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Girgashiy Raid Guide



1 - Intro
Raids are when a squad of up to 16 players enter a special mission to to kill Girgashiy. Using teamwork and special skills earned from the completion of G19, players can disable and kill Girgashiy to earn training, experience, and rewards. Raids are started on the side of Bean Rua (the pub in Emain Macha) and use squads instead of parties.

[Image: http://i.imgur.com/vCfV1RY.png]


Raids can be intimidating to approach, but in practice they're just a collection of simple mechanics. This guide is intended to show you how to complete raids in a basic manner, while also giving advice on more advanced techniques.


2 - Rewards
Why do raids in the first place?




3 - Basic Advice



4 - Crusader Skills
Girgashiy is a gigantic monster who has incredible defenses and cannot be swayed or stunned through normal means. He is not invincible, however taking down Girgashiy requires teamwork. Three skills are involved, but they share a cooldown so a player can only handle one role at a time. I highly recommend you read the skill pages for these, as they include lots of additional info on the mechanics that I won't cover here. This includes things like the minimum number of shielded players needed per difficulty, and the minimum spiking level per difficulty.

- Shielder
The defender, using Shield of Trust. Your job is to recognize when Mineral Hail is coming in order to defend yourself and nearby party members against it. Subskills, once obtained and ranked up, will also grant your Shield healing and buffing properties.

Suggested Stats: Enough MP to last. The defensive properties are purely based on skill ranks.
Suggested Gear: Dowra SE, and whatever else for your support role.

- Spiker
The retaliation with Celestial Spike. After Girgashiy has been stunned by Mineral Hail being defended, the Spiker uses Celestial Spike on the Girgashiy when he lands. If the spiking is strong enough (and done soon enough), Girgashiy will fall to one knee and be stunned longer. In this state, it is most susceptible to the next skill.

Suggested Stats: The lockdown properties are based on skill ranks, but movement speed helps.
Suggested Gear: Dowra SE, and whatever else if also doing a support role.

- Blader
The attacker, using Judgment Blade. After Girgashiy has fallen to a knee (which can take a few seconds after being spiked), Bladers drop their blades on him, dealing proper damage. Subskills can add additional detrimental effects to Girgashiy, as well as greatly increasing the damage dealt with the attack.

Suggested Stats: As much STR as you can manage.
Suggested Gear: A red-upgraded lance with lots of piercing/damage, and Dowra SE. Bone Chips (Bone Dragons drop them on death) grant 20% extra physical damage for two minutes.
Quote from ironwoman:
For Elves that want to blade, Celtic Royal Crossbow with the Sharp Bolts and Bhafel Combo will do the trick as well. The arrows (the 10% and 15% additional damage) also give bonus to Judgement Blade, so your damage difference won't be a lot.


Generally the leader will ask who is going to be in which role, and the squad screen will be divided into 1/2/3 as Shield/Spike/Blade.
[spoiler="Squad Screen"]
[Image: http://i.imgur.com/uV5Qv3i.jpg]
[/spoiler]
It's important to make sure that there's enough Shielders to stun Girgashiy after Mineral Hail, and enough Spikers to bind him properly. The number required depends on difficulty and ranks respectively, and is detailed in the skill articles.


5 - Subskills
In the bottom-left of the Crusader skill tab, you can click Manage Skills to access the subskills menu. Here you can freely allocate points to your subskills. Some subskills are more useful than others for raids, and the number of points available to you depends on your Crusader Level. Only subskills determined to be useful to raids will be mentioned here.

[spoiler="Subskills"]
[Image: http://i.imgur.com/tq7R1tT.png]
[/spoiler]

Shield of Trust
- Giving Heart: Lets you shield players from a further distance away. Pretty useful because players aren't always standing on top of a shielder, and Girgashiy likes to smack people around.

- Healing Hands: Restores up to 150 HP. Useful for recovering from various attacks to both you and the people you shield.

- Guarded Footsteps: Grants a temporary speed increase to affected players. Helps Spikers and Bladers reach the fallen/stunned Girgashiy faster.
Quote from thunderbro;1296525:
It is actually possible to get this skill using solo raids. You have to create the raid squad after pressing the solo raid dialogue option, after that it will let you enter into the raid while in a squad and count towards sub-skill training completion.


- Recovering Touch: Recovers a percent of wound on affected players. Very helpful.

Celestial Spike
- Spreading Faith: Increases the range at which you can use the skill. This makes it easier for a Spiker to affect Girgashiy if Girgashiy landed on a far-away player after a jump.

