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KINGZZ wrote on 2015-04-23 23:53
Idk if this was asked don't see it are the new cletic weapons egoable?
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Kapra wrote on 2015-04-24 00:26
Quote from Darkboy132;1272122:
I'm still not seeing it. Other than a free "get out of sticky situations card", with only 200~ magic attack from int and staff, my Shockwave crits 3k on a brown fox at center range. Some near end-game mages I've met (who have all rank 1 magic, a fuckton of int, and/or some high-end gear) even told me that Shockwave is generally not very useful outside of its instant pushback.
Well what do you want? Shockwave is balanced. Do you want everything to be guns flaring 1, 2, or 3-hitters?
Quote from KINGZZ;1272125:
Idk if this was asked don't see it are the new cletic weapons egoable?
No they are not yet unfortunately.
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Darkboy132 wrote on 2015-04-24 01:51
Quote from Kapra;1272129:
Well what do you want? Shockwave is balanced.
At glance, the drawbacks seem to outweigh its purpose.
Quote from KINGZZ;1272125:
Idk if this was asked don't see it are the new cletic weapons egoable?
No. They stopped making Egos a long time ago.
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Kaeporo wrote on 2015-04-24 02:46
Quote from Darkboy132;1272141:
At glance, the drawbacks seem to outweigh its purpose.
There's a fine line between wisdom and foolishness that we call experience.
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Rydian wrote on 2015-04-24 10:15
The MP cost being a percentage is my main issue with it.
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Kaeporo wrote on 2015-04-24 10:48
Quote from Rydian;1272184:
The MP cost being a percentage is my main issue with it.
You've got Mana Recovery to offset that issue.
I stand by the position that the Hidden talent skills are the most well balanced skills in Mabinogi. Spider Shot is the exception up until the archery renovation, where it gets buffed to a respectable level.
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Rydian wrote on 2015-04-24 11:14
Quote from Kaeporo;1272185:
You've got Mana Recovery to offset that issue.
...
no, I don't.
In addition if magic skills in general move to percentage usage and recovery, then more MP would be worthless.
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Kingofrunes wrote on 2015-04-24 12:51
Mana Recovery isn't all it's cracked out to be. You can still easily tear through that mana easily. I know I was having to still down MP pots when running Albey Training Grounds.
Then again I didn't have r1 mana recovery either. I'll see how it goes when we get it over in NA and I have full access to all my resources.
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Darkboy132 wrote on 2015-04-24 18:40
Quote from Kaeporo;1272185:
I stand by the position that the Hidden talent skills are the most well balanced skills in Mabinogi.
I disagree on the account of Counter Punch and Berserk. The former is pathetically weak, even weaker than the other 1st stage chain skills; the latter offers a pretty small damage bonus with a very long start-up animation lock that leaves you terribly vulnerable to Berserk's drawbacks, not to mention its cooldown is pretty damn long.
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Tetosan wrote on 2015-04-27 11:23
Quote from Kaeporo;1272115:
Meteor Strike sucks because it has hugely variable damage. This is further compounded by the fact that its damage decreases towards the outer rim (which isn't an issue for Shockwave) due to its lengthy cooldown. They did nothing to address this aspect of the skill; further proof DevCat has no idea what's up.
They cut down Charge time and Cooldown so... they did do something about the "Lenghty Cooldown" thing a bit XD
I stand by my point it's just horrible to use mid battle when soloing or fighting a Mob that has AoE or switches Target often.
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Kingofrunes wrote on 2015-04-27 18:30
Well Meteor Strike isn't a skill meant to be launched quickly mind you. It makes sense that charging up a giant meteor takes time. It's not like you can snap your fingers and bam giant meteor falling to smash in your foes.
I'm guessing the cooldown is cause it takes a lot of the Milliteans power to summon a meteor and the cooldown is them recharging their inner power to be able to use it again.
That being said the faster charging time does make it so that if a slow mob aggros you, you actually have time to finish charging it and hurl it towards them. Maybe shockwave them to stun them and get a barrier spike up.
Of course that Meteor is a bit underwhelming, but it looks shiny and has a good master title.
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Lukshad wrote on 2015-05-05 16:27
I like Shockwave :D
I use Merlin's as my primary weapon, so my magic attack is only 350~ until I get some more ap to rank my other spells.
Shockwave is an extremely handy skill, and I can't imagine myself not having it hotkeyed. It has a pretty impressive radius, much more than my windmill, it's instant cast, and does 6k~ damage to everything in it's aoe (Sure, the damage isn't godly, but the knockback is the key feature and I consider that damage icing).
The 10% mp cost might look silly to people that haven't really used it hundreds of times, but I'm fine with it. Sure, it might seem scary at a glance that it's cost increases as your max mp increases, but oh well. It's only a percentage. For every 100 mp you gain, the cost only went up by 10. Potion lore is a pretty handy skill, so rank it if you continue to have issues. Shockwave can give you the time for a quick recovery, and from my personal experience wm isn't nearly as reliable.
I like the new enchants that are coming out, but it seems that as far as max damage vs magic attack goes, they really should have introduced some better enchants past weapons.
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Ghostmonkey wrote on 2015-06-16 06:00
had a question about the training grounds that keeps coming into mind, so these training grounds would mean it is easier to train more skills?
my main characters cp is getting too high yet it hasn't touched magic yet... 1800ish
I have the raccoon cub enchant and going after abysmal too, but over all would the training grounds help a lot too? maybe even replace the need for it?
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Kingofrunes wrote on 2015-06-16 07:59
Quote from Ghostmonkey;1278554:
had a question about the training grounds that keeps coming into mind, so these training grounds would mean it is easier to train more skills?
my main characters cp is getting too high yet it hasn't touched magic yet... 1800ish
I have the raccoon cub enchant and going after abysmal too, but over all would the training grounds help a lot too? maybe even replace the need for it?
At the base level no, Most of the mobs were weakest/weak/normal to me if I recall correctly. Unsure about higher difficulties but those would require gems and with the way the mobs are on higher floors, going to have to say no to all of that.
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Ghostmonkey wrote on 2015-06-17 06:13
Quote from Kingofrunes;1278562:
At the base level no, Most of the mobs were weakest/weak/normal to me if I recall correctly. Unsure about higher difficulties but those would require gems and with the way the mobs are on higher floors, going to have to say no to all of that.
-supersadface-
k, i'll just do skill reset capsules then to get the job done Q_Q
ty