1 in everything because the skills are useful level 1. Max Prototype next because it gives +10 ATK and +400(M)DEF at max, which is incredibly useful.
The next bit depends on you and your playing style. I preferred Screw Punch as some people prefer Flame Thrower. Screw Punch does more damage to more monsters, and it's easier to mob with. However, if you hold down Flame Thrower it will do more damage over time. But with the monsters you train on only a couple of Screw Punches will kill them. If you prefer Flamethrower, by all means swap the Gatling & Flamethrower with Screw Punch. Oh and yes, you can max everything in 1st job.
Training Locations
10-20: Elderstien(sp?) quests; Blue Ribbon Pigs; Stone Gollems.
20-30: Elderstien quests; Mixed Stone Gollem; Subway Cleanup.
I've gone wrong here. You should end up with max everything with level 13 Booster. If anyone can find where I went wrong can you point it out please :s.
This build is controversial. It's up to you whether you follow it or not. +1 in Atomic Hammer because it's godly at level 1. +1 in Heavy Weapons Mastery because it adds 2 extra bullets to Gatling Shot AND increases the range of both Gatling & Flamethrower AND it makes Flamethrower cause burn damage, well worth the 1 point this early. +1 in Rocket Jump because it removes the need for ropes and ladders, plus it causes damage when you land (and it's not even bad damage).
Next you should max Atomic Hammer, the damage gets better and better (duh), however I've heard of people doing Heavy Weapons Mastery to increase damage of Flamethrower. It's up to you, and based on whether you use Atomic Hammer or Flamethrower to train more. I personally used Atomic Hammer because of how strong it was.
After Atomic Hammer you should max Heavy Weapons Mastery, or if you maxed Heavy Weapons Mastery already then you should pump up Atomic Hammer. Obvious reasons apply.
Maxing Perfect Armour gives more chance to "Guard" (receive 0 damage), and it reflects more damage to a monster. You can leave this until later but I liked it too much.
Now it gets different for people. I personally found the extra damage from Rocket Jump more appealing than a longer Booster. It's more damage from Jump & a shorter Booster vs a longer Booster & weaker Jump. I don't mind casting Booster more (especially with the Flamethrower trick, explained later), whereas other people don't want to cast it too often.
With Portal, people find it more effective than others. I personally have only found two maps which I used it on. The first was Robos, and that was from the bottom to the top platform (with Robos on). This allowed me to Hammer the top two platforms, and Screw mob the bottom, and an easy teleport to the top to repeat. The other map is puppets, and it's not even NEEDED here. I had it at the left end of the top platform going to the bottom left. This allowed me to easily mob the bottom as I didn't have to position myself to start mobbing.
Rest of the points into either Booster or Jump, depending on your build.
Flamethrower "glitches".
If you quickly tap Flamethrower, wait a split second then cast Booster, it removes the unnecessary double-animation, and only does the first, normal, animation.
If you tap Flamethrower before using Hammer, it takes nearly no time to cast, burns monsters, and causes burn damage as you're swinging your hammer. I will be using this technique until I find a stronger way to kill a mob. It also works with Punch, but I don't use that straight away.
Atomic Punch (20) [MAX]
Metal Fist Mastery (20) [MAX]
Satellite (20) [MAX]
Machine Gun (20) [MAX]
Amplifier (15) [MAX]
Magnetic Field (20) [MAX]
Lucky Dice (20) [MAX]
Healing bot (16)
Reasoning:
Spoiler
I got 1 in those skills first because they seem useful. 1 Fist outdamages max Atomic Hammer, but it can only attack in font of you. The Tri-Summon allows for me to attack when I'm not in that area, so it can be useful. 1 Machine Gun for bossing, it's the fastest attacking skill in game. Next I got 1 in Satellite, the damage is alright for a level 1 passive skill (it never expires like Perfect Armour). 1 in Lucky Dice because I have never used it before, although it's not too great at level 1. 1 in Amplifier to see how it works, and I say the 1 point is useful. It speeds up the monsters, so easy mobbing, and it slightly decreases monster's defence, AND when it expires it explodes, causing damage. For now, I'm maxing Fist, getting the damage up. Then I'm going to max Metal Fist Mastery to get Screw Punch & Atomic Hammer's damage up. Satellite is fairly strong, even at level 1, so I'm maxing that now. Apparently it hits ~20k at level 15 (3 hits), so let's just see.
About Healing Bot not being maxed. The time it takes to cast it, then sit (down button) and wait for it to heal is not worth the extra 4 SP which I would prefer in Amplifier for more damage. If you're more for saving pots, you could max it and leave Amplifier at 16, but I'm more for damage so I would prefer maxed Amplifer.
At the moment, I'm maxing Dice BEFORE Magnetic Field. Field seems good enough at level 1, but Dice is kinda pathetic. Just mixing them two around, and so are a few of my friends. Working for us, but if you use Field more in training, max that before Dice of course.
Training Locations
70: Puppets
71-73: Bugs in Leben Mine. Not quite sure what level I actually went here, but I ended around 74
74-75: The big Racoons in the top portal where the little Racoons in Leben Mines are.
75-77: Ariant Quests. All of them got me to 77 and they were fairly easy to do.
77-83: Sahel 1/2/3. I prefer 2 since it doesn't have a stupid ledge where 2 monsters spawn like Sahel 1 has. Sahel 3's monsters are too weak (just Sand Moles) so yeah.
79-83: Triple Rumo are apparently good. Pure spawn + flat map. Credits to SethElite
84-87: Iron Mutaes at B3. I was getting 75% per 15mins around level 84, on 1.2x exp. Highly recommended, or you could stay at Scorpions/Sand Moles
87+: Going to C2 soon when my lag spikes end...
Comments/tips/constructive criticism welcome, of course.
2010-08-15, 03:16 AM
Jon
I dunno where you learned maths, but the end of second job should go like this:
He's saying you can choose to either max Booster or Rocket Jump, and whichever you don't max is left at 13. Though, I'm not sure why he put that in the ending skills, since the build he put together doesn't do that. >_>
2010-08-15, 06:56 AM
Myles
Removed that bit, then.
2010-08-15, 01:15 PM
Daku
Quote:
(especially with the Flamethrower trick, explained later)
Where ?
2010-08-15, 01:20 PM
Takebacker
1) Atomic punch isn't in 2nd job.
