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Mabinogi Mobile: Rune Tier Changes and Meta Summary (Weapons, Armor, Emblems) Provides key changes, recommended runes for each class, and emblem information following the weapon and armor rune tier changes in Mabinogi Mobile. Highlights the importance of damage increase options and details new tier information due to the reduced efficiency of attack power increase options.
1. Background and Key Changes of Rune Tier Changes
00:00 - 01:28
The phenomenon of damage increase runes being applied as attack power increase has occurred as equipment farming has become more active recently. Attack power increase efficiency was good when existing armor farming was not sufficient, but now efficiency has decreased as many attack power increase options are obtained from armor. It has become important to obtain damage increase options from weapons. Attack power efficiency decreases due to attack power increase related options on armor (Enlightenment, Cartoonish Ripple, Rock Giant, Vile Strike, etc.). Efficiency decreases if attack power increase is 60% or higher.
2. Detailed Analysis of Weapon Rune Tiers: Tier 0
01:29 - 03:42
Wonder: Still essential for classes that need cooldown reduction (Monk, Frost Investigator). Can be replaced if the emblem has a Wisdom effect. Blind Fury, Bramble: Huge buff. Blind Fury activates like a Smash when using combo skills, and Bramble has a high damage increase of 25%.
3. Detailed Analysis of Weapon Rune Tiers: Tier 0.5 and Tier 1
03:43 - 05:35
Tier 0.5: Chenjartz Sword, Fencing Swordsman, Countless Tempering (effective if you don't get much attack power increase from armor) Skirmish: Up to 18% damage increase, Tier 0 level depending on content. Tier 1: Pink Epic weapon option (damage increase)
4. Detailed Analysis of Weapon Rune Tiers: Tier 1 and Below, and Unconfirmed Runes
05:36 - 07:58
Gyeoteu: Applied as multi-hit, attack power increase. Rapid Strike, Ultimate: Epic weapon option, applied as damage increase, Tier 1 level. Gyeongro: 3 seconds of damage increase, then 7 seconds of cooldown, attack power increase. Rising Mist, Raging Wind: Attack power increase. Burning Ember: Armor Torch, potential for synergy with Elemental Seolang. Eternal Mathematician, Rupture: Need to confirm whether damage increase/attack power increase.
5. Armor Rune Tier Analysis: Tier 0
07:59 - 09:22
Overall, there are fewer tier changes compared to weapon runes. Fierce Sonagi: Essential for classes that require ultimate skills, applied as damage increase. Supernatural: Essential for classes with long skill casting charge speed (Greatswordsman, etc.). Enlightenment: Always 10% attack power increase, still efficient. Storm: Classes that utilize break skills, use when skill/attack speed is needed. Stability: 11% attack power applied, potion/bandage efficiency is good.
6. Armor Rune Tier Analysis: Tier 0 (Additional) and Class Recommendations
09:23 - 10:50
Citadel, Brawl: When defense options are needed. Life: Tier 0.5, potential to rise depending on future options. Cartoonish Ripple: Attack power increase applied, always applied, easy to stack. Condensed Mana: Needed for mage classes. Frost: When damage is desired. Healer: Eumilshin is essential. Archer: Silent Wind (damage increase), Sacred Quantity (healing increase), Nesin Fear (always applied). Rock Giant: Smash triggers well, high attack power increase, useful for all classes.
7. Armor Rune Tier Analysis: Tier 1 and Tier 1.5
10:51 - 12:34
Tier 1: Blade Vorr: Use with bleed options, cooldown may be long. Initialization: Attack power increase, resets every room. Red Menghyang: High attack power increase, narrow range. Black Poison: Defense increase, useful for melee classes. Snipe: Attack power increase, disappointing for Longbowman. Tier 1.5: Endless Vigor: Good if you raise a lot of additional stats. Luck: If you have a lot of luck stats. Iron Ice, Frozen Flame, Elementalist: Useful depending on the situation. Vile Strike: 24% attack power increase, may be difficult to utilize. Wealth: Useful for monks and healers with divine related options (self-healing).
8. Armor Rune Tier Analysis: Tier 2
12:35 - 13:12
Conduit, Debilitate: Not recommended at the moment. Rush Tactics, Ambush: Attack power increase applied, Epic limit, Rush/Tactician can be used with a constant feel.
9. Bleed and Spirit Synergy
13:13 - 14:06
Bleed Synergy: Certain classes can reach Tier 0 when using Blade Vorr, lifesteal option. Spirit Synergy: Good results, needs confirmation, activation option needed. Dark Synergy: May improve if damage increase is received.
10. Emblem Recommendations and Additional Explanation
14:07 - 15:35
Wisdom, Dazzle: Essential (critical hit chance, cooldown reduction). Ruthlessness: May improve when considering critical hit resistance. Steadfastness: Useful for melee classes while getting fear, defense penetration. Rampage: Recommended for warrior classes. Dayspring, Intensity: Usage time is too long, downgraded to Tier 2.
11. Feedback and Closing
15:36 - 16:04
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