[KR Update] Mabinogi Dream

Info about Mabinogi game updates from around the world.
Ebrithil
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Re: [KR Update] Mabinogi Dream

Postby Ebrithil » Mon Jul 08, 2013 8:41 pm

Phoenix feather hanging from the gun? Obviously Gunner+Mage Weapon.

Also please, please tell me Master Chef gets that giant hambone as a weapon. ; -;

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Re: [KR Update] Mabinogi Dream

Postby Syrentus » Mon Jul 08, 2013 10:40 pm

Ebrithil wrote:Phoenix feather hanging from the gun? Obviously Gunner+Mage Weapon.

Also please, please tell me Master Chef gets that giant hambone as a weapon. ; -;


Magic aye? I never considered that. Personally I see Adventurer+Gunner. So I see it as like the feathers than hang off Dream Catchers. If these allow transformation it could really increase the likely-hood that Transformation Mastery isn't just a show off skill and could be integrated into true combat. Now we just need to see some flying transformations and allow us to be mounted by other players in specific transformations. This skill has a lot of potential of funner game play options.

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Yoruki
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Re: [KR Update] Mabinogi Dream

Postby Yoruki » Mon Jul 08, 2013 11:25 pm

Syrentus wrote:
Ebrithil wrote:Phoenix feather hanging from the gun? Obviously Gunner+Mage Weapon.

Also please, please tell me Master Chef gets that giant hambone as a weapon. ; -;


Magic aye? I never considered that. Personally I see Adventurer+Gunner. So I see it as like the feathers than hang off Dream Catchers. If these allow transformation it could really increase the likely-hood that Transformation Mastery isn't just a show off skill and could be integrated into true combat. Now we just need to see some flying transformations and allow us to be mounted by other players in specific transformations. This skill has a lot of potential of funner game play options.


Considering all Dream Catchers have feathers or tassles dangling from them it would be a better assumption to say it a hybrid gun/dream catcher weapon.

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Re: [KR Update] Mabinogi Dream

Postby Kenero » Mon Jul 08, 2013 11:36 pm

Tropa wrote:A short Summery

Watercannon
• 30% of your current Mana is added to Base damage
• 1sec Load time

Shock
• 35% of your current Mana is added to Base damage
• 1sec load time
• 30sec cooldown
• 20 duration
• takes 1 Fire and 2Wind crystals to load

Flameburst
• 0.80% of your current HP is added to base damage

Lifedrain
• 35% of your negitive HP is added to it's base damage
• 1sec Load time
• 1Water / 1Fire / 2Wind / 1Earth crystals to load
• 16sec cooldown time

Barrier spikes
• 15% of your current HP is added to reflective damage(?)
• 5Earth crystals to load

Heatbuster
• 45% of your current Stamina is added to base damage
• Pressure time extended

Sandburst
• CP limitation removed
• Target's arrgo will drop after blindness subsides
• 10% of your Stamina is added to base damage
• 3sec cooldown time
• Insta-load

Windblast
• 25% of your current Stamina is added to base damage
• 7sec cooldown time
• Insta-load

Frozenblast
• Now does freezing damage
• Deal's 0.60% of your current Stamina
• 2Water/1Wind crystals to load
• 1sec Load time

Chain cylinder
• 100% activation rate for full charge
• 10~15sec cooldown depending on rank
• r1 makes the cooldown go down to 10sec

- - - Hero Update - - -

Elemental Wave
Buffs the next Alchemy skill after activation.
• Buffs Heatbuster, Shock, Frozneblast, Lifedrain, Raincasting and Golem summoning.
When activated
• +25% Heat Buster damage and allows it to hit 3 times.
• +10% Shock damage range increased by 300
• +25% Life Drain knockback damage and +10% health Regeneration
• Increases Golem Stats and changes it's appearance.
• Gives Frozenblast a circular AoE and hits at a 100% rate.

