UPDATED
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.
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.