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[Mabinogi Mobile] Perfect Summary of the Latest Bard Guide After Buffs The latest guide after the Mabinogi Mobile Bard buff, providing key information needed to play the Bard, such as level-up bonus cards, stat builds (ultimate, critical hit, fast skill), emblem and rune recommendations, skill explanations and modifications, skill combos, gem crafting, and pet recommendations.
1. Bard Introduction
00:00 - 00:40
Bards receive a weapon proficiency bonus, and proficiency is their main stat. They wear light armor and serve as the main healer and sub-dealer. Sense is more important than specs, and the party must gather around the bard for proper performance.
2. Level-Up Bonus Card
00:41 - 01:56
Press the recommended selection and replace the HP increase and defense priority cards with finesse priority or speed priority cards. Choose speed priority if you want fast speed, and finesse priority if you want damage. If it hurts a lot, replace a few cards with defense or HP priority cards. For no stats, choose luck or will depending on your preference. The core level cards are level 65 Big Wave, level 60 Unyielding Will, level 55 Thick Skin, level 50 Enhanced Potion Enhancement, level 45 Battle Tax, level 40 Recovery Will, level 35 Grit or Son's Flail, level 30 Sprint, level 25 Consecutive Hit Cheer, level 20 Imagination Healing, level 15 Critical Attack Mishiga, and level 5 Versatility.
3. Introduction to Stat Builds
01:57 - 03:58
Bards have ultimate skill builds, critical hit builds, and fast skill builds. The direction changes depending on which emblem you receive. The main stats are ultimate, critical hit, skill power, smash, consecutive hit, and fast skill. Free/small spenders use it if even one of the above options appears. Once the final runes are in place, adjust the stats to match the build. The ultimate build uses the emblems Goddess's Grace, Goddess's Authority, Ruthlessness, Daybreak, Intensity, Steadfastness, and Frenzy. The critical hit build uses the emblems Radiance, Walking the Goddess, Daybreak, Intensity, and Frenzy. The non-critical hit build uses the emblem Ruthlessness, and is more efficient the higher the monster's critical resistance. The fast skill build uses the emblem Wisdom, and the fast skill stat is important. Every 400 fast skills shortens the casting time by 0.567 seconds.
4. About the Ultimate Build After the Patch
03:59 - 05:36
Bards have a high degree of freedom in damage, so there is no set answer for the setup. I think the ultimate build that increases party contribution is advantageous. The damage increase effect of the critical stat is clear, but it is difficult to expect a dramatic damage increase because the bard's own base damage is low. The damage increase due to emblem replacement is noticeable. Even if you set up the highest damage point, it is difficult to keep up with the damage of a pure dealer. The choice between the ultimate build and the critical build is a matter of personal preference.
5. Emblem and Rune Recommendations
05:37 - 07:13
Bards can use all emblems. Personally, I like Walking the Goddess, Radiance, Goddess's Harshness, Malice, Wisdom, Daybreak, Intensity, Steadfastness, and Frenzy in that order. Goddess's Authority is a good match for bards because it maintains a constant 13% attack power increase due to the hometown effect. The most recommended weapon rune is currently the Celestial Sword, and Soul Mathematician is the best if there is no duplicate VAP increase synergy in the party. Runes that can be used until you get the final weapon rune include Epic, Duel, Path, Consecutive Hit, Legend, Countless Tempering, Blind Fury, Magic Exploration, and Clash. Recommended armor runes are Epic, Storm, Stability, Eruption, Tactician, Surprise, Legend, Alluring Nightmare, Fierce Hand, Red Oath, Enlightenment, Kaleidoscope, Rock Giant, Sneaky Strike, Serene Wanderer, Silver Spire, Ferocious Will, and Nameless Crystal. The final combination is fixed with Rock Giant, Alluring Nightmare, and Sneaky Strike, and two of Serene, Wanderer, Storm, Stability, Enlightenment, Silver Spire, and Fierce Hand are selected. Bards basically have a 20% damage increase synergy, and the synergy of other classes is also applied as damage increase, so we recommend armor focused on attack power increase. Comparing the attack power increase and damage increase values of mosquito armor emblems and supplementing the lacking parts is the way to maximize overall damage efficiency.
