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#1 IronFist

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Posted 27 April 2011 - 01:57 PM

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I am Ii Shinlon self proclaimed best mastersmith that the Valkyries have ever seen, so i decided ill let all you know what and what not to do as a mechanic. The following guide will run through stat/skill builds and some bonus information on quests and events you should try.

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First off: Mechanics have one massive flaw, MadoSuits. While using a MadoSuit a mechanic can only use mechanic skills. Merchant, Blacksmith, Mastersmith and even item acquired skills such as hide and sight cannot be used while in a MadoSuit.

Common rationalization is that there are two types of mechanics, an Axe Mechanic (offensive) and a MadoMechanic (hybrid).But mechanic is a offensive/ defensive hybrid. In fact in my eyes a mechanic comes down to one fundamental principle and that is "Is am i getting Arm Cannon or Not."

Perfect Hybrid

Str 110
Vit 100
Agi 70
Int 100
Dex 70
Luk 1


Using high Int for large SP pools and greater Suicidal Destruction damage, Average Dex will give longer cast times but allows more balanced stats. Having 70 agi allows this build to HPCR with a pile bunker/sheild at around 186. At level 150 you would be immune to Frozen, Sleep, Stun, Blind.


Pure Arm Cannon Build

Str 100
Vit 100
Agi 1
Int 100
Dex 110+
Luk 1


This build is more of a biochem play style, using high Int for large sp pools and larger Suicidal destruction damage, having much higher dex allows this build to cast extremely fast, in combination with a God Hammer or even strins make this a very formidable precasting killer. Downside of this build is you a MADO 24/7 Upside is your always ready to destory a recall or defend your emp

Perfect Mechanic

Str 130
Vit 110
Agi 70
Dex 70
Int 1
Luk 50


This Mechanic is more of a Mastersmith play style, using high str and vit to make it very hard to kill and very very deadly. 70 agi allows this mechanic pile bunker/shield while still getting 186 atk speed. This build would be best to use Mado as a suicidal device/defensive shield rather then a precaster. (dont get arm cannon for this build)

Powerhouse MVP Build

Str 130
Vit 110
Agi 1
Dex 90+
Int 1
Luk 80


This is a pure power house axe build, Dex may be increased by lowering your luck to allow for more hit for those high end mvps. Overall this build again is more Mastersmith then Biochem play style. With greater luk gives greater damage and higher resists to curse and howling plus some perfect dodge for those MVP's. Having 1 Agi makes you very gear and allie dependent. You can just harden up and pull out your gaint axe with AK card and youll never turn back once u start dealing 30k+ per hit. Great build for those who have some big balls and dont mind dieing.

Run Down on Stats


Str - Damage also gives a unique % mod, 100str gives 100% mod 150-150% and so on
Vit - Higher max HP, Increase potion heal rates, Stun immunity
Agi - Flee, Atk spd
Dex - Hit, Cast delay x2
Int - Max Sp, Cast delay, Increases Sp items heal rates, Frozen immunity, Sleep immunity
Luk - Flee, Damage, Crit, Perfect dodge, Curse immunity, Howling immunity

Skills!

Axe Training
Prereq: None (Basic Mechanic Skill)
Type: Passive
Desc: Increases attack power and hit rate when using an axe.
[Level 1] : Attack Power + 5 / Hit Rate + 3
[Level 2] : Attack Power + 10 / Hit Rate + 6
[Level 3] : Attack Power + 15 / Hit Rate + 9
[Level 4] : Attack Power + 20 / Hit Rate + 12
[Level 5] : Attack Power + 25 / Hit Rate + 15
[Level 6] : Attack Power + 30 / Hit Rate + 18
[Level 7] : Attack Power + 35 / Hit Rate + 21
[Level 8] : Attack Power + 40 / Hit Rate + 24
[Level 9] : Attack Power + 45 / Hit Rate + 27
[Level 10] : Attack Power + 50 / Hit Rate + 30

Overall this skill isnt that great, only get it if u plan to mvp early and need that extra hit

Research Fire/Earth
Prereq: None (Basic Mechanic Skill)
Type: Passive
Desc: By studying fire and earth property monsters, you increase your effectiveness and defense against these targets.
[Level 1] : Resistance + 10 / Attack Power + 10
[Level 2] : Resistance + 20 / Attack Power + 20
[Level 3] : Resistance + 30 / Attack Power + 30
[Level 4] : Resistance + 40 / Attack Power + 40
[Level 5] : Resistance + 50 / Attack Power + 50

Basically pointless as it doesn't reduce by a %. -50 damage from Fire elementals and adds +50 damage to hpcr on a fire monster...

