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		<title>Garmik: Created page with &quot;== Race choices in Mabinogi ==  The following is an opinion and overall summary of race choices in Auranogi, coming from someone that has played all three of them for a considerable amount of time, in the end game, soloing things like Muyu, Chaotic dungeons, CAHM, and Gelu on all of them.  The race you choose to play will determine your strongest and weakest skill sets, which unique skills are available to you, and even some of your fashion options.  I&#039;ll go over Giants,...&quot;</title>
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		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Race choices in Mabinogi ==  The following is an opinion and overall summary of race choices in Auranogi, coming from someone that has played all three of them for a considerable amount of time, in the end game, soloing things like Muyu, Chaotic dungeons, CAHM, and Gelu on all of them.  The race you choose to play will determine your strongest and weakest skill sets, which unique skills are available to you, and even some of your fashion options.  I&amp;#039;ll go over Giants,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Race choices in Mabinogi ==&lt;br /&gt;
&lt;br /&gt;
The following is an opinion and overall summary of race choices in Auranogi, coming from someone that has played all three of them for a considerable amount of time, in the end game, soloing things like Muyu, Chaotic dungeons, CAHM, and Gelu on all of them.&lt;br /&gt;
&lt;br /&gt;
The race you choose to play will determine your strongest and weakest skill sets, which unique skills are available to you, and even some of your fashion options.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ll go over Giants, then Elves, and finally Humans.  &lt;br /&gt;
&lt;br /&gt;
Giants are heavily specialized in melee combat but have no access to archery at all.  &lt;br /&gt;
Elves are specialized in archery, but their melee is very weak, with no access to lance skills.  &lt;br /&gt;
Humans have solid access to every skill set.&lt;br /&gt;
&lt;br /&gt;
I will not focus much on magic, other than noting that all races have essentially the same high-end potential. Elves have an easier start with magic due to gaining more MP, while Giants have the hardest start in that area, but things equalize as you start gaining MP through skills, and all races will end up chugging MP potions every 3 seconds anyways.&lt;br /&gt;
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__FORCETOC__&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot; style=&amp;quot;padding:5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Contents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[#Giants|Giants]]&lt;br /&gt;
* [[#Elves|Elves]]&lt;br /&gt;
* [[#Humans|Humans]]&lt;br /&gt;
* [[#Overall Summary|Overall Summary]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Giants ==&lt;br /&gt;
Giants specialize in melee. They can dual-wield maces, wield a two-handed weapon alongside a shield, and have improved Lance skills than humans.&lt;br /&gt;
&lt;br /&gt;
They have access to much stronger Smash, dealing more damage than other races with it, and also loading it faster. Their Fighter skills are stronger and have shorter cooldowns (due to better benefits from Combo Mastery).&lt;br /&gt;
&lt;br /&gt;
They can use Charge without needing a shield, and it does considerably more damage than other races’ Charge.&lt;br /&gt;
&lt;br /&gt;
Giants also get access to the Stomp skill, which is a very good AoE skill with a large radius. It is quick to cast and can be used repeatedly against targets without Natural Shield. Giants can clear large portions of some rooms with a few Stomps in just a few seconds.&lt;br /&gt;
&lt;br /&gt;
Both their Stomp and Windmill have very high damage potential if you choose to dual-wield maces. An Iron Mace as a Spirit Weapon reaches damage levels close to that of a two-handed weapon. Combined with a Sheep Mace or Mace of Mercy in the off-hand, Giants can reach very high total max damage, roughly 100 more than a Human dual-wielding swords.&lt;br /&gt;
&lt;br /&gt;
Giants do not have access to archery skills at all. Instead, they get Throwing Attack, which allows them to throw javelins. This skill can deal very high damage, but it has a cooldown (quite short), so it is not quite spammable. However, it is still an excellent skill to initiate fights, finish off enemies, or to hit enemies that are immune to melee, as well as to combo to other skills.&lt;br /&gt;
&lt;br /&gt;
Both Throwing Attack and their unrestricted access to Charge give Giants strong ways to combo into Smash. Throwing Attack stuns long enough for Smash to load, and Charge ignores Heavy Stander for stun purposes.&lt;br /&gt;
&lt;br /&gt;
Giants generally have less MP and Intelligence, though once you reach the end-game this is not very limiting.&lt;br /&gt;
&lt;br /&gt;
They can also feel like the quickest race to ramp up to a decent power level, since melee skills are generally easy to train and melee weapons have good base damage.&lt;br /&gt;
&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
