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Archibald wrote on 2010-04-27 17:22
The Mana Master: After much research and debate and weeks and weeks of gameplay I believe I have developed the strongest Character that Mabinogi is able to create. Its called "The Mana Master". Mainly a human build.
The Mana Master is a End game build (level 3k+) that with some skill can solo every dungeon in the game with 0 deaths. This build can dish out incredible amounts of damage while at same time tank any hit outside of a Fieldboss critical. The Mana Master can level and farm rares like no other. The Mana Master is not meant to run normal dungeons. Only Adv HM, Hard Level Shadows, and Peaca. The Mana Master is very pre-pared. Here is the skillset needed to be a Mana Master.
All magic skills to r1 or cap. (r1 blaze when it comes out)
600+ Int
500 + Mana
300+ Hp
R1 Barrier Spikes +Master of Barrier Spikes title
R1 Golem
R1 Def
Capped Alchemy Mastery
R1 Mana Crystalization
R6 Lifedrain
R1 WM (R5 is fine also)
RA-9 Potion Making
Ability to use pets for aggro control/avoidence
Equipment and Enchants: (currently Released)
Helm (1 def, 1 prot) - Prefix - Curing - Suffix - Waterfall/Will'o wisp (1 def, 1 prot)
Signature Valencia Gloves - Prefix - Polished - Suffix - Will'o wisp
Spika boots - Prefix - Musiscian's - Suffix - Mana
16/11 15/10 (7/5, 6/4) Dustin Silverknight Armor - Prefix - Defensive - Suffix - Imp/Oak Tree
2 shields needed 7/2 Dragon Shield melee Passive , 6/1 Beholder Shield 10% melee Passive - Prefix - Rigid - Suffix - Colonel
Crown Ice Wand +28% Damage - Prefix - Lizard - Suffix - Wizard
Cyrstal Lightening Wand +12% Speed -20% Magic Usage - Prefix - Lizard - Suffix - Wizard
Phoenix Fire Wand +36% Speed - Prefix - Lizard - Suffix - Wizard
Earth Cylinder - Prefix - Any - Suffix - Will'o wisp
Defensive Stats from equips with skillsets :
Defense :52 (plus hidden 15 or 20 from shields) 67-72
Protection: 33
How to get ready for a Dungeon:
Prepare By having a minimum of 20 stacks of MP 100's (It's doubtfull you'll need them all but its good to have them).
Also have 10 stacks of barrier Spikes available (again its doubtful you'll use more than a stack or 2).
Fill up 1 pet with stam 30 pots from npc store.
Fill up half your inventory with stam 30's from npc.
Have plenty of feathers to revive your pets.
Make sure equips are all blessed.
Heal up pets (its recommended to have 4-7 pets minimum).
Once your ready to drop in put yourself into dangrous potion poisen status by chugging down the Stam 30's. This makes your MP 100 into MP250+. Running dungeons on Fridays gives another 50% bonus making your MP 100 into MP 375+.
Make sure you have 0 HP pots in your inventory.
Use pets or lifedrain crystals to regain HP. Its doubtful any mobs will ever get past your mana shield into your HP however sometimes you get poisened and being in deadly even as mana master means death. Keep a stack or 2 of antidote pots in inventory (hotkey to use this is G)
Keys to running dungeon:
Always be in mana shield. This will reduce the hits by 60-66%+ and come out of your mana pool. I have tested this extensively and most mobs will never hit you for more than 30 while 90% of the hits you take are less than 10 damage (even in ADV HM Dungeons and peaca).
Use Thunder or Icespear as your main weapons(until blaze) and to control aggro. Only use Fireball if your behind a few Barrier spikes and toss it far enough not to blow them up.
At this point in your mabi game (level 3k+) telling you about basics of Magic combat should be unnecisary. Use corners and spikes when needed. Control aggro with pet swipes. If a mob has mana deflector use your r1 golems to kill them while you hang out behind a barrier spike. If you find yourself getting mobbed in a corner use pets to get time to cast a Icespear to get out of it.
