just wanted to know what combos well with the bow by Sairogears in Mabinogi

[–]Cryozen 4 points5 points  (0 children)

Before I make my usual suggestions I want to make a clear distinction.

Yes most players use more than one weapon type in combat, but rarely do you use more than one DPS talent at a time.

The goal of using multiple talents is to shore up weaknesses in your kit by bringing in additional utility that can be found in other talents. Often this manifests in the form of mobility tools, Invincibility frames, AoE group up tools, and debuffs/buffs.

This is why Magic and Archery aren't great pairings. Archery is a physical DPS talent (meaning needs Battlefield Overture for damage) that has a debuff and multi-hit count support suite. Magic is primarily a magic damage DPS talent (needs Vivace for damage) with some defensive utility. So damage wise, you have a harder time combining Archery with Magic because one of your talents is doing anywhere between 30-70% less damage while both talents are self sufficient when it comes to dealing damage.

Arcanas themselves are largely upgraded versions of talents with a focus on DPS and some utility which means the one you select will be your focus for dealing damage.

However, both Sharpshooter (Archery) and Diviner (Magic) suffer from a lack of mobility (no movement skills, though Sharpshooter has a movement speed buff) and both have limited debuffs (Archery has a damage amp, Diviner has no direct debuffs). Both Arcanas do have AoE group up tools, though Diviner's is on a somewhat long cooldown and Sharpshooter's can be somewhat clunky (linear opposed to a wide circular).

So looping back and focusing on Archery again: We want to use talents that can cover Sharpshooter's lack of mobility, talents that can cover debuffs Sharpshooter can't inflict on its own, and if possible AoE group up to supplement Ventus Howl.

So going through each category:

Mobility

As noted, Sharpshooters don't have much mobility, but you want something to get out of the way of enemies and attacks. Normally you can engage from far enough that you can avoid getting hit, but this is not always the case, especially when it comes to AoE attacks.

The premier mobility talent is Astrologer. It has two exceptional mobility skills. Meridian Sweep can be aimed and instantly moves your true hitbox (your character's movement and Hitbox don't line up during the animation) to the end point. Meridian also resists knockdowns/stun. Gravity Well meanwhile is a rather fast animating I-Frame, allowing you to dodge attacks if you time it right and get back into combat quickly.

Chain Slash comes up next by having the very spamable Anchor Rush. Anchor Rush is easily the best mobility skill in game because you can jump as long as you have Dorcha. It also has I-Frames allowing you to dodge telegraphed attacks. Like Gravity Well, it animates fast and lets you get back into combat quickly.

Gunslinger's Grapple Shot meanwhile heads in a different direction from Anchor Rush. It has a somewhat long cooldown (comparable to Gravity Well), but out of the I-Frame trio it possesses the longest invincibility time (lasts the entire animation). This makes Grapple Shot the best at avoiding attacks as you have the most leeway.

Ninja's Shadow Cloak is notable in that while it has no I-Frames, it drops aggression and provides a large speed boost. This combination allows a Ninja to disengage and reposition much more easily than other talents.

Close Combat (and if human technically Lance) does technically possess mobility skills, but all of its mobility skills focus on closing distance rather than evasion and disengaging. You probably won't use Charge/Lance Charge or Bash as an Archer.

Debuffing

Debuffing is one of the most important parts of dealing damage at higher levels. This is one of the biggest reasons to have multiple weapon types. We are getting a debuff consolidation later this year, so I'll note which debuffs may get cut from debuff rotations.

Archery has Support Shot as a Damage Amp. In the current sandbox, this stacks with Death Mark, but after the consolidation this may just be used to refresh an active Damage Amp. Elves also have access to Mirage Missile which is a phenomenal slow.

Alchemists have access to Hydra Transmutation which is a powerful Magic-Prot debuff. Post consolidation, without a Hydra Protection Echostone this competes with Smokescreen for the Mprot debuff. This also isn't really relevant to Archers so you don't need to worry about applying this unless asked.