Their transformation is very strong providing large bonuses to all important stats, as well as granting access to Giant Full Swing, which is currently the best AoE skill in the game, dealing very high damage over a high area with only a 3 second cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Opinion Summary ===&lt;br /&gt;
Giants have the best AoE options among all races, giving them very high clear potential. Their burst damage with Fighter skills and Throwing Attack is also very high, and they have a very strong Smash that they can use frequently when they take advantage of good combos.&lt;br /&gt;
&lt;br /&gt;
The extra AoE from lance charge is quite noticeable vs human, and can clear very effectively, though there is some rng to its effectiveness based on spawn patterns, but I use it almost on cooldown because it&amp;#039;s very effective, you can also target an enemy directly behind your main target to avoid getting hit by them, this will multi-aggro, but if you can manage that then it&amp;#039;s a very good way to use Lance Charge in almost all situations.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
Elves specialize in archery, at the cost of weaker melee skills.&lt;br /&gt;
&lt;br /&gt;
Their normal Ranged Attack fires two arrows at the same time. While they aim slower than Humans, they also load archery skills much faster, which compensates for the slower aim speed.&lt;br /&gt;
&lt;br /&gt;
Their Magnum Shot loads very quickly and becomes their bread-and-butter skill. This fast Magnum Shot is what gives Elves the highest potential single-target damage across all races, especially when combined with Final Shot, a cooldown skill that greatly increases aim speed and reduces archery skill load times.&lt;br /&gt;
&lt;br /&gt;
One of their main weaknesses is handling multi-aggro and AoE. They do not get any special benefit on Crash Shot, which is probably one of the worst AoE skills due to its long load time paired with slow aiming,  though it can deal high single-target damage when it reaches maximum fragmentation.&lt;br /&gt;
&lt;br /&gt;
Their Windmill is weaker than other races’. Its multiplier is lower, and because Elves cannot dual-wield or use most two-handed weapons, their melee damage potential is very limited.&lt;br /&gt;
&lt;br /&gt;
Handling multi-aggro with archery can be difficult but also very rewarding. You will need to learn to juggle multiple enemies with Magnum Shot, Ranged Attack, Urgent Shot, and Spider Trap, frequently switching targets to maintain stun on each of them.&lt;br /&gt;
&lt;br /&gt;
Other melee weaknesses include a slower-loading Smash with a lower multiplier. In general, Elf melee is extremely weak compared to Humans, and even more so compared to Giants.&lt;br /&gt;
&lt;br /&gt;
Elves have no access to lance skills at all, other than Lance Mastery when equipping a Scythe. Scythes and Rapiers are the only two-handed-type weapons they can wield (with a few unique exceptions of vanity weapons).&lt;br /&gt;
&lt;br /&gt;
Their Fighter skills also have the lowest damage across all races and the highest cooldowns.&lt;br /&gt;
&lt;br /&gt;
Elves, or archery in general, can be the slowest skill set to bring to a strong level. Bows and crossbows have lower base damage, and a lot of your power comes from Dexterity gained through life skills. These can be grindy, time-consuming, and expensive to rank up, and not everyone enjoys spending time on those skills.&lt;br /&gt;
&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
Their transformation is quite good, and grants access to Elven Magic Missile, which for the duration provides access to some good AoE, specially with its Ice variant, but requires high investment into both physical (archery) damage and magical skills to reach its maximum potential.&lt;br /&gt;
&lt;br /&gt;
=== Opinion Summary ===&lt;br /&gt;
Elves are the best at sustained single-target damage thanks to their fast Magnum Shot, their multi-aggro play is different to other races, it can also take some practice to get used to handling missing shots. Their melee options are very weak, so they will usually rely on magic to cover AoE needs, or EMM while transformation is available.&lt;br /&gt;
&lt;br /&gt;
My favourite thing about elves is how mobile and speedy they feel, and I don&amp;#039;t mean their movement speed, but their quickness in archery, you rarely feel locked down and therefore often have the opportunity to react to different situations, the Actions Per Minute (APM) when playing elf is the highest by a fair margin.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are the all-rounders. Their melee is weaker than Giants’, and their archery is weaker than Elves’, but they can combine these two areas more effectively than either of the other races.&lt;br /&gt;
&lt;br /&gt;
For example, unlike other races, Humans can chain Support Shot into Smash, giving them an easy Smash loop against enemies without Natural Shield. Against enemies with Natural Shield, they can go Support Shot &amp;gt; Spider Trap &amp;gt; Smash.&lt;br /&gt;
&lt;br /&gt;
It feels very good to have equal access to all damage types in dungeons where enemies have different immunities.&lt;br /&gt;