2) You need to get some door WAYYYYYYYYYYYYYY earlier than that.
3) Healing robot is way better than amplifier and in no way should be added last.
4) At least 1 metal fist mastery should be obtained at level 70, as it makes flamethrower useful.
2010-08-16, 01:33 AM
SethElite
Quote:
Originally Posted by Takebacker
4) At least 1 metal fist mastery should be obtained at level 70, as it makes flamethrower useful.
Wait whaaaaaaaat?
Isn't metal fist mastery just drill rush and atomic hammer?
Edit: Yeah. It is. Mines level 10 right now and it says this:
드릴 러쉬, 아토믹 해머의 데미지 30% 증가
Which translates (google translate) to:
Drill Rush, Atomic Hammer damage 30% increase
Flamethrower is terribad anyways. Never used it once I got atomic hammer.
2010-08-16, 03:58 AM
y0y0y0y0shi0
Approved up until end of 2nd job, except for levels 47-52 it says Atomic Punch instead of Atomic Hammer.
Oh, and at level 70, you might want to change "Tri-Electro-Summon-Thing" to "Electric Trio" as you have it later in the guide.
2010-08-16, 04:32 AM
Myles
Quote:
Originally Posted by Takebacker
1) Atomic punch isn't in 2nd job.
2) You need to get some door WAYYYYYYYYYYYYYY earlier than that.
3) Healing robot is way better than amplifier and in no way should be added last.
4) At least 1 metal fist mastery should be obtained at level 70, as it makes flamethrower useful.
1) Typo
2) Yeah, 30second door is so useful. It's not useful until like level, even though I don't see a use of it until 6x
3) No. Just, no. More damage to monsters vs stopping attacking, sitting down, and waiting to be healed.
4) Doesn't affect Flamethrower.
Quote:
Originally Posted by y0y0y0y0shi0
Oh, and at level 70, you might want to change "Tri-Electro-Summon-Thing" to "Electric Trio" as you have it later in the guide.
Changed it to Magnetic Field.
2010-08-16, 04:52 AM
y0y0y0y0shi0
You might not want to delve too deeply into the Flamethrower glitches. They may get fixed relatively soon.
2010-08-16, 05:00 AM
Myles
Quote:
Originally Posted by y0y0y0y0shi0
You might not want to delve too deeply into the Flamethrower glitches. They may get fixed relatively soon.
I'll add in the "glitches" now. Not exactly glitches, though.
2010-08-16, 10:22 AM
HighOnMushrooms
Quote:
Originally Posted by Myles
3) No. Just, no. More damage to monsters vs stopping attacking, sitting down, and waiting to be healed.
Seems like no one knows how to use Healbot in game, lol. You dont have to stop attacking, sit down, or wait. Just press down somewhere near the robot. Down = 'sit' for a Mechanic.
2010-08-16, 11:04 AM
Myles
Quote:
Originally Posted by HighOnMushrooms
Seems like no one knows how to use Healbot in game, lol. You dont have to stop attacking, sit down, or wait. Just press down somewhere near the robot. Down = 'sit' for a Mechanic.
That's what I meant. Stop attacking + pressing down, and it isn't instant, or what I've faced isn't.
2010-08-16, 12:30 PM
SethElite
On your 3rd job totals you have amplifier listed as max level 20.
Also, 79-83ish Triple Rumos are a pretty good spot to train. Spawns as good if not better than Sahel 2, and it's a pure spawn so there aren't lower exp enemies wasting space like the sand rats at Sahel 2. Spawns are more or less flat across the floor, only a single spawn on a ledge that atomic hammer can hit easily.
2010-12-20, 07:51 AM
Avith
Are you going to update the training spots and 4th job?
2011-01-01, 04:23 PM
maplefreak26
Can you update the names of the skill so I don't have to go crazy looking for, what is this? ANd what is that skill?
Ty :)
2011-01-17, 04:35 PM
FoolsLove
Quote:
Originally Posted by maplefreak26
Can you update the names of the skill so I don't have to go crazy looking for, what is this? ANd what is that skill?
Ty :)
Second this.
Second job says Prototype Booster which according to HS is Mechanical Rage. Also, it's max level is 20, though the second job guide has it down as getting to Lv13 and has it as max.
2011-01-17, 07:06 PM
Jon
WITH GMS NAMES:
Spoiler
This is gonna be the place for my Mechanic guide, and what I'm following/going to follow. Worked fine for me, so it should for you.
1 in everything because the skills are useful level 1. Max Prototype next because it gives +10 ATK and +400(M)DEF at max, which is incredibly useful.
The next bit depends on you and your playing style. I preferred Screw Punch as some people prefer Flame Thrower. Screw Punch does more damage to more monsters, and it's easier to mob with. However, if you hold down Flame Thrower it will do more damage over time. But with the monsters you train on only a couple of Screw Punches will kill them. If you prefer Flame Launcher, by all means swap the Gatling & Flame Launcher with Screw Punch. Oh and yes, you can max everything in 1st job.
Training Locations
10-20: Edelstein quests; Blue Ribbon Pigs; Stone Golems.
20-30: Edelstein quests; Mixed Stone Golem; Subway Cleanup.
I've gone wrong here. You should end up with max everything with level 13 Booster. If anyone can find where I went wrong can you point it out please :s.
This build is controversial. It's up to you whether you follow it or not. +1 in Atomic Hammer because it's godly at level 1. +1 in Heavy Weapons Mastery because it adds 2 extra bullets to Gatling Shot AND increases the range of both Gatling & Flame Launcher AND it makes Flame Launcher cause burn damage, well worth the 1 point this early. +1 in Rocket Jump because it removes the need for ropes and ladders, plus it causes damage when you land (and it's not even bad damage).
Next you should max Atomic Hammer, the damage gets better and better (duh), however I've heard of people doing Heavy Weapons Mastery to increase damage of Flame Launcher. It's up to you, and based on whether you use Atomic Hammer or Flame Launcher to train more. I personally used Atomic Hammer because of how strong it was.
After Atomic Hammer you should max Heavy Weapons Mastery, or if you maxed Heavy Weapons Mastery already then you should pump up Atomic Hammer. Obvious reasons apply.
Maxing Perfect Armour gives more chance to "Guard" (receive 0 damage), and it reflects more damage to a monster. You can leave this until later but I liked it too much.
