Would someone kindly post good training spots for 12o+? I'm having a difficult time finding areas that are good for the missile tank.
Printable View
Would someone kindly post good training spots for 12o+? I'm having a difficult time finding areas that are good for the missile tank.
For missile tank and laser, Gigas/Werewolfs/Lycans around 120s or even 13x or 14x. However, using prototype at Blue Dragon Turtles is apparently good too. Can't compare coz I went to Werewolfs right away and missed alot, it was 2x exp day and gigas were full.
thank you :)
I plan to train at Gigas until 126/127 today, then head to Werewolves and Lycans. They're basically better versions of the DGP map.
I find the Gigs map better than Werewolves/Lycanthropes, mostly because of the spawn. I tested them all and Gigs is better if you can clear plats FAST (i.e.: 1HKO them most of the time), but I'm basing this on my experience with my Shad though.
According to many resistance chars, Gigas are pretty much the best training spot till later 13x and even at 140. I agree with that. Lycans and werewolfs are good if you want a change though.
Shadowers don't have an attack that can take up the entire platform
I can't see myself training at Gigas for very long. I did a little testing when I was in El Nath doing the Snowman quests yesterday and even not being able to 100% werewolves yet, the EXP gained per 8 minutes was almost on par with Gigas for me now.
hmmmm.imo this guide fails. i am lv 137 and still have never used rocket punch.But this is a mmorpg we all ply different ways.
I've started to train on Bains now that I'm able to hit them more frequently (even if not 100% yet), and am curious how long you guys stayed there? I imagine it would still be good EXP into the early 140s, but my knowledge of training spots is extremely limited in these higher levels.
Dark Cornians, lvl 142. Laser where you see the red arrows. Yes, you can hit the cornians on the far left/right sides.
http://i51.tinypic.com/x10prl.jpg
Actually, it's more of "do what fits your training areas best". Long lanes (that are quite far apart)? Get Punch. Lanes that are fairly close? Metal Fist Mastery to boost Hammer's damage.
Certain places allow for highly efficient usage of Magnetic Field too, so this is another possible build.
i.e. There is more than one build. Do what allows you to train at your favourite training areas the best.
Well, I'm 7 levels from 142, so I can't go to Dark Cornians yet. I'm assuming I should just stay at Bains as a primary training spot until then?
Oh, tbh I just stayed at gigas. I tried bains, but 1hitkoing gigas felt better (laser training).
Yeah, I don't think I can 1hko gigas. I can't even break 10k max range without an att potion.
Is Gatling Gun of any use past 3rd job? At the moment, it seems like Rocket Punch (Punch Launcher) deals as much damage as a Heavy Weapons upgraded Gatling Gun, but with the bonus of hitting more than 1 mob at a time. Also need keyboard space.
No use at all.
niche -- i use it on single targets when im not using tank. like dojo. but for anything you cant 1hko with gatling, punch is probably better. punch is just slower.
no important uses. replaced by level 1 missile tank.
I used Gatling far more often than Punch. Though once I hit 4th job, I ceased to use both completely. Gatling is good for finishing off single mobs.
Hmmm, so when/if do these other skills become obsolete for a Mech? If needed, state if it still has a use for bossing or whatnot.
-Flamethrower
-Atomic Hammer
-Rocket Punch
-Rock and Shock
And does Missile Tank mode actually replace Prototype mode for training once Laser becomes strong enough (max level or whatnot)? I can't really see Prototype still being used for killing mobs in late 4th job, although I still see Drill Rushing with Prototype before going Missile Tank mode and finishing off everything with Laser still very viable.
Also, what do you think is a good 4th job set-up? This is more training oriented since faster leveling = can become stronger = can boss better.
My initial idea once I hit 4th is place my 3 SP into:
-Extreme Armor
-Missile Tank
-Laser Blast
Since Laser Blast is already 852% with a 1 SP dip (good god damage + range makes my Buccaneer's Dragon Strike seem like total crap), I would then work on Extreme Armor until maxed, and then Laser Blast. From there, it'll depend on how much fun I'm having with just training if I want to get some bossing skills too.
