This is an archive of the mabination.com forums which were active from 2010 to 2018. You can not register, post or otherwise interact with the site other than browsing the content for historical purposes. The content is provided as-is, from the moment of the last backup taken of the database in 2019. Image and video embeds are disabled on purpose and represented textually since most of those links are dead.
To view other archive projects go to
https://archives.mabination.com
-
TLCBonaparte wrote on 2011-05-11 15:56
Was there anything on mercury trap? I don't recall seeing any. If there isn't one, would you add it in?
-
TA wrote on 2011-05-11 15:59
I generally consider mercury trap worthless. The only time I ever used it was probably during Trampled Plains.
-
TLCBonaparte wrote on 2011-05-11 16:06
I didn't rank it, but when we all ran out of spears, a trap here and there seems like better than nothing :P Especialyl against high mobile foes like werewolves.
-
Nara wrote on 2011-05-11 16:20
Mercury Trap is more effective now since we get to carry 9 into each dungeon, but the only thing I dislike about it is that now you have to have a fancy animation for it to set up, I liked it better when you could aim and throw it.
You'll probably use it for Klaus and other bosses in Hilder Forest since most of them like Zyarga are highly mobile. So it gives you more chances for attacks since they're stuck in that circle for a few seconds. It's not the most important skill but it's not useless either it has it's handiness sometimes.
-
TA wrote on 2011-05-11 16:27
Ah, right... I guess they're less worthless now that you don't have to choose between them and a different secondary weapon.
Well, I guess I'll see. I'm 57 atm, Klaus is like 1 or 2 missions away I think. So, I'll see if it's even worth bothering.
-
TLCBonaparte wrote on 2011-05-11 16:30
Quote from Nara;441696:
Mercury Trap is more effective now since we get to carry 9 into each dungeon, but the only thing I dislike about it is that now you have to have a fancy animation for it to set up, I liked it better when you could aim and throw it.
You'll probably use it for Klaus and other bosses in Hilder Forest since most of them like Zyarga are highly mobile. So it gives you more chances for attacks since they're stuck in that circle for a few seconds. It's not the most important skill but it's not useless either it has it's handiness sometimes.
true, but then again if you are in a party, just use it when no one is targeting you.
-
whocares8128 wrote on 2011-05-11 17:16
I'm not certain the mercury traps even work on Klaus. The traps don't work for the really big bosses. They are however quite handy for dealing with doppelgangers in the labyrinth runs.
-
Nara wrote on 2011-05-11 17:24
Quote from whocares8128;441754:
I'm not certain the mercury traps even work on Klaus. The traps don't work for the really big bosses. They are however quite handy for dealing with doppelgangers in the labyrinth runs.
It does. When I first did Klaus with my guild mates they told me to bring Mercury Trap. I thought Mercury Trap didn't work on big bosses too, but we spam-trapped Klaus for an easy run. Especially when he's doing his charging at you attack. This might have changed it I'm not sure, it was before the Staff Evie re-vamp, also I forgot to mention dopplergangers, especially those pesky Lanns!
-
Desroks wrote on 2011-05-11 23:24
Quote from TA;441669:
I generally consider mercury trap worthless. The only time I ever used it was probably during Trampled Plains.
Totally not true, a trap at the start of the hallway during dopples in labyrinth can get you and a group of 40's up to stage 36 without assists. =D Then Weeping Queen looks you in the eye and you give up
-
Tieve wrote on 2011-05-12 00:34
Thank you for the guide. I do have a question, though, about the Critical Hits skill. Is it really bad if you have it at rank F? I know it increases your chances of physical critting but don't characters by default have a certain rate of critical hits anyway? I'm just asking because the skill book is just sitting in my inventory, and I'm not sure how to get rid of it since I can't sell or drop it.
Sorry if someone has already brought this up earlier. :v
-
Nara wrote on 2011-05-12 00:49
Quote from Tieve;442106:
Thank you for the guide. I do have a question, though, about the Critical Hits skill. Is it really bad if you have it at rank F? I know it increases your chances of physical critting but don't characters by default have a certain rate of critical hits anyway? I'm just asking because the skill book is just sitting in my inventory, and I'm not sure how to get rid of it since I can't sell or drop it.
Sorry if someone has already brought this up earlier. :v
Doesn't make a difference at all if you just leave it at rF, even if you rank it to rE you wouldn't notice any difference in your gameplay. It's not
bad just a controversial skill in these forums.
-
xJac wrote on 2011-05-12 03:22
If you have it at rF, then here's one thing; when against mob/boss with high critical resistance, you won't be criticaling at all.
Personally, it seems like two choice, either you try to keep it as high as possible, or as low as possible. Leaving it in the middle will disrupt your rhythm and giving you little damage boost/knockdown in return.
-
TA wrote on 2011-05-12 05:08
Quote from Tieve;442106:
Thank you for the guide. I do have a question, though, about the Critical Hits skill. Is it really bad if you have it at rank F? I know it increases your chances of physical critting but don't characters by default have a certain rate of critical hits anyway? I'm just asking because the skill book is just sitting in my inventory, and I'm not sure how to get rid of it since I can't sell or drop it.
Sorry if someone has already brought this up earlier. :v
Rank F is fine. Learn the skill, just don't rank it.
__
edit: What do you guys think about Mana Pistol?
-
GregHouse wrote on 2011-05-12 05:17
Quote from TA;442367:
Rank F is fine. Learn the skill, keep reading about it, keep it as a low priority and after all that, make your own decission.
Fixed? Maybe not, if not this would be my advice.
-
Nara wrote on 2011-05-12 14:18
Quote from TA;442367:
edit: What do you guys think about Mana Pistol?
It replaces Golem, it's really useful especially with any boss you want to be distracted. It can tank better than Golem any day. Also you can bring 9 of them into a dungeon each time, bad thing is that it dies automatically after 2 minutes. It's long range so it can aggro bosses easier. Plant one onto the ground and you're good to go.