Now it gets different for people. I personally found the extra damage from Rocket Jump more appealing than a longer Booster. It's more damage from Booster & a shorter Booster vs a longer Booster & weaker Rocket I don't mind casting Booster more (especially with the Flame Launcher trick, explained later), whereas other people don't want to cast it too often.
With Portal, people find it more effective than others. I personally have only found two maps which I used it on. The first was Robos, and that was from the bottom to the top platform (with Robos on). This allowed me to Hammer the top two platforms, and Screw mob the bottom, and an easy teleport to the top to repeat. The other map is puppets, and it's not even NEEDED here. I had it at the left end of the top platform going to the bottom left. This allowed me to easily mob the bottom as I didn't have to position myself to start mobbing.
Rest of the points into either Booster or Jump, depending on your build.
Flame Launcher "glitches".
If you quickly tap Flame Launcher, wait a split second then cast Booster, it removes the unnecessary double-animation, and only does the first, normal, animation.
If you tap Flame Launcher before using Hammer, it takes nearly no time to cast, burns monsters, and causes burn damage as you're swinging your hammer. I will be using this technique until I find a stronger way to kill a mob. It also works with Punch, but I don't use that straight away.
This is ignored
Level 70: +1 Punch Launcher (1); +1 Rock 'n Shock (1); +1 Mech: Siege Mode (1)
Level 71: +1 Satellite (1); +1 Roll of the Dice (1); +1 Acceleration Bot EX-7 (1)
Level 72: +3 Punch Launcher (4)
Level 73: +3 Punch Launcher (7)
Level 74: +3 Punch Launcher (10)
Level 75: +3 Punch Launcher (13)
Level 76: +3 Punch Launcher (16)
Level 77: +3 Punch Launcher (19)
Level 78: +1 Punch Launcher (20) [MAX]; +2 Metal Fist Mastery (2)
Level 79: +3 Metal Fist Mastery (5)
Level 80: +3 Metal Fist Mastery (8)
Level 81: +3 Metal Fist Mastery (11)
Level 82: +3 Metal Fist Mastery (14)
Level 83: +3 Metal Fist Mastery (17)
Level 84: +3 Metal Fist Mastery (20) [MAX]
Level 85: +3 Satellite (4)
Level 86: +3 Satellite (7)
Level 87: +3 Satellite (10)
Level 88: +3 Satellite (13)
Level 89: +3 Satellite (16)
Level 90: +3 Satellite (19)
Level 91: +3 Satellite (20) [MAX]; +2 Acceleration Bot EX-7 (3)
Level 92: +3 Acceleration Bot EX-7 (6)
Level 93: +3 Acceleration Bot EX-7 (9)
Level 94: +3 Acceleration Bot EX-7 (11)
Level 95: +3 Acceleration Bot EX-7 (14)
Level 96: +1 Acceleration Bot EX-7 (15) [MAX]; +2 Rock 'n Shock (3)
Level 97: +3 Rock 'n Shock (6)
Level 98: +3 Rock 'n Shock (9)
Level 99: +3 Rock 'n Shock (11)
Level 100: +3 Rock 'n Shock (14)
Level 101: +3 Rock 'n Shock (17)
Level 102: +3 Rock 'n Shock (20) [MAX]
Level 103: +3 Roll of the Dice (4)
Level 104: +3 Roll of the Dice (7)
Level 105: +3 Roll of the Dice (10)
Level 106: +3 Roll of the Dice (13)
Level 107: +3 Roll of the Dice (16)
Level 108: +3 Roll of the Dice (19)
Level 109: +1 Roll of the Dice (20) [MAX]; +2 Mech: Siege Mode (3)
Level 110: +3 Mech: Siege Mode (6)
Level 111: +3 Mech: Siege Mode (9)
Level 112: +3 Mech: Siege Mode (12)
Level 113: +3 Mech: Siege Mode (15)
Level 114: +3 Mech: Siege Mode (18)
Level 115: +2 Mech: Siege Mode (20) [MAX]; +1 Healing Robot H-LX (1)
Level 116: +3 Healing Robot H-LX (4)
Level 117: +3 Healing Robot H-LX (7)
Level 118: +3 Healing Robot H-LX (10)
Level 119: +3 Healing Robot H-LX (13)
Level 120: +3 Healing Robot H-LX (16)
Ending with:
Punch Launcher (20) [MAX]
Metal Fist Mastery (20) [MAX]
Satellite (20) [MAX]
Mech: Siege Mode (20) [MAX]
Amplifier (15) [MAX]
Rock 'n Shock (20) [MAX]
Roll of the Dice (20) [MAX]
Healing Robot H-LX (16)
Reasoning:
Spoiler
I got 1 in those skills first because they seem useful. 1 Fist outdamages max Atomic Hammer, but it can only attack in font of you. The Tri-Summon allows for me to attack when I'm not in that area, so it can be useful. 1 Machine Gun for bossing, it's the fastest attacking skill in game. Next I got 1 in Satellite, the damage is alright for a level 1 passive skill (it never expires like Perfect Armour). 1 in Lucky Dice because I have never used it before, although it's not too great at level 1. 1 in Amplifier to see how it works, and I say the 1 point is useful. It speeds up the monsters, so easy mobbing, and it slightly decreases monster's defence, AND when it expires it explodes, causing damage. For now, I'm maxing Fist, getting the damage up. Then I'm going to max Metal Fist Mastery to get Screw Punch & Atomic Hammer's damage up. Satellite is fairly strong, even at level 1, so I'm maxing that now. Apparently it hits ~20k at level 15 (3 hits), so let's just see.
About Healing Bot not being maxed. The time it takes to cast it, then sit (down button) and wait for it to heal is not worth the extra 4 SP which I would prefer in Amplifier for more damage. If you're more for saving pots, you could max it and leave Amplifier at 16, but I'm more for damage so I would prefer maxed Amplifer.
At the moment, I'm maxing Dice BEFORE Magnetic Field. Field seems good enough at level 1, but Dice is kinda pathetic. Just mixing them two around, and so are a few of my friends. Working for us, but if you use Field more in training, max that before Dice of course.
Training Locations
70: Puppets
71-73: Spiders in Leben Mine. Not quite sure what level I actually went here, but I ended around 74
74-75: The big Racoons in the top portal where the little Racoons in Leben Mines are.
