Ultimate Guide to the
I. Introduction to the Mechanic Class and the Hard Truth of What to Expect
II. The Pros and Cons of a Mado-Mechanic: A Basic Breakdown of the Class
III. The Stat Build
IV. The Skills
VI. How to WoE as a MadoMechanic
VII. How To MVP as a MadoMechanic
VIII. Leveling Guide
IX. Tips & Tricks to Optimize your Mado Experience!
I. Introduction to the Mechanic Class and the Hard Truth of What to Expect
As with many other classes in the game, the Blacksmith undergoes a complete transformation in its third class, giving up close range auto attacking for long range AoE attacks, party support buffs, and amazing survival skills. Many players can be uncomfortable with the change, but its not much different from the same transformation the alchemist class experiences when becoming a Genetic and being forced to use a ranged cannon to level with. As with all merchant classes, this class is expensive to play and is not recommended as a first time character. You will find yourself constantly stocking up on pricey materials (that must be store bought) in order to play this class.
Despite the high cost of mats, this class is a ton of fun to play and offers alot of versatility in gameplay. Their true shining point is in WOE due to all of their party support spells, class disabling abilities, and their ability to wipe out every player within a certain radius around them every 5 minutes, making them one of the most formidable and sought out classes for castle defense. They also shine in PVM and MVP when it comes to Undead/Demon/Ghost types, even out damaging Genetics and Rangers vs some of these mobs. With the proper buffs, a player can easily dish out 80k+ dmg per 1.5-2seconds vs certain undead/demon monsters.
The hard truth about the Mechanic class though, is that the class seems to have been completely abandoned by Gravity despite having many problems that desperately need fixing. So what you see is basically what you get with this class. There are no scheduled updates, skill balances, or bug fixes, as they have not yet even happened on kRO. Once you learn to accept these flaws, you can move on and enjoy the experience that is playing a Mado-Mechanic!
II. The Pros and Cons of Mado-Mechanic: A Basic Breakdown of the Class
-Aside from their main attack, they have their own unique style of gameplay unlike any other class
-Lots of unique spells to play with
-Tremendous WOE capability (really though, its a total blast doing WOE with this class)
-High DPS ranged attack that allows for efficient solo leveling and MVPing of select mvps
-The coolest sprite in the entire game! (nothing looks cooler than a mecha robot!)
-High HP and High defense + lots of survival spells that make you pretty damn tough and help you escape from dire situations easily!
-Incredible party buffs including a mobile Pneuma and the ability to hide all of your party members around you
-Arm Cannon has a poor cast time (but is reducible with gear and strings) and an annoying 1.5-2 second delay that makes it frustrating to use at times
-Bugs that will never be fixed, including one that messes up parties so that ABs cant AOE heal unless the player in Madogear leaves the party and then is reinvited so that their name is on the bottom of the party list
-Expensive and heavy material requirements to cast spells
-Mado suit is lost on death, making instances like Biolabs and Endless Tower a pain to partake in
-Many of the attack spells are way underbalanced to the point of being useless
-Some spells do not do what they say they do and have not been fixed or simply offer benefits so weak that they are a joke
-Their main weapon is very expensive and hard to get.
So there you have it. You now know exactly what you're getting yourself into here. I hope i havn't scared you off too much from this class! =p Although I will say that this class is definitely not for everyone. If you're looking to just be the hero of every party and out dps everyone, than this is not the class for you. If you're looking for an extension of the blacksmith lumberjack experience, chopping away at everything with an axe like your life depends on it.... then this class is definitely not for you. This class offers fun, versatility, and a unique style of gameplay for those looking for something different.
III. The Stat Build
I will try to break this down as much as possible so that players fully understand what is going on. The numbers represent the base amount + job stat bonus. Players are responsible for factoring their own stats with gear to achieve the exact numbers needed.
*STR: 100 (93+6+1 from 'Hilt Binding')
*AGI: Optional, but at least 57 BASE (57+3) is recommended for resists and skill reduction on Knuckle Boost+HSCR(if you lose your suit or want to go hybrid build for mvping or WOE)
*VIT: 100 (93+7) or (120 if going Suicidal Destruction build for WOE)
*INT: 70-90 or (120 if pure suicidal destruction build)
*DEX: 100 (97+3)
Quick Breakdown of stats and how they help the Mado Mechanic:
STR: This raises your Arm Cannon damage and raises the much needed weight cap to hold all of your heavy materials. Arm Cannon is very reactive to ATK due to its crazy damage formula, so you want as much ATK as possible for high DPS. Getting 120 STR is pointless though as the points can be better spent into LUK for the same amount of attack with less point cost (you can conserve the points for other stats)
AGI: Status ailments suck. Plain and simple. If youre going to WOE, some AGI is mandatory. This also boosts how fast you can cast Knuckle Boost, which can be helpful for killing players quickly (or inflicting status ailments or breaking their gear with a Mailbreaker/Swordbreaker equipped). And finally, 60 agi is the amount needed to max out the 186 aspd of HSCR for players that plan on going hybrid builds for MVPing or just as insurance in case you lose your suit in pvp and want to HSCR your enemy. For general PVM play though, this stat can be skipped to boost other stats
VIT: Having 100 minimum VIT is mandatory not only for hp but for status resistance. Players focusing mainly on 'Suicidal Destruction' builds for WOE will want 120 VIT to maximize their damage.