-Flamethrower
Typically you won't use it in second job, and then start using it in early/mid 3rd job when you're training on flat maps with mobs that you can't 100% hit yet. I haven't used it since lv95, myself.
-Atomic Hammer
Never becomes obsolete. Its ignore defense makes it stronger than Punch Launcher, and overall IMO is just the better skill between the two. It has a shorter range in front of your char, but that doesn't really matter because you're almost always right in front of mobs. Even if you're not it's got a great range in front of you anyways. Not to mention an awesome vertical range, and can hit mobs behind you.
-Punch Launcher
I never really used it myself. I attempted to try and use it while training, and seemed to awkward of a skill to use compared to Atomic. I haven't had it hotkeyed for a good 30 levels or so.
-Rock N' Shock
I can't say this becomes any sort of obsolete, but it's not really a skill that you will use a lot, either. Some say it helps out training, but the only time I found it any sort of useful in training was at Kru/Captain maps, but even then it didn't increase the EXP rate for me over other training spots at the time. It can be helpful at some bosses, I still use it at Pap to keep it cornered.
Tank only replaces prototype somewhat. There are maps where prototype is better to train on (bigger maps that require drilling), and there are maps that tank w/ laser is better (smaller maps where you can just jump down and spam laser).
As far as 4th job SP goes, I did 1 Tank/Laser/Giant Robot at 120, then went on to max Extreme Mech. I also added 1 point into Satellite Safety/Robot Mastery at lv121, but Safety is basically useless and Robot Mastery isn't needed at all. Giant Robot is an okay skill, I used it a bit while training at DGP, but haven't used it again since then.
Just to let you guys know, tank is viable at ToT maps because of the teleports. This is true at least for the 2nd map on memory, the last map in regret with chief guardians, and ob4. I doubt prototype training is better in these maps. Leafre maps sorta sucks though. Still, those maps aren't as good as newties and dark cornians i believe.
I don't know what you guys are on about Rocket punch more useless than Hammer? I do about 20-30k with hammer and it's maxed while with rocket punch I do 30-50k and that's also maxed I am Level 110 and find Rocket Punch faster and stronger than Hammer.
I believe Punch Launcher gets a bigger damage boost than Atomic Hammer when you have Accelerator out. I'm pretty sure they're equally strong, it's just the ranges that vary. Personally I used them both a lot, but Punch Launcher has a nice horizontal range that allowed me to avoid using rush at Duals. Another thing is, if you need like 3 hits to kill a mob, you can't spam Hammer. Hammer makes your mobs fly up and your next hit will miss if you try to Hammer again. So in that situation Punch would be the better choice. But I suppose if you 1 hit everything anyway you can just Hammer + Rush your way to 120.
-flamethrower is almost never useful (i only have it maxed because theres nothing else to spend the sp on, and gatling gets a decent boost out of the 2nd job skill that buffs both)
-hammer: i replaced it once i had 5-hit punch because i favor 100% stun and frontal range over marginal damage boost + aoe range. the 2 skills are essentially equivalent.
-punch (or hammer) doesnt become obsolete. whichever you prefer still sees use after gaining tank mode because you dont always use tank.
-RnS doesnt become obsolete until chaos patch (when its cooldown gets raped). the utility it provides compares only to Bots and Tots, but using both provides even more utility with no loss.
i recommend 1 laser, 1 tank, 1 robot mastery, and max extreme mech as highest priorities for 4th job. sg-88 and satellite safety are 1 pointers i regret having and would not have if i bothered to sp reset.
i just finished maxing extreme mech and am working up 5 each of laser and tank (book purposes) then prioritizing laser over tank.