Golden time
• Enable the use of Elemental Wave.
• 40sec Duration at r1
• 3min cooldown at r1

Hydra
Summons minature Uroborus to attack surrounding enemies.
• 90~99 damage r1
• Has it's own type of poison
• 30sec Duration at r1
• Lowers the enemie's Magic defense and Magic protection.
- -35Magic defense
- -18Magic protection
• Can be placed anywhere(?)
• Belly color is based off the Rim/detail color of the Shield cylinder.
• 5 Earth crystals are needed to load
• Damage is amplified by Alchemy and Earth masteries
• No Elemental

Guard Cylinder Mastery
Increases the effectiveness of Alchemy while using the Guard Cylinder
• When a Guard Cylinder is equipped at r1
- Alchemy Max Damage +17
- Alchemy Min Damage +11
• Cylinder and Guard Cylinder equipped at r1
- Crit +10
• When only Guard Cylinder Equipped r1
- Alchemy Damage -10%

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Re: [KR Update] Mabinogi Dream

Postby jjward13 » Tue Jul 09, 2013 9:52 am

Kenero wrote:
Tropa wrote:Shock
• 1sec load time
• 30sec cooldown
• 20 duration


Now this makes me curious~ Does the shock duration reforge remain unchanged? If so then with a level 20 duration hat, shock will outlast the cooldown by 5 seconds, which will make windy very excited <3

Perma-shock go *~*

metricking
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Re: [KR Update] Mabinogi Dream

Postby metricking » Tue Jul 09, 2013 12:01 pm

Kenero wrote:
Tropa wrote:A short Summery

Watercannon
30% of your current Mana is added to Base damage
• 1sec Load time

Shock
35% of your current Mana is added to Base damage
• 1sec load time
• 30sec cooldown
• 20 duration
• takes 1 Fire and 2Wind crystals to load

700 * .3= 210, so about triple its normal dmg,
700 * .35 = 245,(im not sure what the normal dmg of shock is O.o)but wow makes me want to hybrid with alchemy....
Kenero wrote:
Tropa wrote:A short Summery

Hydra
Summons minature Uroborus to attack surrounding enemies.
• 90~99 damage r1
• Has it's own type of poison
• 30sec Duration at r1
• Lowers the enemie's Magic defense and Magic protection.
- -35Magic defense
- -18Magic protection

• Can be placed anywhere(?)
• Belly color is based off the Rim/detail color of the Shield cylinder.
• 5 Earth crystals are needed to load
• Damage is amplified by Alchemy and Earth masteries
• No Elemental


especially because of that.
Last edited by metricking on Wed Jul 10, 2013 9:31 am, edited 1 time in total.
[spoiler]why are u trying to look at this?[/spoiler]

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Re: [KR Update] Mabinogi Dream

Postby Ayalon » Wed Jul 10, 2013 7:03 am

Yoruki wrote:Considering all Dream Catchers have feathers or tassles dangling from them it would be a better assumption to say it a hybrid gun/dream catcher weapon.



I don't think it makes sense. Am I the only one who think about taming? :3 I really hope they will strengthen taming and make it more usable at last. On the other hand I think they really messed up transformation mastery at the beginning and I don't think they could fix it but who knows.

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Yoruki
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Re: [KR Update] Mabinogi Dream

Postby Yoruki » Wed Jul 10, 2013 9:34 am

How doesn't it make sense? Gun increases collection rates and allows you to transform. It would be a great idea for people who want to include transformation in their fighting style. Taming would be a nice thing too ESPECIALLY if it removes the need for baits. Even though that wouldn't make sense it would be less of a hassle. I just don't see how you could tame animals with a gun though...unless you kill them. xD

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Re: [KR Update] Mabinogi Dream

Postby Ayalon » Wed Jul 10, 2013 10:57 am

I don't know. I just can't really imagine why would it be so good to transform with a gun. Maybe it works because u can change between range and melee but I'm not sure if it's that useful. ( And I want them to improve taming XD )

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Armelle
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Re: [KR Update] Mabinogi Dream

Postby Armelle » Wed Jul 10, 2013 1:06 pm

well,if you assume the new talents will add new skills
it could make transformation more viable
but id assume its probably just another gun skill and maybe a new life skill. (because its obviously gunner,adventure,and somethingsoemthing)

personally i think transformation could only be expanded upon with monster-only skills(dumbed down to not be broken).
and less crappy stats on the catchers...
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