75-77: Ariant Quests. All of them got me to 77 and they were fairly easy to do.
77-83: Sahel 1/2/3. I prefer 2 since it doesn't have a stupid ledge where 2 monsters spawn like Sahel 1 has. Sahel 3's monsters are too weak (just Sand Moles) so yeah.
79-83: Triple Rumo are apparently good. Pure spawn + flat map. Credits to SethElite
84-87: Iron Mutaes at B3. I was getting 75% per 15mins around level 84, on 1.2x exp. Highly recommended, or you could stay at Scorpions/Sand Moles
87+: Going to C2 soon when my lag spikes end...
Comments/tips/constructive criticism welcome, of course.
2011-01-17, 07:27 PM
Punch
Question..?
How long does it take to get from Level 1 - 30?
I wanna see how long, compared to how long it took for my Bowmaster (1-30) in El Nido..
It took, from right after patch, about 8 pm to like.. 2 am... about 3-4 hours basically?
2011-01-17, 07:42 PM
Secun
Quote:
Originally Posted by Punch
Question..?
How long does it take to get from Level 1 - 30?
I wanna see how long, compared to how long it took for my Bowmaster (1-30) in El Nido..
It took, from right after patch, about 8 pm to like.. 2 am... about 3-4 hours basically?
3-4 hours? You kidding me?
I can understand that on a Resistance char from all the quest spots being so crowded, but on an Adventurer?
2011-01-17, 07:46 PM
Punch
Quote:
Originally Posted by Secun
3-4 hours? You kidding me?
I can understand that on a Resistance char from all the quest spots being so crowded, but on an Adventurer?
Maybe the fact that it was a brand new server will help my case?
And not to mention that I was one of the first to reach 2nd job, if not, one of the first Hunters in El Nido?
2011-01-17, 08:18 PM
iRyahn
Honestly it's pretty much the same for 1-30 as a Mechanic as any other class. You can't start comparing class training speeds especially at that level 'cause even if there is a difference it's minimal since it takes almost no time to hit 30, especially these days.
Who cares how long it takes someone to hit level 30 anyways? Rofl. If it takes him 3-4hours cool. Took me probably just as long, I wanted to explore with BB y'know.
2011-01-17, 09:07 PM
Punch
Quote:
Originally Posted by iRyahn
Honestly it's pretty much the same for 1-30 as a Mechanic as any other class. You can't start comparing class training speeds especially at that level 'cause even if there is a difference it's minimal since it takes almost no time to hit 30, especially these days.
Who cares how long it takes someone to hit level 30 anyways? Rofl. If it takes him 3-4hours cool. Took me probably just as long, I wanted to explore with BB y'know.
Exactly. I wanted to see who was playing in this new server.. what it's like.. plus BB changes.. tyvmuch.
2011-01-18, 01:21 AM
TLeviathan
Well 8 'til 2 is 6 hours, not 3-4, and you DID ask how long it should take, so criticism was invited by yourself. Could take 2 hours, could take 10, depending on hard you grind and how much you prioritize pure leveling speed... you should know your own pace better than other people on this forum. It'll probably take a similar amount of time if that was your usual pace; any decrease in time will largely be due to deviation from your past attempt in effort or action rather than class.
2011-01-18, 05:15 PM
MuscleWizard
For 2nd job, I'd rather have booster maxed and rocket not maxed, just so that I can use it as a visual indicator for lucky dice's cooldown in 3rd job.
Am I making a mistake if I do this?
I mean longer booster sounds pretty nice to me, and it would be a nice change from my battlemage.
2011-01-18, 05:26 PM
FoolsLove
I would think so. Not maxing rocket takes away 42% damage to have booster for 70 more seconds. Really isn't any point to it.
2011-01-18, 05:45 PM
Sorien
Quote:
Originally Posted by MuscleWizard
For 2nd job, I'd rather have booster maxed and rocket not maxed, just so that I can use it as a visual indicator for lucky dice's cooldown in 3rd job.
Am I making a mistake if I do this?
I mean longer booster sounds pretty nice to me, and it would be a nice change from my battlemage.
I'd max booster too. Having a paladin as my main, I feel that the longer a buff lasts the better it is. Having to recast buffs is just annoying, and since rocket jump isn't really something I'll be using to attack monsters I don't see how that 42% damage is going to affect my training all that much.
2011-01-18, 05:47 PM
HellenzSin
I would rather not max Heavy Weapon Mastey because both gatling shot and flame are replaced on 3rd job.
2011-01-18, 05:55 PM
MuscleWizard
Quote:
Originally Posted by HellenzSin
I would rather not max Heavy Weapon Mastey because both gatling shot and flame are replaced on 3rd job.
But siege mode has a cooldown.
And wouldn't you want maxed heavy mastery just for the DoT on flamethrower?
Why use Flamethrower?
If I don't feel like Drilling them.. HAMMA TIME.
2011-01-19, 10:11 PM
Kivuli
Quote:
Originally Posted by Sorien
I'd max booster too. Having a paladin as my main, I feel that the longer a buff lasts the better it is. Having to recast buffs is just annoying, and since rocket jump isn't really something I'll be using to attack monsters I don't see how that 42% damage is going to affect my training all that much.
Ditto. I've only been using Rocket as means of moving 'round the map, rather than using it to attack with.
I prefer longer booster.
2011-01-19, 11:12 PM
modular
lets say i would rather max booster than something else. what would yall recommend not maxing instead?
heavy weapon mastery (do gatling or flamethrower see any use or improvement later on?)? jump? hammer (13 hammer seems good enough to me, but only if its a skill that gets replaced in 3rd job)? pretty sure i will want max portal since the timer significantly increases over those 7 points....
im wondering which skills wont see much use after 2nd job.
Hella nub. My cousin's WH did 10k richochets at that level >.O
loljk
2011-01-20, 05:31 AM
Myles
NB: This guide is outdated. I'm going to follow it because I liked it in kMS and it worked for me, but I know people who swear by different builds which I don't see the point of.
Like Wild Hunters, some skills are better suited for different people. Just go with what you think's right.
2011-01-20, 07:06 AM
MuscleWizard
Portal's a bit buggy, not sure if it's supposed to be like this, but if the portals are slightly further away than your screen's width at 1024x768 res, they don't link.