Vs a 10 PDR monster:
Atomic Hammer 20 + Metal Fist Mastery 20 without Accelerator 15 - 599,85%
AH 20 + MFM 20 with Accelerator 15 - 619,2%
Punch Launcher 20 with Accelerator 15 - 530,1%
Equally strong, huh?
Only use a pre-Chaos Mechanic will ever have for Punch Launcher.
Jump-cast Atomic Hammer. You could also jump onto a box or any item on the background and attack from there. Either way, it IS possible to spam Atomic Hammer.
Actually, you can just RnS + Drillhands from 105 to 120 on Captains and Krus.
Proto mode works sorta well if you're strong. As long as you can clear out the entire bottom 2 plats before respawn, it's probably good. That very bottom platform though can't be completely taken out with laser-ing both sides without some moving around.
Jw, how much exp/hr do you get there with laser
I think bottom spawn is kinda bad and i can kill the whole 2 plats before respawn too hmm, but that's for party training. I was mostly talking about soloing the whole map with tank.
About the bottom plat, I laser the little plat on the bottom then jump down right above those stairs, laser right, laser left if monsters are close, then dash. I should be right on the teleporter in the bottom with that dash, so I laser the left side, and then use my portal to go back to the little bottom plat. Most of the times monsters don't hug the far left portal I think. If i'm soloing, I just tele up with the teleporter and keep killing instead of checking if there are monsters there.
Not sure about my exp/hour, stopped timing long ago. I believe it was 10.9% per hour 168 or 169? not sure, but that's if I solo with hs.
It really sucks for Hammer lovers when Chaos comes as pretty much every benefit it has will be null, while Rocket Puncher remains more or less the same.
I don't think I've ever used Hammer ever since I put one point into Rocket Puncher. It's range, speed, and stun provide a lot more use than Hammer's minimal damage advantage (ignoring Hammer's slower speed value); even then it'd suck if I relied on it while training only to be disappointed with its Chaos update. I suppose it really comes to play-style for this debate since I can't understand how some people defend hammer to the death, yet there are others like me who defend Puncher to the death.
Sadly, I'm an unfunded Mech with largely clean equips, so Proto Mode while training doesn't seem exciting to me. If only Missile Tank didn't need to transform in order to use Rocket Jump...
9.69% per hour doing only top with Linds on bottom. Lvl 171. Close to 21m exp per hour.
Hm, maybe I should ask manny to let me try top platforms to check to see how fast I get. Unless it breaks like 22-23m/hr or more, imma stick to the same old place :x
And yea, that 20~/hr is x1 with HS. I think even an average funded class that parties there with HS or maybe even solo without HS would get at least 5%/hr at low 17x
For a 13x lowly funded Mech, would it be better to go laser first or missile tank first if they intended to train at LHC?
Or maybe a mix of like, 10 laser > max Missile Tank?
Coming a bit late, but could someone explain 3rd job to me? In this guide and thread I've seen Machine Gun mentioned, but I can't find either one in the extraction for Big Bang. Though it does list Satellites 3 times...
Also, are there any 2nd job training spots where level 1 Atomic Hammer won't 1hko everything? Since maxing Mastery, if I can hit it at all, I can 1hko it.
For second job - no, I dont think i encountered an area where atomic hammer didnt blatantly overkill until i was at the end of 2nd job. That just happens to be the case with mechs, so just find a place where you can set up some nice portals for good map rotation (for early 2nd job this was mannequins, also note that the vertical range on AH is enough to hit the middle and bottom platform at scarecrows, if you can find a map there).
- If it needs to be said, max everything short of Rocket Jump. I think it gets left at 13, even though only lvl 1 is neccessary.
For third, the consensus is split between take maybe 8 seconds to set up a mag field (that lasts for 30 seconds) and laugh like a madman as things die without you touching them, or go for rocket punch (which is marginally weaker than AH + maxed metal fist mastery, but ~10% faster with slight off-screen range). From my wording you can tell im off the former, since I find it both hilarious and incredibly useful to kill things off screen. After that initial choice, its pretty much Lucky dice for the rare +30% exp and then accelerator. Fill in the extra skills afterwards.