INT: SP is very precious for this class. We get horrible SP pools and our spells can be costly. Arm Cannon alone uses up about 60 sp per cast, which adds up very fast and results in the spamming of SP regen items to stay afloat. INT also raises the recovery rate of SP, so you want this nice and high. It also gives valuable Magic Defense which is also boosted by the 'Neutral Barrier' spell. And finally, INT is a primary stat for Suicidal Destruction builds, so players focusing mainly on that will want this stat maxed out for maximum damage. The bulk of the damage from 'Suicidal Destruction' comes from your SP. Each point of SP is worth 20 damage and is multiplied by (your base level/100). Your current HP is then added on; i.e. 20000 HP = 20000 additional damage. So generally SP gears should take precedence.
DEX: This reduces the cast time of Arm Cannon and Suicidal Destruction. Arm Cannon cast time is reducible with gear as well, but dex is helpful so that players can focus on damage gear instead of cast reduction gear since mATK does not effect Arm Cannon at all. Dex also helps give Ranged Damage bonuses with HBP and FAW so players will want to strive to reach those bonuses since Arm Cannon is considered a ranged attack
LUK: Every 3 LUK adds 1 point of ATK. This can be used to the players benefit to save Stat points by putting into LUK instead of maxing STR out.
IV. The Skills
There are alot of available skills on the Mado tree. It is impossible to have all of them, so players will have to choose which ones are top priority for their build and what they will be doing with the class
Analyze 3/3 (for MVP use only)
Arm Cannon 3/3
Elemental Shift 4/4 (when they implement Water Breath for RKs, youll be happy to have level 4)
Front Slide 1/1
Ice Launcer 3/3
Infrared Scan 1/1
Madogear License 5/5
Neutral Barrier 2/3 or 3/3 if you're too lazy to refresh it
Pile Bunker 3/3 (only if planning on doing WOE)
Remodel Mainframe 5/5 (must be maxed for Suicidal Destruction damage)
Stealth Field 3/3
Suicidal Destruction 3/3
Breakdown of the skills and what they do:
Acceleration - Increases Movement Speed. This is a must have spell. Does not need to be maxed though because raising points only extends the time on it, and its a spammable spell anyways
Analyze - This spell has the capability of lowering MVP's magic defense and physical defense by 43%. It isn't a drastic buff or anything, but it can add a couple 1000 damage to spells like Cart Cannon, so its worth getting if you're going to be MVPing, especially with a group. The only downside to this spell is that it is interruptable, so either cast this before engaging the enemy, wait for your tank to engage the mob, or use cast interruption protection gear like orleans gown or phen card
Arm Cannon - This is the primary leveling spell for the mado mechanic. It is strongly recommended to only use level 2 for leveling due to the massive shrinkage in AOE with each higher level (level 3 is only a 3x3 radius). This spell is quite powerful under the influence of strings and buffs and can hit upward of 80k+ vs undead/demon type with the appropriate buffs on
Elemental Shift -This spell basically turns your current armor into an elemental armor without having to actually wear elemental armor. This is good because it allows you to wear good armor without having to sacrifice for the elemental resistance. DOES NOT STACK WITH ELEMENTAL ARMOR! (but it does stack with elemental potions). Very helpful for MVPing as well as WOE
Fire Earth Research - This spell is a complete joke. It could've been amazing, but the formula for it is just all wrong. Instead of adding 50 weapon damage to your ATK formula, it literally just adds 50 more damage to the end of whatever attacks you do making it 100% worthless. The fire and earth resistance is also a joke. Instead of giving a % resist towards the element like the Blacksmith skill for fire resist, it simply subtracts 50 damage from whatever you take. So if you get hit for 10,000 damage, you will still take 9950.
Flame Launcher - This spell is a disaster. The graphic and targeting icon for it shows farther range than the actual attack does. The damage is pretty weak as well. Unfortunately you have to waste 2 points on this terrible spell just to learn Arm Cannon. The only upside to it is that it looks really cool when you cast it
Front Slide - This is the Mado Mechanics #1 survival utility. This spell will get you out of a jam FAST. It has many uses such as rounding up mobs to AOE in pvm, escaping from hitlock/hitlag, quickly escaping from enemies that are trying to kill you, or simply just getting around town quickly. And its only 1 point, so get it as soon as you get Arm Cannon, because it makes life much much easier on you
Hover - This spell is supposed to make you immune to ground targeting aoe spells and have the ability to bypass hunter traps. The hunter trap portion currently works, but the ground target bypassing does not for most spells. This spell could've been AMAZING, but unfortunately, its just another one of the many bug issues that the mado mechanic has to deal with, as it does not work as intended and there seems to be no fix in site.