6. Accessory Recommendations
07:14 - 09:53
After the patch, the accessory runes used by bards are Harmony, Wit, and Taunt, and the priority is Harmony, Wit, and Taunt. Harmony is a core rune that allows you to melt evil into the 3rd skill. Because Melody Shock gives a red musical note, you can stably use the red 3rd skill, which produces ultimate-level damage, every 15 seconds. If you don't have Harmony, the only skill that can consume the overflowing musical notes is the 4th skill, so it is essential to adopt it. Wit changes the 5th Pretend to be Dead skill to a Pretend to be Hit with a clean pre-delay. Without this rune, you cannot properly perform the role of a healer in the party. In the Sign Raid that will be added in June, bards must enter as a healer position, so Wit is essential. If there is a separate healer in the fixed party, you can replace Wit with a rune that suits your taste, such as Surprise or Improvisation. Taunt is a rune that allows you to link the Victory Ceremony after the skill. With decent damage, smooth cycle linkage is possible when using Umchi. There is an advantage that a comprehensive buff set of Hope's Hand and 10% attack and defense, Ceremony attack 10%, and Small Song movement speed 20% can be maintained almost constantly. The 3rd skill is unconditionally used in red, which makes the supply of blue musical notes insufficient, but the Ceremony can supplement even the blue musical notes. Surprise, when attached to a playing skill, is cast about 1 second faster and also facilitates the supply of ultimate gauge. As a hidden effect, the damage of the 1st skill is increased, and it is operated with the feeling of replenishing the ultimate gauge in the middle of the combo. When using Bateil without the Heung musical note, Paeum goes out and the damage of the color Bateil increases by 15%. The color Bardtail of fiber is 3rd in DPS, and when using Improvisation, it goes up to 2nd in DPS. However, in a situation where the supply of musical notes is overflowing due to this patch, there is really no situation to use Muryeopham. This is a recommended rune if you want to increase the damage of Azteil. Deception is a rune that deceived many bard users. Before the patch, it was useful as a term to fill the military gauge, but after the patch, it has become a job that is busy using skills, so there is no reason to adopt it now.
7. Skill Explanation
09:54 - 14:11
Bards have a system called musical notes. Musical notes are divided into red, blue, and green, and are created when you're screwed. When using the red 2nd skill Melody Shock, blue when attacking an enemy in a break state, green when completing the playing skill to the end, and the musical note created when I fall or use the 5th skill is maintained for 7 seconds, and once a musical note is created, it cannot be covered with another musical note until it is consumed. Musical notes can be consumed with the playing skills 3 and 4, and the effects are applied differently for each color. This is Musician's passive skill. The more targets affected by the Fever playing skill, the more damage and military gauge supply increases. The point is to apply the playing skill to as many enemies and allies as possible. Improvisational performance. This is a skill that allows bards to supply musical note resources. It is a skill that increases combat proficiency, support, recovery amount, and multi-hit damage. Thanks to these passives and wide-ranging skills, bards have good area-of-effect damage. Song of the Battlefield, creating musical notes increases critical hit and additional hit chance. You can stack up to 3 stacks as much as possible, and the duration has been increased with this patch, so you can receive a constant 9% critical hit and 9% additional hit effect. When you get the Frenzy performance Pibo effect, critical hit damage is increased by 10%. This is a passive that fills the bard's lacking damage. This is the bard's active skill. String Shot has a long pre-preparation motion and shoots something like an arrow from a distance. It leaves a weakness exposure debuff on low enemies, but this debuff has a 50% defense ignore and 50% additional critical hit rate effect, but the debuff disappears even if you get hit by only one hit included in the duration, so you can think of it as a non-existent debuff. Counter increases damage by two times and gives one break, but it is not used to aim for a counter, but is sometimes used to wait for the skill cool. Melody Shock has a motion of hitting an enemy with an instrument, and the hitting feeling is excellent. Immediately supplies red musical notes when used and gives one break damage. It is a really precious skill that can supply military gauge and red at the same time. Victory Ceremony When wearing the Taunt rune, it is changed to a skill called Victory Ceremony after using Melody Shock. Slides to the enemy and socially strikes with a motion that seems to be mocking the enemy as the name suggests. Euyusim DPS is a damage worthy of 2nd place. 