Monday, July 30, 2012

Mechanic Skill Build

The moving tank known as the Mechanic is a class that follows the Resistance; an underground group who plots against members of the Black Wings. Using guns like certain other Pirate classes, they use their giant mechanical suits to unleash a powerful barrage of bullets and electrical attacks. You’ll find yourself constantly rocketing around the map or laying down miniature teleports to help with your everyday training. With brute strength and decent mobility; the Mechanic class is a great starting class for new players and a great intermediate class for more seasoned veterans of game.

Mechanic Skill Build

First Job Advancement

10. +3 Prototype (3), +1 Gatling Shot (1), +1 Drillhands (1)
11. +2 Prototype (5), +1 Gatling Shot (2)
12. +2 Prototype (7), +1 Gatling Shot (3)
13. +2 Prototype (9) +1 Gatling Shot (4)
14. +1 Prototype (10), +2 Gatling Shot (6)
15. +3 Gatling Shot (9)
16. +1 Gatling Shot (10) +2 Flame Launcher (2)
17. +3 Flame Launcher (5)
18. +3 Flame Launcher (8)
19. +3 Flame Launcher (11)
20. +3 Flame Launcher (14)
21. +3 Flame Launcher (17)
22. +3 Flame Launcher (20)
23. +3 Gatling Shot (13)
24. +2 Gatling Shot (15) +1 Drillhands (2)
25. +3 Drillhands (5)
26. +3 Drillhands (8)
27. +3 Drillhands (11)
28. +3 Drillhands (14)
29. +3 Drillhands (17)
30. +3 Drillhands (20)
Summary: You want to get the boost from Prototype as soon as possible as well as your first mobbing and rushing skill; Flame Launcher and Drillhands. Once you meet the prerequisite of Level 10 Gatling Shot, go all out on Flame Launcher; it’s mobbing capabilities will level you fast. After that I recommend Gatling Shot then Drillhands. You will never use Drillhands for it damage so max that out last


Second Job Advancement

30. +1 Atomic Hammer (1), +1 Rocket Booster (1), +1 Heavy Weapon Mastery (1)
31. +3 Mechanical Mastery (3)
32. +3 Mechanical Mastery (6)
33. +3 Mechanical Mastery (9)
34. +3 Mechanical Mastery (12)
35. +3 Mechanical Mastery (15)
36. +3 Mechanical Mastery (18)
37. +2 Mechanical Mastery (20), +1 Physical Training (1)
38. +3 Physical Training (4)
39. +3 Physical Training (7)
40. +3 Physical Training (10)
41. +3 Mechanical Rage (3)
42. +3 Mechanical Rage (6)
43. +3 Mechanical Rage (9)
44. +3 Mechanical Rage (12)
45. +3 Atomic Hammer (4)
46. +3 Atomic Hammer (7)
47. +3 Atomic Hammer (10)
48. +3 Atomic Hammer (13)
49. +3 Atomic Hammer (16)
50. +3 Atomic Hammer (19)
51. +1 Atomic Hammer (20), +2 Heavy Weapon Mastery (3)
52. +3 Heavy Weapon Mastery (6)
53. +3 Heavy Weapon Mastery (9)
54. +3 Heavy Weapon Mastery (12)
55. +3 Heavy Weapon Mastery (15)
56. +3 Heavy Weapon Mastery (18)
57. +2 Heavy Weapon Mastery (20), +1 Perfect Armor (1)
58. +3 Perfect Armor (4)
59. +3 Perfect Armor (7)
60. +3 Perfect Armor (10)
61. +3 Perfect Armor (13)
62. +3 Perfect Armor (16)
63. +3 Perfect Armor (19)
64. +1 Perfect Armor (20), +2 Mechanical Rage (14)
65. +3 Mechanical Rage (17)
66. +3 Mechanical Rage (20)
67. +3 Open Portal (3)
68. +3 Open Portal (6)
69. +3 Open Portal (9)
70. +1 Open Portal (10), +2 Rocket Booster (3)
Summary: Your first priority is to gain Rocket Booster, Atomic Hammer and Heavy Weapon Mastery in order to beef up your overall damage and mobility. After that you want to focus on Passive Skills. Once that’s out of your way pump out Atomic Hammer and then Heavy Weapon Mastery. I highly recommended leaving Perfect Armor and Open Portal last; You won’t gain much benefit from maxing either early on.