Ice Launcer - I will start by saying that this spell is complete garbage in PVM. The damage is way too low and the cooldown delay is atrocious. However! This spell is quite amazing in WOE when paired with a stringer. When equipped with a Mailbreaker/Swordbreaker weapon and 3 status ailment cards, a mechanic can do some serious damage due to Ice Launchers ridiculous spammability under strings effect. This spell is incredible for protecting an Emperium by just spamming over the Emperium over and over
Infrared Scan - Basically works like a Maya Purple card. Exposes all hidden enemys in a ginormous radius around you. Very useful for WOE
Knuckle Boost - This spell is interesting, in that it can be spammed at a rapid pace, but has low damage per attack. Its best use is in WOE/PVP when equipped with a mailbreaker/sword breaker and status effect cards, as you can rapidly break someones gear with it. Not very useful for PVM though
Madogear License - This increases your walking speed and ATK. Without this maxed, the mado walks annoyingly slow, so max it asap or you will go insane!
Magnetic Field - In theory, this spell is quite amazing, as it immobilizes all characters around you (including yourself) and drains their SP. The only problem with it is that actually being able to get it off in WOE is quite difficult due to the range of it only being 7x7, which means anyone out of range can now kill you since you are immobilized. However, If you cast 'Hover' before casting this spell, you can bypass the immobilization effect on yourself, which makes it much easier and safer to use! With quick micromanagement skills, wellplaced hotkeys, and the 'Frontslide'/'Backslide' skill, this can be used to escape certain death from oncoming attackers. Fairly useless for PVM.
Neutral Barrier - This spell is both a god send and a nightmare. It turns the player into a mobile Pneuma, with the ability to protect everyone around the caster from taking ranged damage and reducing magic damage slightly (its only a 25% mDef increase at max level). The downside is that if the mobs you are fighting happen to come within range of the barrier, then they will become immune too, thus negating your own Arm Cannon and any other ranged players attacks in your party (which can lead to getting everyone killed), which makes it extremely difficult to level with this spell on. Due to how weak the magic defense buff is, level 3 is not really needed unless you are want the extended buff time(however the spell is spammable so you can just turn on a new one)
Pile Bunker - This spell is strictly for pvp/woe use. It strips all defensive damage reducing buffs off enemy players, basically turning RGs into tissue paper. Can be quite helpful but has a 5 second cast delay, so you cant just spam it on everyone on screen. This spell only works with a Pile Bunker weapon
Repair - This spell is 100% optional. It has major ups and downs. The upside to it is that you can instantly heal yourself for 23% with no cooldown. The downside is that its a targeting spell, so its not actually instant because you have to mouse over yourself and click to get the cast off (just like the priest spell HEAL). It is also quite expensive to use. Each material for the heal costs 1000+ zeny. To top it off, the materials needed to cast it are very heavy weighing 18 each. It also consumes MadoFuel on top of the healing material, making this spell a huge pain in the materials department. It is recommended to just use a healing hat on madomech, as it is much cheaper, but this spell can get you out of a bind, as the heal is quite powerful. Some players swear that this spell is amazing for PVM use, since they rarely take much damage anyways
Remodel Mainframe - This spell raises your Defense, raises the amount of hits you can take before receiving the Overheat debuff, and raises the damage of Suicidal Destruction. Must be maxed for WOE use
Stealth Field - This nifty little party buff turns everyone around you into an untargetable object(they receive the Ranger buff 'Camouflage'), camouflaging them from danger. The only downside is that it does not work on the caster, thus turning them into an automatic target for enemies. Extremely helpful for protecting squishy classes
Suicidal Destruction - Easily the most deadly spell in WOE, this spell can do upwards of 100k dmg in 1 blast to all enemies around the caster. Its formula is based on SP and HP along with several other factors such as skill level and Remodel Mainframe level. Often criticized for being overpowered, many players create mechanics specifically just for this spell during WOE
Vulcan Arm - Completely worthless trash spell that is supposed to be your 'pre-arm cannon' leveling spell. Unfortunately you are forced to max it to learn arm cannon, so you really have no choice on getting it or not
Any spells not listed here are considered 'Axe-Mechanic' spells, and can be found in axe-mechanic related guides. This is strictly a mado guide. Players wishing to build hybrids will have to sacrifice support spells in order to get their axe spells which will make WOE playing a little bit more difficult if they plan on staying in MADO.
best carded with Firelock Soldier Card
VI. How to WoE as a MadoMechanic
WoE is one of the few places where the Mado-Mechanic really shines in this game. Our array of party support skills, disabling abilities, and our insta-kill spell 'Suicidal Destruction' makes us hot property in WoE and puts us in high-demand with WoE guilds.
Here are some tactics and tricks for kicking ass in WoE:
-Ice Launcher and magic strings are a match made in heaven.
Under the influence of Magic Strings, Ice Launcher becomes 100% spammable with no delay or cast time at all. This means that as long as you have SP, you can spam this ridiculously fast AOE attack that has a 50% chance of freezing enemies (youd be surprised how many people dont have Marc cards on). With a triple status ailment carded Mailbreaker or Swordbreaker equipped, this spell becomes extremely obnoxious to enemies. Recommended to cast this over the spawn portals, over the Emperium itself, or over a mob of defenders while a tank distracts
-Neutral Barrier = walking Pneuma machine
This spell turns you into a walking pneuma. Since the majority of third job attacks are ranged, this basically makes you invincible to most classes attacks. This spell is great for mounting an attack with a team of players or for just running around being obnoxious and picking players off. The only downside is that if someone gets into your neutral barrier range, they too gain your buff and your own arm cannon will not work on them. This is where having a GX or SC nearby comes in handy, as they may end up saving your life!