Axe Boomerang
Prereq: Axe Training 1
Type: Active / Damage
Desc: Throws an axe at long range dealing damage and knockback. The weight of your axe increases your damage.
[Level 1] : Attack Power 200% + Axe Weight / Range 4 Cells
[Level 2] : Attack Power 240% + Axe Weight / Range 5 Cells
[Level 3] : Attack Power 280% + Axe Weight / Range 6 Cells
[Level 4] : Attack Power 320% + Axe Weight / Range 7 Cells
[Level 5] : Attack Power 360% + Axe Weight / Range 8 Cells

Does 6-8k MAX, very long aftercast delay. Tomahawk is a viable option rather then this.

Power Swing
Prereq: Axe Boomerang 3
Type: Active / Damage
Desc: Strikes a target with an axe dealing damage and stun. There's a low chance to invoke Axe Boomerang.
[Level 1] : Attack Power 200%
[Level 2] : Attack Power 220%
[Level 3] : Attack Power 240%
[Level 4] : Attack Power 260%
[Level 5] : Attack Power 280%

HPCR in Mado. Cept you dont have Any buffs. Pointless in my eyes

Axe Tornado
Prereq: Axe Training 1
Type: Active / Damage
Desc: Spins rapidly like a whirlwind with an axe striking all targets around you. The VIT stat increases your damage.
[Level 1] : Attack Power ???%
[Level 2] : Attack Power ???%
[Level 3] : Attack Power ???%
[Level 4] : Attack Power ???%
[Level 5] : Attack Power 700%

VERY good skill. elemental items required for decent damage. Downside is 5x5 max damage with 7x7 3/4 damage. Has a long aftercast but you can hammerfall or cart revo while waiting for after cast. Arm Cannon or Axe Tornado

FAW - Silver Sniper
Prereq: Research Fire/Earth 2
Type: Active / FAW Construction
Desc: Creates a long range Fixed Autonomous Weapon (FAW) platform. You can place a maximum of 2, and it requires 2 steel and 1 iron to create.
[Level 1] : Attack Power +300 / Duration 10s
[Level 2] : Attack Power +400 / Duration 15s
[Level 3] : Attack Power +500 / Duration 20s
[Level 4] : Attack Power +600 / Duration 25s
[Level 5] : Attack Power +700 / Duration 30s

A JOKE SKILL!! Its one of those things they have wanted to give blacksmiths since ages ago.

FAW - Magic Decoy
Prereq: FAW - Silver Sniper 2
Type: Active / FAW Construction
DESC: Creates a magic attacking Fixed Autonomous Weapon (FAW) platform. You can place a maximum of 2, and it requires 2 iron, 1 brigan, and one of red blood/green live/wind of verdure/crystal blue.
[Level 1] : Magic Attack Power 300 / Duration 10s
[Level 2] : Magic Attack Power 350 / Duration 15s
[Level 3] : Magic Attack Power 400 / Duration 20s
[Level 4] : Magic Attack Power 450 / Duration 25s
[Level 5] : Magic Attack Power 500 / Duration 30s

A JOKE SKILL!! Its one of those things they have wanted to give blacksmiths since ages ago.


FAW Removal
Type: Active / FAW Removal
Desc: Removes the target FAW. It can be used on other players FAW's.



Magic Gear License
Prereq: None (Basic Mechanic Skill)
Type: Passive
Desc: Learn the basics of operating a Magic Gear. Your attack power improves, but without the license your movement speed is 1/2.
[Level 1] : Mado Attack Power + 40 / Movement Speed - 40%
[Level 2] : Mado Attack Power + 60 / Movement Speed - 30%
[Level 3] : Mado Attack Power + 80 / Movement Speed - 20%
[Level 4] : Mado Attack Power + 100 / Movement Speed - 10%
[Level 5] : Mado Attack Power + 120 / Regular Movement Speed

You don't "have" to get level 5.

