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Lawlit wrote on 2011-04-23 08:14
greetings mabinogians, this is my first guide, so i would love critical feedback on how i can improve and tips for next time.
this guide will teach you the basics of a bieng a mgaic knight.
magic knightd have the potential to be one of the most powerfull class in erinn
a magic knight is a person that uses the powers of magic and closes ranges combat in perfect unison.
bieng a mage knight in the begging is rough, i know from experience, but in the long run you will be able to take any challenge down.
skill: windmill
as a magic knight the first skill you should rank is windmill. windmill is a great skill to use when your bieng aggro'd by multipe enimes to escape, you should rank windmill to atleast r9
skill: icebolt
icebolt is a very begginer friendly skill because it is mana efficient, it has a balanced damge rate, a short charge time of 1.5 seconds at rank 9 and it can be stacked. icebolts downside is that it has the least damage of all the bolt spells
you should stick with this skill to atleast rank9
skill: carpentry
carpentry allows you to make bows and arrows out of fire wood, it is highley recommended to rank this skill for the 42 str
skill: firebolt
fire bolt is a very useffull skill,k it is the only magic skill that gaurntees a knock back at one charge
at 5 charges it will do huge damage and will knock back anything
skill: lightning bolt
at first when i got this skill i thought it was tricky, useless and not worth ranking but after experminting with it i found out it is the most usefull bolt, lb will do the most dmg at one charge if you have a good amount of int and the more times you charge it the more fomors it will hit although with every charge it will get slightly weaker.
skill: music knowledge
music knowledge is a must to get, it will give a huge amount of int for little ap.
skill: combat mastry
after ranking skills like windmill and some basic bolts you should rank cm for extra hp and str
skill: magic mastery
after ranking skills like windmill and some basic bolts you should rank mm for +10 mp per rank
skill: thunder
as a magic knight you will be focousing at melee and magic so thunder should be the only adv magic you should rank for know it is the easist adv magic to get and the most usefull in my oppinion you should get this skill when you have atleast 200int
skills like defence and counter, you will be using very often but you shouldnt rank imediatly, only after main skills like wm and some bolts ect you should always rank life skills that give str or int, str int are very vital to increase the raw damage you can do.
equipment
as a magic knight it is recomended to dual wield swords and have shield and a lightning wand on you (for thunder) wear anything you like that gives good defence
tactics
there are many tactics you can experment with melee and magic
like ice counter, everyone knows ice counter right?
i normaly charge when lightning bolt and hit a fomor when it isnt noticing at point blank range and then finish it of with melee.
ty for reading my guide please give me tips on how to improve
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Cynic wrote on 2011-04-23 08:41
Not bad, though you may want to add more information. Perhaps pertaining to other skills, general tactics (i.e. 'this or this is good or this or this'), as-well as improving the spelling/grammar/formatting.
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Kaeporo wrote on 2011-04-23 13:37
- Missing a significant amount of vital information
- Numerous grammatical errors
Greetings Mabinogians!
This guide will teach you the basics of a being a "magic knight".
A magic knight is a player who utilizes the powers of magic and close combat in perfect unison. This provides the player with the ability to bypass at least one form of passive defense. Additionally, the build places an emphasis on survivability and reliability over damage output. While the initial stages of the build may be difficult, a magic knight can potentially tackle any challenge in the current metagame.
...Insert guide here...
As this is the first guide i've composed, I would greatly appreciate positive feedback.
1. That's a tad bit more professional, in my opinion.
2. You should include a greater selection of skills pertinent to the build (examples listed below) while expanding on various aspects of each skill. Skills have variable usefulness at specific stages of character development. The inclusion of generic wiki stats may serve as a basic visual aid.
- Mana Shield
- Blaze
- Assault Slash
- Sword/Axe/Blunt Mastery
- Charge
- Defense
- Evasion
- Smash
- Lightning/Ice/Fire Mastery
- Hail Storm
3. Your equipment/tactics sections are also rather slim.
4. You should include possible racial advantages/disadvantages of Human/Elf/Giant when choosing your build.
5. You may want to include basic information about transformations (specifically demi-god).
6. Most importantly, the guide should give the player some incentive to follow your advice. If your guide promises that your build will be more adapt than rival builds, it should uphold that promise when the player hits certain levels of progression. Essentially,
this is something that should be avoided.
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Claudia wrote on 2011-04-23 14:25
Oh, jesus, Kaeporo, I remember that guide.
Also, yes, it needs more information, maybe some pictures [even just the skill pictures], DEFINITELY needs proper spelling & grammar [spell check is a wonderful thing, you know], and include things such as equipment, and a near-definitive build to follow.
Also, why r9 WM? I understand this guide is for a melee-magic hybrid, but I would expect a person would have r1 WM.
And that's...all I can bear to say, really. Definitely needs more work.
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Dracius wrote on 2011-04-23 17:26
"magic knightd have the potential to be one of the most powerfull class in erinn"
That goes true for every single class in the game. If by "most powerful" you mean the ability to defeat any enemy, it's possible.
Either way, I suggest staying away from most phrases such as that, at least if you can't back it up.
Also, never assume anything at all (Thank you Social Studies teacher), pretend you're writing this guide for a total beginner, who knows nothing.
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Chihaya wrote on 2011-04-23 20:37
Rule of Thumb for making a guide:
If people in game is messing up greatly on what they're trying to do, make a guide for it. If not, just don't even bother.
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Zid wrote on 2011-04-23 22:10
Carpentry. Thunder.
...
Anyway, try a Trinity Staff, since your guide doesn't mention MP replenishment. Also, might as well consider Fusion Bolt of Firebolt and Lightningbolt alongside Thunder, since Fusion Bolt is mobile (Good for pre-spawned mobs like Shadow Cast City). Blaze is...
A true Melee/Mage hybrid is finicky, actually~
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Randomq wrote on 2011-06-24 01:54
i know this post is 2 months old but would u mind if i took what u already have started then add some of my personal opinions then re-post for everyone i don't think i can do a guide by myself.