-Stealth Field = Amazing party support! But remember, it turns you into a giant bullseye!
Damage reduction gear is mandatory in WOE for Mechanic class, as we are giant walking targets to most players. When you use stealth field, youre basically hiding everyone around you and saying HEY LOOK AT ME! to enemies. Be ready to take a serious beating. This spell is best used over the Emperium to block attacks and protect your defenders. (you can also Frontslide and keep the effect up on the emperium where you were standing even though your character is nowhere near it. the effect wears off as soon as you manually walk. this can be used to escape certain death and buy your teamates time to save you)
-Suicidal Destruction = GG ENEMY TEAM.
This quick cast aoe blast can instantly wipe out every player in a 9x9 radius at the cost of sacrificing your mado suit. To balance the game out, this spell has a 5 minute cooldown, so use it wisely! Teams will generally keep several madomechs specifically built for this use on reserve at the Emperium to wipe out attackers. This is one of the reasons that players tend to attack the Mado-Mechs first.
-Make sure to use Elemental Shift!
Level 1 Elemental shift will give you fire protection as if you are using a Fire Armor. This will protect you against powerful attacks like Dragons Breath. In future updates, level 4 will be needed to counter Water Breath attacks
-Frontslide = awesome good times
One of the most awesome spells at our disposal is 'Front Slide'. This lets you blast right past enemies and escape hit locking. You can blow past an area of ground target spam, and with Hover on, right over hunter traps.It can also allow you to run an enemy around while teamates kill them. Coupled with Neutral Barrier, you can also make yourself a nice distraction for the enemy team to chase while party members handle things. Make sure to keep this one hotkeyed
-Knuckle Boost has no cooldown or cast time and an 11 cell range!
Remember this. If you get into a situation where 1 person needs to be status ailmented/armor broken/weapon broken or simply just picked off, this little spell can do the trick. With its quick cast and long range (11 cells), you can hit someone long before they can ever even get near you. Combined with 'Backslide' you can be a real pest >;
-Hover allows you to bypass over hunter traps
Before entering any room, 'Hover' should be activated to avoid getting snared or caught in annoying hunter/ranger traps. Another benefit to the 'Hover' ability is that it allows you to bypass the immobilization effect of 'Magnetic Earth', which can be useful for getting yourself out of a pinch if you are about to get jumped by oncoming attackers. Magnetic Earth is rather difficult to use though and will take some practice, as its range is much too short and it must be timed just right.
-'Infrared Scan' to expose those pesky Shadow Chasers and GX's!
One of the most powerful tools we have in WOE is the ability to see stealthers with Infrared Scan, a HUGE 15x15 aoe detection spell that works similar to Ruwach, but much better (its like having a free Maya purple card!). This spell also lowers their flee rate by 30% as well, making them a walking target to be killed since they have no element of surprise anymore. This spell should be spammed often to avoid getting jumped as well as to protect your Emperium and its defenders
VII. How To MVP as a Mado-Mechanic
MVPing as a Mado-Mechanic feels very similar to the MVPing experience of a Dragon-Breath Rune Knight in that both classes rely on spamming 1 AoE spell over and over while having to deal with an annoying cast delay in between casts. The cast delay can be quite frustrating without a Magic Stringer present, but it is entirely possible to do with enough patience. Where the RK and Mechanic defer is that the Mechanic has much higher damage output and the ability to 'cheat' dps by stacking similar buffs. What this means is that against Undead/Demon MVPs, you can get double the dps by stacking Aspersio or Fire elemental converter with Holy Cannonballs cranking out 70-100k Level 3 Arm Cannons vs these type, per cast. So mvping is completely possible, it just requires patience. In a party with a stringer, we can really go all out on DPS since we dont have to worry about the annoying cast delay and cast time
So where to begin? Well lets look at some must have skills and how they help you:
Elemental Shift - This skill basically turns whatever armor you're wearing into an elemental armor of choice, while still maintaining the stats of the armor. This means that you don't have to nerf yourself like other classes to get armor status. Elemental resistance is an absolute MUST vs many MVPs. For example, spells like Drake's 'Waterball' can easily drop a player in 1 hit. With lvl 4 Elemental shift, you will have the effect of wearing a (free) water armor that can be stacked with other water resist gears and water potions. This will also save you money on not having to buy Elemental armor! Sorry but stacking elemental armors with this spell doesnt work =p
Arm Cannon Level 3 - This is an absolute must have. Obviously you're gonna need Arm Cannon to level with, but imo, level 3 is worthless for general leveling due to its 3x3 radius and bad cast delay (unless youre leveling somewhere with thin spawn rate and high hp mobs). But for MVPing, it suits us just right. The drawback to Level 3 of this spell is that the Cast Delay increases to 2 seconds. If you find that your DPS output is suitable, then you can use Level 2 for quicker casts. If you will be partying with a stringer though, absolutely go with level 3! As I listed before, you can use the Sprint set to chizzle off some of the cast delay and add some cast reduction, but thats entirely optional and you will have to Firelock Soldier card the sprint shoes in order to makeup for the lost hp/sp of not wearing varients.