2011-01-20, 01:34 PM
hadriel
No they do, or at least I think they do. It's just that when you move away from them, they "turn off" but actually when you go back to them they open their glowing mouths again. That was at Kerning Square, from escalator to escalator (bottom level). I used Portal to counter KS.
Also, has any of the Mechs training at MY still miss on MY mobs? I've not seen one yet - Level 51 Mech on Muddy Banks 1.
Hadriel
2011-01-20, 01:50 PM
Punch
Quote:
Originally Posted by Mark
Horrible. I'm doing at least 12k. AT LEAST.
That's nice..
Soo..
In GMS.. we still leave Booster at 13?
Sorry, didn't realize I was double posting.. D=
2011-01-20, 05:33 PM
Takebacker
Quote:
Originally Posted by MuscleWizard
Portal's a bit buggy, not sure if it's supposed to be like this, but if the portals are slightly further away than your screen's width at 1024x768 res, they don't link.
Portals being too far away not linking isn't a bug. They have a set distance to which if they are too far away, it won't work. This has been known since KMST.
2011-01-21, 07:18 AM
MuscleWizard
Ah, good to know that I'm not crazy.
3rd job I went/ am going to do
1 siege 1 rock n' shock 1 metal fist
Amplifier
Rock n' shock
Siege <-- this far into the build so far, it's workin' out pretty good.
Mostly training on flat maps, using drill rush to feed the shockers.
Satellite
metal fist
dice
healing robot
then punch, which I don't really want to max, I just don't see the use of it to be honest, it looks to me like laser blast replaces it instantly at 4th job.
2011-01-21, 12:36 PM
Myles
Quote:
Originally Posted by Punch
Soo..
In GMS.. we still leave Booster at 13?
Sorry, didn't realize I was double posting.. D=
Depends what you prefer. Lower MP cost & more damage from Rocket with 130 second Booster, or 200 second booster with higher MP cost & less damage from Rocket. I'm going with 20 Booster/13 Rocket, lol.
It's like an electric fence keeping the illegal aliens out....
after MF (or rock and shock) i think ill go fist mastery then acceleratior then lucky dice. accelerator should ensure my 1-hits.
2011-01-21, 07:44 PM
FoolsLove
I maxed Metal Fist Mastery first, and now I'm doing Roll of the Dice. The training spots that I've used in the 70s and will use into the 80s are drill spam with flamethrower/atomic mixed it. Punch Launcher has too much of a delay so it's not really spamable like Flame/Atomic are.
2011-01-21, 08:02 PM
Punch
Quote:
Originally Posted by Myles
Depends what you prefer. Lower MP cost & more damage from Rocket with 130 second Booster, or 200 second booster with higher MP cost & less damage from Rocket. I'm going with 20 Booster/13 Rocket, lol.
Is Rocket used for damage anyways? or just jumping..
2011-01-21, 08:21 PM
ChaosH
Quote:
Originally Posted by Punch
Is Rocket used for damage anyways? or just jumping..
It does a great damage (360%) for a skill that is only supposed to boost you up. 83% of Atomic Hammer damage. Post Chaos it does only 180% (but with doubled MP cost), however you should be on 4th job already when Chaos patch gets to gMS, so you could just leave Heavy Weapon Mastery at level 13 and max both Rocket Booster and Mechanic Rage.
Actually, not maxing Heavy Weapon Mastery seems like a good idea, even pre-Chaos. You only need Gatling Gun for Mu Lung Dojo until 4th job and Flamethrower for PyPQ, otherwise I don't see much use for those skills.
It's like an electric fence keeping the illegal aliens out....
after MF (or rock and shock) i think ill go fist mastery then acceleratior then lucky dice. accelerator should ensure my 1-hits.
To be honest, I'd rather place 1 point in MF at Lv70 then work on everything else so that I can place MF at one side of the map to decimate the mobs while I work on the other.
2011-01-22, 12:04 AM
Punch
Magnetic Field may be the only reason I'd get past Level 70 with a Mechanic..
It's just too, unreal xD
Up to 3 lines of shockage destroying anything in their path, while you attack other mobs or sit and watch..
Just too appealing.
2011-01-22, 12:08 AM
ChaosH
Quote:
Originally Posted by Punch
Just too appealing.
Too bad it gets lolnerfed post-Chaos :f4:
Seriously, so many skills to nerf, why nerf Rock'n'Shock? And why adding a 180 secs cooldown, dammit Nexon...
2011-01-22, 12:37 AM
DragonsWrath
Quote:
Originally Posted by ChaosH
Too bad it gets lolnerfed post-Chaos :f4:
Seriously, so many skills to nerf, why nerf Rock'n'Shock? And why adding a 180 secs cooldown, dammit Nexon...
It hurts so much... but thats why i'm abusing it now. it would've at least been justified to put it at 90 second cooldown (so that it matches up with 4th jobs bot mastery...) but oh wells.,,
2011-01-22, 11:43 AM
sango
Mechs can hit Jesters at lvl58 (with a lot of misses of course) but the .60% exp(@lvl58) more than offsets ur time killing them. A good place to train from 58-75 or higher, is the 'Library' in the Mansion. Rocket Boost, offsets the need to find the hidden portals in the maps. And you can drill across the maps. Scarecrows & Hoodoo/Voodoos exp is above avg then most other monster at that lvl. Only thing u have to worry about is zombies which are 1HKO.
2011-01-22, 11:51 AM
Piggy 2.0
I'm maxing rock n shock first, being able to semi-afk while training at sahel 2 is nice.
2011-01-22, 12:12 PM
Punch
Quote:
Originally Posted by Piggy 2.0
I'm maxing rock n shock first, being able to semi-afk while training at sahel 2 is nice.
ikr?
homework + training = ftw
2011-01-23, 02:35 AM
FoolsLove
I'm just getting to Rock N' Shock now, in my mid/late 90s. Not much use for it in small flat maps aside from the above two posts here. I highly recommend maxing Roll of the Dice ASAP. Even if you don't get the 30% EXP, most of the ones you get help considerably and help out in EXP gain. If you want to train even faster on Mechs, it's a definite early max. Honestly I would've done it first if I knew how useful it was before-hand.
2011-01-23, 05:16 AM
Mechnificent
I followed this guide until 70. It was great and thanks.