&lt;br /&gt;
Their Windmill has the same base multiplier as a Giant’s, though with lower overall damage potential due to Giants’ stronger weapon choices. However, Humans can dual-wield swords, which still provides a good base damage for Windmill.&lt;br /&gt;
&lt;br /&gt;
Their Magnum Shot loads more slowly than an Elf’s, but their normal Ranged Attack aims faster, which translates into faster aim for Support Shot as well. They also get one of their unique skills: Arrow Revolver.&lt;br /&gt;
&lt;br /&gt;
Arrow Revolver loads five arrows at once, allowing Humans to fire five consecutive arrows very quickly, with each arrow being stronger than the previous one. This gives them a strong DPS archery skill, but it is not always reliable and can be dangerous against enemies with Natural Shield, though this can be overcome with a crossbow, depending on the speed of the enemy.&lt;br /&gt;
&lt;br /&gt;
Their other unique skill, and their “ultimate” or long-cooldown skill, is Final Hit, which benefits dual-wielding the most. While active, you will teleport into melee range and use normal attacks much faster without knocking the enemy back, allowing for a rapid flurry of attacks on a target. However, it is much weaker and more dangerous against enemies with Heavy Stander, since you will get hit when the enemy recovers (“pings”), and your attack speed will slow down as you continue to hit them. Overall FH is fairly weak, and you&amp;#039;ll likely deal more damage with other options, except in a few cases, though it does offer a very safe approach against single-targets without heavy stander.&lt;br /&gt;
&lt;br /&gt;
Humans also have access to lance skills, though their Lance Charge has a smaller radius than a Giant’s.&lt;br /&gt;
&lt;br /&gt;
In terms of growth, Humans will likely want to focus on one main skill set first and then branch out as AP allows. A melee-focused Human would still benefit from ranking a few utility ranged skills to at least rank F and from trying to max out Support Shot.&lt;br /&gt;
&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
They have two choices of transformation: Paladin or Dark Knight.&lt;br /&gt;
Paladin offers a bit of will and protection over DK.&lt;br /&gt;
While DK can offer more Dexterity, Strength, Intelligence, and a large amount of Critical Chance. The strongest aspect of DK comes from its &amp;quot;Disarm&amp;quot; feature, where instead of abruptly ending transformation after the timer expires, you will instead begin to drain HP at a constant rate, this allows DKs to remain transformed for as long as they want if they keep their HP healed, which isn&amp;#039;t as hard as it might sound.&lt;br /&gt;
&lt;br /&gt;
=== Opinion Summary ===&lt;br /&gt;
Overall they are probably the weakest race, and the only thing that makes them feel almost on par is being on permanent DK, but their ability to switch between any skillset is a strength on its own. This flexibility lets them perform different combos and handle dungeons with varied immunities much more comfortably.&lt;br /&gt;
&lt;br /&gt;
== Overall Summary ==&lt;br /&gt;
At the time of writing I would consider all races decently balanced overall, with humans being the weakest, though each race having a clear advantage over others:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Giants:&amp;#039;&amp;#039;&amp;#039; I would currently consider one of the strongest races, they can clear a lot of dungeons fast with strong AoE, and their single target is still very good with incredibly strong Smash and Fighter skills, but feel limited when encountering enemies with melee (and magic) immunities.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Elves:&amp;#039;&amp;#039;&amp;#039; Currently consider it on par with giants, but less AoE, and their single target potential is the clear best, allowing them to clear dungeon rooms quite fast even if it is picking one by one, and the fastest boss killer.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Humans:&amp;#039;&amp;#039;&amp;#039; Weakest overall (and the only thing that puts them almost on par is permanent DK), but still very effective, and their versatility is a strength of its own, they feel very comfortable against everything, of course that means that to reach those levels of comfort they need the most investment as they need to train up every skill set. Taking advantage of DK&amp;#039;s unlimited duration, it can help make up for their individual weaknesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unreleased content / TBD things ==&lt;br /&gt;
Giants will get Wind Guard in the not too distant future and that&amp;#039;s going to be a major boost to them, it has a relatively short cooldown (50 second duration with 160 cooldown, CD starts when skill starts so CD is essentially 110, extremely short), it makes them essentially immune to physical damage and very tanky against magic, while making them immune to stuns. &lt;br /&gt;
While active they&amp;#039;ll be able to attack very aggressively, e.g Smash constantly. I predict it&amp;#039;s going to be a very strong skill.&lt;/div&gt;</summary>
		<author><name>Garmik</name></author>
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