Mabinogi World Wiki is brought to you by Coty C., 808idiotz, our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!

Talk:Solo Battle Tactics/Archive/00

From Mabinogi World Wiki

"Magnum Spam" is not a tactic (if you can even call it that) of any merit. It offers no insight other than the crude: "Attack enemy until dead." thought process. I suggest it gets removed. --Takoshi515 -Additionally, Counter+Counter follows the same crude and unimaginative patterns. Should be removed.

Mill finish still works, though not necessarily every time. It seems to work more often when only the finished monster is hit with the windmill. In any case it's really obvious when it works and when it doesn't, and I don't think it should be your sole strategy against a type of monster anyway. --Inemnitable 00:22, 29 April 2009 (UTC)

sort of combined fb+death and ISe+death since theyre almost the same thing, but left out the thunder one because it doesnt state when you have to play dead. here are the origional ones(just thought i should savea copy of annything i remoove)

Fireball+Death

  • Launch a fireball to unaggroed monsters. While it's still being launched, Play Dead.
  • If you are playing dead while the Fireball strikes, you won't receive aggro.
  • Get up and start launching again.
  • Make sure to stay out of the monster's aggro range but also have enough range to cast Fireball.

Ice Spear+Death

  • Same as Fireball+Death but replace Fireball with Ice Spear--and you must Play Dead while the monster is frozen--only if it hasn't aggroed you yet, of course.


also, "first post, woot!"? jk. Sozen Cratos Focker 01:32, 3 April 2009 (UTC)

I tried it... and they aggro you when you get up D: Wuberfeca

Repetitions

i started deleting some of the repetitions starting from the top down. We really need to break this page up into a few more because its getting so long. slayer1o1 00:28, 4 April 2009 (UTC)

breaking it up anny more than this would make it hard to navigate.Sozen Cratos Focker 14:50, 4 April 2009 (UTC)

Standard Tactic #4 or Counter+Mill?

I'm wondering which one of these duplicates to delete, since I'm not sure how 'standard' this tactic is. I'm pretty sure that cooldown between windmill and counter is pretty significant, but I haven't tried it yet. --Bobagiant 05:51, 24 October 2009 (UTC)

I've found that when finishing a normal attack, it's good to charge counter. After the counter is used, its good to charge windmill (since the delay is low), and then defense after that (if the monster isnt using smash; if it is using smash then skip charging defense), and lastly repeat. --Greble 2:24, 27 August 2010

1+Lightning Bolt

I'm assuming that this tactic requires rank 5 or higher Lightning Bolt, but I've never tested it without it. I've also never tested it without a blunt slow 2 hit weapon. Can anyone confirm it requires any slow weapon and any Lightning Bolt?

dual gladius r7 lightning nagle off: works Wuberfeca

Fire-Ice-Counter

This has been bugging me for a while now but recent activities have caused me to bring it up. How many people have actually tried using this on a monster with MR (regardless of the fact that ice or lightning on a monster with MR is not recommended)? Ice-counter (or lightning counter) is used due to the fact that icing a monster forces it to normal attack you unless you critical hit it (which seems to reset it's AI). However, having tried this on a variety of notable monsters with MR2 I've found that icebolt will not force it to normal attack you (it appears that any normal attacks resulting from icing comes from the monster itself simply choosing to normal attack you) rendering any ice baiting based strategies dangerous and/or useless. I can't personally comment on monsters with MR1 (or MR3 but really now) but at the very least, it seems some ammendment is in order.--Mystickskye 05:34, 17 May 2009 (UTC)

