Showing posts with label Mabinogi. Show all posts
Showing posts with label Mabinogi. Show all posts
Sunday, July 7, 2013
Mabinogi Update: Dream
The dream update for Mabinogi comes with a few nifty little things: new character cards based on life skills (Master Chef and Treasure Hunter), new dungeons, new peaca dungeon boss, an event with daily free rebirths, permanent weekly free rebirths, free premium services for the event, a bunch of bug fixes, and a new mobile app for Mabinogi.
Whether or not this update will come to the US Mabinogi will be seen. Even if we don't get the daily rebirth event, I hope we get permanent weekly rebirths. That would be excellent!
Update July 17th:
In an interview the Mabi development team revealed a bit more about what the dream update is bringing. Some of the high points are: hacking compensation, explanations of the new character cards, revamping dungeons, revamping textures, Mabinogi smartphone app, iOS Mabinogi, archery renewal, and in the future a reworking of spirit weapons.
Hacking happens and it sucks a lot; the devs want to make it so that if you are hacked you can get your items and gold back so that you don't just lose everything. The goal is to improve your experience and this is a great step towards that.
The Master Chef card comes with r1 cooking, finally, and access to tons of new recipes and ingredients as well as a special new ability called festival foods. It looks like a lot of these new features are tied to the Master Chef card but the basics will be available to everyone.
The Treasure Hunter card gives bonuses for exploring Iria. Excavating will provide special, unique treasures and Treasure Hunters will even be able to restore artifacts. They may even be getting special drops from Iria dungeons.
Dungeons are out of date and everyone knows this. The current system for passes is limiting, boring, and makes people avoid dungeons when they can. The revamp will be using the Hard Mode system as a basis to improve dungeons as a whole.
A lot of old textures are still around and just sort of meshed with the newer ones. If you want an example just compare Lemona Moon Armor with Thames plate and you'll see a world of difference in texture quality. The revamp will be to update old graphics so that they fit more with the new look of Mabi.
The Mabinogi Smartphone app is a bit confusing and I'm worried that I read a mistranslation of it, so if this is wrong I'm going to change it asap, but it looks like there will be assist characters on smartphones that can play with normal players. This lets you help your friends and even yourself by playing on your smartphone on the go.
Macs are finally getting Mabinogi. Some people may rejoice and finally stop using bootcamp. =)
The limitation of archery has always been the miss chance and this has made archery very suicidal to use at times. Since the combat update will introduce a natural lucky evasion chance, archery would normally be severely nerfed from this, so the archery renewal looks to fix these balance issues and make the class more viable and fun.
At some point spirit weapons may be updated in some way, shape, or form. Even the devs have no clue how they will improve them just yet.
Have fun in Mabinogi everyone and I hope these updates are as exciting to you as they are to me! Look forward to guns, magic crafting, and a bunch of other skills in the next few weeks too.
Thursday, July 4, 2013
Mabinogi Black Dragon Raid Boss
The Black Dragon Raid Boss is a butt and is likely to kill you a whole bunch!
But there are ways to fight him that allow you to take minimal casualties.
Things to Bring:
- 100+ HP Potions (Even if you don't use them all)
- 40-60 Phoenix Feathers
- 40+ MP Potions
- 10+ SP Potions
- Bandages?
Raptors: How to
- Raptors are a very strange enemy and you cannot apply standard combat practices to them.
- They are multi-aggro.
- They have a stomp attack that ignores mana shield and hits health directly.
- Their knockback gauge is 3x as large as a normal enemy so even attacks that normally always knock an enemy back won't work on them!
- However, this means that you can hit a raptor like 14 times if you're using knuckles.
- Do not use skills such as Hailstorm, Shock, or Blaze on them.
- They heal non-wound damage almost instantly.
But this is all 100% okay because your job as Support is not to kill the raptors. Don't try to kill he raptors! Pull the raptors away from the boss dragon and hold them in combat to the side so that Assault and everyone else can do what they need to do.
Bards and Healers: A love song
- Bards can be one of the most handy users on the battlefield thanks to Enduring Melody and Battlfield Overture
- Everyone is constantly hurt so use party healing for maximum mana efficiency
- Keep your parties open and stay right next to the dragon boss so that you're doing some actual good.
If you're not in a full party or you're too far away to do any good, why are you at the raid at all? Support your fellow millitians or the Black Dragon will escape.
