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Junebug wrote on 2013-12-30 19:29
Hi all, i've played Mabinogi on and off since beta but I am a bit rusty and was never very good (I was still on beginning benefits on my human). The last time I played was shortly after talents were released.
Anyways, I've fallen in love with Giants and I love warriors and melee. My question is, what skills should I absolutely rank up first? I am r9 Windmill and rF everything else on my first rebirth so far to keep my CP low. I feel very strong right now (I have 141 strength!) but I remember how tedious it was to get to r1 WM on my old human character with very few skills ranked. I know that other offensive melee skills are just as useful but I'm not sure what to focus on first as some are CP dependent (such as Windmill, Stomp, and Throwing Attack).
So if you have any experience with Giants specifically, and recommendations for weapons as well it would be much appreciated! I know that there are not many Giants playing so every little bit helps!
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Blassreiter wrote on 2013-12-30 19:56
[S]Then the human players come and start answering your questions[/S]; but then again Human melee "guides" are fundamentally similar to Giant melee "guides" anyway.
I'll start off with skills:
As you have said, for Giants the CP sensitive skills are Windmill, Stomp, and Throwing Attack. But you must not forget about Taunt either. People will probably tell you that "Giant Windmill isn't hard to train so you can take your time with it." They aren't wrong on the "easy to train" part because Giants need to do half the amount of requirements to get the same amount of skill EXP compared to humans. Nevertheless it's still recommended to get rank 1 WM ASAP.
Another thing to note, you should rank Critical Hit alongside Windmill to boost damage marginally. If by any chance you're lacking AP you can leave Critical Hit at rank 9 to save AP for Windmill, otherwise raise them both when the level up is available. I'll mention this now to help with Windmill training. It is possible to Stomp lock certain enemies, namely Spiders, so they follow you around easily mobbing them together for multiple kills. Take note that Spiders such as Sulfur ones need two or more Stomped at once for no aggro because their aggro limit is two.
After WM Stomp or Throwing Attack is recommended. Throw is more tedious as Stomp can be easily done on many non-aggro enemies that can get locked or moves slow like Zombies.
You can also slide Taunt in there but I believe now Taunt can work on anything with high Cp regardless of rank so it may be easier to train but nonetheless you should get it rank 1 ASAP because it's safer to Taunt Boss leveled Goblins rather than Shadow Wizards.
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Junebug wrote on 2013-12-30 20:02
Wow, thank you for the quick answer!
So you're saying that if I use Stomp on say, 3 white spiders (if there are 3 in the dungeon room), none of them will aggro as long as I keep Stomping them?
Also, is it terrible if I rank all of the CP sensitive skills after WM all at once? Like if I happen to have a rank-up available for Throwing Attack, to just do that?
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Blassreiter wrote on 2013-12-30 20:29
Quote from Junebug;1183214:
Wow, thank you for the quick answer!
So you're saying that if I use Stomp on say, 3 white spiders (if there are 3 in the dungeon room), none of them will aggro as long as I keep Stomping them?
Also, is it terrible if I rank all of the CP sensitive skills after WM all at once? Like if I happen to have a rank-up available for Throwing Attack, to just do that?
Theoretically yes, White Spiders would "notice" you and not aggro but normal White Spiders would probably die in one Stomp unless you're low ranked Stomp/Critical Hit or the Spider is a Hardmode Spider. I can post a list of Stomp lockable enemies later since right now I'm on my phone and it's hard to type large paragraph guides.
As for your second question,
as long as you have enough AP to rank up the skills then go ahead. But if you want a priority when you have low AP it's something like Windmill>Throwing Attack>Taunt>Stomp>Masteries. This is based on my experiences and it may be different thanks to the many new contents.
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Junebug wrote on 2013-12-30 20:38
Alright then, thank you very much! This is all very helpful already. :)
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Krito wrote on 2013-12-30 23:41
Quote from Junebug;1183203:
Hi all, i've played Mabinogi on and off since beta but I am a bit rusty and was never very good (I was still on beginning benefits on my human). The last time I played was shortly after talents were released.
Anyways, I've fallen in love with Giants and I love warriors and melee. My question is, what skills should I absolutely rank up first? I am r9 Windmill and rF everything else on my first rebirth so far to keep my CP low. I feel very strong right now (I have 141 strength!) but I remember how tedious it was to get to r1 WM on my old human character with very few skills ranked. I know that other offensive melee skills are just as useful but I'm not sure what to focus on first as some are CP dependent (such as Windmill, Stomp, and Throwing Attack).