nothing will "force" the monster to normal attack, most monsters just usually chose to do so after being hit with icebolt, especially monsters with mana refra.
i always use fire-ice-counter on black succubus and red succubus and it works perfectly. i have also tried this on the skel rags(miniboss of rabie adv) and i got pwned, but i lasted longer than i did with regular fire counter, and did more damage to it.
but it might just be working better for me than for other ppl cause i have Nalge off and rank1 icebolt.--Sozen Cratos Focker 14:43, 17 May 2009 (UTC)
Actually, icebolt forcing a monster (without MR) to normal attack is attested to by several players across the servers and I've yet to see an exception to this apart from the Critical Hit case as mentioned above. Again, it's the reason why it's used as opposed to other specific strategies. If anything, I almost never have success on it against monsters with certain levels of MR, especially monsters like the Succubus (it'd be great to note that nagle on/off as well as rank seems irrelevant). A really good example which shows that it's not isolated to me is the Yellow Succubus of Rabbie Advance. You can Icebolt it as much as you want and chances are it'll take the hit and keep playing on it's lute. If it were just me who had this "problem" I wouldn't speak up about it but from what I've heard and observed, the way ice-bolt interacts with various monsters seems to show that it's an ineffective tactic against monsters with certain PDs. For me to accept it as an effective tactic I'd expect to see a consistent occurrence rate of monsters normal attacking after a normal ice hit regardless of PD level.--Mystickskye 05:36, 18 May 2009 (UTC)
once again, nothing will "force" any monster to do anything, most AIs simply respond to being hit with icebolt by charging at the player. in my experience(and i have had quite a bit of it,I perfect trained rank 1 icebolt twice.), monsters with mana refractor are even more likely to charge at the player than monsters without it. the yellow succubus does not charge at you after being hit with icebolt simply because she is programed to do something else. havening nalge on/off and icebolt rank affect the tactic because of loading speed.--Sozen Cratos Focker 22:28, 18 May 2009 (UTC)
"most AIs simply respond to being hit with icebolt by charging at the player" which just so happens to be exactly what I'm saying, fancy that. Also note that I can quote plenty of people with Rank 1 icebolt who will attest differently to you. The load speed is irrelevant (short of having really bad lag) as ice-counter tactics work at Rank F (especially so in this case where you've just knocked the opponent down). Yellow Succubus isn't the only monster who behaves like this either. To contest your experience I've witnessed several monsters (all of them with MR2 or higher) who quite frequently choose to do something else after being iced, quite a lot of them having "Fire-ice-counter works" or something similar in their wiki entries. This includes but isn't limited to various Succubi, the Kitty Knights and the Mirror Witch. Generally the fatal conclusion is that the enemy uses a spell on the hapless target stuck in counter. This discussion is getting nowhere though so for now I'll cede to leave it be.--Mystickskye 01:19, 19 May 2009 (UTC)
casting speed doesnt matter on succubus cause it's human speed, but for other monsters it probably matters. i doubt it would work on a skeleton raghodessa with Nalge on and both ice and fire below rank a. i never said yellow succubus is the only monster that doesn't charge after being hit with ice. --Sozen Cratos Focker 01:46, 19 May 2009 (UTC)

SOG

Been doing some testing in this and basically watched every single related video that I can youtube up, as well as the .gif, and all the related videos in youtube.

I think it's more a case of 65% be roughly equal to 99% than anything else. I mean we know that 99% doesn't actually mean 99%. And the point where the youtube videos and the SOG description describes is actually about the 65% mark when you have high ranked Range Attack skill.

Thoughts? -- Ladywinter 21:57, 25 May 2009 (UTC)

i think you're forgetting that SOG works when out of range. i doubt aiming % has an effect on it, it's just timing. --Sozen Cratos Focker 22:27, 25 May 2009 (UTC)

I dunno. SoG always works for me when I'm shooting at something that's in my range, but once it's range out it never hits, ever. --Jerl 15:41, 19 September 2009 (UTC)

well then, you're either not actually using sog and are just very good and/or lucky, or you're timing it wrong when you're far away. (according to most credible descriptions of sog(by which i mean the ones by famous pro archers) the farther you are, the longer you have to wait)--Sozen Cratos Focker 23:53, 22 September 2009 (UTC)

Fire+Counter+Def+N+1+Def+N+1...