Boost Knuckle
Prereq: Magic Gear License 1
Type: Active / Damage
Desc: Using the Magic Gear basic equipment, fire's a rocket punch at an enemy at long range. Max range 11 cells.
[Level 1] : Attack Power ???%
[Level 2] : Attack Power ???%
[Level 3] : Attack Power ???%
[Level 4] : Attack Power ???%
[Level 5] : Attack Power 700%

Better then Axe boom, bypassing after-casts by spamming a range of skills

Pile Bunker
Prereq: Boost Knuckle 2
Type: Active / Damage (Special)
Desc: An attack striking a target with a large metal spike. When striking a target there is a chance to completely eliminate their defense. Requires the <Pile Bunker> to be equipped.
[Level 1] : Attack Power ???% / Defense buff removal chance 20%
[Level 2] : Attack Power ???% / Defense buff removal chance 35%
[Level 3] : Attack Power 600% / Defense buff removal chance 50%

Decent skill, allows you to slice of those annoying defending auras or millinum shield, more useful if you have someone else killing. Range is always an issue.


Vulcan Arm
Prereq: Boost Knuckle 2
Type: Active / Damage
Desc: Using the basic Magic Gear equipment, fires rapid fire at a target at long range. Using the skill consumes 1 Vulcan Bullet. Max Range 13 cells.
[Level 1] : Attack Power ???%
[Level 2] : Attack Power ???%
[Level 3] : Attack Power 210%

Requires Pile Bunker, Dex increases damage. Effective skill if used in combinations with other mado skills

Flame Launcher
Prereq: Vulcan Arm
Type: Active / Damage
Desc: Using a flamethrower covers the ground in flames, causing fire element damage and burning status effect to those in range. Requires the Magic Gear equipment <Flame Thrower> to be equipped to use the skill.
[Level 1] : Fire Element Attack Power ???% / Burning Status Chance 60%
[Level 2] : Fire Element Attack Power ???% / Burning Status Chance 70%
[Level 3] : Fire Element Attack Power 1200% / Burning Status Chance 80%

Requires the Flamethrower item which takes your sheild slot. Id suggest Cold Slower rather then this. But Burning can be effective aswell as the damage on elemental's

Cold Slower
Prereq: Vulcan Arm 3
Type: Active / Damage
Desc: Using the magic gears basic equipment, supercools a target area, causing water element damage and freezing/frozen status to those in range. Consumes one Liquid Cooling Shell.
[Level 1] : Water Element Damage ???% / Area of Effect 5 x 5 Cells
[Level 2] : Water Element Damage ???% / Area of Effect 7 x 7 Cells
[Level 3] : Water Element Damage 1200% / Area of Effect 9 x 9 Cells

OWN-AGE, Use this to mob kill in Thor's, SLAUGHTERS!! in pvp. everyone who defaults fire armors for dragon-breath will hate this skill. A suggested Woe Skill

Arm Cannon
Prereq: Flame Launcher 2 / Cold Slower 2
Type: Active / Damage
Desc: Using the magic gears basic equipment, fires a large cannon ball dealing blast damage around the target. Deals lower damage on larger targets. Uses the attribute of the cannon ball equipped. Using the skill consumes one Magic Gear Fuel and 1 cannon ball.
[Level 1] : Attack Power ???% / ???% / ???% - Area of Effect 7 x 7 cells
[Level 2] : Attack Power ???% / ???% / ???% - Area of Effect 5 x 5 cells
[Level 3] : Attack Power 1500% / 1400% / 1100% - Area of Effect 3 x 3 cells

Gets reduced by defense and demi gears. long after-cast but you have alot of other perfectly good skills to spam in unison with this. Very effective leveling skill.

Acceleration
Prereq: Magic Gear License 1
Type: Active / Buff
Desc: Temporarily increases the movement speed of the Magic Gear. Requires the Magic Gear equipment <Accelerator> equipped, and consumes 1 Magic Gear Fuel.
[Level 1] : Duration 30s
[Level 2] : Duration 60s
[Level 3] : Duration 90s

Basically cart-boost for Mado

Hovering
Prereq: Acceleration 1
Type: Active / Buff
Desc: The magic gear hovers off the ground, allowing it to move over traps and ground targeted skills without effect. Slightly increases movement speed. Requires the magic gear equipment <Hovering Booster> equipped, and consumes 1 Magic Gear fuel.
[Level 1] : Duration 30s

Pretty self explanatory

Front-Side Slide
Prereq: Hovering 1
Type: Active / Movement
Desc: While hovering, rapidly moves forwards 7 cells. Consumes 1 Magic Gear Fuel.