The Black Dragon
- He has Advanced Heavy Stander
- If you are under his front claws you'll take ~500 damage
- He has a ground pound attack that hits enemies in front of him.
- Defying physics, the dragon can swivel around to any new angle at any time
- It's hard to pin his hp but every 25,000 appears to be 1% so he's probably in the realm of 2,500,000hp
- Not that it matters, he heals hundreds of thousands of hp every few minutes.
- Archers, stay under his belly and rapid fire on him. If you can, avoid going out of his sides or being under any one of his legs
- Mages & Alchemists, stay under his belly and charge advanced magic to hit him with. He moves constantly so you will need to be fast
- Melee, when the dragon is about to fly up windmill. Windmill breaks him out of his flight animation and keeps him from doing his flying attack.
- Assault needs to be attacking him constantly. Even with a full server on the dragon you can fail to kill him because of how fast he heals.
This has been a very basic guide to fighting the Black Dragon raid. Good luck everyone!
But there are ways to fight him that allow you to take minimal casualties.
Things to Bring:
- 100+ HP Potions (Even if you don't use them all)
- 40-60 Phoenix Feathers
- 40+ MP Potions
- 10+ SP Potions
- Bandages?
Raptors: How to
- Raptors are a very strange enemy and you cannot apply standard combat practices to them.
- They are multi-aggro.
- They have a stomp attack that ignores mana shield and hits health directly.
- Their knockback gauge is 3x as large as a normal enemy so even attacks that normally always knock an enemy back won't work on them!
- However, this means that you can hit a raptor like 14 times if you're using knuckles.
- Do not use skills such as Hailstorm, Shock, or Blaze on them.
- They heal non-wound damage almost instantly.
But this is all 100% okay because your job as Support is not to kill the raptors. Don't try to kill he raptors! Pull the raptors away from the boss dragon and hold them in combat to the side so that Assault and everyone else can do what they need to do.
Bards and Healers: A love song
- Bards can be one of the most handy users on the battlefield thanks to Enduring Melody and Battlfield Overture
- Everyone is constantly hurt so use party healing for maximum mana efficiency
- Keep your parties open and stay right next to the dragon boss so that you're doing some actual good.
If you're not in a full party or you're too far away to do any good, why are you at the raid at all? Support your fellow millitians or the Black Dragon will escape.
The Black Dragon
- He has Advanced Heavy Stander
- If you are under his front claws you'll take ~500 damage
- He has a ground pound attack that hits enemies in front of him.
- Defying physics, the dragon can swivel around to any new angle at any time
- It's hard to pin his hp but every 25,000 appears to be 1% so he's probably in the realm of 2,500,000hp
- Not that it matters, he heals hundreds of thousands of hp every few minutes.
- Archers, stay under his belly and rapid fire on him. If you can, avoid going out of his sides or being under any one of his legs
- Mages & Alchemists, stay under his belly and charge advanced magic to hit him with. He moves constantly so you will need to be fast
- Melee, when the dragon is about to fly up windmill. Windmill breaks him out of his flight animation and keeps him from doing his flying attack.
- Assault needs to be attacking him constantly. Even with a full server on the dragon you can fail to kill him because of how fast he heals.
This has been a very basic guide to fighting the Black Dragon raid. Good luck everyone!
Wednesday, July 3, 2013
Mabinogi Commerce Guide
[IMAGE]
Commerce is one of the most dynamic and beautifully simple systems in Mabinogi. The game of commerce is all about profits and if you're not earning profits then you're commercing wrong.
The first step that you should always take in commerce is to gather as much information as you can. It only takes a minute or two to hop into the moongates for Tir Chonail, Dunbarton, Bangor, Tailteann, Emain, and Tara to see who is paying the most for your time. Multiply the quantity of goods that you can carry by the profit (green number) to see how much you will earn from a trip. This little detour will increase your profits for the rest of the day.
However, commerce is dynamic; prices shift constantly and excessive trade will change how much profit you are earning. Repeat your information gathering every day before you begin to commerce and if you notice your earnings drop off at any point then change routes.
No one town will always be the most profitable and no one route will always be the safest. Stay alert and watch prices carefully to make sure that you're in the know about where to trade and which routes are best.
Your time is valuable so measure which destinations will give you the most profit over the shortest period of time. There are handy charts here to help with that!