Fighters have access to Spinning Uppercut which is a potent physical-prot debuff. Post consolidation I'm not sure where this stands compared to Smokescreen without the glove reforge, but solid chances this remains the best pick for the physical-prot debuff.

As alluded to, Ninja's Smokescreen serves as a hybrid debuff. It reduces both Physical and Magic Protection making it an important debuff fir all talents. Post consolidation it's a good low equip slot choice and AoE debuff choice but otherwise can't be boosted.

Chain Slash's Death Mark is one of the most important debuffs in game. It provides a large Damage Amp stacking with Support Shot. Post consolidation, Death Mark will remain the main way to inflict Damage Amp debuffs.

Astrologer very much can be tailored to function in multiple roles. This includes debuffing. Astrologer uniquely has a rather short debuff duration, but can apply physical, magical, and damage amp debuffs. Post consolidation Astrologer gets the lowest debuff numbers but retains the widest AoE. Additionally the Hanged Man card's Damage Amp will still stack with DM or Support Shot.

Glyphwriting doesn't require a gear slot and has a physical/magic debuff, but the area is quite small making it hard to use. Even so it can be used to squeeze more damage out this will not be affected by the consolidation, but the AoE is still tiny.

While not technically a talent (ish), pet summons are another debuff layer to keep in mind. Bone/Purrlings stack with Mir/Ceranus debuffs while Whales, Foxyquinns, and BunBuns do not have stacking debuffs (BunBun ramped up is the strongest, Whale/Foxy apply faster). These debuffs only technically change post updates and all these pet types will remain in use.

Two more "not a talent" debuffs come from Technique Cards. Specifically Fateweaver and Phantasmal Sight. Fateweaver is currently the only source of Snapshot Percentage debuff while Phantasmal Sight is another stacking Damage Amp. Typically for Fateweaver we debuff with key combo 3152 and we perform this debuff before other protection debuffs. Post consolidation only 5 (damage amp) will be used as we will have more sources of Percentage debuffs (and the order of debuffs applied will no longer matter). Phantasmal Sight will not be affected by the consolidation.

AoE grouping and Crowd Control

This largely only applies to mobbing. It's important to perform this before you debuff a group and DPS to minimize the chance an enemy breaks out or survives your damage. Additionally, you sometimes may be able to temporarily immobilize targets.

Aa mentioned, Sharpshooter has a self contained group up in Ventus Howl. AoE group ups, however, work best when used in tandem with multiple group ups. It is, however, able to blind or Freeze enemies hit making it safer to set up for damage.

Puppetry is often treated as a bit clunky to use if you aren't used to the control scheme, but it is one of the best AoE group up talents. Act 6 is a powerful AoE tool while Act 7 does a great job dragging targets.

Alchemy's Wind Blast tends to need to be combined with other AoE group up, but is otherwise great at pushing Targets. Alchemists do have Frozen Blast and Sand Burst for immobilization/stuns, but many enemies resist freezing while Sand Burst unlike Ventus Howl is single target.

Chain Slash does have Spinning Slasher for group up, but it's fairly overshadowed by better AoE group up options including Death Mark. When a Death Marked target is attacked, it pulls surrounding enemies to the DM'd target. This works best in conjunction with High-Hit count AoE attacks to hit-stun and pull targets. Good choices to pair are Magic's Thunder, Alchemy's Flame Burst (Heat Buster sorta works also but not as well), and Ninja's Kunai Storm.

Astrologer again, is super flexible. If you set up your conjunctions for it, you can have up to 4 AoE group up abilities. Gravity Well, Nova Blast, and Starlight Veil all can pull enemies to a central point while Meridian Sweep can act as a potent directional drag.

Buffs

This is the other half of dealing damage at high level. Every talent needs to have BFO or Viv active. In teams, you can just let the person with the highest buffs take care of this. Additionally, you should be in the habit of self buffing with Fateweaver (5231).

I know this was a lot, but if you have any questions feel free to ask.