Analyze - This spell is helpful in MVP parties for reducing MVPs def and magic def by 43%. This will add a couple 1000 extra damage to spells like cart cannon that factor in both defenses. It is interruptable, so use it as an opener unless you have a tank. For solo MVPing, Hybrid builds will open with this, then leave their suits to HSCR the MVPs down. The damage buff is nothing drastic, but any extra damage helps. If you cant get a cast off, don't worry about it. Surviving is more important!
Neutral Barrier - This super awesome party support spell turns you into an a walking Pneuma. Great for taking on MVPs like Fallen Bishop if you are with a party! Just don't let the MVP get within range of it or you'll have some serious problems, as it can block your own attacks as well as party members attacks as well!
Infrared Scan - Has minimal application for MVPing, but SOME MVPs CAN go into hiding, which can be a pain to deal with. This will allow you to be able to see them
Remodel Mainframe - This raises your Defense as well as your overheat counter. While Defense doesn't play as big of a role in Renewal as it once did, every little bit can still help. Overheat is also quite frustrating to deal with, so i recommend getting this at level 5. Plus you need level 5 anyways to increase Suicidal Destruction damage.
Cooldown - The only reason I'm putting this spell on the list is because some players may wish to solo Endless Tower with their Mechanics, and getting the Overheat debuff can be a serious pain in the ass. I recommend spamming this after every couple mobs to keep yourself from overheating. As I said before though, this spell is highly unreliable (as well as costs 2 fuel per cast!), so don't blame me if you still get overheat! Blame gravity!
Gear is everything when MVPing. While you can get away with wearing basic gear on some low-tier MVPs, others will prove less forgiving without the proper MVP sets. It is imperative to have custom tailored sets made to survive each particular MVPs attacks. And yes I know this looks like alot of gear (and it definitely is), but this is what you must deal with if you wish to mvp. Luckily the Merchant classes get carts, so dealing with carrying all this stuff isn't as bad as it is for other classes XD
Valkyrja's Shield  - This is the bread and butter to every serious MVPer. The Elemental resists on this shield are extremely helpful, and when carded with an Alice card, your reductions vs MVPs will save your life in many situations. Alice cards are very expensive (although you can try farming one in Kiel Hyres Robot Factory), usually retailing for 150m, and I am well aware that many players may be on a budget. So my suggestion is to use Racial Reduction carded shields (the stone buckler has 5% reduced dmg vs large type) while you save up/farm the Alice card and Valk shield combo, and keeping a clean Valk shield on the side for mvps that you absolutely need the resist for (if you cant seem to survive their elemental attacks). All players looking to mvp and pvp should eventually have 2 Valk shields: 1 carded for demihuman reduction for pvp and 1 with alice for mvp.
Alice Card - 40% less dmg from Boss monster. As mentioned above, this amazing little card will keep you alive through devastating MVP attacks. Eventually, all MVPers will need to own one of these. The downside to this card though is that it increases damage you take from non boss monsters by 40%, meaning that when you arnt fighting the MVP, you need to take the shield off or you could get yourself killed (as many have accidentally done before lol). This is why having racial reduction carded shields in your possession is vital. Some players choose to just go with 1 hodremlin carded shield to cover all their needs (although it only reduces by 15% vs the 30% you get from regular reduction cards)
Marc Card'ed Armor - Some MVPs will use the Storm Gust spell on you, causing you to Freeze. If this happens, you are in serious trouble, as they now have the potential to 1 shot kill you. You want to avoid this from happening, and to do so, you will need an armor with a Marc card in it. This will prevent frozen status and allow you to keep dpsing through the attack. I suggest buying a duplicate of whatever armor you use and throwing a marc card in it, or just buying some cheap armor if you dont really care that much.
Raydric Card - 20% neutral damage reduction in garment slot. One of the most important cards to own when MVPing, especially when soloing, as it will reduce those devastating mvp blows down significantly
Baby Orc Card - The poor mans Raydric card. This card gives 10% neutral reduction unless the garment is upgraded to +9, then it becomes a 15% neutral reduction. Personally, i would just wait and save up for the raydric or farm it yourself, rather than waste a good garment with this card, but some people dont seem to mind and opt for this one instead
Deviling Card - 50% neutral damage reduction BUT 50% increased damage from all elemental attacks. This is not a normal player item, as it is extremely rare and costs alot of money to buy. I only list it for those that have the money to blow or come into possession of one by some other means. This item will turn you into a god vs MVPs that don't really do strong elemental attacks. You will reduce their attacks by half, which makes a significant difference in your survival. Best if put in an HBP due to the versatility of an HBP versus customized garments like FAW. It could work in a Nidhoggur as well since the nidhoggur gives the elemental resistane, but then youll lose the DPS buff from HBP. Strongly not recommended to be used on mvps like Drake who have powerful waterball attacks (unless of course you own a GTB card), as it will cause you to take 50% more damage from an already devastating attack. Once again, this is an end end end game item here. Players should worry about getting all of the other stuff first before even considering this as an option