For machine gun - you're probably thinking Siege Mode, which gives you immense damage for 5 seconds out of every 15 (actually more useful then it sounds, especially with Ani once a day). Sattelite seems to be listed 3 times but I think thats just the individual satellites. Dusks' skill table lacks that, if you're interested. ( http://www.southperry.net/showthread.php?t=33319 ) All satellite really does is pop in an additional 480% damage (160% per satellite) every few seconds when you attack. It's a nice little damage bonus but on the whole I dont feel it contributes much for actual training.
Ah, siege mode is what it's called now. Okay.
I'm leaning towards dropping points from either Mech Rage (aka booster) or Perfect Armor... or maybe an equal amount out of each. An extra 40-60% reflected shouldn't matter too much, nor will a 2-3% chance to GUARD.
Rocket Jump gets so much cheaper with extra points, I think I'd rather cut back the MP burn a little.
And so far (level 40) I haven't even bothered replacing the 16 atk Pirate's Pistol that was given to me for free. It just doesn't seem like it matters what I equip that much, I still 1hko stuff easily.
I dont blame you for complaining about the MP burn of lvl 1 rocket jump - 160 is steep, but at ~80 (lvl 13) its much more manageable considering its Portal outdoes it for most mobility purposes, but if you really want to drop it to 40mp then i'd drop it off booster instead. I think we can both appreciate the tankyness that comes from guardian and built in defense of both a paladin and an early mech.
for equipment purposes i stuck to a resistance gun from the box until a maple cannon shooter, but yeah..it didnt really matter. At a certain point it becomes more of an attempt to 2HKO with Drill Rush rather then kill with AH though, but that's up to personal choice.
The damage from Rocket Jump is pretty useless, so you don't need more than 1 point in it. And saving a few mp points at the cost of added survivability/damage or a short booster is a horrible idea. It's not like pots cost anything to begin with and I recommend switching to gingers when you get like 4k hp or so, and then you won't need mp pots regardless.
And yes you will find it easy to train all the way up to 105-110, even with a crappy gun. I personally used a 100%'d maple gun all the way up to lv120 and it didn't slow me down at all until lv110. Training up till then is just too easy, all you need is a lot of drill rush and the occasional hammer for things that didn't die.
You won't even use rocket really to move around much, it'll just be used when say walking through maps to get to your main spot. When you're in 4th job (Before LHC came out), I would use easily 1000+ honsters before even a single stack of mana bulls.
You definitely have some choices here.
My rocket launcher started to one hit truckers at level 50. Mechanic rage (booster) has a 1400ms on prototype, but like 300ms in tank form. Booster is a must max in my opinion, it pairs up nicely with dice. I've actually forgone heavy weapon since my build always concentrates on 4th job; you won't use gatling and flamethrower ever again in 4th. But if you plan to go to LHC, you will still need to use gatling for a bit. If I were you, I would ditch rocket and max everything else.
^Which leaves you at 13 rocket. With LHC training, you don't even use rocket that much
7x-9x: Go jesters or equivalent, no need to rocket as you can use portals
9x-10x: c-2 or mp3, again no real use for rocket
10x+ captain/cru, DGP, LHC, again no real use for rocket
While it's nice to have more damage on it, you'll barely use it at all for that use
When the SP reset comes from Chaos, I'm just taking points out of Heavy Weapons. It's far more useless at 4th job than Rocket is.
Anyone have a Post Revamp build o.o?
and what should i pick for the special mastery book? im thinking of the laser but im not too familiar with the class
build priority for 4th job mech only skills should be:
extreme mech > laser > tank/BnT > BnT/tank > ampbot
(tank vs BnT depends on your training style, though im too high level (already have both) / been too busy with DS to make a real suggestion)
only thing that changes pre-4th is that you should max physical training either after mastery or when you need it to stay low str / strless