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Thread: [Mechanic] Myles' Mechanic Guide

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    -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.

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    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.

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    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.

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    My Atomic has always done more damage than Punch Launcher. Once my Punch Launcher was max, I was doing 5k-10k more damage with Atomic over Punch. I'm Lv138 and my Atomic is still stronger.

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    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.

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    -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.

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    Yes you can spam hammer. You just have to jump up yourself to hit the mobs that Atomic pushes up.

    Even at 138, with Accelerator in use, Atomic does more damage than Punch.

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    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.

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    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

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    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.

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    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...

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    Seems about same when I did it in proto mode.

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    9.69% per hour doing only top with Linds on bottom. Lvl 171. Close to 21m exp per hour.

  14. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    And that's on regular training speed (1x)? Ffffffff after having to deal with 2-3% an hour at mid 16x pre-BB that's a bloody blessing to level that fast in 17x. >.<

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    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

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    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?

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    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.

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    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.

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    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.

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    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.

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