Thats the Mana Master
:awesome: :awesome::awesome::awesome::awesome::awesome::awesome::awesome:
I understand this is a End game build. However, if you build towards this as a goal eventually with enough skill you should be able to reduce party members to assist you. Starting out around level 1000 you could run with say 4 people. By level 2000 that should be down to near 2 people. And by level 3000 you should be able to solo every dungeon in the game with 0 deaths. Only exception to this is if you make a mistake in a ghost room in peaca. Use a fire in a corner and put a barrier spike behind it. Then use a Snow Golem to keep them from thundering or fireballing you. (I have tanked a full charge of thunder in peaca normal with this build, was in deadly after it though)
Benefits: The cost of this build is high. But the rare drops and items you can get with this build will pay for the cost 6-7x over each week and allow you to level your character at same time.
EDIT : I almost exclusivly use icespear blaze combo now. The DPS for that combo is off the chart. Its basically like having a Giants crit fullswing (vs your normal) all the time. I can effectivly wipe out whole sections of mobs with this now.
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Trigger wrote on 2010-04-27 17:30
The max bonus for MP100's from full Level 6 Potion Poisoning and Friday's potion bonus is +250. For some reason, it never goes higher -- tested countless times on a weekly basis. An MP100 can only become an MP350, not an MP375.
Also, the use of alchemy skills means switching wands...which is a hell of a lot of mana wasted. It also means you're basically auto-canceling your Mana Shield, which leaves you wide open to attacks on your actual HP.
Using all three advanced spell types is also a hell of a lot of mana wasted. I wonder why you didn't include Mana Preservation Stones as part of that lengthy dungeon prep. =P
You say not to carry HP potions for obvious reasons (using them while in Potion Poisoned status would murder your Intelligence), but you should probably also caution that using MP potions while in the same status will murder your Strength, and the Stamina potions used to get into Potion Poisoning will have already reduced your Will to zero, significantly nerfing your critical.
Might want to caution against using Windmill as well, because it'll take a chunk out of both HP and MP.
After hashing over this for a few minutes, it seems like you could pull this off just as well (if not actually better) by using a range/alchemy combo with infinite Mana Shield, because Dex is not affected by Potion Poisoning in any way. Still endgame because you'd need all those life skills and the crazy-high Dex some of those crazy lifeskillers have.
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EndlessDreams wrote on 2010-04-27 17:52
Why all the fancy critical rate stuff when all you basically doing is advance magic spam, golem spam, and barrier spike spam? When you are in the corner being mobbed, wouldn't it be easier to just WM...?
So, since you mentioned the Barrier Spike title, you don't use the Mana Crystalization title to add more mana?
Can't you just sum up the guild as get tons of mana, mana shield up, use whatever advance magic as neccessary, spam golem/barrier spike.
Although golem+barrier spike itself with mana shield protection can take care of most dungeons without the need of advance magic.
Not sure why wouldn't you just include melee/range in it as well since it is a "end-game" build. Some people do run around with nearly (or have) max combat and magic skills.
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Rime wrote on 2010-04-27 17:54
You can use mana preservation stones to reduce the impact of mana evaporation or, alternatively, you can switch to a cylinder once your mana is depleted. Since the main use of your cylinder is to summon a golem, it's very likely that you would only use it once you're well protected by walls or party member. In other words, golems should be used in instances where the protection of mana shield becomes irrelevant.
Quote from Trigger;20226:
After hashing over this for a few minutes, it seems like you could pull this off just as well (if not actually better) by using a range/alchemy combo with infinite Mana Shield, because Dex is not affected by Potion Poisoning in any way. Still endgame because you'd need all those life skills and the crazy-high Dex some of those crazy lifeskillers have.
Range is pretty bad without a decent critical base, and unless you have a huge pool of luck or devote all your enchants to crit, it's not likely that you'll have much crit during pot poisoning from losing all that will.
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EndlessDreams wrote on 2010-04-27 18:03
Quote from Rime;20231:
Range is pretty bad without a decent critical base, and unless you have a huge pool of luck or devote all your enchants to crit, it's not likely that you'll have much crit during pot poisoning from losing all that will.
Or just run around with an upgraded Wing Bow, lol.
Do you really have to go to level 6 (or whatever max) pot poison if you don't have to?
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Archibald wrote on 2010-04-27 18:06
Generally I wait until mana is low then switch fast and use 2 pots (refilling the mana bar). I know this is not 100% efficient. I said so. But I also said the money you make will cover the pots you use. And it does. I don't use a cylinder in every room. Its more like every 3-4 rooms. This is not built to be mana efficient. Its built to be devestatingly strong and survive all damage at same time. Strategy and skill I cannot address completely in the build. Only dmaage and survival.