Judgment Blade
- Binding Needle: Increases the amount of time Girgashiy stays stunned by the previous Celestial Spike attack. Considered pretty important in groups, generally Bladers will be put into a "blade order" based on the rank of Binding Needle. This is because if the players with the highest ranks hit first, they increase the time left for more blades to hit Girgashiy.

- Breaking Lies: Permanently reduces Girgashiy's special defenses. Causes later attacks to deal more damage, actual degree of usefullness to be determined.

- Christening Blades: Increases the damage dealt with a critical hit. Gloriously useful.

See here for detailed information on training subskills and leveling up.


6 - Girgashiy's Attacks
He has a variety of unique attacks which require players to react or respond in a specific way in order to prevent damage or retaliate. Luckily for you, once you know what to do it's very simple to respond.




7 - Support Roles
In addition to the three main roles, there's three support roles that can make the raid easier, and are generally included in squads.

- Buffing
Battlefield Overture helps a lot. Catering also helps, but is not used as often due to the hassle. Vivace is useful during Fanatacism (Grabs) for more rapid attacks from the party. Any role can be a buffer (since the effect is quick to trigger and lasts a long time), generally picked based on who gives the best bonuses.

- Debuffing
Spinning Uppercut's debuff and the Bone Dragon's on-summon debuff can be helpful.

- Party Heal
People are constantly taking damage, so Party Heal is a very useful skill, especially with any enhancements such as the master title. It's generally easiest for Shielders to also be the healers, since they're not doing anything after defending Mineral Hail while the rest of the players are scrambling over to Girgashiy. Shielders can use this time to heal/mend the group as needed, and can even start loading Party Heal when Mineral Hail is still coming down, as the Advanced Heavy Stander effect of Shield of Trust will allow Party Heal's loading to continue through the attack.

- Support Shot
Girgashiy will take more damage if he's under the effects of Support Shot, simply enough. Rank 5+ recommended for the firing speed (so you can fire it off for each Blader in turn), rank 1/master title of course recommended for the best buff to damage. Bohemian Wear set with 10 total points in Support Shot Enhancement will help as well.




[SIZE="1"]- I know Girgashiy is supposed to be a race, but referring to the enemy as a singular he is easiest.

- I need to take more/better screenshots of things.

- Need feedback and improvements![/SIZE]
  • ironwoman wrote on 2016-06-27 07:30
    Hiding in a mimic can reduce the Girgashiy's jump attack significantly, and you'll see VHM groups do this to get maximum number of blades possible to do 30 sec runs.

    Transformation can also be used as a way to survive in certain scenarios. For example, if you have less than half your HP and you're not getting shielded in normal, and you know that using transformation will boost your HP to at least 50%, then I'd go for it. Transformation also does make Girgashiy's jump attack do less % of the damage due to transformation's built in damage reduction.

    Spinning Uppercut -> Rage Impact -> Support Shot for maximum blade damage. Also good idea to see who in the squad has the highest maximum damage with blades, as well as Christening Blades level, Breaking Lies level, and overall Smiting level as the person with the highest stat in the said criteria should be hitting the highest, which means faster run time as well as more defense reduction.

    During Fanaticism, the main bard buffer should be using Vivace and people should have their pets out to attack the Girg. When it jumps up, desummon it so that it doesn't keep attacking and waste the support shot buff.

    As for blader role, you don't have to be using a lance, and for Elves that want to blade, Celtic Royal Crossbow with the Sharp Bolts and Bhafel Combo will do the trick as well. The arrows (the 10% and 15% additional damage) also give bonus to Judgement Blade, so your damage difference won't be a lot. In fact, in some KR VHM runs, you can sometimes see Elves blading with Bhafel Combo and spamming Magnum Shot with campfire after it doesn't die after a full round of blades.

    Also for Rewards you should include the VHM titles as well as the enchants for the said weapons.
  • Rydian wrote on 2016-06-27 13:56
    - Fixed typos.

    - Added the suggested bit about transing for more emergency HP to the basic advice part. It's interesting to note that transing only gives you an untargetable property (which some special moves like Mineral Hail ignore), while activating Divine Link (the soul exchange phase) gives you a few seconds of invulnerability that actually stops Mineral Hail and more from hitting (haven't found anything that'll hurt you or the pet during that phase yet). It's not something you can whip out as quickly though due to needing to click on a summoned pet so I'm not sure if I should include it.

    - Forgot about the mimic thing, was going to have a section about VHM but I haven't done the leading role there yet so I didn't include it. Added the mimic bit to the hail section.

    - I mentioned pets for Fanatacism, but I'll add the bit about remembering to desummon them. Also added the Vivace part to the buffer thing.

    - Added a bit about having enough shielders/spikers to the basic roles section.

