
Based this class off of a mix of the AD&D class and the Final Fantasy class, a martial artist that focus on dealing damage with his fist quickly and while dodging enemy attacks. The monk class in AD&D are experts at fighting with their bare hands, and aren't capable of wearing any armor. As the monk grows in level, he gains the ability to channel his ki, which allows him to perform special feats, such as stunning his enemy (Smash and FH for Humans), resistance to magic (the ability to wear Magical Clothing that grant MR), and an ability that can one hit kill any enemy (again, Smash).
The Final Fantasy monk class is a class that fights either bare handed or with special knuckles and claws that enhance the monk (adding elemental damage or status effects to each attack with the hand that the weapon is equipped to). While originally they weren't meant to wear any armor, seeing as how their defense was based on the armor equipped (if an armor has 3 defense, the monk will always have 3 defense) or based on his level if not wearing armor (a level 3 monk will have 3 defense where as a level 100 monk will have 100 defense). Same goes for weapons (monk's attack strength with a weapon doesn't increase no matter how much actual strength the monk has). The monk class also has a very high HP and Vitality stat (Combat Mastery), and later on in the series learns how to automatically counter attack when taking damage (Counter Attack), store energy to releash a very powerful attack (Smash, yet again), and an improved evade stat compared to other characters (Evade).
I also gave the Monk class Rest to emulate a martial artist's ability to meditate (Meditation in Mabi doesn't have the same effect), and focus their inner energies (SP and Wound recovery). Defense is there to grant the monk passive defense as they get stronger. Sure, you can use the skill in Mabi, but if you want to be a true monk, you would only rank it for the defense.
Overall: Novelty class. Only useful for Giants because of the ability to utilize knuckles and claws and their reduced loading time for Smash and increased Counter Attack damage. The lack of any range attack will pretty much kill the monk should he face an enemy that has any level of HS, assuming the monk isn't spamming Smash and Counter Attack. For Humans and Elves, this class is completely worthless because barehands are only a 0-8 weapon with 30% Balance and 10% crit. Final Hit, while emulating the stunning effect of a AD&D monk's Stunning Blow spell by continuously knocking down the enemy (stunning them in essence) and can only be used a couple times a day, is a SP killer, especially since you're losing more damage by knocking down the enemy and not just beating them senselessly. Only being able to equip clothing (with the exception for Giant's light armor) dampers this class's ability to tank, making this class really useless for more than just "Look at me, I'm a monk".
2/10 for Humans; 0/10 for Elves; 4/10 for Giants
CLERIC:
Combat Mastery (limit of R9)
Defense (R9)
Blunt Mastery
Magic Mastery (R6)
Healing
Party Healing
Meditation
Lightning Bolt (R5)
Thunder (R9)
Mana Shield
Magic Natural Shield
Magic Fire Shield
Magic Ice Shield
Magic Lightning Shield
Campfire
First Aid
Potion Making (R9)
Herbalism (R9)
Equipment:
One Handed Blunt
Shield
Non magic Heavy Armor
Healing/Lightning Wand
Based on the D&D class, this class is primarily a healer, but can take care of him/herself if things get sticky. They call upon their deity to give them holy strength to smite his/her enemies while protecting his party. While being able to wear heavy armor and a shield, and having a decent rank of Combat Mastery to buff the cleric's HP and Defense, they're only a secondary tank, should the main tank not control all of the aggro. Going with the D&D generic cleric, they aren't allowed to wield bladed weapons, which only leaves the player with one handed blunts. Being the healer, however, allows the cleric to train his magic to greater heights (capping quite a few of them). R6 Magic Mastery gives the cleric a very good pool of MP to allow him/her to heal his party more often, though being part warrior stops the class from mastering his mana flow. Being a healer, it would be hard to do the player's job of healing if s/he doesn't have R1 or capped healing capabilities (R1 Healing and Party Healing, R8 First Aid). They can also call upon their god to help them out in battle. Mana Shield will protect the cleric from sustaining injuries so that s/he may continue to aid the rest of the party. The cleric may also call upon his/her god's strength to protect the cleric's party from magic and ranged attacks. And should worst come to shove, the cleric can use some holy lightning to straighten out the opposition with Lightning Bolt or call upon holy judgment to smite his enemies with Thunder. Being mostly a magic class, MP potions are their (and their party's) life force, they need to be able to make some potions should the need arise (Potion Making).
Overall:
A fairly decent class. While in Mabi, healer's are often not wanted because of the general mentality of "If I can kill the mobs before they hit me, then I don't need a healer" that the developers instilled in us. But because of some decent fighting capabilities, they can hold their own. They are decent tanks, so they won't go down easily, and can heal up the party quickly with Party Heal. Not a great soloing class, since they only have normal attacks, LB and Thunder to fight with, since their intentions are to aid the party, not kill everything in a 20 mile radius.