Quote:
Originally Posted by FoolsLove
I'm just getting to Rock N' Shock now, in my mid/late 90s. Not much use for it in small flat maps aside from the above two posts here. I highly recommend maxing Roll of the Dice ASAP. Even if you don't get the 30% EXP, most of the ones you get help considerably and help out in EXP gain. If you want to train even faster on Mechs, it's a definite early max. Honestly I would've done it first if I knew how useful it was before-hand.
Can you share how you allocated your 3rd job skill points please.
2011-01-23, 02:55 PM
DragonsWrath
Quote:
Originally Posted by Mechnificent
Can you share how you allocated your 3rd job skill points please.
Im assuming he just went metal fist mastery first, then dice roll.
I do find a use for it in flat maps - i drill rush / hammer accross the field but i lay down my fields as i go along. in maps like B-2 in magatia (roids and neo hudroids) it covers half the map while i kill on the other half. lets me cover an entire map easily, but meh, to each his own.
2011-01-23, 03:42 PM
FoolsLove
Yeah, I started with the above. Metal Fist Mastery > Roll of the Dice > Satellite > Acceleration Bot, and now I'm on Rock N' Shock.
2011-01-23, 05:49 PM
hadriel
I would go for Mastery > Dice > Tesla > Accelerator > whatever else left. If I can clear the whole map in a single spawn cycle, Tesla doesn't help me much... but again it depends on where you train at. Places like Ludi would have good use of Tesla, while for Magatia... depends. Definitely Dice is useful (hope for that lucky 30%EXP). Can also make use of the portals to help lay your Tesla Coils.
Accelerator would help for large (generally flat) maps greatly, especially on a Rushing strategy.
Hadriel
2011-01-23, 06:31 PM
MuscleWizard
Agh, I maxed out healing robot, and it doesn't heal party members. Even though it says that it heals them in the skill description. The hell, nexon.
Its still useful though, I lay it down just because when i pass it, i'll quickly tap down and get some free heals.
2011-01-23, 06:38 PM
ChaosH
Quote:
Originally Posted by MuscleWizard
Agh, I maxed out healing robot, and it doesn't heal party members. Even though it says that it heals them in the skill description. The hell, nexon.
Glitch, will get fixed. One day...
2011-01-23, 08:13 PM
Takebacker
How do you use the boost faster? Can you keybind it? I hate double tapping the arrows just to boost.
2011-01-23, 08:22 PM
Worthyness
Quote:
Originally Posted by Takebacker
How do you use the boost faster? Can you keybind it? I hate double tapping the arrows just to boost.
Exact same skill as combat step. So yeah you can key bind it. as well as the aran step hop.
2011-01-23, 08:22 PM
xgunedx
Quote:
Originally Posted by Takebacker
How do you use the boost faster? Can you keybind it? I hate double tapping the arrows just to boost.
It appears as a skill in the Citizen Skillbook.
2011-01-23, 08:27 PM
Takebacker
Quote:
Originally Posted by xgunedx
It appears as a skill in the Citizen Skillbook.
Thank you.
2011-01-23, 08:54 PM
FoolsLove
Quote:
Originally Posted by hadriel
I would go for Mastery > Dice > Tesla > Accelerator > whatever else left. If I can clear the whole map in a single spawn cycle, Tesla doesn't help me much... but again it depends on where you train at. Places like Ludi would have good use of Tesla, while for Magatia... depends. Definitely Dice is useful (hope for that lucky 30%EXP). Can also make use of the portals to help lay your Tesla Coils.
Accelerator would help for large (generally flat) maps greatly, especially on a Rushing strategy.
Hadriel
I don't find Rock N' Shock useful at all, even on bigger maps, for training. It only lasts for 30 seconds and from my experience setting it up isn't worth the time. Good for damage on bosses, but for training, it's got next to no use.
2011-01-23, 09:53 PM
HellenzSin
Funny how when most people see the skill being used they scream OP OP. Rock n shock is useful at Pirates. However, if you are strong enough to 1-2hit both plats using hammer + dash and you are able to clear both plats before the monsters respawn (except for 2-3pirates at the very top), you should probably just do that. Otherwise, you can clear the whole map for 30 secs with Rock n shock and miss a couple of kills while you set it up.
2011-01-23, 10:24 PM
Punch
Mechanics already bore me =/
I just find 3rd job not too appealing, though I'm sure 4th job is killer.. literally..
I'm just not interested in a summon-filled class that, although packs a punch, is slow =/
No fun D:<
2011-01-23, 10:31 PM
Worthyness
Quote:
Originally Posted by Punch
Mechanics already bore me =/
I just find 3rd job not too appealing, though I'm sure 4th job is killer.. literally..
I'm just not interested in a summon-filled class that, although packs a punch, is slow =/
No fun D:<
Only slow if you think it's slow ^__^
Its more mobile than any of my older characters (except the shadower...)
2011-01-23, 11:36 PM
DragonsWrath
Quote:
Originally Posted by Punch
Mechanics already bore me =/
I just find 3rd job not too appealing, though I'm sure 4th job is killer.. literally..
I'm just not interested in a summon-filled class that, although packs a punch, is slow =/
No fun D:<
Hate to say it but outside of mag field im disappointed with my 3rd job. but i really, really love mag field, so it makes up for it.
as for the speed - really? My mech clears a map(and moves through it way faster) than both my bucc and my paladin. Drill rush and proper portal placement is key - and the portals also let me set up my mag fields, which is important since i almost-but-not-yet 1-hit, mag fields helps me smash with only 1hammer as opposed to two, making it real useful.
Still, this will be my one beat-face class that i can bring to bosses without worrying about elemental weakness, and i still love the variety the mech offers (at least, more so than the paladin did). so im happy with it. The extra defense also makes me feel warm inside (keep in mind this is the same person that looks more at "300defense+300hp" on the lucky guy medal more than everything else, so yeah...).
2011-01-24, 12:27 AM
Kaasoljoyyx
Unless I was mistaken when I checked, rock n shock won't damage monsters if you are too far from them
e.g. Put it on bottom of DGP map and go to the top. You won't get any EXP
When I checked the bottom with my bishop, they weren't taking damage. They were just lagged.
Even on small maps, I don't find it useful. Setup time is terrible. It's only use really for me was to ks people out of my map at jesters.