    - Rage Impact and Support Shot don't stack. Archery attacks remove Rage Impact's effect.
    Normal attacks, 350/356/404/438 damage.
    R1 Rage Impact, 580/588/615/624 damage.
    R5 Support Shot, 609/640/649/674 damage.
    Rage -> Support, 609/628/646/674 damage.
    (Many of those numbers showed up multiple times.)
    Will include Spinning Uppercut, not sure if it actually works though, haven't tested.

    - Added the bit on elf weapons as a quote.

    - Oh right titles, is there a list of those?

    Will work on getting some videos today if I can.
  • ironwoman wrote on 2016-06-27 18:28
    You can definitely stack Rage Impact and Support Shot but you need a good timing.

    Titles:

    Girgashiy Slayer - Max damage 16, STR 14, Crit 10, HP 80, MP 80
    Girgashiy Eradicator - Max Damage 14, Str 12, Crit 8, HP 60. MP 60
    Girgashiy Challenger - Max Damage 13, Str 11, Crit 6, HP 40, MP 40
  • Rydian wrote on 2016-06-27 20:19
    Support Shot at R5 and Rage Impact at R1 both last 10 seconds, plenty of time.

    Using both has not increased damage on anything I've tried.
  • ironwoman wrote on 2016-06-27 20:59
    Both lasting 10 seconds isn't the issue, it's how you fire Support Shot after Rage Impact. You know how Rage Impact's effect doesn't kick in right away? You need to use Support Shot right after Rage Impact is used before the mob turns red by the effect. That's about .5 sec to 1 sec window and people generally need practice for that.
  • Rydian wrote on 2016-06-27 22:36
    Okay wow, that does actually stack. I guess that's like double-Bash, likely unintended but probably going to stay around forever.

    EDIT: Okay, videos finally compiled and added. If I were to add an advanced techniques section, what else would go in there other than the stacking timing?
  • bob wrote on 2016-06-29 17:41
    just skimmed over your guide, you did not mention

    -bohemian set for support shotters
    -axe smash debuff
    -bonechips and attack power pot
    -shielders have easier time to time rage ss due to guarded footstep+spikers get locked in spike animation for quite a long time. This doesn't really matter outside of vhm and possibly hm.

    also, breaking lies doesn't reduce girgashiy's defenses permanently (?)
    iirc
  • Rydian wrote on 2016-06-29 19:56
    Well this is mainly intended for existing players who are new to raids. I'm not going to list Pivotal Moments Rusty Longsword via Devil's Cry, for example.

    I named Support Shot because it's not normally used/considered in random combat, but can be very useful here. Most of Mabinogi's meta right now revolves around rapid attacks from a single player. Raids, on the other hand, focus on long-charge single attacks from some players with others taking no action during that time. This brings up a time frame for party members to use buffs, and of the various buffs that can be applied Support Shot is one of the quickest/easiest... while also being the most potent at 170% to 200% damage dealt.

    There's definitely other buffs, but my question is if they're worth it (% for effort).

    - Bohemian's set effect, does it actually make the support shot buff stronger? Like is there evidence/tests of this? I know the reforge is actually the SS arrow damage and not the buff (and thus meh).

    - Axe smash, does the -3 prot actually, like, tested legitly work on Girg? With actual numerical comparisons to show it's worth the effort? With some roles it's annoying enough already to change between sets of equipment.

    - Bone Chips I straight-up forgot about.

    - Guarded Footsteps needs 10 kills as lead (solo does not work) to unlock at level 1, so I didn't think to include it for a newbie guide, also not familiar enough with VHM to include tactics.
  • ironwoman wrote on 2016-06-29 21:58
    Quote from Rydian;1296522:


    There's definitely other buffs, but my question is if they're worth it (% for effort).

    - Bohemian's set effect, does it actually make the support shot buff stronger? Like is there evidence/tests of this? I know the reforge is actually the SS arrow damage and not the buff (and thus meh).

    - Axe smash, does the -3 prot actually, like, tested legitly work on Girg? With actual numerical comparisons to show it's worth the effort? With some roles it's annoying enough already to change between sets of equipment.

    - Bone Chips I straight-up forgot about.

    - Guarded Footsteps needs 10 kills as lead (solo does not work) to unlock at level 1, so I didn't think to include it for a newbie guide, also not familiar enough with VHM to include tactics.


    1. Yes

    2. It works, but probably not really worth the effort.

    3. Guarded footsteps should still be included, as even for newbies, it is something important to know about.
  • thunderbro wrote on 2016-06-29 22:06
    Quote from Rydian;1296522:

    - Guarded Footsteps needs 10 kills as lead (solo does not work) to unlock at level 1, so I didn't think to include it for a newbie guide, also not familiar enough with VHM to include tactics.


