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|Thread title||Replies||Last modified|
|Sephirot Attacks||21||12:36, 9 April 2017|
|"Passive Protection"||2||12:34, 3 September 2015|
From what I know about Sephirot he has 3 jump attacks and one basic one which is extremely slow and he rarely uses it unless you are close enough for him to.
Jump one: The yellow one has a huge radius that nearly covers the entire room, but it only did 100 damage.
Jump two: The green one has a medium range and it roots anyone within it with roots and do 50 damage over I'd say about 5 seconds before it ends and pulls you right in front of it. You will literally go flying towards it as long as you are caught by its roots no matter how far you are.
Jump three: The red one is a KO move with a slightly smaller radius than the green one and it hits 7000~9999 dmg on players and KOs them much like Bhafel's claw strike attack, which goes through mana shield and wings of eclipse.
Then it has its basic tree branch claw attacks which hit 400s to 500 max. Then it can spawn monsters like: Giant Fire Sprite, Blue Blind Crabs, and Green Sarracenia.
Usually only two fire sprites but I am not sure how many crabs and sarracenia. As for the detection range, it aggros as soon as you move in more than you are in view of it and it starts waddling towards you. And it will chase you from one end of the room all the way to the other end as long as it doesn't use a jump attack while you run from it.
It does 10k damage? Just like Red Dragon? X.X
How do you kill it then? Kite?
He moves very slowly. And I was using fighter and guns along with fireball and meteor strikes.
Meteor strikes maximum range is actually a lot farther than Sephirot's detection range.
When I got in there I used meteor strike on him first then a snapcast fireball before I switched to my knuckles and started using fighter.
However every time I go near Sephirot he spams that root thing and I can't attack him.
Once I am rooted his two fire sprites start using fireball, so I am standing there like: Shet.
So I used a persona to avoid both, and firebolt wasn't going to do too well against the mobs, so I swapped back to my guns and used shooting rush to create distance away, that's when he uses that wide range jump attack that stuns me for a long time allowing the rest of his mobs to catch up and stun lock me as he slowly makes his way to me.
So I windmill and bullet slide them off and use charging strike to the closest monster to make my way away from the large mob.
Then I turn around and Bullet Storm the crowd to death and proceeded to shooting the tree *******. However as I shoot him he started to use that red KO attack so I summoned my cloud and started running.
After I got to the other side of the room I started getting fireball ready again so I can move to it with spellwalk. However as I was charging I look up to see the dang thing woddling towards me , so I was like WDF why so persistent?! The place was huge too yet it still didn't lose aggro on me.
So I launched the fireball and used shooting rush to go past it again and that's when it spawned more mobs and they quickly aggroed and started attacking me, those green saccernia things.
they had me flinching in place and allowed the treant to use root again pulling me back right in front of it from a ridiculous distance and for few seconds I could not move, I was like laying down flat on the ground watching it glow red and jump just as the two new fire sprites charged fireball while the other got firebolt ready, and then I got up from the treant's attack and I was on deadly so I transed after the sprites launched fireball again.
I retreated away far enough drinking pots like a mad man till I was pot poisoned. So for the time being I am waiting for pot poison to go away before I meteor strike him again.
Though you could say I kited him.
It seems that Archers/Puppeteers/Alchemists might have the easiest time with Sephirot.
Mostly Archery though because the distance is far enough to avoid his 2nd attack which is the rooting one which pulls you right in front of him. Though you might still get hit by his large radius attack which does 100 damage.
The hit and run tactic worked like a charm.
I placed survival as top priority taking advantage of his slow movements while being careful not to run into the full blunt of his mob spawns running along the walls of the room.
I became very paranoid of his aoe attacks and his mobs. It took me over an hour to finally kill him I believe. I may not seem like it but I was a wreck when I finished it.
This boss was seriously one of the harder bosses I had to face.
The worst part is. The dungeon allows you to revive inside of it, on the spot as though you were outside.
However if you are near a sarracenia with super fast aggro, you will die as soon as you get up if its right next to you, it's even worse since you are able to drop your equipment in there.
However you do not drop it in the boss room.
In order to die and be able to revive again. I had to kill the mob spawns for exp for revival in case I died.
If I haven't mentioned it already it apparently still spawns monsters even though you haven't killed any of the ones it spawned already. But it was only later on that I heard it it spawns its mobs a certain number of times for both the Duke and Sephirot.
They all spawn the mobs three times before they stop spawning them. Though I'm unsure if that's true or not, but it did stop spawning them while I was doing the hit and run.
http://i1184.photobucket.com/albums/z332/Zarozian/mabinogi_2014_01_25_012_zps6aa7b683.jpg His final moments^ http://i1184.photobucket.com/albums/z332/Zarozian/mabinogi_2014_01_25_014_zps8bbcf04f.jpg Missing trans^ http://i1184.photobucket.com/albums/z332/Zarozian/mabinogi_2014_01_25_015_zpsc42d9654.jpg Him dying^
You can actually hurt him a lot when hes not spawning monsters, the real problem when fighting him up close is his red jump attack and his tree branch claw attack. The rest isn't as bad, except for the rooting.