Kafra Blossom Cards - 10% elemental reduction accessory cards. These are in no way NEEDED, but they are a luxury item you can use to reduce elemental attacks. I personally don't use them as i get enough elemental reduction from my alice/valk, elemental potions and Elemental Shift, but the option is there. Some people like to negate elemental damage to 100% so they only take 1's from attacks. The one benefit they give that you cannot get from potions and elemental shift is reduction to shadow and holy damage, which MVPs like Fallen Bishop and Valkyrie Randgris do (and are powerful as hell). This would be considered super high end mvping though, and in both those cases, you will most likely be out of their attack range with a tank holding them back anyways
Marse Card - 30% resistance to water in Garment slot. You don't have to throw this into anything expensive like a Nidhoggur's garment, but it is nice to have vs MVPs with waterball. Waterball can be devastating, even with water armor and a water potion on. Some might say that this is overkill, but if you dont want to have to worry about spam healing too much, this helps out alot. The only downside is that you will have to sacrifice having a raydric card in that slot, which means 20% more damage you will be taking from physical attacks. Use at your own discretion
Dustyness Card - 30% wind reduction in garment slot. Once again, this is not a NEEDED item, but it can help with powerful Jupitel Thunder attacks from MVPs like Mistress. Her physical attack is pretty weak, so this can help make your life easier in that particular case
Abysmal Knight Helm - 10% damage reduction from boss monsters. I'm personally against using this helmet because it means you are either losing a healing hat for cheap healing OR losing a DPS helmet for more damage. BUT, if you plan on healing with potions anyways (or spamming repair for some crazy reason), this is a nice damage reduction option for you to have. One of the good things about this helmet is that it's slotted so you can put in a Dark Pingucula card to make up some of the lost DPS or elemental resist cards such as : Leib Olmai Card for 10% fire resist, Leaf Cat card for 10% water resist (helpful for waterball reduction), and Giant Hornet Card for 10% wind reduction
Slotted Glasses with resist/immunity cards - You can never go wrong with a pair of these. They are very pricey to buy though and are only needed if you have the money to blow on them (personally I would buy them LAST after you have all of your other gear). Can be carded with Nightmare card for sleep resistance vs MVPs like Beez, or elemental resist cards: Leib Olmai Card for 10% fire resist, Leaf Cat card for 10% water resist (helpful for waterball reduction), and Giant Hornet Card for 10% wind reduction.
Waterdrop Brooch - 5% water element resist. This should only be purchased if you are really having a difficult time with Waterball attacks. The Marse Card really should give you enough added resist to be able to take this spell on, but this is an option if it gets to that point.
This list of gear is meant to be combined in with the regular equipment you are already wearing for leveling, so i will not re-list all of the gear from the Equipment section again. The ideal setup though would be a:
Weapon: Pile Bunker
Shield: Valk Shield with Alice card or Racial Reduction carded 'shield of choice' with card tailored to specific desired mvp (sometimes its better just to use racial reduction shields since the mobs can hurt worse than the MVP which makes Alice card work against you!). For the full list of Racial Reduction Cards, see the Equipment section
Armor: your choice. marc card only when dealing with StormGust casting mvps. probably gonna want pecopeco card for more hp though (or just use a Glorious Suit for armor if you have it since you really cant beat the 20% hp increase and 7% demihuman resist)
Headgear: damage boosting/cast reducing/or damage reducing headgear of your choice based on situation. see the above list for reduction headgear options
Shoes: Variant Shoes or Firelock Soldier carded sprint shoes if youre using that set (and dont need the extra 10% hp to survive). If the MVP isnt hurting you too much or youre in a party with a tank and SP giving sorc, than you can get away with the Bloodied Shackle Ball/Shackles combo
Garment: EA enchanted FAW +9, Heroic Backpack +9, or if you cant afford those than Nidhoggurs for elemental resist. Use anything with 10% neutral resist until you can afford any of these items. Preferably carded with Raydric. Other choices listed above. when dealing with devastating elemental attacks, you can switch out for the elements resist card if you need the extra resist.
Accessories: Any of the choices listed in 'Equipment' section will suffice. If you cant afford any of those, than I guess just use Spore carded Cat Hand Gloves for more HP until you can get better.
So you want to take on an MVP by yourself ey? Well then lets get you started! First off, you will need resist gear on for that MVP, as you will be taking the damage directly, and any bit of survival gear you can get helps. Go on over to DB.IROWIKI.ORG and type in the MVP you wish to kill. Look up its skill list and its race and weaknesses. You will custom tailor your gear based on that mvps main attacks.
For Water Attacks such as Waterball:
Pop a Coldproof Potion (can be purchased off vendors for cheap) and put on your water resist carded hat/garment if you own one. I would personally test the mvp first and see if you can handle Waterball with just these gears on, before going out and buying the garment/headgear resist cards
For Fire Attacks such as Meteor Shower:
Pop Fireproof Potion (can be purchased off vendors for cheap) and put on Fire resist carded hat/garment if you own one. Honestly, just the potion and elemental shift should be enough, especially if you have a Valk shield on, but if youre worried about damage stacking from fire and physical attacks, then you can stack more fire resist
For Wind Attacks such as Jupitel Thunder:
Pop a Thunderproof Potion (can be purchased off vendors for cheap) and put on Wind resist carded hat/garment if you own one.