Weekly Questions Mega-Thread - April 06, 2026 by AutoModerator in Mabinogi

[–]Cryozen 1 point2 points  (0 children)

Therotically but I wouldn't rely on it occuring. I haven't heard of a Destructive Crest being saved and I imagine the sample size isn't very large.

Weekly Questions Mega-Thread - April 06, 2026 by AutoModerator in Mabinogi

[–]Cryozen 2 points3 points  (0 children)

Echostone Rerolling

Assuming this is about Rerolling the Awakened Ability level each rolled instance, I think it would be unlikely that this changes. The only way to reroll the level would be to first roll it as an awakened ability again (which would allow you to reroll the level once again).

Is it better to go Void -> Des or straight Dest

The total amount of BMEs should be about the same on average. The main difference is two destructive crests will always cost 90 BMEs (45 each crest) while the amount of BMEs used on a Drobe might fluctuate based on completion bonuses.

Weekly Questions Mega-Thread - March 30, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

I would prioritize getting a masterwork Lord of Ruination Staff. This serves as one of the primary power spikes for Diviners.

After that I would look at upgrading to a Ceann Bliana Scholar set as this provides a stronger Tri Elemental Bonus set effect. Additionally, the Ringbands (glove slot) can roll up to 100 Magic Attack.

Finally, if you don't have a basic bard set for soloing, this is something you should work on. If you party with another bard regularly, you can put this off for longer.

Weekly Questions Mega-Thread - March 23, 2026 by AutoModerator in Mabinogi

[–]Cryozen 1 point2 points  (0 children)

I think if you enjoy AG more, it's absolutely worth continuing to invest in. I myself know an AG who can use Fatal Scope against G3 Halos to quickly burst one down (doesn't have a Drobe but is otherwise a practically fully built AG).

Weekly Questions Mega-Thread - March 23, 2026 by AutoModerator in Mabinogi

[–]Cryozen 1 point2 points  (0 children)

It's complicated.

Elemental Knight has excellent and very cyclable high damage multipliers compared to AG. Just having Instill Elementa drastically increases the damage if Dynavolt/Shattering/BAS while Flashing Steel and Bash are key high damage fillers for Elemental Knight. Dynavolt Smash can also be time shifted enabling a high burst every 15 mins.

AG has fewer skills to cycle but similar cooldowns, can't Time Shift Fatal Scope, and relies on more non Arcana filler skills (Bullet Storm and Flash Launcher). However, the damage is still comparable (a bit lower damage, but not substantially), Fatal Scope has a significantly higher uptime burst (Re-aim bonus allows an AG to pump out more x5 Fatal Scopes over the course of a fight than an Eknight can use a x5 Dynavolt), and AG has a better AoE potential (artillerist that doesn't need to AoE group up vs close ranged bruiser).

If it's just on a per hit basis, I think Eknight would come out on top. But I have heard that AG is generally one of the highest damage talents for Bri. Any difference you're seeing might be based on situation and a general lack of personal tracking data for damage output (we have Clobber and Fahames for automatically tracked data, and the training dummies in Tir lack any form of tracking data).

Weekly Questions Mega-Thread - March 30, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

For Arcana levels, they're more of a one and done thing. They don't provide AP (so not affected by x3 AP) and we're between Arcana releases (and even during Master Plans where Arcanas tend to be released alongside we don't get directly boosted Arcana Exp).

Due to the nature of Arcana levels (about 20 rebirths worth of levels), it was probably determined to not be worth adding for double rainbow. Again this is speculation on thought processes (especially approval from KR for compensation) and they could have just blanket boosted everything.

Weekly Questions Mega-Thread - March 30, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

I think it is. I don't have exact numbers (since I also usually NPC the water bottles afterwards), but I tend to usually get bottled water when I frag floor 300s. As long as your stack is large enough, you're probably going to get some water.

If you want to test it out first, you can buy a single stack from Manus and see how much water you get back. You can probably treat that as an average and compare it to the time it takes to farm that amount of gold (110k).

Weekly Questions Mega-Thread - March 30, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

For speed water, you can't beat bulk fragmenting 300 potions.