    It is actually possible to get this skill using solo raids. You have to create the raid squad after pressing the solo raid dialogue option, after that it will let you enter into the raid while in a squad and count towards sub-skill training completion.
  • Rydian wrote on 2016-06-30 15:41
    Quote from thunderbro;1296525:
    You have to create the raid squad after pressing the solo raid dialogue option
    Welp time to spread that around to everybody I know that still needs 10.

    And time to update the first post.

    EDIT: Added the titles, Bohemian bit, and bone chip bit.
  • Iyasenu wrote on 2016-07-01 00:20
    Bone Dragon debuff works on Girgashiy, which is nice with its -Prot debuff, but it's a shame that the Scooter Imp's... debuff over time(?) doesn't seem to affect it.

    Also, about Party Heal/Mineral Hail.
    A weird quirk.
    It seems that if you've already got PH loaded, even if you get Hailed on with no protection (no SoT), it won't cancel it, allowing you to recover a little bit.

    And, about Hail's damage.
    It can be lowered via Transformations' Mana Deflector-type skills. (well... in a % of Max HP sort of way, if not total damage)
    But also...
    If Magic-type passive defense (through magical clothing or upgrades) or Shield/Heavy Armor Mastery's Auto-Defense happens to trigger, it will halve the damage taken from Hail.
    Though, this is NOT to be confused with the *ping* of using Defense with a Shield.
    If you're using a shield with defense loaded, you'll see yourself flash blue, but Hail's damage won't be mitigated.

    Of course this is entirely luck-based, but it can be better than nothing?


    Also, was it mentioned that there are minimum Shield quotas?
    Like X out of Y people in the party must be shielded from Mineral Hail in order for an opening to be made for Spikers to lock the Girgashiy down.
    Not sure of the specifics, but in a party of 16 on Normal Difficulty, a minimum of 3 people must be protected from Hail to stun Girg. (So a minimum of 1 Shielder since they can protect theirself and 2 allies)
  • Rydian wrote on 2016-07-01 22:27
    Split buffs and debuffs into separate things.

    Linked each Girgashiy skill to the skill page on the wiki because the pages have lots of additional info I don't want to clutter the guide with.

    Interesting that Mineral Hail doesn't cancle a loaded Party Heal, even though it'll cancel the loading of it. I wonder if it forces player movement in a way that's not a normal knockback (sort of like how souls forces a death in a way that causes dead players to "die" again).

    Hail is magic eh? Too bad pinging is unreliable. What's the max people can get without trans chances anyways?

    I mentioned looking at the skill pages for more mechanics, but the minimum shield/spike thing is important enough that you're right, I should mention it's there.
  • KBaller69 wrote on 2016-07-06 14:24
    Quote from Rydian;1296567:
    Split buffs and debuffs into separate things.

    Linked each Girgashiy skill to the skill page on the wiki because the pages have lots of additional info I don't want to clutter the guide with.

    Interesting that Mineral Hail doesn't cancle a loaded Party Heal, even though it'll cancel the loading of it. I wonder if it forces player movement in a way that's not a normal knockback (sort of like how souls forces a death in a way that causes dead players to "die" again).

    Hail is magic eh? Too bad pinging is unreliable. What's the max people can get without trans chances anyways?



    I mentioned looking at the skill pages for more mechanics, but the minimum shield/spike thing is important enough that you're right, I should mention it's there.


    I should see if indigo cotton candy would register as ping with mineral hail. Also, makes me wonder if persona or paper plane action's invincibility frames are negated by mineral hail. (I would imagine so since the transformation action is definitely hit by hail)

    ~Also about using axe smash for the debuff, it's not really that inconvenient because the person doing axe smash can also follow up with rage impact. It's best for shielders to do so because of needing to smash while girg is being spiked, spinning uppercut, and devil's dash.
    ~Even though having run vhm since its release I'm still uncertain about the usefulness of getting level 15 breaking lies. Every 10 points put into smiting increases the skill damage by 5% leaving 5 points unnecessary. It's not unheard of for over 200k damage to be dealt with high BFO, cater, SS/rage stack, debuffs, etc and having only level 12 BL. Possibly it stacks to a certain amount which greatly increases the damage you're able to do within 10 or so seconds after the combo. Going from 4 support shot blades and then the rest dropping simultaneously and switching straight to dps (FH/bash) even VHM girgashiy's HP melts away like butter. Only 4 blades being buffed as opposed to all, the success rates were considerably higher, going from depending on crits and completing 30-40% of entering and completion 80-85% of the time if not more depending on the reliability of the group. I apologize for the wall of text, just thought I'd throw my 2 cents in ^^