For Earth Attacks.......Well very few mvps even use earth and you probably cant solo them anyways, so well just skip this one
Step 2: Self Buffs
-Pop an HP increase potion (can be purchased for pretty cheap off Vendors)
-Get your VIP buffs (assuming youre VIP)
-Put the appropriate level of Elemental Shift on that is needed
-Equip the appropriate Cannonballs based on the MVP (if its demon/undead then use holy, etc etc)
-Pop the appropriate Elemental Converter based on the MVPs weakness (can be bought for cheap off vendors or made on Sages)
-Pop any scrolls or HP/STR/DEX foods you may have (completely optional)
Step 3: Kill the MVP
It's pretty simple. Just unload Arm Cannons into the sucker until it's dead. If you have Analyze, you can try to open up with that before attacking to lower its defense so that you can do more damage. Arm cannon level 3 will do the most damage, but if the cast delay is bugging you, try level 2 and see if you do enough damage. If you feel like the MVPs elemental attacks are overwhelming you, than perhaps you need more elemental resist and can focus on that later.
ALWAYS CARRY YGGDRASIL SEEDS OR BERRIES!
These little items are not cheap (than again neither is MVPing!), but they can save your life if you're losing a battle of heal potions vs MVP attacks. Sometimes popping a berry can be the difference between downing that MVP or him downing you. Always keep a couple of these suckers in your inventory in case of emergency!
Party MVPing is always more fun IMO. It gives you the opportunity to really explore what your class is capable of thanks to the magic of buffs, and you arn't stressing out on whether or not the MVP is going to destroy you because you usually have a tank or friends to aid you. In a party situation Mado-Mechs can wear all DPS gear and focus purely on damage instead of tanking and dps like they would soloing (this doesnt mean that you are free of wearing resist gear though! You will still need it for many MVPs that cast AOE attacks on the party). It also gives you an opportunity to try out your party buffs like Neutral Barrier! (which comes in very handy vs mvp's like Fallen Bishop)
So it's pretty much gonna be following the same steps as soloing in terms of self buffs. As far as gear though, the only element you need to worry about gearing for is Fire Resistance since wind and water are generally single target attacks that a tank will be taking (unless youre going to tank), and SG isnt strong enough to kill you (especially if you have a valk shield on with Elemental Shift). For those planning on doing Endless Tower, I strongly suggest avoiding Valkyrie Randgris and Ifrit until you are level 150, as you wont have enough HP to survive Earthquake, and will lose your mado suit, resulting in a trip back to town for a new one! In fact, all of the top floor bosses are a huge pain for Mado-Mechs and its best to avoid them altogether or just play support in back (unless you can get an RG to Sacrifice you).
For increased damage vs elemental MVPs, see the last section of this guide for tips and tricks on upping your damage.
VIII. Leveling Guide
Leveling a Blacksmith and Mastersmith is nothing like leveling a mado mech. For getting through Blacksmith, I recommend just going AGI/STR/LUK build and hack/slashing your way to 99. Before you rebirth do all the 86-99 questboard quests (but dont turn them in). When you change into Mastersmith, you can choose to repeat the same style of leveling and then just resetting your stats once you have enough job points for mado, OR going pure tank build and Cart Revolutioning mobs as soon as your merchant hits job 35. You will still get decent speed to do your questing at higher levels with berserk pot and Adrenaline rush, as well as having HSCR at your disposal for quick killing.
The Mechanic test WILL be a nightmare if you have no flee though, so I recommend getting a Frilldora card to stealth your way through. This quest is completely messed up and unfair, and there really is no other advice I can give other than stocking up on HP regeneration items and HSCR'ing your way through all the mobs.
Leveling tip: Use Fresh Fish to heal for cheap in the early levels. They can be purchased from the Chef's Assistant who's just to the left of the docked ship in Alberta (167, 134) as well as other locations for only 250z each (190z with max Discount). They heal equivalent to a yellow potion, but cost much less
for pure vit/str builds:
11-26 Payon forest Spores. Make sure to grab the eden quest for Spores and Stemworms and turn it in everytime the Spores one is complete. (save in payon and bwing back for fast turnins)
26-?? You can either load up on flywings and farm comodo east dungeon (1 map east of Comodo) for Sticky Webfoots to turn in once you hit 56 (hydras give really good exp starting at lvl 19 and then when you hit level 31 you can start killing the megalodons) or kill Elder willows in payon forest (2 maps east of town)
30-56 Orc Village (youll need job 25 and cart revolution to efficiently grind here). Stock up on Fresh Fish and head on over to Gef_Fld10. Round up orcs and Cart Revolution them. Earth Deleter card helps TREMENDOUSLY here with SP issues. Bring HP increase potions so that you can take hits and not die. If you dont bring HP pots, the bleeding effect will do devastating damage to you.
56-71 Turn in Maneater Blossoms at the Eden Questboard. If youre really poor (you probably shouldnt be playing mechanic if youre poor lol), you can collect sticky webfoots in comodo east dungeon to turn-in instead.
71-85 Turn in all of the 86-99 questboards you saved up. If you dont hit level 85 then grab the 71-85 eden questboard for Juno and then travel to aldebaran and kill grandpecos, sleepers, goats, and harpies at all of the surrounding maps. Turn this in till 85.
