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Chinaboy475 wrote on 2011-01-31 01:48
Ok so I just made a human for melee but now i wanna make an elf for magic and there is no way imm gonna switch between 3 chars because its gonna be hard, i dont play a lot of mabinogi (1- 1.5 hours a day) So should I stick with my human? or make an elf for magic? Or continue on with main with archery and branch out into magic in like a year if i ever do
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Shizukani wrote on 2011-01-31 02:00
Stick with your main. It's good to play consistently on one character.
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Chinaboy475 wrote on 2011-01-31 02:03
any other opinions?
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Omarukun wrote on 2011-01-31 02:10
I would like to quote what Trigger says:
"Do not play multiple characters!!! For the love of God, please understand this. This is not MapleStory. Mabinogi has no class limitations on the skills your character can learn and rank. Having one character who can do everything will give you much higher stats and much greater power than you would have if you had separate characters for your combat skills, range skills, magic skills, and life skills. You also don't need multiple characters to help you "farm" equipment or enchants for your other characters. Again, one powerful character is better at running dungeons than a myriad of weaker characters."
Personally I just focus on my main. Sometimes (when I do free rebirths) I reach a point where I feel lazy to lvl a bit more (hitting lvl 70-80), so I switch to my giant/elf and start lvling them.
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Chinaboy475 wrote on 2011-01-31 02:11
ok seems like everyone is saying stay with main so far...
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Lexaeus wrote on 2011-01-31 02:49
I gotta agree with the others. Stick with your main and what Trigger said is true. Mabi is different from other mmos in the fact that there is no definite class in this game. Eventually if you invested tons of time and such into this game you'll reach r1 in all skills but even then you'll still be a hybrid person rather than a definite class therefore it's better to just stick with your main and branch off into magic if you want. There are no restrictions in terms of what you want your chara to be (for the most part).
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Chinaboy475 wrote on 2011-01-31 02:58
its just that If im going to be an archer I'll probably stick with it for a long time and then ill have to choose if I'll start using Archer friendly enchants that are only good for that because most enchants benefit one playing style and harm another, thats my current question for if i should or not make a new magic char,
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Arus wrote on 2011-01-31 02:58
Quote from Omarukun;311832:
I would like to quote what Trigger says:
"Do not play multiple characters!!! For the love of God, please understand this. This is not MapleStory. Mabinogi has no class limitations on the skills your character can learn and rank. Having one character who can do everything will give you much higher stats and much greater power than you would have if you had separate characters for your combat skills, range skills, magic skills, and life skills. You also don't need multiple characters to help you "farm" equipment or enchants for your other characters. Again, one powerful character is better at running dungeons than a myriad of weaker characters."
Personally I just focus on my main. Sometimes (when I do free rebirths) I reach a point where I feel lazy to lvl a bit more (hitting lvl 70-80), so I switch to my giant/elf and start lvling them.
I feel that quote is geared more towards people who do things like dedicate separate humans to combat and life skills, rather than working on both branches on the same character even though doing so would benefit that character more in the long run. Playing different races is another story, because they're different enough that you could get more enjoyment out of fighting as one over another at any given moment. Also, it depends on your circumstances. If you play every day, manage to get to level 50/15 (or higher) in just a week, and rebirth for free, you could manage multiple characters. And if you play for fun instead of playing to meet other people's standards, whether you stick with just one character or not matters even less. Just do what's fun for you.
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Chinaboy475 wrote on 2011-01-31 03:55
ok thanks for the advice, now Im going to create a pure mage now, should i make my new human a mage or save some money and get NX to make another elf char for magic?
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Cryosite wrote on 2011-01-31 04:16
continue on with main with archery and branch out into magic in like a year if i ever d.
That is far better. Especially if you only play a little. Otherwise you will never get anywhere. In a year you will just have some mediocre characters that can't accomplish anything.
And if you do get some archer-specific enchants... so what? they'll still help for melee, because both melee and archery favor the same things: damage and crit. Even if your set is a little better for range or a little better for melee it will still add a lot to the other.
As for magic... well, time will tell if there ends up being a lot of int enchants and/or magic damage enchants that end up good, but for the most part you can get away with wearing anything and be fine. your only equipment of note are wands once you start doing intermediate magic or fusion magics. A shield compliments a wand well, but itsn't even necessary if you're tight on space. Alchemy gets by with even less equipment/enchants, all you need really is a cylinder.
The advantage of being main in one area is you can focus your gear in that area, but still function easily in others. If you absolutely want to be the best possible for another "class" than your main, then get another set of gear and just avoid (or at least limit) personalized and untradeable stuff so you can store what you aren't using on a pet.
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Chinaboy475 wrote on 2011-01-31 04:20
ah alright thanks for the tips cryo btw could any mages give me future advice? I already have thunder if that helps
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Cryosite wrote on 2011-01-31 04:32
If you choose to stick with magic, then your first step is the same as with any other build. First thing you do is pick a skill that you can level with. Icebolt is an easy skill to use that does ok damage, but is pretty safe and spammable. Rank that to 9. If you feel like skipping that and dealing with a bit higher mp costs, go with lightning bolt. You could even use firebolt to decent effect. But pick one, get it to a good rank, and use it to kill stuff decently well and get to where you can earn ap.
Once you have that skill at an ok rank, then worry about making it better. If you feel like icebolt works well for you, rank it all the way to 1. If you would rather leave it at rank 9 work on firebolt and/or lightning bolt. But pick at least one to get all the way to rank 1. Don't worry too much about if rk2 is "more efficient" you want at least one spell you can do good DPS with, asap. At this point you should also make critical hit a very high priority, and also the mastery for whichever element you're focusing on.
Work on meditate and magic mastery, and collect some enchants to help you out and a mana reduction set. if you've read these forums at all, you should already know the cheapest options to get that setup. but in short mongo's wizard hat, magic school uniform and shoes, a mana magician enchant (suffix) and either will o' the wisp or sprout (new enchant with g13) whichever you find cheaper or easier to get your hands on. All this should help boost your int a bit, your mp a lot, and make mp costs a bit cheaper for you overall.
Once you have gotten yourself to where you can use magic and not worry about running out of mp in a single room, but can do enough damage to kill easy things fairly fast, work on thunder. get it to rank 1. This will cost you a lot of ap compared to everything else, but focus focus focus. Even if IS is a good option for an elf, get thunder. Thunder is still an amazing spell, and getting it to rank 1 will give you the firepower you need to take on things like rabbie/adv or glowing dungeons to even get IS, or barring that it will help you get the money you need for buying pages with. It will also serve you well in rafting which will help stabilize your mp supply and earn you ap easier from exploration and is still the best method for rafting available to you (and even preferable to crash shot to all but the best archers).
Use the power of thunder to collect -cp gear, better looking clothes, stronger enchants, pages for ice spear and/or fireball, whatever suits your fancy.
Once you reach that point, then do whatever you want as a mage. Grab other spells and finish them off for more int, branch into other stuff, focus on defense, whatever you feel like.