Ign: Kyouharu
Server: Mari
Guild: Nostalgia
ALL INSTANCES OF RANGE ATTACK CAN BE REPLACED WITH NORMAL ATTACKS
ALL INSTANCES OF MAGNUM SHOT CAN BE REPLACED WITH SMASH
ALL INSTANCES OF LIGHTNINGBOLT CAN BE REPLACE WITH ICEBOLT
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Most people I speak to under rate Charge since it calculates barehand damage. Though true, it closes the gap between you and the enemy, this is a vital factor to using Charge. It helps to follow up damage swiftly and securely. Most of these combos will show how gap closing and Charge are vital to combat.
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Comprehensive Guide to all combos:
LIGHTNING BOLT AND ICE BOLT ARE VITAL.
They keep the enemy from hitting you as you dash into them. Remember to cast then charge.
EQUIPMENT SWITCHING IS ALWAYS A RISK.
Only switch when you need to. Not just for fun. Elves, this includes you all.
"Charge Ranged/Melee"
Smash/Magnum = Bolt = Charge = Ranged/Melee
Start off with a knockback attack, otherwise you won't have enough time to cast the vital bolt to keep them off balance. One you hit them, Charge immediately (this does double for those who cast (Icebolt). When you make contact, the enemy will be stunned for a good 4.5 seconds allowing you to follow up with a combo.
"Charge Magnum (Elf Only)"
Magnum = Bolt = Charge = Magnum
EXTREMELY RISKY. Don't try it unless you know the enemy aggro and speed. The slower the aggro, the more time the lay on the ground after being shield whacked. Even at .5 loading speed, this is a big risk because of the poor aiming but not impossible. This useful at mongooses who take a defensive stance after being charged.
"Charge Smash (not shown)"
Smash/Magnum = Bolt = Charge = Smash
Compared to the ranged counterpart, this is very doable. make sure to get that Smash in after charging. This goes double- even triple for elves. 2.6 second Smash time is doable for elves, more so than Magnum in most cases, but less effective.
"Charge Smash Defense"
Magnum/Smash = Bolt = Charge = Smash (or 4 Ranged Attacks) = Defense = 1 + Melee/Ranged
Offensive defensive combo. Highly effective but hard to pull under pressure. It works like Charge Smash but you need to use a Defense after landing that Smash. This is used for potent damage early on in the combo and finishing off the enemy with light hits at the end. (Sometimes you need to draw the enemy after the Smash with a Bolt)
"Charge Bolt Counter"
Magnum/Smash = Bolt = Charge = Smash (or 4 Ranged Attacks) = [Bolt = Counter = ] repeat until needed
This acts like an aggressive bolt counter, putting in two Smashes in the beginning will reduce the tedious monotony of Bolt Countering.
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The vital part of these combos are two things, firstly to deal heavy damage at the beginning of your combo, mainly with 2 Smashes, or 1 Magnum and 1 Smash. Secondly, it's to close the gap while attacking. Distance makes too much difference, especially with ranging. Charge is a skill that shouldn't be under estimated. It's a skill I use practically, and hopefully you too.
Good luck
Excellent. Possibly one of the best, clearest Mabinogi skill guide I've seen around here.
Vanguarde12 2 years ago
Thanks. *flattered very easily*
mfs123 2 years ago
I want your connection :< You will marry me and let me live in your house! Or we could skip and marriage and just let me live in your house!
meirus 2 years ago
It's not that good, but you can live here regardless :D
mfs123 2 years ago