Back-Side Slide
Prereq: Hovering 1
Type: Active / Movement
Desc: While hovering, rapidly moves back 7 cells. Consumes 1 Magic Gear Fuel.


Mainframe Restructure
Prereq: Magic Gear License 4
Type: Passive
Desc: Restructures the magic gear body to be more defensive and add over-heat limit. Overheating causes the Magic Gear to take continuous damage over time. Over-heat limit increases the point at which the gear will overheat.
[Level 1] : Defense + 4 / Over-heat Limit + 10
[Level 2] : Defense + 7 / Over-heat Limit + 18
[Level 3] : Defense + 11 / Over-heat Limit + 36
[Level 4] : Defense + 15 / Over-heat Limit + 56

Over-Heating is another downside to mado. Increase in defence and more resistance to overheating... cant go wrong with this.

Self Destruction
Prereq: Mainframe Restructure 2
Type: Active / Damage
Desc: Detonates the magic gear, dealing large damage in a wide radius. When using the skill, you lose magic gear status, and your SP is completely consumed.
[Level 1] : Radius 5 x 5 Cells
[Level 2] : Radius 7 x 7 Cells
[Level 3] : Radius 9 x 9 Cells

More Sp the higher the damage. Gear doesn't effect damage but str does. this skill cant be reduced.

Shape Shift
Prereq: Mainframe Restructure 2
Type: Active / Buff
Desc: Chances the armor element of the magic gear. Requires the magic gear equipment <Shapeshift> equipped, and consumes 2 magic gear fuel and 1 elemental stone.
[Level 1] : Fire Attribute Change / Consumes 1 Flame Heart
[Level 2] : Earth Attribute Change / Consumes 1 Great Nature
[Level 3] : Wind Attribute Change / Consumes 1 Rough Wind
[Level 4] : Water Attribute Change / Consumes 1 Mystic Frozen

Tempting skill, Works well with KVM Armour but with the option of buying gear or waste skill points?.

Emergency Cool
Prereq: Self Destruction 2
Type: Active / Buff
Desc: Rapidly cools the magic gear removing overheat status. Requires the magic gear equipment <Cooling System> equipped. Consumes 2 magic gear fuel.

From what i have heard this skill doesn't work/bugged. Its to stop overheat damaging you.

Infrared Scan
Prereq: Shape Shift 2
Type: Active / Detecting / Debuff
Desc: Detects all targets in a 15 x 15 targets around you and has a 50% chance to drop their evasion rate.

Since you cant use sight clips.... Get this. Its the next best thing to Maya Purple.

Analyze
Prereq: Infrared Scan 1
Prereq: Active / Debuff
Desc: Scans a target for weaknesses, reducing their effective physical and magical defense. Range 7 cells, duration 20s. Consumes 1 magic gear fuel.
[Level 1] : Physical / Magic Defense - 14%
[Level 2] : Physical / Magic Defense - 28%
[Level 3] : Physical / Magic Defense - 42%

Works on MVP's. Add this to your Mado combo spam's :)

Magnetic Field
Prereq: Emergency Cool 1
Type: Active / Debuff
Desc: Creates a strong magnetic field around you, preventing all enemies from moving. The effect doesn't work if you or the enemy are in hovering status. Maintaining the magnetic field rapidly drains your SP. Requires the magic gear equipment <Magnetic Field Generator> equipped, and consumes 3 magic gear fuel.
[Level 1] : Radius 3 x 3 cells / Drains 17 SP per second
[Level 2] : Radius 5 x 5 cells / Drains 20 SP per second
[Level 3] : Radius 7 x 7 cells / Drains 23 SP per second


Neutral Barrier
Prereq: Magnetic Field 2
Type: Active / buff
Desc: Creates a strong energy barrier around you, reducing physical and magic damage to those in its radius, but does not reduce long range attacks. Requires the magic gear equipment <Barrier Generator> equipped, and consumes 1 magic gear fuel.
[Level 1] : Radius 3 x 3 cells / Physical & Magical Defense + 15% / Duration 30s
[Level 2] : Radius 3 x 3 cells / Physical & Magical Defense + 20% / Duration 45s
[Level 3] : Radius 3 x 3 cells / Physical & Magical Defense + 25% / Duration 60s