85-99 Gramps Turn-ins. Just tank and pull for parties if you have to. You can mob train turtle island top floor and cart rev, but honestly gramps is just much easier even if you dont have the quest since there are few mobby maps in the 80-99 bracket and leveling is going to be very rough due to the increased amount of needed exp
*****Speed leveling for 95+
These quests can all be stacked and turned in on a battle manual and job manual for an insane amount of exp. You can save this trick for after you job change to gain a ton of job levels OR you can do it to get to 99/70. The exp listed is for free accounts. VIP will recieve 50% more for each one. TURN ALL OF THESE IN ON A BATTLE MANUAL AT ONCE COMBINED WITH A TURN-IN QUEST AND QUESTBOARD QUESTS!
http://irowiki.org/w...Kiel_Hyre_Quest (1.5m+++ exp, pet tames, 1 OCA) (BRING ALOT OF FLYWINGS)
http://irowiki.org/w...ctivities_Quest (1m exp, 700k job)
http://irowiki.org/w..._Murder_Mystery (1.2m exp 737k job)
Level 100 quest (gives the most job exp of any quest in the game):
http://irowiki.org/w..._Research_Tools (1m exp, 4m job)
Before changing to Mechanic:
Make sure to complete the full 91-99 questboard before changing into Mechanic, as this is last opportunity you will have to get massive job exp outside of a Gramps Turnin, and without job levels, you cannot use your mado suit since you need many skills to unlock Arm Cannon and level 5 Mado License
99-120 Do Turnins and the 99 questboard to get some job levels. If you have VIP, put all exp into Job Only!!!! Pop Job manuals if you have to! (purchasable with eden merit badges from the NPC 'Merry Badger' sitting by the couch on 1st floor of Eden).
Once you have Arm Cannon, you are free to level on your own! Get some holy cannonballs and ice converters and head over to Nogg Road (aka magma dungeon). You can get there by going 1 map south 1 map east of Juno city and entering the portal on the far left of the middle of the map. Level 2 of the dungeon should suffice for some quick leveling.
You can also head over to Glast Heim Chivalry (you can get there by entering the portal on the farrrrrr left center of Glast Heim map) to farm Raydrics once you hit level 100. They should die in 1 Arm Cannon cast, which makes them ideal for farming. Before you go though, make sure to grab the daily quest from Remo whos standing right by the stairs on the 2nd floor of Eden! If you turn this quest in enough times, you can purchase an item from him thats worth 100s of millions of zeny! Might as well get paid for your leveling right? =D. Oh and Raydric card is worth between 60-90million zeny, so you might hit the jackpot while grinding!
120-150 Nameless Island! YES! This place is absolute heaven for Mechanic class thanks to the 200% damage we can do vs undead. You will have to do a horrible wretched entrance quest full of prequests to gain access to this place which is the downside, but with holy cannonballs and fire converters (yes the 2 stack), you will tear through this place like a hot knife through butter.(just watch out for fallen bishop and beez!). If you have an AB friend to party with, they can Aspersio you and you'll be able to 1 shot almost everything here. You can easily grind here in between Turn-Ins for exp. One of the benefits to leveling here is that the Banshees drop Orleans Gowns, which can be sold for a nice profit (going for 20-25m each now!). Just make sure to bring your Teddy Bear carded shield because these monster hit hard!
MAKE SURE TO GRAB THE 120+ EDEN QUESTBOARD QUESTS FOR THIS PLACE! They reward 3-4% per quest (for vip) and only have a 1 hour cooldown! (talk to Melody Jack in the back of Eden)
130-150 Scaraba In addition to Nameless Island, you can grind on scarabs to 150. You will need fire converters and Iron Cannonballs to handle this task. Luckily for us Mados, the town of El Dicastes is nearby, so if you begin to overheat or need a new suit or supplies, you can easily teleport back to town using a 'Ring of the Wise King' and grab a new one.
You will have to do the New World quests up to gaining access to El Dicastes in order to access this dungeon (and if you finish the quest chain youll get 70-90m in free gear!) and get the ring to speak to the NPCs for suit rental.
Getting to the New World:
Dungeon Access Quest
and if you want to make some serious money finishing the questline, do these 2:
IX. Tips & Tricks to Optimize your Mado Experience!
These are some tips, tricks, and secrets about the Mado-Mechanic class that many people don't know about. Use them to your advantage!
-Arm Cannon gains INSANE damage bonuses from the 'ASPERSIO' spell when coupled with Holy Cannonballs.
Because the Arm Cannon damage formula is split into 2 different formulas, Aspersio gets calculated separately from Holy Cannonball Holy bonuses, DOUBLING your dps. YES THIS IS REAL! This makes it quite easy to reach those 80k+ arm cannon blasts with the appropriate buffs, making Mechanics one of the top DPS classes vs undead/demon. With Magic Strings buff, Arm Cannon gets pretty insane.
This trick also works with Elemental Converters or 'Cursed Water' + Cannonballs as well!!!
Fire Converters + Holy Cannonballs vs Undead for soloing (since you wont have a Priest to Aspersio you)
Cursed water + Dark cannonballs vs Holy (good for killing Valkyries or the Valk MVP or just poking around Geffenia)
-Front Slide can be used to pull huge mobs without taking damage
This spell works very much like Suras 'Snap' spell, in that you can teleport to pull mobs and then teleport out to round the mobs up and either AOE yourself or have the party you're with AOE. What makes this spell better than snap is that this is spammable with no limit (other than the amount of fuel you have in inventory). It can also undo hit locking if monsters have you pinned down
Edited by killedbytofu, 20 January 2014 - 09:36 PM.