Sunday, April 14, 2013

Mabinogi Puppeteer Guide


 I’ve never been content with any of the guides or explanations for puppetry that are currently available. Simply put, they regurgitate information that is readily available on the wiki that does not help in practical matters. Puppeteers need to know how to actually fight, defend themselves, and handle a variety of situations. Practice helps but there are core concepts that you need to understand.




One of the most difficult aspects of the puppeteer is that you need to have high spatial awareness to fight effectively. Puppeteer skills gain range incrementally as they rank up, so your exact ranges will change as you progress as a puppeteer. You have three primary ranges to keep track of: A circular radius around your player, a circular radius around your puppet, and a straight line from your puppet. Your puppet’s abilities rely on these radii in order to effectively fight.


The best advice that you will ever receive: get either rank 1 Pierrot or rank 1 Colossus right away. This will provide the largest overall bonus to your damage and make you the most effective at combat. After that focus on getting Control Marionette to rank 5 so that you have all of your puppetry skills unlocked. Act 7 and Act 6 are arguably the two best offensive skills to raise first but no one is going to yell at you for training skills that are more useful to your immediate situation.

Puppeteers benefit from both Dexterity and Strength as both add +1 max damage for every 3.5 Str or Dex and +1 min damage for every 5 Str or Dex. Your puppets receive 70% of your Damage, Critical Rate, and Balance so your Strength and Dexterity benefit your puppets as well.

Two excellent life skills to train on the side are Refining and Mining. They coincide well, don’t require too much work or AP, and add a fair bit of dexterity and strength. Combined these two skills cost 141 AP. Two excellent combat skills to train on the side are Smash and Windmill. For Humans and Giants these two skills cost 360 AP, for Elves 315 AP. As a puppeteer you will be supporting your puppet physically often and even fighting without your puppet at times, so it’s imperative to have some ability to fight. Ideally you want to have all Melee skills so work towards that goal when you have the AP to.

Puppets struggle when dealing with ranged foes. Their range and speed just cannot compete with an archer or a mage that has a chance to charge up their magic. These foes are going to get free hits on your puppet. Rather than take this quietly use your Puppet’s Snare and Wire Pull to punish these foes.

Wire Pull and Puppet’s Snare are simple enough that they do not need a long explanation. Wire Pull takes a moment to take effect and then drags the enemy to you while dealing a lot of damage. This puts the enemy into your puppet’s range. If an enemy moves out of range, the skill will go off but do nothing. Puppet’s Snare activates immediately, does damage over time, hurts your opponent, and has a long stun. Puppet’s Snare is great for leaving an opponent open for attacks from allies. Puppet’s Snare also blocks explosions from suicide bombing enemies like Sulfur Spiders and Lost Sahagin! Both skills interrupt and break through all other skills. Some enemies, such as Golems and Goblin Bandits, are immune to Puppet’s Snare. There is no comprehensive list for immune monsters.


 
Act 1: Inciting Incident

-          Can stop Smash
-          Is blocked by Defense and Counterattack
-          Utilizes the radius around the player
-          Hits 1 target
-          Stuns enemies

Act 1 teleports the puppet immediately to anywhere that its target is as long as they are in range. If an enemy reaches your puppet before your attack is launched, it can still attack your puppet. To use Act 1 properly, position your puppet behind you. This is an excellent defensive skill when fighting 1v1 and can even be used to handle multi-aggro.

( Picture Example )

Works great after a Basic Attack or Act 2. At lower ranks its stun time is inefficient at holding an enemy off, so utilize Puppet Snare or Windmill to protect your puppet and yourself.


 
Act 2: Threshold Cutter

-          Breaks Defense
-          Attacks 3 times
-          Utilizes the radius around the puppet
-          Hits 1 target

Act 2 is essentially the puppeteer’s smash. It’s slower than a player’s smash so it is only useful for 1v1 combat. If a target is hit into deadly, they will be knocked out of your attack but you will continue the animation. Should this happen, immediately unsummon your puppet to prevent damage. Act 2 is very useful for holding an enemy or boss in place.

