Let's Play Mechanic!
#1
Posted 19 September 2011 - 08:25 PM
View at 1080P! Enjoy!
#2
Posted 19 September 2011 - 09:03 PM
Edited by Tofu, 19 September 2011 - 09:03 PM.
#3
Posted 19 September 2011 - 09:14 PM
#4
Posted 19 September 2011 - 09:33 PM
What do you do other than ice launcher/suicidal destruction while in the mado?
Neutral Barrier, Infrared Scanning the Emp room/pre-emp, Analyze RGs and RKs, annoy people with Backslide and Front Slide. Hopefully when the skill patch comes Pile Bunker would be so much useful.
Edited by Exeter0, 19 September 2011 - 09:35 PM.
#5
Posted 19 September 2011 - 11:43 PM
Pile Bunker would be so much useful.
It will still not remove KE even if it is supposed to. =/
#6
Posted 20 September 2011 - 12:13 AM
#7
Posted 20 September 2011 - 01:34 AM
#8
Posted 20 September 2011 - 02:19 PM
It will still not remove KE even if it is supposed to. =/
What?!
FFFFFFFFUUUUUUUUUU
I really was looking forward to that -.-"
#9
Posted 20 September 2011 - 03:57 PM
#10
Posted 20 September 2011 - 05:47 PM
says who clogon it shows that it will remove KE, also QQ at no magnetic field? does FAW's even work in woe at all?
magnetic field is situational. I use it sometimes when needed, but you lose the element of surprise with a quick SD. Also, many of the classes are able to get away from magnetic anyway. suras, warlocks, thiefs, other mechanics. And the remaining bunch are usually a bunch of RKs that can just millennium shield. Might as well go for the surprise attack and take out as many as I can.
Oh and if I used magnetic at the end in Payon 4, that YSR sura would have gotten his gfist off on me.
As for pile bunker, it's a known issue on kRO. It doesn't remove KE because KE negates the hit, though depending on how much damage it does, it can get rid of KE naturally but that wouldn't be the point of the skill.
Edited by Uruwashii, 20 September 2011 - 06:12 PM.
#11
Posted 20 September 2011 - 05:49 PM
#12
Posted 20 September 2011 - 06:10 PM
PS: You guys should GvG us one of these WoE's... I bet it can be kinda fun... =)
Edited by Wizard, 20 September 2011 - 06:11 PM.
#13
Posted 20 September 2011 - 06:16 PM
#14
Posted 20 September 2011 - 06:21 PM
#15
Posted 20 September 2011 - 06:41 PM
magnetic field is situational. I use it sometimes when needed, but you lose the element of surprise with a quick SD. Also, many of the classes are able to get away from magnetic anyway. suras, warlocks, thiefs, other mechanics. And the remaining bunch are usually a bunch of RKs that can just millennium shield. Might as well go for the surprise attack and take out as many as I can.
Oh and if I used magnetic at the end in Payon 4, that YSR sura would have gotten his gfist off on me.
As for pile bunker, it's a known issue on kRO. It doesn't remove KE because KE negates the hit, though depending on how much damage it does, it can get rid of KE naturally but that wouldn't be the point of the skill.
ah fair enough my understanding is that it would just deplete KE like how holy light does(or something along those lines) if thats the case then bunker might have difficulty if its parried even with the new skill balance.
Also magnetic field + suicide = is it possible?
and question about FAW's working in woe still not answered, dont really care for the damage just the hitting disrupting casting really
#16
Posted 20 September 2011 - 06:56 PM
#17
Posted 20 September 2011 - 08:15 PM
Do any Mechs in Ymir actually use Stealth Field? I personally haven't seen anyone use it here in Valk but me ,just so that I could try it out. It seems like it's only useful when breaking an emp with guildies.
At timestamp 1:18 I use it to protect my team from comets and dragon breath. A cool thing about stealth field as you can see in my video, is that even if I SD with stealth field on, it removes the stealth field when my mado blows up and then applies the damage to everyone around me.
ah fair enough my understanding is that it would just deplete KE like how holy light does(or something along those lines) if thats the case then bunker might have difficulty if its parried even with the new skill balance.
Also magnetic field + suicide = is it possible?
and question about FAW's working in woe still not answered, dont really care for the damage just the hitting disrupting casting really
1. Magnetic field and suicide is the staple combo, yes, but like I said above the time it takes to cast magnetic can give those certain classes time to react and get away from the SD. They also have more time to kill me during magnetic field.
2. FAWs are useless due to their slow as ASPD and lackluster damage output. You're better off using a tomahawk and chucking axes at the enemy than FAW.
edit OMG Pooru! I just noticed it was you I was replying to! HELLO THERE! HAPPY FACE ~~~ much love from ymir. How's valk?
Edited by Uruwashii, 20 September 2011 - 08:17 PM.
#18
Posted 20 September 2011 - 08:57 PM
and second Valk still alive Sigh I should probby remake my maestro again on ymir sigh.
#19
Posted 20 September 2011 - 09:38 PM
1. Magnetic field and suicide is the staple combo, yes, but like I said above the time it takes to cast magnetic can give those certain classes time to react and get away from the SD. They also have more time to kill me during magnetic field.
I used to this a lot, but the SP drain from Magnetic Field hurts and decreases SD damage and I didn't want to waste ales with the current Ale price hike.
Too bad they're nerfing it down to a 5x5 AoE and drains about twice as much SP per second.
Edited by Exeter0, 20 September 2011 - 09:42 PM.
#20
Posted 21 September 2011 - 11:42 AM
Too bad they're nerfing it down to a 5x5 AoE and drains about twice as much SP per second.
I don't think it will matter. It will simply change the purpose of the skill from comboing into SD to being a support skill and trapping people for your team's set up. You can also nullify speed pots if your timing is good and catch them while they're running through.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users