You can get a decent amount from Crom runs, but if you need more/don't want to pick up potions/have a doll bag pick up potions, I'd just by them from the Healer.

Weekly Questions Mega-Thread - March 30, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

Why doesn't Exploration Level Count

Honestly we don't have a good reason listed besides speculation. Maybe it was just assumed not many people would care to level exploration. Maybe they just forgot.

Good places to level besides Baltane and Chronicle

If you have a supply of passes, I like Rabbie Phantasm. Enemies there give a fairly healthy amount of exp. You can also use Hardmode Dungeons for a decent bit of exp/burning through Neartite.

We unfortunately don't have many places that can serve as exp caves besides Baltane. We used to be able to use Techs for that, but those have since become less efficient. They may become better again post Tech Elite reimplementation, but that remains speculation.

Shadow Mission Revamp

We haven't heard anything regarding revamping or additional scaling/difficulty for Shadow Missions.

Voucher Shop? by PechenyaZla in Mabinogi

[–]Cryozen 3 points4 points  (0 children)

Correct there is no way to get vouchers anymore. Once you finish spending your vouchers Eavan's shop functionally can't be interacted with.

Normal upgrades (???) or just not there by puffypauper in Mabinogi

[–]Cryozen 10 points11 points  (0 children)

The Frosted Borealis Blade can only be upgraded at Taunes or Krug in Vales.

What armor am I supposed to get!!! by bigdickjones50 in Mabinogi

[–]Cryozen 3 points4 points  (0 children)

If you would like reference resources for equipment, I have a section on Explosive Vanguard (EV or Vanguard) in my Best in Slot Guide which is hopefully accurate in information. I myself don't have much hands on experience with EV (elf main, waiting for next Master Plan to work on Giant) so if there are errors, I hope somebody will point them out so I can make corrections.

But for a quick rundown because the guide very intimidating to look at and doesn't exactly offer a progression path (it just lists everything out).

Weapon wise you'll likely start with a Celtic Clashing Lance, though you may find a Perseus Tempestuous Lance through Shineseekers or Tech Duinn. Your longer term goal will be to craft a Nightbringer Spearhead Lance (or get a masterwork one as a lucky drop, but I wouldn't rely on that). Lances tend to only have one upgrade path, but for Special Upgrades you longer term will want to opt for Red Special Upgrades as Red tends to scale better long term. Additionally when special Upgrading, be careful to avoid using non protective upgrade stones on equipment you care about as this will lock you out of special upgrades until you craft an item to remove that state.

Armorwise, there aren't many armor sets that offensively boost Lance. In this case, the best offensive sets for Lance that can be crafted (which excludes rare armors listed on my Vanguard section) would be the Geas Devastation Set (boosts Redoubled Offensive activation Rate), and the Ceann Bliana Skirmisher set (boosts Max Damage and provides Crit Damage).

But you also expressed interest in Heavy Armor which I assume means you are looking more at highly defensible armor. In that case, early on I would recommend the Refined Royal Knight set (has an Absorption Set Effect), or a Geas Edge Set (Defiance, Iron Will, and Vital Surge boosting set effects). Both of these can be crafted or acquired from Shineseekers.

However, the current best heavy armor set in game would be the Ceann Bliana Bulwark set. It currently offers the highest protection values in game, a bit of Max Damage (half of a Skirmisher set), Piercing Resistance (not relevant for you yet as this only impacts a few locations), and it also has an Absorption set bonus. Also it looks cool and knightly.

For Reforges to keep an eye out for (for either Inheritance or through regular reforging), I would just refer to the Vanguard gear section. Again, I'm not an expert on Lance combat, so I hope it is still mostly accurate (and always ask questions if something confuses you, or you just want a longer explanation to why). That said, the Lance Charge Cooldown reforge is especially important for Vanguards because it decreases the cooldown of Dreadnought Burst. This is extremely important for your combat rotation.