Third Job Advancement

70. +2 Punch Launcher (2), +1 Mech Siege Mode (1)
71. +3 Punch Launcher (5)
72. +3 Punch Launcher (8)
73. +3 Punch Launcher (11)
74. +3 Punch Launcher (14)
75. +3 Punch Launcher (17)
76. +3 Punch Launcher (20)
77. +3 Rock N Shock (3)
78. +3 Rock N Shock (6)
79. +3 Rock N Shock (9)
80. +3 Rock N Shock (12)
81. +3 Rock N Shock (15)
82. +3 Rock N Shock (18)
83. +2 Rock N Shock (20), +1 Mech Siege Mode (2)
84. +3 Mech Siege Mode (5)
85. +3 Mech Siege Mode (8)
86. +3 Mech Siege Mode (11)
87. +3 Mech Siege Mode (14)
88. +3 Mech Siege Mode (17)
89. +3 Mech Siege Mode (20)
90. +3 Roll of the Dice (3)
91. +3 Roll of the Dice (6)
92. +3 Roll of the Dice (9)
93. +3 Roll of the Dice (12)
94. +3 Roll of the Dice (15)
95. +3 Roll of the Dice (18)
96. +2 Roll of the Dice (20), +1 Healing Bot (1)
97. +3 Healing Bot (4)
98. +3 Healing Bot (7)
99 .+3 Healing Bot (10)
100. +3 Healing Bot (13)
101. +3 Healing Bot (16)
102. +3 Healing Bot (19)
103. +1 Healing Bot (20), +2 Satellite
104. +3 Satellite (5)
105. +3 Satellite (8)
106. +3 Satellite (11)
107. +3 Satellite (14)
108. +3 Satellite (17)
109. +3 Satellite (20)
110. +3 Metal Fist Mastery (3)
111. +3 Metal Fist Mastery (6)
112. +3 Metal Fist Mastery (9)
113. +3 Metal Fist Mastery (12)
114. +3 Metal Fist Mastery (15)
115. +3 Metal Fist Mastery (18)
116. +2 Metal Fist Mastery (20), +1 Acceleration Bot (1)
117. +3 Acceleration Bot (4)
118. +3 Acceleration Bot (7)
119. +3 Acceleration Bot (10)
120. +3 Acceleration Bot (13)
Summary:  Atomic Hammer with Metal Fist Mastery does more damage than Punch Launcher per hit, but is extremely slow and low on range. Punch Launcher has longer range and attack speed making its DPM(Damage Per Minute) higher than Atomic Hammer + Metal Fist Mastery. The convenience of Punch Launcher also makes it a better mobbing skill as it can go through walls and be used mid air. This is why it is highly recommended you go with Punch Launcer first and Metal Fist Mastery last. Moving on, it is also recommended you put a single point into Mech Siege Mode at Level 70; it will be your 1 vs 1 skill from now on. After that max out Punch Launcher as you will be mobbing more than anything and then Rock n’ Shock. After that I recommend maxing Mech Siege Mode as you’ll come across bosses if you PQ often. Max out Healing Bot, it will save your life if you use it effectively.


Fourth Job Advancement

120. +1 Mech Missle Tank (1), +1 Laser Blast (1), +1 Extreme Mech (1)
121. +3 Extreme Mech (4)
122. +3 Extreme Mech (7)
123. +3 Extreme Mech (10)
124. +3 Extreme Mech (13)
125. +3 Extreme Mech (16)
126. +3 Extreme Mech (19)
127. +3 Extreme Mech (22)
128. +3 Extreme Mech (25)
129. +3 Extreme Mech (28)
130. +1 Extreme Mech (29), +2 Laser Blast (3)
131. +3 Laser Blast (6)
132. +3 Laser Blast (9)
133. +3 Laser Blast (12)
134. +3 Laser Blast (15)
135. +3 Laser Blast (18)
136. +3 Laser Blast (21)
137. +3 Laser Blast (24)
138. +3 Laser Blast (27)
139. +3 Laser Blast (30)
140. +3 Mech Missle Tank (4)
141. +3 Mech Missle Tank (7)
142. +3 Mech Missle Tank (10)
143. +3 Mech Missle Tank (13)
144. +3 Mech Missle Tank (16)
145. +3 Mech Missle Tank (19)
146. +3 Mech Missle Tank (22)
147. +3 Mech Missle Tank (25)
148. +3 Mech Missle Tank (28)
149. +2 Mech Missle Tank (30), +1 Amplifier Robot Af-11 (1)
150. +3 Amplifier Robot Af-11 (4)
151. +3 Amplifier Robot Af-11 (7)
152. +3 Amplifier Robot Af-11 (10)
153. +3 Amplifier Robot Af-11 (13)
154. +3 Amplifier Robot Af-11 (16)
155. +3 Amplifier Robot Af-11 (19)
156. +1 Amplifier Robot Af-11 (20)
Summary: From here on out, you should either max Maple Warrior if you can afford the Skill Books or Bots ‘n’ Tots and Robot Mastery; There’s also the option of leaving out Maple Warrior since one should be partying a lot with folks who have it already. It is not recommended to put points into Giant Robot SG-88 or Satellite Safety until your other skills are maxed. After this point, feel free to add points into anything you feel fit. You’re now a fully fledged Mechanic, a proud member of the Resistance.

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