10% attack power buff to party members. It is a very good skill because it puts spirit on the duration and has a cooldown of 3 seconds, but it has a fatal disadvantage that it cannot be canceled once used along with a very long casting time. Triple Stroke is the bard's main damage skill. You must wear Harmony to consume musical notes with number 3, so the presence or absence of Harmony is a really important skill. The pull is 15 seconds, which is the longest of the bard's skills, but it gives damage and a hitting feeling worthy of it. Azteil is the alpha and omega of bards. It is the most frequently used skill and can give heals and buffs by summoning musical notes to party members within a 5m radius around you. The damage is not bad and it can be canceled in the middle, so it is a very satisfying skill. Pretend to be Dead, Pretend to be Hit. Pretend to be Dead is a survival skill consisting of a very long pre-delay and post-delay. In the early days of the game, it was a skill that showed the bard's unique concept well, but it has been almost abandoned due to the removal of invincibility and uncomfortable pre-delay. However, when wearing the Jechi rune, it changes to a Pretend to be Hit with a pleasant pre-delay, and because you can supply Jacksy green musical notes, it is an essential skill to use in order to give heals and movement speed. Mattel Symphony is the bard's ultimate skill that gives party members within a 10m radius 30% attack power, break immunity, and a hidden effect of reducing cooldown by 12.5 seconds. If you use it for the enemy's poison, it is a self-esteem-boosting skill that will make party members say that the bard is the best.
8. Skill Modification
14:12 - 14:33
Skill modification is divided into two types. Ultimate build 2, 3, 4 or 3, 4, 6, other build 2, 3, 4 skill modifications require resetting all parts, which consumes a lot of gold. For those who want to maintain the existing poet build, we recommend starting new with 3, 4, 6, or for those who are considering other builds, we recommend 2, 3, 4.
9. Skill Combo
14:34 - 15:57
This combo is an operating route that I will explain based on the assumption that Harmony, Wit, and Taunt runes are set up. Basic Combo Heal Break After hitting Satsuki, who has no musical notes, with a quick archer level 1, cut it off immediately and use it like 1, 2 to quickly fill the military gauge. Another method is to cancel the movement record as soon as you cast the 4th skill without musical notes. If you use it like this, you can immediately supply about 7% of the ultimate gauge. It is often used to turn the skill cool in advance when it seems like a damage loss will occur. You can think of it as a trick that helps with cooldown circulation while also taking care of the gauge because it is a method of quickly casting and cutting it off immediately.
10. Gem Crafting
15:58 - 16:21
Next is Oseok Crafting. Based on the current standard, we recommend crafting only on Star Prism equipment. It is recommended to avoid excessive investment because there is a possibility that higher-level gems will be released in the future. Based on cost-effectiveness, one line of interference damage is the best, and if you are greedy, we recommend two lines of interference and one line of consecutive hit assist.
11. Pet Recommendation
16:22 - 17:26
Next is Petting. The pet system in Mabinogi Mobile is a system designed to cost a lot of money. So, for free-to-play and small-spending users, we recommend choosing and using the pet with the best stats among the pets you currently own. And the pets we recommend to paying users are Brown Pomeranian and Black Tan Pomeranian. Brown Pomeranian has attack power, light power enhancement, and 10% ultimate gauge recovery every 40 seconds. Black Tan has attack power, smash enhancement, and 8% gauge recovery every 40 seconds. I think this part varies depending on your taste. Whether to give up 2% of the gauge and have better smash stats, or to take the gauge supply more stably, if you want to take a little more damage, you can choose Black Tan, and if you think the bard's role is more support than damage and the light enhancement is okay, you can choose Brown Pomeranian. Additionally, we recommend the skill Small Reflexes. Based on the Hanbansa nerve setting, you can additionally supply the ultimate gauge every 16 seconds, so you can think of it as the final setting.
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