2011-01-24, 12:32 AM
FoolsLove
Quote:
Originally Posted by Kaasoljoyyx
Unless I was mistaken when I checked, rock n shock won't damage monsters if you are too far from them
e.g. Put it on bottom of DGP map and go to the top. You won't get any EXP
When I checked the bottom with my bishop, they weren't taking damage. They were just lagged.
Even on small maps, I don't find it useful. Setup time is terrible. It's only use really for me was to ks people out of my map at jesters.
I don't see why it wouldn't give EXP. I got EXP from Reapers while on my BaM even though they were at the top/bottom of the map when I was on the opposite side. Though I won't even be using RnS there, so doesn't matter much for me.
That's the only time I've used it as well, get an annoyingly high amount of people trying to KS me, and just set that down on the map and they usually leave, lol.
2011-01-24, 12:47 AM
Locked
Quote:
Originally Posted by Kaasoljoyyx
Unless I was mistaken when I checked, rock n shock won't damage monsters if you are too far from them
e.g. Put it on bottom of DGP map and go to the top. You won't get any EXP
When I checked the bottom with my bishop, they weren't taking damage. They were just lagged.
Even on small maps, I don't find it useful. Setup time is terrible. It's only use really for me was to ks people out of my map at jesters.
It does damage them if you're too far from them. At least in my personal experience.
Question: Why do we max acceleration bot if it doesn't work on bosses? At level 8 it decreases defense by 16%, most monsters have 10% PDRate. What's the point?
2011-01-24, 01:09 AM
FoolsLove
Because it's a better option than the Healing Bot. Also, isn't it possible to put monsters into the negatives as far as PDR goes?
2011-01-24, 01:28 AM
Worthyness
Way i see it: Accelerator seems godly awesome. I remember in CPQ with rombots and speed = best farming of EXP EVER. If you can get a map like that (a flat one) then accelerator makes everything seem closer to you.
Planning on having at least a few points for training.
2011-01-24, 01:30 AM
FoolsLove
Quote:
Originally Posted by Worthyness
Way i see it: Accelerator seems godly awesome. I remember in CPQ with rombots and speed = best farming of EXP EVER. If you can get a map like that (a flat one) then accelerator makes everything seem closer to you.
Planning on having at least a few points for training.
From lv73 to 100 I trained on completely flat maps in Ariant/Magatia. Most of the time without accelerator, since I didn't have it for a bit, but either way, flat map training is by far the best EXP you will get.
2011-01-24, 01:52 AM
Xephia
Why are so many people bashing healing bot? Isn't it pretty good use for bosses that have Pot Cooldown? Iirc after the restructuring, it heals 50% HP every 2 seconds.
I'm honestly edgy about maxing metal fist mastery. I'm level 100 I haven't used Atomic Hammer once since 3rd job (much slower training than punch launcher) and drill rush doesn't seem worth the extra SP. I also doubt I'll be using those skill much for damage in 4th job when I'll still be finding healing bot useful.
2011-01-24, 01:56 AM
Locked
Quote:
Originally Posted by FoolsLove
Because it's a better option than the Healing Bot. Also, isn't it possible to put monsters into the negatives as far as PDR goes?
No.
Quote:
Originally Posted by Xephia
Why are so many people bashing healing bot? Isn't it pretty good use for bosses that have Pot Cooldown? Iirc after the restructuring, it heals 50% HP every 2 seconds.
It's because you have to sit down in order to heal and it has a cooldown itself. I still think accelerator is useless.
2011-01-24, 02:00 AM
Xephia
Quote:
Originally Posted by Locked
It's because you have to sit down in order to heal and it has a cooldown itself. I still think accelerator is useless.
Thing is, you don't need to sit. Just tap the down button for 0.0001 seconds and you'll get the heal. You never need to literally hold down to get just one or multiple heals.
2011-01-24, 02:01 AM
FoolsLove
Not maxing it only takes away 4% HP being healed, and a few seconds of duration. It's useless in training because you have to sit to get its heal.
As far as metal fist mastery goes, I've yet to cease using both Atomic, and Flamethrower. Atomic has a taller range than Punch, is able to hit mobs behind you, and as far as I've seen about if not the same range in front of you as Punch. Flamethrower may not be incredibly strong but it's great for when you're training on mobs you still miss on (as I have since my early 70s). Once you get to fourth job though, I imagine Flamethrower will be completely useless. Drill, not so much. Drill is easily my most used skill. It creates the mobs for you to use Atomic/Punch, whatever on. The added damage from Metal Fist is certainly worth losing a very small amount of HP healed from a useless training skill, and very barely more used in bosses.
2011-01-24, 02:11 AM
Xephia
Quote:
Originally Posted by FoolsLove
Not maxing it only takes away 4% HP being healed, and a few seconds of duration. It's useless in training because you have to sit to get its heal.
As far as metal fist mastery goes, I've yet to cease using both Atomic, and Flamethrower. Atomic has a taller range than Punch, is able to hit mobs behind you, and as far as I've seen about if not the same range in front of you as Punch. Flamethrower may not be incredibly strong but it's great for when you're training on mobs you still miss on (as I have since my early 70s). Once you get to fourth job though, I imagine Flamethrower will be completely useless. Drill, not so much. Drill is easily my most used skill. It creates the mobs for you to use Atomic/Punch, whatever on. The added damage from Metal Fist is certainly worth losing a very small amount of HP healed from a useless training skill, and very barely more used in bosses.
I believe it leaves around a 21 second cooldown opposed to the regular 5 second cooldown from maxing it. I don't think tapping the down key once (since you don't need to hold it down) hinders training much, but I'm looking at it in more of a boss perspective. Plus, as I said, after the restructuring it heals HP by 50% per tick.
Atomic Hammer is slower than Punch Launcher by 120ms, and has 150% less range (350% total vs. 500% total). Drill Rush, on the other hand, will probably always be used. However I doubt the 8% damage or so will be noticeable when no one will be using it to kill at such high levels.
Needless to say, Atomic Hammer's range gets nerfed to hell after The Restructuring, and Drill Hands gets a nerfed range, nerfed delay, and nerfed damage while Healing Bot only gets buffed. Since I'm not one of the users who will be quitting the mechanic once this update comes (aka, not just a bandwagon), I think Heal Bot is better in the long run.