6/10 Human, 5/10 Elf (lack of heavy armor), 5/10 Giant (lower MP total)
PALADIN:
Combat Mastery
Defense
Counter Attack
Sword Mastery (R6)
Axe Mastery (R6)
Blunt Mastery (R6)
Charge
Windmill
Taunt (Giant)
Wind Guard (Giant)
Magic Mastery (R9)
Healing (R6)
Natural Shield (RB)
Fire Shield (RB)
Ice Shield (RB)
Lightning Shield (RB)
Rest
First Aid
Life Drain (for the HP)
Equipment:
One Handed Weapon (minus wands and cylinders)
Heavy Armor
Shield
One word for this class, Tank. Based on just about every other iteration for Paladin in fantasy games (exception being Tibia, where the Paladin class is an expert at range skills instead of tanking), this class has one purpose and one purpose only: take any thing dealt to him and return it from whence it came. This class builds up the player's HP totals by being able to max out all of the skills that increase the player's HP. Being able to wear heavy armors and shields only increase the tanking capabilities further. And should the player be a Giant, there's nothing more tank like than using Wind Guard. Paladins, being tanks, meaning that they take the abuse for the rest of the party, so they have to get up and dirty when fighting. Paladins are also known more for the shields that they wield more than their fighting prowess, so they can use their shield to attack (Charge). They can also use their own bodies to shield their more frailer party members from melee attacks (WM). However, since tanks are also in essence support characters, the Paladin is capable of healing and being able to block some attacks from the enemy by being able to use the magical shields. Basically the melee, and more offensive, version of the cleric.
Overall:
Pretty great class. Being able to take punishment from enemies is great, meaning that they can solo or play in a party easily. A high Defense and Counter Attack, and decent ranks in all three of the weapon masteries allow the Paladin to chose his weapon of choice, and be able to use the N+1 > Counter > Defense > N+1... loop easily. They can also use Charge to stun the enemies before they fight, allowing to let the back row fighters to get away/get in a few hits, and WM to "protect the back row", but we all know that WM will be used like it's used today anyways. They are also capable of healing anyone that's hurt, and use the shield skills to reduce any damage to party members (thus protecting them). If the Paladin is a Giant, then they are outstanding as a Paladin. With Wind Guard and Protection boosting enchants, the Giant can pretty much activate God Mode and pretty much become impervious at the cost of mobility. And a high ranked Taunt will pull the aggro of pretty much any monster, meaning that the monster will be walking into the trap that the Giant set with Wind Guard. Only real weakness the Paladin has is the lack of a long range attack that isn't melee, meaning that they have to get close to the enemy to do damage, and should the enemy have HS2 or HS3, the Paladin is just attack to draw aggro.
8/10 Human, 6/10 Elf (again, no heavy armor, and less defense from the Defense skill, but the extra speed over a Human allows a great aggro controller)
9/10 Giant.
User495 wrote on 2010-11-01 02:48
God
Rain Casting
Life Drain
Metal Conversion
Synthesis
Barrier Spikes
Frozen Blast
Wind Blast
Heat Buster
Thunder
Lightning Bolt
Mana Shield
(Magic Shields)
Wing Guard (Giant)
Final Hit (Human)
Awakening of Light
Shadow of Spirit
equipment:
Lute/Flute
Robe
just had to throw this in there <-<
Xemnas wrote on 2010-11-01 03:50
Quote from Sevian;200189:
God
Combat mastery
Defense
Counterattack
stomp(when landing from Flight, or that version Nuadha has)
Windmill
Bunshin(that japanese clone skill)
Life Drain
Smash
Fast regeneration
Flight
Teleportation
Final hit
Advanced heavy stander
Level 3 Mana deflector
Level 3 Natural Shield
Level 3 Heavy stander
Chain Casting
Ice hold(mirror witch skill)
Flame of Hell
Invitation of Death
Thunder
Fireball
Ice spear
Lightning Bolt
Ice bolt
Fire bolt
Mana Shield
(Magic Shields)
Shadow of Spirit
Spear of God
Wings of Rage
Eclipse of Wings
Fury of Light
And Auto-recovery, like the monsters in Iria do in dungeons.
equipment:
Nuadha Robe
Nuadha Gauntlet
Nuadha Greaves
Brionac
Elisnoir sword(however it's spelled)
just had to throw this in there <-<
Fix'd
Meikeru wrote on 2010-11-01 03:53
Atheist
* Alchemy Mastery
* Barrier Spikes
* Flame Burst
* Fragmentation
* Frozen Blast
* Life Drain
* Sand Burst
* Summon Golem
* Synthesis
* Water Cannon
* Wind Blast
*Campfire
*Cooking
*First Aid
*Fishing
*Wis' Intelligence Soldier Uniform
*Wis' Safeguard Boots
*Volume Beret
Username wrote on 2010-11-01 03:55
Quote from Meikeru;200215:
Atheist
* Alchemy Mastery
* Barrier Spikes
* Chain Cylinder
* Flame Burst
* Fragmentation
* Frozen Blast
* Heat Buster
* Life Drain
* Mana Crystallization
* Metal Conversion
* Rain Casting
* Sand Burst
* Shock
* Summon Golem
* Synthesis
* Water Cannon
* Wind Blast
You didn't put alot of thought into that. You just coppied a list and replaced Alchemist with Athiest.