Best used as a First Attack or if the enemy is using Defense. At lower ranks it may just be better to Smash the enemy yourself.


 
Act 4: Rising Action

-          Can stop Smash
-          Breaks Defense and Counterattack
-          Utilizes the radius around the player
-          Hits multiple targets

Act 4 is like Act 1 but with a longer cooldown time and no stun time. Act 4 tends to knock enemies back really far and will hit any enemies that are close to the player. The catch is that Act 4 has a smaller radius than Act 1, which is a big deal. At lower ranks, Act 1 is far superior to Act 4 at blocking enemies. Act 4 excels most when enemies are grouped together. Just like Act 1, if an enemy reaches your puppet before your skill goes off, the enemy will successfully attack you so it is best to position your puppet on top of yourself.

Act 4 can be used defensively similar to Act 1 or in conjunction with Act 6 for maximum damage.

( Picture Example )


 
Act 6: Crisis

-          Can stop Smash
-          Breaks Defense and Counterattack
-          Utilizes the radius around the puppet
-          Hits multiple targets
-          Can miss if targets move out of range

A more appropriate name for Act 6 is ‘The Best Setup Move in the Game.’ Act 6 is terrible for defending yourself and you have better moves for pulling enemies out of Defense or Counter. Instead, if you’re in a crowded room with enemies spread out, use it to pull enemies into one spot. Enemies hit by Act 6 will stay on the ground for a second, allowing you to use Act 4 or Windmill to great effect.

Arguably the best First Attack but you have better options for offense and defense otherwise. Be cautious if enemies are too far spread out.


 
Act 7: Climactic Crash

-          Can stop Smash
-          Breaks Defense and Counterattack
-          Utilizes a line from the puppet, limited by the player’s radius
-          Hits multiple targets
-          Can hit twice if target is knocked back into the line

Act 7 is just a beautiful attack that deals an insane amount of damage. Always try to aim Act 7 from the side of a player rather than directly in front of the player. The reason for this is to prevent the player’s radius from canceling Act 7 prematurely. Due to its charge time it’s best to use this attack as the first attack. It is advisable to unsummon your puppet after using Act 7, as Act 7 breaks your connection with your puppet, puts them a fair ways away from you, and often puts them right next to enemies.

Act 7 is a great First Attack if enemies are in a line or are simply too spread out for Act 6 to be effective. Nothing really combos well with Act 7.

( Picture Example )


 
Act 9: Invigorating Encore

-          Can stop Smash
-          Breaks Defense and Counterattack
-          Allows your puppet to fight without your control
-          Requires a full spirit gauge to use
-          Utilizes the radius around the puppet
-          Hits multiple targets

Act 9 hits and aggros all enemies around it and gives your puppet its own AI. Have a strong Act 1 and Act 2 for this as your puppet will try to use these skills on its own. While in this mode your puppet recharges its skills faster and deals more damage. You can take control of your puppet again with your Control Marionette skill while still enjoying your extra damage and faster skill recharge.

Act 9 is the most painful skill to train and actually is not great on its own unless you are effective in combat without your puppet. It’s advisable to get it early primarily for training purposes and to only start using it after you have started picking up other combat skills such as Melee or Archery. Otherwise keep your puppet on its strings with Control Marionette.

There is no appropriate or inappropriate time to use Act 9. Bring it up whenever there is a tough battle that would benefit from extra damage.



There are lots of little tidbits and specific areas that are useful to know but that would take up too much time to explain in a guide. Be mindful of your positioning, your puppets positioning, and have fun in the world of Erinn.

When in doubt Basic Attack, Basic Attack, Basic Attack, Act 1.
When there’s an impossible situation Act 7, Unsummon, Play Dead or run before the enemy sees you!


1 comment:

Anonymous said...

Its a good Guide and I agree with you on everything you said. nicely done