Well that's because I might have like a drop in FPS or some lag since it was on Ch1.
Things might turn out better for you. I'm hoping I can do Abyss Peaca again with Mikaya some time early today with a stronger party.
Anyways I am just being detailed.
Mind sharing how you run of Coill Abyss went?
Well hes easier once you know his attack patterns, his mobs however is really the main problem, just like the Duke's mobs.
I've noticed a few things.
His (Her?) "Color Stomps" seem to hit me from equally far distances. However, there is a specified range in which it is guaranteed to do 7999 or 9999 damage (The killing range). i.e.:
Yellow: The killing range is actually very short, right next to sephirot. outside of that, it'll only deal 100 damage(subtracted by some passive defense)
Red: I'm unsure of the killing range on this one, but I noticed that when I was right up next to him (her?), he only did 100 damage. So when you see it gather red energy, loudly proclaim that you have reproductive organs of steel and rush in.
Green: I know that when it gathers "Green" at its roots, it's not the root and pull attack described above, it's another color stomp. again, I'm unsure of the killing range but again, rushing up to the big tree works.
It's also got two more attacks:
Root and Pull: This was the "Green Jump" described before. The animation that usually tips me off to it is that it gathers "Black" energy at its "arms". This is a particularly interesting attack, as it does not cancel any loaded skills, even if it kills you (Same thing happens when monsters die from Hydra or Meteor Strike's flames). As stated before, it goes through Mana Shield. Slap: His normal attack. It stuns for a longer time than what would be expected of a normal attack though.
Sorry for replying to an old discussion, but I'd suggest adding to the page that the red Abyss Judgement does not kill standing right next to Sephirot. I didn't test the Green one for safety at melee range, but the yellow one does require you to run away from it.
Now if only we have some names for his attacks.
And skill icons.
Kiyoura gave the names, we just don't know which goes where.
I have more problems piecing together names with skills. With the Duke, it was fairly simple...after being left alone to die.
After finally deciding to tackle Coill Abyss, I must say I'm somewhat disappointed. The mobs only do 1s to me with bolt magic, though I only died once to them because Giant Ice Sprite hit me 1k with Ice Spear.
Sephirot though was pretty bulky but he wasn't too challenging. He waddled right next to me and just let me bash him with Fighter and Frenzy. I can't deny dying a few times, but he's extremely telegraphed after adjusting to his patterns. The only problem I have with him was that whack that does 3/4ths of my health, and that killed me a lot. Overall I would describe him as a "truck who's got a bad engine."
if anyone's an elf and an alchemist, this is a strategy. you have a lot of mp potions. you hide and drag him away from his minions at the start, desummon the pet and go under him. you summon bone dragon or any attack pets and immediately desummon. then you unhide and use hydra right infront of him and hide instantly after putting up the hydra. keep doing that and it will take a while. Death to Sephirot, aka Rapetober.
- Sephirot has a passive defense that reduces damage from Normal Attacks by a flat 75%, but only when it is not attacking.
- Using skills such as Smash and Magnum Shot are recommended to combat Sephirot.
Okay, After thirty or forty runs of running with both physical and magical, this seems to be a bunch of hooey.
I've got about 190% crit with my fire wand and probably more with guns and other physical forms best for bossing. He takes a flat damage with magical, about a 60~70% reduction, putting his protection at about 90~110. Which fits because I still crit at 190% but not nearly enough. When he's attacking however, I crit perfectly fine, but the damage stays the same. He's got a passive modifier that changes his protection between its normal amount and a grand total of 0%. But not for magical because that's how devcat's decided to combat how stupid overpowered they've made magic due to cast time in KR compared to everything else, or just 'm a g i c a l l y' forgets to fix that change from Enlightenment/'Balance' Patch. Sounds familiar eh?.
I use physical either via autobash or way of the gun/rooty tooty point and shooty, and the damage just flies through the roof when his passive protection is down.
I'll perfect his protection when I can, but from regular 25k crits to under 10k, That's 60% reduction from magical. I don't offhand remember the difference between physical because I haven't run it with that in ages. Probably later today if nobody decides to beat me to the punch it'll get stuffed in.
Ever since they implemented this guy and Girgashiy, I've wondered if we needed to change a monsters defensive stats to something more like % Damage Reduction and Critical Resistance. So many of the new bosses are just breaking the traditional formulas for these calculations.
If you ask me
(and you shouldn't), I think more of a reduction til Sephirot's defenses are down due to using attacks...like counterattack damage (Not the skill counter).
Also regarding the bullet, this was during a time where Bash did not exist and such...There are much better methods now.