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Witch wrote on 2014-03-08 05:02
What talent is the best to pick when first joining Mabinogi?
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Tropa wrote on 2014-03-08 05:13
Starting Out
Warrior
Archer
After a few Rebirths
Fighter - I'd do this after a primary talent, fighter current has a few bugs and has lengthy cooldowns.
Mage - This talent is rather expansive in terms of AP, gold and recourse(If you can on doing magic, level up your homestead for mana herbs!)
Late Game
Puppetry - After you have a good amount of Str and Dex
Alchemy - After you have a good amount of Hp, Mp and Sp
Gunslinger - After you have a good amount of Str and Int
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Kaeporo wrote on 2014-03-08 16:45
Quote from Tropa;1204901:
Starting Out
Warrior
Archer
After a few Rebirths
Fighter - I'd do this after a primary talent, fighter current has a few bugs and has lengthy cooldowns.
Mage - This talent is rather expansive in terms of AP, gold and recourse(If you can on doing magic, level up your homestead for mana herbs!)
Late Game
Puppetry - After you have a good amount of Str and Dex
Alchemy - After you have a good amount of Hp, Mp and Sp
Gunslinger - After you have a good amount of Str and Int
Nope.
Warrior: Easy (Effective at all levels, 500 AP investment for ADV-level effectiveness)
Archer: Hard (Effective starting at mid-game, 1k AP investment for ADV-level effectiveness)
Fighter: Medium (Situationally effective starting at mid-game, 1k AP investment for ADV-level situational effectiveness)
Mage: Medium (Situationally effective at all levels, effective at mid-game; 300 AP investment for ADV-level situational effectiveness, 2~3k for effective AOE)
Alchemist: Medium (Effective at all levels, 500 AP investment for ADV-level effectiveness, 2~3k for effective crowd control)
Puppeteer: Medium (Effective at all levels, 500 AP investment for ADV-level effectiveness, mid-game is stagnant)
Gunslinger: Hard (Effective at end-game, 3~4k for ADV-level effectiveness)
That's probably more accurate. Certain talents (Alchemy/Puppetry) start out dealing atypically high damage but stagnate through mid-game.
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Aubog007 wrote on 2014-03-08 17:37
Cmon now, does anyone even look at puppet skills before saying they are bad? you get at least 200 puppet max just from ranking the skills.
Handle max however, will be shit.
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Howhurl wrote on 2014-03-08 17:47
I'm biased and will tell newbies to rank warrior first for the foundation of basic combat
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Jake wrote on 2014-03-08 18:05
Started 6 months ago, hardly ever touch close combat now, but starting out with close combat was probably the best decision
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wilson10000 wrote on 2014-03-08 18:14
Str increases warrior/puppet/gunner damage. If you plan to use gunner or puppet I definitely recommend starting warrior.
Even if you want to start mage or alchemy, warrior skills and repairs are all cost efficient. Meaning you can use warrior to help you gain ap for magic or alchemy.
If you go main warrior/lance and ele reforge you will be considered op or high damage without very much ap investment.
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wilson10000 wrote on 2014-03-08 18:14
Str increases warrior/puppet/gunner damage. If you plan to use gunner or puppet I definitely recommend starting warrior.
Even if you want to start mage or alchemy, warrior skills and repairs are all cost efficient.
If you go main warrior/lance and ele reforge you will be considered op or high damage without very much ap investment.
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Rydian wrote on 2014-03-08 19:58
For the very first talent on character creation... I'd recommend alch, fighter, or puppetry because you get a bunch of (or all?) the skills without having to go through a bunch of quest lines (or for alchs, having to beat G1-3 and then G9).
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Daakun wrote on 2014-03-08 22:56
If you don't have a general plan, you should almost always start Close Combat.
You will almost always have Counter on your skill bars, probably Windmill, and often Assault Slash.
If you're a giant, Charge is useful no matter where you end up, too.
If you go Fighter or Puppetry after, you will still use Smash fairly often.
You also get Combat Mastery, which gives you tons of early HP that doesn't count against your CP.
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Aliyah wrote on 2014-03-09 01:08
Quote from Aubog007;1204967:
Cmon now, does anyone even look at puppet skills before saying they are bad? you get at least 200 puppet max just from ranking the skills.
Handle max however, will be shit.
Yeah, back when puppets first came out, I made a new elf to try starting with it. I found it easier than my first elf who started archery. The early life skilling was the same, but the aoes and puppet max made it shine early to mid game
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Kouki wrote on 2014-03-09 03:28
I definitely recommend warrior for humans/giants, for the double EXP when ranking windmill(prioritize this since it's harder to rank when you've ranked other skills) and other basic skills that are vital in almost every skill-set.
If you're an elf, and don't plan to rank windmill first(I recommend it for long-term happiness, but only if you don't mind), then archery since elves are pretty much made for it.
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Aubog007 wrote on 2014-03-09 11:32
Quote from Aliyah;1205038:
Yeah, back when puppets first came out, I made a new elf to try starting with it. I found it easier than my first elf who started archery. The early life skilling was the same, but the aoes and puppet max made it shine early to mid game
Just people look at "skillset with 2 stats" immediately thinks utter shit until endgame.
Except gunner, all around mediocrity, which in mabi, means crap.
Because in mabi, it's all about being da best.
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Froglord of DESTINY!!! wrote on 2014-03-09 12:15
It's odd, but try to go adventurer talent asap.
It doesn't boast any stats, but when you get rest or trans mastery up a bit, you can do advanced shadow missions with higher leveled friends right off the bat. It's easy exp, easy money for better equipment, and you won't have to waste time with basic shadow missions which is basically 1-shot mobs for 600g and 5k exp for finishing.
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RegisAreus wrote on 2014-03-10 08:08
Should start out as fighter and main it. That's what I did. X3