The critical enchants are do to the fact that when you use stam pots to pot poisen you get to 0 will stat. Reducing your effective critical rate. You need the enchants to get back to 30%+ crit.
This build was not designed for melee. Since you will have 0 str from the pot poisen. You can range if your so inclined. Feel free to post your builds that are better but using the Mana Master build I have soloed every dungeon in the game with 0 deaths with exception of 2. Ciar ADV HM (1 death) and peaca basic (3 deaths due to mistakes in ghost room).
Also 500 mana is enough. The 12% protection helps save more mana per run.
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Trigger wrote on 2010-04-27 18:23
I still must say I like seeing my MP bar exceed 700. <_<
Quote from EndlessDreams;20237:
Do you really have to go to level 6 (or whatever max) pot poison if you don't have to?
What's the point of not going to the max? Your Will will hit zero long before you reach Level 6 Potion Poisoning anyway, and there's little sense in taking a smaller bonus to your MP potions when a larger one is readily available.
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EndlessDreams wrote on 2010-04-27 18:48
Quote from Archibald;20243:
This build was not designed for melee. Since you will have 0 str from the pot poisen. You can range if your so inclined. Feel free to post your builds that are better but using the Mana Master build I have soloed every dungeon in the game with 0 deaths with exception of 2. Ciar ADV HM (1 death) and peaca basic (3 deaths due to mistakes in ghost room).
Also 500 mana is enough. The 12% protection helps save more mana per run.
When you say solo, does this mean you were in those dungeons for countless hours type of solo?
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Archibald wrote on 2010-04-27 19:18
Countless hours of testing yes. Alone. However once I completed my gear for it I ran them at full speed to test my theories. Here are my times. (Like my siggy says I like to test data). Time was done on a stopwatch. Might be off 1 min or so.
Alby Adv HM 1 Hour 55 Mins. 0 Deaths
Rundal Adv HM 2 Hours 15 mins 0 Deaths
Ciar Adv HM 2 Hours 30 Mins 1 death
Shadow Wizard Hard 57 mins 0 Deaths (But it was close after I got magnum sniper camped for a bit)
Peaca Normal (Yes friends dropped me in) 3 Hours 8 mins 0 Deaths
Peaca Basic 3 Hours 45 Mins 3 deaths (dam ghosts)
I am still 300 AP away from completing my build 100%. At which point (I'll have r1 golems then instead of rank 9, along with a few other things) I think I can finish my quest of Peaca basic. I should be able to get Ciar done soon with some practice.
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Trigger wrote on 2010-04-27 19:34
With those times, it sounds more like this is a build centered around the following:
1. Drops:MP as opposed to EXP:MP
2. High Expenditure
3. Marketing (to cover costs)
This means that the Mana Master build is highly subject to fickle market prices and luck with rare drops, and your character takes longer to level up. I may like some of the randomness of the game system, but gambling my character development on random chance isn't something I'd care to do.
Once Hard Mode Dungeons receive an EXP boost, the leveling thing may change, but still, I've never been one to play the market, nor will I likely ever be. I still say spamming Ciar Advanced non-HM is one of the single fastest ways to level -- that and Shadow Warrior Hard. The time:EXP ratios are hard to beat.
I could also make mention of the river glitch, which probably beats everything else in terms of time:EXP and MP:EXP ratios, but since this is a guide for playing "legit" I will refrain.
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EndlessDreams wrote on 2010-04-27 19:45
Wow, those are some long dungeon runs...
Quote from Trigger;20309:
I could also make mention of the river glitch, which probably beats -everything- else in terms of time:EXP and MP:EXP ratios, but since this is a guide for playing "legit" I will refrain.
Even after the double spawn is removed? lol
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Archibald wrote on 2010-04-27 19:58
Hmm I have astounding luck then. I've ran Ciar adv HM 20-25 times. I have gotten Lion Hunter Es in about 60% of those. I have gotten 3 Colin plates, about 12 vintage things. Rundal ADV HM Ive ran about 10 times. Receive A turbin shell armor 2 times. 3 Colin ...boots or helm i forget which. Siren HM about 20-25 times. Receive Destruction 11 times or so, Imp 8 times or so, waterfall a few times. Shadow wizard is my least favorite and never get anything good so far. Peaca basic of course gets 1 Dragon blade per run. Peaca normally is usually a loss run. Not recommended to solo, just to see if you can. I'm not a big fan of Alby adv HM solo but every now and then you get a dustin helm (im 0/7 so far on that).
Now all of these runs weren't solo but I like the drop rates I've gotten for them. As far as market prices maybe that's my advatage in Alexina. At almost level 2800 Total and 8XX Explore I am 4th-5th Highest level player on our server since we are still young relatively. To date me and my parties account for 80-85% of the ADV HM runs. If I stop taking parties and solo I doubt many of them will run since they didn't before I started running regularly. So the market here at the moment is open for me.
As far as experience goes I've estimated that as well. Ciar ADV HM seems the best one for me as it is about 3 Million Exp solo. Since it takes 2.5 hours for me to run approximately I can use 1 2x hour pot and net somewhere north of 4.5 - 5 Mil exp in 1 run. Now I'm used to using a little nx each week to help me level since I do not have enough time to grind. Doing this 2 times a week I can get higher than level 70.
Cost of each run is about 250-350k In mana pots (which I buy mana herbs at 10k per stack and make myself) stam pots, barrier spikes, lifedrain crystals, Golems crystals, repairs. Now if I get 1 lion hunter in those 2 runs (and so far 40-50% drops it) I can sell it for 1 mil on my server. Thats a 400-500k profit + levels + more profit if I get a rare item like colin plate armor.
The point is on my server even with fickle markets unless the market crashes (at which point I change tactics and go for other rares) I will profit in both levels and money.
Trigger I'd love for you to test this out since you are 2000 levels my senior and one of the few who could pull it off.
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Trigger wrote on 2010-04-27 20:09
To be honest, I've already started appraising prices on gear, etc. My money pool is and probably always will be rather low, so I doubt I'll be able to stomach most of the gear you listed unless I'm lucky. (Alchemy burned most of my available cash.) But yeah, probably going to try this out this summer, after college is over and I can think straight without seeing projects floating through my head. =P
It'll be easy to try out regardless of gear...I already have everything on the list except the Barrier Spikes title (which I REALLY do not feel like getting after grinding both Spikes and Golem to R1...) and my MP reserves are still ridiculously huge.
Quote from EndlessDreams;20316:
Even after the double spawn is removed? lol
Yes, even after double spawn is gone. Frankly, that's how I've been doing my leveling ever since G7. It just can't be beaten. One 2-hour 2x EXP potion is enough to go from lv30 to lv60, and although there's no income from it, the time spent is unrivaled. Minimal time and minimal NX are my bywords. =P Lets me have time to play on Steam with the rest of the guild (L4D2, BF:BC2, etc.). When 2x spawns were in effect it was easy to go 70+ in two hours, and I won't even talk about single-charge Fireball and the levels some people got using it on the river. Damned botters...
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Archibald wrote on 2010-04-27 20:09
Yes I've done the river glitch before and you can net more than 4 Mil exp in a 2 hour pot. But its 100% net loss in cash. Sure its far safer, easier, and you can pay almost no attention while doing it but That's not how I want to play mabinogi. Where its do nothing but grind for levels and AP, or lifeskill grind. I like some excitement and like to make some money this way.
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Trigger wrote on 2010-04-27 20:16
Quote from Archibald;20338:
Yes I've done the river glitch before and you can net more than 4 Mil exp in a 2 hour pot. But its 100% net loss in cash. Sure its far safer, easier, and you can pay almost no attention while doing it but That's not how I want to play mabinogi. Where its do nothing but grind for levels and AP, or lifeskill grind. I like some excitement and like to make some money this way.
I just prefer minimal time. I don't have to spend a dime on MP potions for obvious reasons, and fixed dyes from weekly rebirths more than cover repairs on the gear I use leveling. At this point I'm mostly riding the crest of the wave, capping things as they get released. Mabi has long since ceased to be entertaining, quite frankly, with the exception of new skills, which is why I do my leveling quickly and go play other games with the guild. Only reason I stick around is for new skills and stuff like this (analysis of skills, builds, etc.) that feeds my inner nerd. XD