It says moongooses/mongeese, isn't plurl mongoose... mongoose? like 1 sheep 10 sheep... 1 mongoose, many mongoose :D Wuberfeca

im not sure that's why i put mongooses/mongeese O.O but if you feel the need change it... imma keep it mongooses since my spell check says that correct lol

Wall + N

could someone who doesnt have nalge turned off yet test this out? so far, I've only tried this on Ciar's golems with dualweilded cutlass, with nalge off.--Sozen Cratos Focker 21:36, 2 June 2009 (UTC)

Smash-Charge-Smash/Smash-Charge

I've been experimenting with this for awhile and it usually works, but requires mad timing for the second smash, to the point where I'm thinking I might just be getting very lucky. Maybe I'm crazy but sometimes I think the animation on the charge for this is more of a normal melee knockback than the actual charge stun. Has anyone else tried it? Also, Smash-Charge seems pretty plausible, maybe as a way to get into Wall-tactic situation (I used it to put a friend into a tree for smashmilling earlier). I'll keep trying this, but I'm a tailor and not a soldier so if anyone wants to play with either of these please do so and feel free to take all the credit too, hehe. --Chammie Tea

I've tried doing something like that, but having Charge as a second attack can be risky on certain monsters who have fast knock-back recovery and moves close enough to you that you can't use Charge. I think the tactic with Charge-Smash is basically the same thing as what you're getting at but Charge-Smash is a safer way to attack or get the monster near a wall. I'll try your technique later, g2g sleep xP--Akumo 03:02, 6 August 2009 (UTC)

Major Clean-up

Well, this page really needed some clean-up so I went ahead and did it because I was bored. Among other things I've mostly rewritten the Mill Finish section, and deleted a couple strategies. I stayed away from the more controversial stuff though (SoG is a myth, etc.). Here's some justification for strategy deletion.

  • "N+CounterFire" : Oh so wrong on so many levels. The writing for one but let's look at the "strategy." Sure, it's possible to start loading a bolt during counter so early that the counter animation cancels the bolt's instead of the other way around, but either way, Firebolt at rank F still takes 2.5 seconds to load. Not to mention it seems to be telling you to run up and attack after Firebolt, which really would just be a good way to get owned.
  • "finalmage" : 2 second FH load time is way more than enough to use Counter, Windmill, or other preferred Final Hit defeating skill. Not to mention the "you may be killed during this" should be a tip-off that it's a bad strategy.
  • "IceMill Counter" : You can't load Icebolt during Windmill animation. In short, another good way to get owned.

--Inemnitable 13:50, 11 October 2009 (UTC)

Confusion

I've noticed that people have been putting up new strategies or modifying old ones, and the way they type makes it either confusing or completely unreadable. Could you please make sure your ideas make sense before you put them up?--Th3Evil5Ponge 19:51, 30 May 2010 (UTC)

^_^; why?

I'm sorry, I'm new and i don't know how to go about adding things to the wiki but, why was this removed?

wm + full swing + charge + smash + assault slash

prerequisites: giant, in beast mode

  • order
    • 1: smash
    • 2: full swing
    • 3: charge
    • 4: smash
    • 5: assault slash
    • 6: wm
    • 7: full swing
    • 8: charge
    • 9: smash
    • 10: assault slash
    • 11: repeat steps 6-10 till the fomor is dead or you're no longer a beast

Sreth 18:04, 31 January 2011 (PST)!

p.s.oh and if anyone finds some sort of fault with the combo tell me o.o.

p.p.s. i have noticed that occasionally you'll get normal attacked wile charging after full swing, if anyone knows a way to avoid that tell me ^_^; Sreth 18:18, 31 January 2011 (PST)!

Reply to: "^_^; why?"

I have no idea how to reply to these, so I'ma just edit. It's been deleted, originally, by Tellos, because these might be considered "Spam Tactics". In other words, if everyone posted every combo they discovered, the page would be almost 10 times longer. Since many other editors agree with this, though, it's best to go with the majority.

There are no threads on this page yet.