Raise your level commerce rating in towns to earn discounts, unlock goods, and generally improve your profits. You raise your rating with a town by selling goods from that town a lot.
There is a skill that earns you more gold, experience, and ducats per trip: Commerce Mastery. This skill increases your profits by 1% for every rank up to a total of 15% at rank 1.
This handy little skill does not show you that it is earning you anything anywhere except for the final profit screen. You train commerce mastery by earning profits through commerce. Split your sales up to level commerce mastery faster. [IMAGE]
While commerce mastery is nice, it is not necessary and probably not a wise investment of your AP until you have ranked a few combat skills. Unless you're already confident in your ability to handle bandits, don't bother with Commerce Mastery just yet.
Bandits are a nasty lot that will steal your goods and harass you until you hate commerce. The solution is to keep your eyes out and watch for bandits whenever you are commercing.
A good merchant almost never spawns bandits. Even if you can handle fighting bandits, they are a huge waste of time. Most trade routes are only a few minutes long and a bandit fight can drag out for as long as 3 minutes. This means less profits. If you want to fight bandits then go bandit hunting through the Wanted Board. [IMAGE]
Sometimes there are nasty little bugs that can make bandits worse than they should be. Sometimes, when you spawn bandits all of the other bandit markers become invisible to you. You cannot hear or see them and the imp will not warn you about them. You can still spawn them by getting to close to them though. What this means is that you're going in blind and you're going to have to fight dozens of bandits.
You can fix this bug by map transitioning. It is advisable to do so if you notice that bandits are spawning out of nowhere.
Bandits will increase in difficulty as you increase the value of your cargo and the distance from the cargo source. Longer, more valuable trips will spawn stronger enemies. This should be taken as a general guideline and not a hard and set value.
Newbie Bandits: 2,000 Ducats or less cargo
Trained Bandits: 2,001 to 20,000 Ducats
Hardened Bandits: 20,001 to 50,000 Ducats
Veteran Bandits: 50,001 to 200,000 Ducats
Master Bandits: Towards the end of trips worth 200,000+ Ducats
It is up to you to know your limits with bandits. Different builds and strategies will work better on bandits than others. If you're consistently losing goods to bandits, try a level down and see if that helps at all.
You can spawn more difficult bandits than normal if you spawn them near the Smuggler. The smuggler is only around from 10pm to 6am in-game time every day. You will only be told the smuggler's location if you have a Life Talent active.
All numbers are recorded in seconds. Every 60 = 1 minute.
Foot movement speed is the same as humans, carts are 110%, elephants are 134%, and wagons are 188%.
Not all routes are equal, some routes are more dangerous than others.
Safest routes: Lake Abb Neagh, Tailteann, Sliab Cuilin, Dunbarton, Gairech Hills
Why: These areas are open and big. This lets you spot any bandits well ahead of time and go around them. There are almost no locations for bandits to hide behind such as forested areas or large rocks.
Dangerous routes: Blago Prairie, Corrib Valley, Dugald Isle, Sen Mag Plateau.
Why: These locations are either cramped or have a lot of places for bandits to escape your view. This often means that you will accidentally run into a bandit or that even if you spot them there will not be room to go around them.
You'll Probably Die on This routes: Osna Sail
Why: Osna Sail is the fastest way to go between Bangor and Emain Macha but it is cramped and there are a lot of hostile spawns there. Not only can you usually not avoid bandits if you see them, wolves will quickly aggro you and distract you from the bandits.
The smuggler's name is Byrun. Byrun has a price chart separate from other towns and often pays more for goods. The catch is that any goods sold to Byrun lower your rating level with the town you bought the goods from equal to 2x the profit of your sale. If possible avoid selling goods to the smuggler until you have spare town rating you can afford to lose. You do not earn gold from trading with the smuggler.
The daily trade good will not lower your merchant rating with a town. The next item sold after the daily trade good is multiplied in value by 1.5x. You can only do this once per in-game day.
Towns will display the value of items of the smuggler if you have a Life Talent active and the smuggler has spawned. Notifications will also run across the top of the screen listing the smuggler's location and the daily trade good.
Bandits tend to be stronger than normal around the smuggler and even low value goods from nearby can spawn master bandits.
The location of the smuggler changes every in-game day. You can find where he is with handy charts such as this one: http://wiki.mabinogiworld.com/view/Smuggler#Locations
Commerce 101
The first step that you should always take in commerce is to gather as much information as you can. It only takes a minute or two to hop into the moongates for Tir Chonail, Dunbarton, Bangor, Tailteann, Emain, and Tara to see who is paying the most for your time. Multiply the quantity of goods that you can carry by the profit (green number) to see how much you will earn from a trip. This little detour will increase your profits for the rest of the day.
No one town will always be the most profitable and no one route will always be the safest. Stay alert and watch prices carefully to make sure that you're in the know about where to trade and which routes are best.
Your time is valuable so measure which destinations will give you the most profit over the shortest period of time. There are handy charts here to help with that!
Raise your level commerce rating in towns to earn discounts, unlock goods, and generally improve your profits. You raise your rating with a town by selling goods from that town a lot.
Commerce Mastery
This handy little skill does not show you that it is earning you anything anywhere except for the final profit screen. You train commerce mastery by earning profits through commerce. Split your sales up to level commerce mastery faster. [IMAGE]
While commerce mastery is nice, it is not necessary and probably not a wise investment of your AP until you have ranked a few combat skills. Unless you're already confident in your ability to handle bandits, don't bother with Commerce Mastery just yet.
Bandits
A good merchant almost never spawns bandits. Even if you can handle fighting bandits, they are a huge waste of time. Most trade routes are only a few minutes long and a bandit fight can drag out for as long as 3 minutes. This means less profits. If you want to fight bandits then go bandit hunting through the Wanted Board. [IMAGE]
Sometimes there are nasty little bugs that can make bandits worse than they should be. Sometimes, when you spawn bandits all of the other bandit markers become invisible to you. You cannot hear or see them and the imp will not warn you about them. You can still spawn them by getting to close to them though. What this means is that you're going in blind and you're going to have to fight dozens of bandits.
You can fix this bug by map transitioning. It is advisable to do so if you notice that bandits are spawning out of nowhere.
Bandits will increase in difficulty as you increase the value of your cargo and the distance from the cargo source. Longer, more valuable trips will spawn stronger enemies. This should be taken as a general guideline and not a hard and set value.
Newbie Bandits: 2,000 Ducats or less cargo
Trained Bandits: 2,001 to 20,000 Ducats
Hardened Bandits: 20,001 to 50,000 Ducats
Veteran Bandits: 50,001 to 200,000 Ducats
Master Bandits: Towards the end of trips worth 200,000+ Ducats
It is up to you to know your limits with bandits. Different builds and strategies will work better on bandits than others. If you're consistently losing goods to bandits, try a level down and see if that helps at all.
You can spawn more difficult bandits than normal if you spawn them near the Smuggler. The smuggler is only around from 10pm to 6am in-game time every day. You will only be told the smuggler's location if you have a Life Talent active.
Routes
Foot movement speed is the same as humans, carts are 110%, elephants are 134%, and wagons are 188%.
Not all routes are equal, some routes are more dangerous than others.
Safest routes: Lake Abb Neagh, Tailteann, Sliab Cuilin, Dunbarton, Gairech Hills
Why: These areas are open and big. This lets you spot any bandits well ahead of time and go around them. There are almost no locations for bandits to hide behind such as forested areas or large rocks.
Dangerous routes: Blago Prairie, Corrib Valley, Dugald Isle, Sen Mag Plateau.
Why: These locations are either cramped or have a lot of places for bandits to escape your view. This often means that you will accidentally run into a bandit or that even if you spot them there will not be room to go around them.
You'll Probably Die on This routes: Osna Sail
Why: Osna Sail is the fastest way to go between Bangor and Emain Macha but it is cramped and there are a lot of hostile spawns there. Not only can you usually not avoid bandits if you see them, wolves will quickly aggro you and distract you from the bandits.
The Smuggler
The daily trade good will not lower your merchant rating with a town. The next item sold after the daily trade good is multiplied in value by 1.5x. You can only do this once per in-game day.
Towns will display the value of items of the smuggler if you have a Life Talent active and the smuggler has spawned. Notifications will also run across the top of the screen listing the smuggler's location and the daily trade good.
Bandits tend to be stronger than normal around the smuggler and even low value goods from nearby can spawn master bandits.