Stealth Field
Prereq: Analyze 3 / Neutral barrier 2
Type: Active / Buff
Desc: Generates a energy field around you, cloaking all allies in its radius. Allies that are cloaked appear semi-transparent and can't be targeted with physical or magic attacks. The skill constantly drains SP and reduces your movement speed by 30%. If two stealth fields overlap, it cancels the effect. Requires the magic gear equipment <Optic Camouflage Generator> equipped, and consumes 2 magic gear fuel.
[Level 1] : Radius 3 x 3 cells / Duration 15s
[Level 2] : Radius 3 x 3 cells / Duration 20s
[Level 3] : Radius 3 x 3 cells / Duration 25s

OKAY these above 3 skills are the best skills we get, i know i know they are all FKN defensive but this will save you and your whole guild when you should all be dead.

Repair
Prereq: Magic Gear License 2
Type: Active / Recovery
Desc: Allows recovery of your own or another target magic gear. Requires the magic gear equipment <Repair Kit> equipped, and consumes 1 magic gear fuel. Range 5 cells. The magic gear is not affected by the heal skill.
[Level 1] : MHP 6% Recovery
[Level 2] : MHP 9% Recovery
[Level 3] : MHP 12% Recovery
[Level 4] : MHP 15% Recovery
[Level 5] : MHP 18% Recovery

This is the number one reason why Mechanics dont need Agi. The higher your vit/HP pool the more you heal


Over all mechanic is still a skill spamming skill just we have added a few more skills to our arsenal. offensively defensive we have our moments. We are masters of everything with skills that cover most situations but this doesn't make up for the fact you cant really kill anything unless your self destructing or standing in a precast line spamming ranged combos bio chem. If you love Melee and getting up in peoples fact then mechanic isnt really the class for you.

Mechanics require skill patients and a real sense of whats needed to succeed. You can be the single reason for the biggest upset every seen or just another noob running to their death.

I suggest real consideration before you pick the path of mechanic, its not for the faint hearted, the weak minded or those who want to play party.

2 Ways to WOE

First way is rather simple, jump in your mado suit and stay with your precast line or with stringer if needed, spam every offensive skill you have. You need to put together a combo in-which works for you. Disables or kills your main objective is to stop your enemy moving and allowing them to cast apon you. Use magnetic field if they rush your precast line. Neutral barrier if they have RK's trying to spam dragon breath on your precast line and if worst comes to worst put your stealth field up to save your line from suras attempting fist. If worst come to worst find the biggest mob and show them Suicidal destruction. This is more of a last ditch effort (emp save), once used you should butterfly out depending on your build.

Second way, jump in your mado suit and load up your elemental armor, start sliding up to the front line and active magnetic field and neutral barrier, slide right up the the biggest mob of people you can find and use suicidal destruction. Once that mob is dead pop a berry and buff up with at least adrenalin rush, zerk potion and cart boost, starting picking off targets with ctrl+click or hpcr, i personally run shattering strike and start axe tornadoes, hammer-fall,cart revo and then aim for small target like warlock or AB to HPCR to death. Targets such as RKs you should try and break their weapons this delays counter attacks a leaves them useless. secondly they need to repair which puts them out of action even longer

(Highlight below for Extras)
Battleground is a good place to train your mechanic skills, MADO here is pointless as once you die you cannot leave and get another one, so DONT DIE! but the medal of honors are still very good for the +1 atk spd and the +5% damage. The lack of a 1h axe is annoying for most but even the armors can be good for woe/pvp

KVM, if you can get an armor set here you will never regret it. that are very good. mechanic dont really need weapons from kvm as pile bunker is about the best weapon in the game, the cleaver could be a good option if your a axe build and need the +10% atk speed but i think a God hammer will find you first.

Mechanics as a whole are unique, No 2 will ever be the same. But in spirit we are still merchant and we should be treated as such. MVP cards, God Items and unique gear is what make this class truly shine. BUT ONLY IN THE HANDS OF A TRUE GOD OF RO


GoodLuck and PeaceOUT. :)

Edited by IronFist, 02 November 2011 - 01:20 AM.