EDIT: The cooldown for Level 16 after the Heal Bot disappears is 21 seconds, not 13. My mistake, though further proves my point.
2011-01-24, 02:23 AM
Worthyness
You could also wait till the Chaos patch instead, as we're bound to get SP resets (if we get only LOLHOTTIMEGAIZ, i'm sure there will be an uproar).
2011-01-24, 03:27 AM
Myles
Hammer > Punch. Punch can only hit in front of you, so you would have to turn around to hit the ones behind you (when mobbing on a flat map, this happens a lot). I'd rather spam Hammer and clear everything.
2011-01-24, 03:29 AM
Locked
The fact accelerator decreases 30% defence, yet the highest defence a monster has is 20% PDRate, makes it completely worthless for dumping points into it. Those points could be put into something better like healing bot since it could potentially if used correctly lower your potion usage by a bit.
As for using flamethrower, why would you use a skill that has such a humongous ending delay that makes you wait at least one entire second just to cast another attacking skill? It's such a garbage skill and I haven't even used it since I got to second job.
2011-01-24, 03:48 AM
FoolsLove
I didn't use it either during second job. I stopped using it at 30, and didn't use it again until Lv73. When you're training on a flat map (as you will, for the best EXP from 70-100 or so), if you're training on mobs above your level, Flamethrower is the quickest way to kill mobs. Because of its spammed damage the misses don't hurt you as much if you use Atomic or Punch on them.
2011-01-24, 03:59 AM
Xephia
Quote:
Originally Posted by Locked
The fact accelerator decreases 30% defence, yet the highest defence a monster has is 20% PDRate, makes it completely worthless for dumping points into it. Those points could be put into something better like healing bot since it could potentially if used correctly lower your potion usage by a bit.
I've heard mixed things about this. Does this, along with other defense reduction skills, reduce the monsters defense by 30 PDR, or by 30% (aka by a flat number or by a percentage)? -30 PDR would result in, let's say, a monster with 50 PDR would result in 20 PDR. -30% would be different, such as multplying the monsters def by 0.7, resulting in 35 PDR.
I used to think the prior, but the latter makes so much more sense.
2011-01-24, 04:01 AM
Locked
Quote:
Originally Posted by Xephia
I've heard mixed things about this. Does this, along with other defense reduction skills, reduce the monsters defense by 30 PDR, or by 30% (aka by a flat number or by a percentage)? -30 PDR would result in, let's say, a monster with 50 PDR would result in 20 PDR. -30% would be different, such as multplying the monsters def by 0.7, resulting in 35 PDR.
I used to think the prior, but the latter makes so much more sense.
I'm pretty sure it reduces it by the set number, such as 50 PDR would result in 20 PDR. That's how it is with my bowmaster with Marksmanship (-20% Defence)
2011-01-24, 05:32 AM
DragonsWrath
Quote:
Originally Posted by Locked
As for using flamethrower, why would you use a skill that has such a humongous ending delay that makes you wait at least one entire second just to cast another attacking skill? It's such a garbage skill and I haven't even used it since I got to second job.
I prefer using it over punch since in either case id only use both attacks on monsters just out of my range - and if thats the case i rather poke them with flamethrower and let them walk to me rather than stun them in place with punch. The quick tap of flamethrower and its delay afterwards doesnt feel much longer than using rocket punch at least.
Quote:
Originally Posted by Xephia
I'm honestly edgy about maxing metal fist mastery. I'm level 100 I haven't used Atomic Hammer once since 3rd job (much slower training than punch launcher) and drill rush doesn't seem worth the extra SP. I also doubt I'll be using those skill much for damage in 4th job when I'll still be finding healing bot useful.
I prefer the massive vertical range of atomic hammer, but i guess that has more to do with the maps i train on (at 105 i'm at Pirates. Himes doesnt have a safe spot for my HS mule and im dead set on using mag field as much as possible). I doubt i'll use either in 4th being that lvl 1 laser blast is 852% over 6 targets with a far greater range than both hammer and punch. Question - can you move in tank mode? since i know im stationary during siege mode.
2011-01-24, 05:38 AM
Hanabira.Kage
Quote:
Originally Posted by DragonsWrath
I prefer using it over punch since in either case id only use both attacks on monsters just out of my range - and if thats the case i rather poke them with flamethrower and let them walk to me rather than stun them in place with punch. The quick tap of flamethrower and its delay afterwards doesnt feel much longer than using rocket punch at least.
I prefer the massive vertical range of atomic hammer, but i guess that has more to do with the maps i train on (at 105 i'm at Pirates. Himes doesnt have a safe spot for my HS mule and im dead set on using mag field as much as possible). I doubt i'll use either in 4th being that lvl 1 laser blast is 852% over 6 targets with a far greater range than both hammer and punch. Question - can you move in tank mode? since i know im stationary during siege mode.
Judging from the skill's description, you can. You'll move bloody slow though.
2011-01-24, 07:42 AM
HellenzSin
Tank mode gives me 120% speed, so actually faster. You can't really dash and jump with it to move faster though, just dash.
2011-01-24, 07:47 AM
Hanabira.Kage
Quote:
Originally Posted by HellenzSin
Tank mode gives me 120% speed, so actually faster. You can't really dash and jump with it to move faster though, just dash.
o.O I see.
Screw that dumb description then. Pretty sure it said something about moving slower than normal.
2011-01-24, 09:53 AM
fataldeath
Quote:
Originally Posted by HellenzSin
Tank mode gives me 120% speed, so actually faster. You can't really dash and jump with it to move faster though, just dash.
if it does give extra speed, I can finnaly ditch my crappy sauna robe for a decent 100-120 overall
2011-01-24, 11:14 AM
Worthyness
Quote:
Originally Posted by fataldeath
if it does give extra speed, I can finnaly ditch my crappy sauna robe for a decent 100-120 overall
Get mechanic legs? o_O
2011-01-24, 12:42 PM
fataldeath
Quote:
Originally Posted by Worthyness
Get mechanic legs? o_O
current overall 10 speed
shoe 2 speed
pill 10 speed
iron leg 7 speed
ring 5 speed
134 speed currently so the extra 20% speed will help A LOT
2011-01-24, 12:47 PM
modular
and do what? chaos them? 6-10 speed isnt quite enough to fully cover the switch from speed equips to class equips.
save chaoses for your engine and arm/transistor. :f6: