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Navy wrote on 2010-12-01 23:07
Quote from Lust;234548:
Anyone can add tags to anything.
[Image: http://gyazo.com/e6e11e0d73bd2ceddb8e59b440b12ebe.png]
obviously I'm stupid and/or blind because I still can't find it! ):
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Kavach wrote on 2010-12-01 23:10
Quote from Karmel;234658:
Oh for crying out loud, you use wind blast after 3 water cannons then hb the thing. thats what you
why windblast? doesn't that just kick the monster out of hb range?
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Navy wrote on 2010-12-01 23:30
You guys are being mean to him, :/
He's just trying to help.
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Username wrote on 2010-12-02 03:42
Quote from yayforhanna;234837:
You guys are being mean to him, :/
He's just trying to help.
Alchemy is very srs bizzness.
Some need to be harsh to get the point accross.
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Cryosite wrote on 2011-01-19 00:12
Apologize in advance for a necro, but something I thought might be helpful to add to the guide.
Crocodile enchant requires rk6+ Windblast to be active, and is still as of g13-g14 the best two-hander suffix around. This is of particular importance to giants, and of some importance to humans.
In g14, when wind blast becomes uncapped to rk1, it will finally be possible to gain +1 protection per burgundy bear enchant you have on your gear, which will be useful to those going with a tank-oriented set.
As for training the skill, I found that a windblast/counter/firebolt strategy works fairly well, especially with low rank firebolt and/or low rank counter attack. Find mobs of the appropriate level in some shadow mission, aggro one with wind blast and load counter. alternate counter/firebolt in classic fire/counter strategy, while replacing either of those two skills with windblast whenever using it won't invoke the 40-second cooldown timer. Doing this you can remain perfectly safe from nearly any enemy, while hitting it with as many windblasts as you can over time. Of course -cp gear can help in getting the levels of enemy you want, since wind blast is trained off attacks not kills, tougher enemies with high hp are actually better to train on because you spend less time grabbing a new playmate.
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Sunureu13 wrote on 2011-01-19 00:38
What was not said is that this is currently a terrible skill to use after knockback in duels. The range isn't far enough to counter a bolt. Therefore you WILL get bolted if you try to use wind blast.
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Neikie wrote on 2011-01-19 04:31
It's not mentioned but size is a major factor in both windblast and flame burst. The larger the size of the creature, the less chance you may be able to windblast or flameburst properly. This is because windblast and flame burst both need to hit the center point of a creature, and that creatures attack radius might be several feet outside its center point, this makes you unable to windblast or flame burst larger creatures as efficiently, or at all(giant spiders) A creatures speed also increases the difficulty to properly windblast, so a combination of the two can be hard on both.
http://www.youtube.com/watch?v=viTVeALpDJw (skip to 2 minutes)
Example of R1 Flameburst's inability to hit a oncoming giant spider(2:10). Windblast is a lesser range and will only work if you were hit against a wall and remain within close quarters of the creature. (The rest of the video is irrelevant bad flame burst coding)
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Chiyuri wrote on 2011-01-19 11:38
Knockback distance * (1 + 1.5*(Alchemy Mastery Bonus + Wind Alchemy Bonus))
I think that was the G13 alchemy formula for Windblast. Writing it out of memory since I can't access the formula rightnow.
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TropicalCat wrote on 2011-01-19 12:26
im gonna try to max out the gale(knock back distance)
r1 windblast(g14)
Windblast Master title
r1 wind mastery
r1 alchemy mastery
Hurricane cylinder