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#2 Sera

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Posted 05 June 2011 - 11:32 AM

For the MVP build, the strength is too high and the agi is too low imo. I can solo lower tier MVPs just fine with 100 strength, when your points into strength start costing like 15 to 20 points a piece, it's probably a lot more efficient to put them into agi to increase your HSCR speed.
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#3 khickz

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Posted 17 September 2011 - 05:34 AM

thanks for this guide... thumbs up!!!
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#4 IronFist

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Posted 04 October 2011 - 09:43 PM

For the MVP build, the strength is too high and the agi is too low imo. I can solo lower tier MVPs just fine with 100 strength, when your points into strength start costing like 15 to 20 points a piece, it's probably a lot more efficient to put them into agi to increase your HSCR speed.


The reason i suggest high str is because once you start dealing with MVP carded weapons or even +14 level 4 weapons the damage between 100str and 130 str can be MASSIVE.

Atkspd and flee are negligible on high-end Mvp's. Keeping up buffs (timeouts and dispel) spamming potions and staying alive is more important then killing an mvp fast. The idea of a mvp build is consistency. Agi is a waste of skill points as we can acquire enough gear to get decent dps.


I would like to apologies for my guide, i have only just released the true potential of this class and my guide had not portrayed this.

Edited by IronFist, 04 October 2011 - 11:09 PM.

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#5 Grante

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Posted 02 November 2011 - 06:15 PM

Very useful information, thanks a lot -_-
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#6 iiNote

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Posted 03 January 2012 - 08:42 AM

Can you also post sugested Gears, etc?
Nice gudie btw. Don't see many Mado guides around.
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#7 Joatmon

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Posted 14 September 2012 - 05:28 AM

Question, do you have to equip the skill equips or just have them in your inventory? ^^;
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#8 MedMad

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Posted 13 October 2012 - 10:13 PM

Wht about agi to conter geting masquerade...(mado)
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#9 MedMad

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Posted 13 October 2012 - 10:40 PM

and also 100int and 50-70 int does not make a huge difrance in you sp pool gear yould realy compansate carat card +150sp give you the possibilyty to use 85int in the place of 100int imagine just hading more sp increas to your gears you win a lot of stat point
and lower int seriously exept if the dmg of suicide is int based shuch is not cant be that 150sp max would make the diffrenc in the suicide i dont have the exact suicide dmg formula but you get to point

and 100 int does not give frozen immunity anymore ikw it been popular to every one too have 100 int but now its a wast i say 50-70 FTW maby put agii to resist geting waked buy evrey chaser coming around
and since you can lower int depending on realy cheap gear like variant sohee card carat ... you gain stat point for some els


i cant tell cuz i havent tryed but is how can you justify 110+dex isnt 100dex ok??


and
and Sera is right stat over 100 is realy hard to justify 130srt i donno about more advenced gear but it something you should have explain first like go more than 100 str if using (+14 ) lets just say +14 is not an averg guys looking for build would have.

yep mado does not get dismouted buy masq my bad
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#10 MedMad

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Posted 13 October 2012 - 10:44 PM

well again i dont know cant any one answer that for the sake of this guid if mado get masquerade???
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#11 onslaught8800hp

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Posted 19 January 2013 - 04:31 PM

Question, do you have to equip the skill equips or just have them in your inventory? ^^;


You just want to get then into the inventory!! You can carry lots of these skill equips! =D
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#12 onslaught8800hp

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Posted 19 January 2013 - 04:59 PM

Emergency Cool
Prereq: Self Destruction 2
Type: Active / Buff
Desc: Rapidly cools the magic gear removing overheat status. Requires the magic gear equipment <Cooling System> equipped. Consumes 2 magic gear fuel.

From what i have heard this skill doesn't work/bugged. Its to stop overheat damaging you.




This skill does not work like the description.

Actually this prevents the MADO to overheat, you must use this before it cause the 'overheat' status.

Once you get overheated, you can also try to use this 7 times, and the status is removed!!!

=P
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#13 Kadelia

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Posted 24 January 2013 - 09:45 PM

Are you using some kind of dark forum skin? This guide looks absolutely painful on the default skin.

Posted Image
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#14 zr0rieu

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Posted 24 January 2013 - 11:19 PM

Some Almost all of your skill descriptions are incorrect. From the looks of it, you've copied the descriptions from irowiki, a lot of which were not updated with post balance changes.

Edited by zr0rieu, 24 January 2013 - 11:20 PM.