So if you have any experience with Giants specifically, and recommendations for weapons as well it would be much appreciated! I know that there are not many Giants playing so every little bit helps!
Giants are good if you have lag issue. The info about skills have already been given. I can only stress the importance of windmill as it should be the first to rank.
For general since giants have no archery, they lack behind in terms of puppetry too. So for AoE damage you can depend on windmill and magic skills. I don't think they will have any issue with DPS (1-on-1) since they have top notch fighter skills.
For equipment you can use dual blunt weapons at the beginning, highlander sword with a shield in the middle. At the end everybody says it should be lance with a shield (I have not advanced my giant yet, I like the versatile human char more.).
Skill advancement: Melee / Fighter / Magic / Gunner
(You can put lance skills anywhere after melee and you may choose to not upgrade fighter skills to end up with gunner earlier.)
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arochia246 wrote on 2013-12-31 01:49
In regards to what Blass said: You could actually get Stomp and Taunt done in the same place. I did mine after hitting 1.7k cp at Tir Na Nog. You could trap the zombies behind the obstacles and still hit them with Stomp.
Also, stomp is a great way to get critical hit training done.
Just make sure you have Critical hit effects off since Mabi might crash if you hit a bunch of zombies with crit stomp.
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Blassreiter wrote on 2013-12-31 03:59
Stomp Lockable Enemies
*Every
Spider excluding some multi aggro Spiders (e.g. center room of Sulfur Spider SM
*
Hornets (Polar Hornets for sure, but the Scathach ones I'm not too sure since I've never tried it but I think it should work
*
Lions except of course the bosses
*
Sprites
*
Black Leopard
*
Zombies don't get locked but they're slow so you can spam Stomp on them for Stomp/Critical Hit training as Arochia246 pointed out.
[sarcasm]
[S]Also, since Giants have very low dex they should not use Puppetry. For instance look at this Giant's Puppetry. He isn't doing enough damage for it to be useful as a Giant[/S]
[video=youtube;aPAAksWcLSE]http://www.youtube.com/watch?v=aPAAksWcLSE&hd=1[/video]
[/sarcasm]
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Junebug wrote on 2013-12-31 14:07
I-I thought you were impressive!
And thank you for your awesome list! I will definitely finish G1 ASAP to get to Zombies.
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Blassreiter wrote on 2013-12-31 15:02
The Shadow Mission, Sulfur Spider in the Shadow Realm, is a great place for all your needs. If you manage to get at least an Expert level Talent so you have access to all difficulties to control what level enemy you need, but usually at low CP Advanced should be Boss to you.
Also don't forget that you need to Stomp at least two Sulfur Spiders for them or Corrupt Alchemists to not aggro you. Stomping only one Spider may cause others to aggro you. So as long as you keep at least two Stomped/following you nothing else will aggro you. Keep in mind though that if you kill the two locked Spiders, other enemies will be able to aggro you so be careful.
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arochia246 wrote on 2014-01-01 01:10
Quick tip if your CP is too high. Abysmal shields are actually pretty easy to make if you know what you're doing.
Ancients drop the Count enchant pretty frequently, so all you have to do is find your local enchanter and enchant Count onto cooking tables.
Once you have enough tables enchanted with Count (about 6-7 depending on your luck), go fish on the fishing boat in Rano for the Abysmal enchant and bug your local enchanter again. Once you succeed, you have access to -500 cp gear. Congratulations!
(You could actually use cooking pots, but cooking tables are preferred because they're much cheaper.)
The only issue with Count->Abysmal is the personalization, and that really doesn't matter unless your friends want to borrow it.
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Krito wrote on 2014-01-02 17:06
Quote from Junebug;1183409:
I-I thought you were impressive!
And thank you for your awesome list! I will definitely finish G1 ASAP to get to Zombies.
You don't need to finish G1 to get to zombies. "Their method" shadow mission in Tara is much better (the difficulty scales with your character) and easier to arrive at (no going through Bangor).
Before going into the mission press P and make a dungeon party even if you don't have any other person coming with you. Then change the finish rule to anyone in the party. This will ensure that any enemy that you defeat will lie on the ground waiting for you to land the final hit. So you can gather all the zombies in one place and use the skill you want to rank for the finishing attack.
I used this method to rank windmill on my human char. Then when I tried with the giant char, it made things much easier.