Regarding the new events

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Soluna

Regarding the new events

Post by Soluna »

For Lorraine's Nightmare:

Round 1 zombie
Round 2 soldier zombie
Round 3 zombie + soldier zombie
Round 4 zombie + soldier zombie + Demi Lich
Round 5 stone zombie + snow zombie
Round 6 stone zombie + snow zombie + Master Lich
Round 7 prison zombie + bandersnatch + volatile zombies
Round 8 prison zombie + bandersnatch + volatile zombies + Arch Lich

Ideally, you'd want at least 1 giant and have them be warrior class.

Skill wise you probably should focus on just no more than 3 skills as each class.

For Mages/Bard, Ice Spear to about 9 for early stages as later stages ice type zombie will be immune to its dmg. Meditation is also very nice to have, probably want to rank it up to 1 eventually. The other skill of focus should be Thunder/Fireball, since there's 2 mages you'd want to decide who's getting what. Thunder is for holding enemies as well as dmg and Fireball is to clean the zombies being held up.
-Meditation should be on all times
-Play Enduring Melody at idle times
-Have 10 HP potions during round 7 and round 8 to be safe, Buy MP potions when u have essential skill maxed.

For Alchemists/Ranger, they have it easy, just rank Flameburst and eventually some Chain Cylinder, probably to r9 or so at first. Then they probably want to focus on mana shield to rank 1 and spend gold to buy some mana potions to be able to take on explosion from the exploding zombies.
-Human alchemist will be given life drain crystal, it is nice to keep 10 handy
-Stamina usage is not that crucial as mp usage for mage, though you probably want 10 during the later turns
-Have 10 HP potions during round 7 and round 8 to be safe.

For Warrior/Fighter, to be honest, unless you are Giant, you probably can't do much at all as a warrior. For giants, rank stomp, combat mastery and defense/mana shield. For the non-giants, if you decide to go the warrior route, as for fighter you probably want charge strike, combat mastery and defense/mana shield. Your goal is to finish the ones that pass by the mages and alchemists so charge strike is good for the mobility and human can also abuse FH to draw aggros. For the last 2 turns you'd want the mana shield to tank the explosions.
-Use respite when you are low on stamina
-Use mana shield during the last 2 turns to help with the explosions, if you do die raise feather asap.
-Have 20 HP potions and 20 mana potions during round 7 and round 8 to be safe, more wouldn't hurt as u are warrior/fighter.

For the Demi Lich - Giants should go aggro it first with another close by to get ready to aggro the Lich. After the Lich summon the ghost, ideally it all aggro on the giant, the giant use use wind guard and mana shield while the other draw the lich away because the giant can tank ghost hits, but it cannot tank magic attacks from Lich at all. The one who has the Lich aggro should then use obstacles in mission, trees, lamps whatever to hide behind and keep Lich still while the Alchemist use Life Drain and Mage use Hail or FB to knock its health done to 0.

For the Master Lich - You just give up <_<, let it pass and take the -5 unless you are lucky the server lagged. Otherwise, it is not worth to risk a party wipe out over with. Of course, if your HP is below than 5 at this point... you are on your own.

For the Arch Lich - You can actually damage it without the horse explosion, is the last boss and you to pretty much the same as the Demi Lich. Of course, if server's on your side this will also be alot easier. Do spend your gold before this round on potions and such, because... it is the last wave.

For the basic strategy -
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A____________
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|B
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|C
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[Castle]

Point A is where the zombies from the 2 path eventually converges, have someone here to hold them up, ideally a giant using stomp

Point B is where the Mages should be at for Round1~6 to use their AOE to blast the zombies. For the last 2 Round, mages want to be slightly further away to be safe because they don't want to have use mana on mana shield like the other classes.

Point C is where an Alchemist might want to be at as the last line of defense.

Basically you want to bunch up the zombies and have mages to blast them all at once. Ideally you want most the group closer by because you can't see if the other member is knocked out, but for the first six rounds is not that crucial, but the later 2 will matter as the explosions WILL take lives.

On the items:
For ice mines, lay them from Point A ~ [Castle] as you can, they to help greatly. Camp fire... I am neutral on this because they don't really block the zombies but rather alter their path, if you are good with it you can set it. Speed potion is nice to humans, the other 2 race probably don't need it, but if you can, buy 1 for each round if you are human.

Image
Sweet Dreams~

As for the Master of the Auction House:
There's nothing that threatening except the wave of the mass imps... in particular the Fire Mage Imp who CAN cast Fireball. If you went in solo unprepared you probably would get slaughtered. SO, take a party of 2~4 won't hurt.

Another thing to note is that it will have Shiftry and Charlene, so... you might want to have couple ice mine handy if they are stuck in the teleport bug.
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