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#15 NeoNilox

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Posted 25 January 2013 - 02:57 AM

...for the date, it looks already super old... :hmm: *thinks in 2011*

Bottom of the page, click on Change Theme, select WP_Deviant.

Hey Zerozaku, are all of your skill descriptions reliable? If that's true I might update the iW descriptions.
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#16 zr0rieu

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Posted 25 January 2013 - 05:09 AM

oh dang this was posted back in 2011. most of them should be reliable enough. you'll be better off testing them 1 by 1 to make sure though.
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#17 mistergohan

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Posted 16 February 2013 - 01:34 PM

currently a 99 blacksmith and i really just dont understand this class at all. honestly i dont even think its worth rebirthing for and going through the hastle of releveling a merchant for (even with the x2). this class sounds gimmicky and fun for a few minutes, but honestly how viable is this as a main character to play? it sounds terribly expensive that almost every ability requires mats to use and that you cant even level for periods of time because your suit is overheating. and relying on a cart attack that costs 1500 zeny is horrible for anyone that isnt swimming in billions of zeny. i rolled blacksmith because i needed to MAKE money, not spend it all. i also made blacksmith because i like the cool buffs they have, having a cart full of potions is convenient, and they do some nice dmg. i suppose ill transition and just go axesmith cuz out of all the skills, its the only one that doesnt cost money to use and does some pretty cool aoe dmg
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#18 kasshin

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Posted 16 February 2013 - 04:50 PM

Mechs are a decent class but you may prefer playing a genetic, as they're more mainstream, more convenient, easier to build around, and still offers the conveniences merchant classes offer. And if you get the hang of MVPing on a genetic you WILL be able to make money. But merchant classes pretty much do require you to spend money to do damage. A lot of people just dual client their mechs for suicidal destruction in WoE which is very strong, and then switch back to another class during cooldown or whatever. Mado mechs / high speed cart ram does have decent damage potential though, but it's not very mainstream and may not be worth the cost.
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#19 seaechiowai

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Posted 14 December 2013 - 02:50 AM

Great content but you could lose the yellow font.


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#20 WhiteBearZ

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Posted 22 January 2014 - 11:15 PM

Mechanic is a adventure job. You should calculate status for balance because Mechanic is not a 1 hit kill job, It middle damage. ASPD is needed for damage per sec.

POWER • SPEED • HP • HIT

 

example

- If you have crazy POWER, SPEED or HP or HIT to be weak.

- If you have crazy HP, POWER or SPEED or HIT to be weak.

 

My mechanic style in bio laboratory F2.

 

"I try translate my Thai language to English  language."


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#21 killedbytofu

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Posted 25 January 2014 - 09:25 PM

 Mechanic is not a 1 hit kill job

 

speak for yourself lol. mado destroys mobs


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#22 WhiteBearZ

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Posted 25 January 2014 - 10:19 PM

speak for yourself lol. mado destroys mobs

 

Yes, mado destroys is a 1 hit kill. after use it you can't 1 hit kill and lost madogear right?

 

5 Min delays useless mechanic If you think use mado destroys only.

 

I may incorrect explain. Mechanic is not a killer job.


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#23 killedbytofu

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Posted 26 January 2014 - 02:32 AM

Yes, mado destroys is a 1 hit kill. after use it you can't 1 hit kill and lost madogear right?

 

5 Min delays useless mechanic If you think use mado destroys only.

 

I may incorrect explain. Mechanic is not a killer job.

 

 

i was not referring to self destruct
 

 

 

 

r1fxwh.jpg

 

(not even wearing full dps gear here)


Edited by killedbytofu, 26 January 2014 - 02:50 AM.

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#24 WhiteBearZ

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Posted 26 January 2014 - 06:13 AM

I mean Vs player not Vs monster.


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#25 Goryduck

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Posted 15 June 2014 - 12:16 AM

My mechanic style in bio laboratory F2.

 

Does anyone know how he regenerates his sp? 

 

I'm thinking of making a mechanic with 1 int, but I wondering about the sp pool with little regen.  I'm currently playing a blacksmith.  I've been using mammonite and 1-2 shot hitting monsters for the 71-85 eden quests.  I've not had to worry about sp issue as I used an earth deleter card. 

 

I see killedbytofu's post, and I also see in his screenshot that his sp pool is nearly empty.

 

Any help would be appreciated.

 
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