The location of the smuggler changes every in-game day. You can find where he is with handy charts such as this one: http://wiki.mabinogiworld.com/view/Smuggler#Locations
General Tips:
- Bandits always aggro 2 at a time.
- Bandits can only begin aggroing you when you have moved. Standing perfectly still at the start of an encounter is a great way to charge magic, alchemy, puppets, or archery skills.
- Bandits will only steal goods if they disappear with stars.
- Bandits normally only flee once they have 5 stars. They can flee with fewer stars if you're low on goods.
- A bandit who despawns with any stars at the end of combat will have stolen goods.
- Goblin Bandits will blindly rush at you by default. Defend or Counter them if you can.
- Human Bandits pause before they rush at you and will often load Windmill and Smash.
- Goblin Archer Bandits do an insane amount of damage and wound, will not pause, and are faster than you if you are human. They aim very quickly.
- Imp Bandits love to circle you, spam bolt spells, and generally be obnoxious. These should be your priority targets to kill since they have very little health and do the most damage of any basic bandit enemy.
- Giant Bandits use knuckles, so they have a 5 hit attack. They generally do low damage unless they crit. Giants will do nothing for a very long time, standing right beside you. If you windmill giants they will attempt to basic attack you when they get up. Normally you can leave them be while you kill other enemies.
- Boss Human Bandits are identical to Human Bandits but have a lot more health and do a lot more damage.
- Boss Ogre Bandits have a huge amount of health, damage, defense, and protection. It is almost impossible to kill these enemies by yourself at times. If possible, never let this enemy hit you; instead keeping them at bay with high knockdown rate skills such as firebolt, counterattack, smash, etc.
- If all else fails, bandits will leave you alone once they've stolen ~30% of your goods. Any that you spawn after that will just leave once an encounter starts.
- Lost goods can be recovered by bounty hunters. You'll get some ducats back in the mail.
- Bounty Hunters will always spawn Veteran and Master bandits.
- Merchants with bounty hunters accompanying them probably want to be the ones to spawn the bandits.
Thursday, May 16, 2013
More Mabinogi Instruments
New instruments! Mabinogi will be getting a miniature grand piano, violin, and cello.
What? You're worried that they're going to be gatchapon only like the Electric Guitar? Stop worrying, they're not. You can get these instruments in-game. That means adorable tiny pianos for all.
So far the prices for Pianos are 5,000,000 ducats and Cellos are 100,000 ducats. This means that they are available through commerce and can be bought at the trade imp in any Uladh town."They have also added instrumental dyes to the Ducat Shops for 100k each."
Korean players will be getting these first and even having an event for them:
"[KR Event] On May 18th players loging in will receive a free Violin."
The update will come with new wigs, new pets, new items all around but come on, nothing is as exciting as getting one of those pianos.
Get ready for more musical mayhem in the game named after the bard's song. <3>3>
Source: MabiData
Tuesday, April 23, 2013
Mabinogi Music Skills
So while I work on pictures for the puppetry guide, by which I mean 'get some poor sap to sit there while I trip them with my wires over and over again until we find the maximum distances for attacks', Mabi has been getting some updates.
They're not out yet but they look good.
For those that aren't familiar with the combat redesigns, there were going to be a lot of changes to the fundamental combat mechanics of Mabi. The goal seemed to be to make stats relevant where they were no longer. Lets face facts here, minimum damage and balance stopped mattering when you realized how easy it was to get 300+ dex.
These changes inevitably nerf Fighters, make Alchemists less terrible, and rebalance Melee, Lancers, Mages, Archers, and Puppeteers. In my opinion Puppeteers got the better end of the deal out of everyone but we'll see when the actual update comes out.
The one skill set that is unanimously agreed upon to be crapped on is Music. The rebalance cut out music buff and instead just changed that to extra duration. That is crippling for Bards.
This new update is a music based one though. Bards are getting a few new skills that look superb. These include Sing, Chorus, and Encore. Sing lets you use a Microphone, a new musical instrument, and r5+ it looks like it lets you use the skill without having an instrument equipped. Chorus increases Play Instrument success rate, performance effect, and even reduces cool downs. Encore looks to be the least useful of all of the skills because it resets musical cooldowns but were there any musical cooldowns that really needed to be reset anyway?
| Taken from manaherb.tumblr.com |
Souce: MabiData
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.
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.
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.
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.
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