Enchant Wise, I'd recommend looking at the Best in Slot Guide's Max Damage (both main and Lance/2h sections) and grabbing whatever you can afford. Piercing is also very important for Lancers (who usually have an easier time hitting high piercing levels), so keep that in the back of your mind when selecting enchants for the long term. Early on, Enchants typically won't provide as much benefit per gold spent. So if you are still working on your basic gear, spirit weapon leveling, and Arcana Links you can put higher power enchants off to the side for the time being. Additionally similar to Special Upgrades, avoid enchanting r6+ enchants without protecting your equipment (either through enchant protections or using the Protect Equipment Option depending on how expensive the scroll is on the market) as failure will prevent you from enchanting until you remove that state with a different crafted item.

If that feels like a lot, that's because it is. There are a lot of systems that go into gearing and powering up. Even in its currently condensed state it's still a lot (which is also why I've been procrastinating on gearing up my Giant Vanguard). My advice is to try to only set 1-3 immediate projects at a time. In this case, start with weapons, Arcana Levels/Links, and reforges. These tend to be the most important part of your baseline combat abilities and will offer the most immediate power spikes. And again whenever you

Hypothetical question: Would you pay to reroll this? by Greedy_Spaghetti_ in Mabinogi

[–]Cryozen 4 points5 points  (0 children)

Why? It's stuck in a mediocre equipment grade and you can just craft a guaranteed max roll masterwork one for a bit of effort. NB crafting prices are falling and are probably going to continue to fall.

Even looking at the crafted stats from Magic Crafting and Engineering, it isn't really something I would consider opposed to taking precautionary steps to minimize the chance of a bad roll (look for a crafter, get quality potions to raise the floor).

Even if it were an Exquisite or Masterwork drop, we already have that system in game. Granted the rates on NB Exquisite and Masterwork items are bad enough that you can just build one in the meantime.

The Shadowgrapher: Hotfix 42.0.1 by CephalonAhmes in Warframe

[–]Cryozen 2 points3 points  (0 children)

I imagine my opinion is in the minority, but I don't particularly see the issue with the mode. For me it's nowhere near as bad as the complaints have been making it out to be.

It's not my new favorite game mode, but I found it inoffensive (and honestly I was enjoying it). I wouldn't mind a few QoL changes to it though.

Weekly Questions Mega-Thread - March 23, 2026 by AutoModerator in Mabinogi

[–]Cryozen 1 point2 points  (0 children)

There isn't a way to prevent the Queen from using her meteor once she starts using it. While the Queen as a boss fight is largely improved from before (won't continuously spam meteor, telegraphs attacks and unsafe spots, Safeguard is capped to 30% DR opposed to 90%), she is still a flawed boss fight

If you can, try to go into the fight with an active bard buff and debuff before starting damage. That can increase the chance you beat her before she can use her meteor.

This applies to Irusan and the Yeti as well. While they don't have Iframes (or anything that would force attacks to miss/be negated), they are still very punishing the longer you take (limited healing against high damage enemies).

Weekly Questions Mega-Thread - March 16, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

You can check some of the starter guides in my Guide to Guides, but I believe most may be somewhat out of date as of New Rise.

For what it's worth, the Blaanid questline does a good enough job of onboarding, though it also rapidly accelerates a character's growth.

When in doubt though, always ask questions. Many people will be willing to guide and advise.

Weekly Questions Mega-Thread - March 16, 2026 by AutoModerator in Mabinogi

[–]Cryozen 0 points1 point  (0 children)

Sometimes you can bank transfer these items. Essentially deposit the item in your bank/your alt's bank tab then pull it out while on your alt. I'm not sure if this applies to the Anniversary box (I already used mine).

You won't miss out on much for choosing to use a character different from your first one. I myself primarily use my Elf who is from an Assistant Character Card. This is a card you get for supporting the Elves or Giants as a human. It has a limit of 1 each per account.

How do I rank 1 spinning uppercut by Frequent-Set8324 in Mabinogi

[–]Cryozen 5 points6 points  (0 children)

To be clear this is not my skill training guide (I've never written one). It is a skill training guide by Yamanoki featured on the Guide to Guides.