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Old 03-17-2009, 10:21 PM   #1
Atum
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Default Mechanic Class Discussion Archive

Mechanic skill list:

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
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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%
Spoiler Alert:

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%
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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

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

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%
Spoiler Alert:

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%
Spoiler Alert:

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%
Spoiler Alert:

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%
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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

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

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

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
Spoiler Alert:

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
Spoiler Alert:

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.
Spoiler Alert:

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.
Spoiler Alert:

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%
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:

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
Spoiler Alert:



Mechanic related items:

Pile Bunker
A huge iron spike shoots out into a target, then retracted.
Type: Mace
Attack: 450
Weight: 300
Weapon Level: 3
Minimum Level: 99
Required Job: Mechanic

Acceleration Gear [0]
Required item to use the Mechanic Magic Gear skill 'Acceleration'.
AGI +2, Movement Speed +10%
Type: Accessory
Defense: 0
Weight: 10
Req Lv: 99
Type: Merchant Type

Hovering Booster [0]
Required item to use the Mechanic Magic Gear skill 'Hovering'.
AGI +1, ASPD +2%, Movement Speed +5%.
Type: Accessory
Defense: 0
Weight: 10
Req Lv: 99
Type: Merchant Type

Self Destruct Device [0]
Required item to use the Mechanic Magic Gear skill 'Self Destruction'.
MHP +100, Increases damage from neutral element by 5%.
When receiving physical or magical damage, recover 30 SP.
Type: Accessory
Defense: 0
Weight: 100
Req Lv: 99
Type: Merchant Type

Shape Shift [0]
Required accessory item to use the Mechanic Magic Gear skill 'Shape Shift'.
INT +3, When receiving damage there's a chance to receive DEF +20 for 5 seconds.
Type: Accessory
Defense: 0
Weight: 50
Req Lv: 99
Type: Merchant Type

Cooling System [0]
Required accessory item to use the Mechanic Magic Gear skill 'Emergency Cooling'.
DEX +1, When receiving physical or magical damage, there's a chance to cast Frost Nova Lv3.
Type: Accessory
Defense: 0
Weight: 250
Req Lv: 99
Type: Merchant Type

Magnetic Field Device [0]
Required item to use the Mechanic Magic Gear skill 'Magnetic Field'.
DEX +1, When receiving physical or magical damage, there's a chance to cast Thunder Storm Lv5.
Type: Accessory
Defense: 0
Weight: 600
Req Lv: 99
Type: Merchant Type

Barrier Device [0]
Required item to use the Mechanic Magic Gear skill 'Neutral Barrier'.
Dex +1, When receiving physical or magical damage, there's a chance to cast Pneuma Lv1.
Type: Accessory
Defense: 3
Weight: 800
Req Lv: 99
Type: Merchant Type

Repair Kit [0]
Required item to use the Mechanic Magic Gear skill 'Repair'.
MHP +500, MSP +200.
Type: Accessory
Defense: 0
Weight: 40
Req Lv: 99
Type: Merchant Type

Optical Camouflage Generator

Required item to use the Mechanic Magic Gear skill 'Stealth Field'.
Type : Accessory
Def : 0
Weight: 100
Req. Lv. : 99
Class : Merchant Type

Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"
Type : Shell
Atk : 100
Weight: 1
Attribute : None

Holy Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"
Type : Shell
Atk : 120
Weight: 1
Attribute : Holy

Dark Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"
Type : Shell
Atk : 120
Weight : 1
Attribute : Dark

Soul Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"
Type : Shell
Atk : 120
Weight : 1
Attribute : Spiritual

Iron Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"
Type : Shell
Atk : 250
Weight : 1
Attribute : Neutral

Repair A
Recovers the Magic Gear's HP by a fixed ammount.
Weight: 10

Repair B
Recovers the Magic Gear's HP by a fixed ammount.
Weight: 14

Repair C
Recovers the Magic Gear's HP by a fixed ammount.
Weight: 18

Vulcan Bullet Magazine
A magazine of 1000 vulcan rounds.
Weight: 50

Skill tree




Have fun discussing
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Last edited by Atum; 03-04-2010 at 12:42 AM.
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Old 03-17-2009, 10:25 PM   #2
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Default Re: Mechanic discussion

Quote:
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
What. That thing better have a duration and re-use delay.

"Can I move now?"

"NOT UNTIL MY 8K WEIGHT OF BLUE POTS ARE GONE."
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Old 03-17-2009, 10:28 PM   #3
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Default Re: Mechanic discussion

Not much in the way of forging, I see...
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Old 03-17-2009, 10:29 PM   #4
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Default Re: Mechanic discussion

So far I'm not impressed with the Mechanics axe skills.

- Axe Tornado
Has cast time but has short cast delay

- Axe Boomerang
Instant cast, crappy damage and has a 5 seconds cast delay

-
Power Swing
Extremely weak

All these skills are easily outdamaged by HSCR. I don't know if cart weight affects them or not because I'm unable to put anything in my cart as of now.
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Old 03-17-2009, 10:30 PM   #5
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Default Re: Mechanic discussion

Overall, I am pretty pleased with how the skills turned out. They are exactly what I expected them to be. Drastic improvements over the current Mastersmith.

I think its funny that people complain that the skills have low damage modifiers, when we get great support skills like Infared Scan. You get an area detect to a certain range, and can be used in conjuction with other mechanics to cover a larger area (ex. Classical Pluck). Not only that, but you get Magnetic Field, a skill that at first glance, appears to be an area close confine. Be greatful that you now have multiple ranged skills, something that was lacking in the previous Smith class incarnations. WE GOT THEM GUNS.

Everyone complains about Mechanic skill damage like they were intended to be the new Sinx, Biochemist, or Champion. We have been a support class with some killing ability since Trans was introduced, and have been given a considerable boost in our supporting capabilities. If you do not like the killing potential of the Mechanic skills, you always have HSCR, the Bread and Butter skill of Mastersmiths, to fall back on. Keep in mind that 50% stun chance will be rape with no stun immunity, short of Orc Hero sunnies.

I can't wait until these skills are battle tested. We can safely say that Gravity is clearly defining the role of Mechanic, as high tech Field Battle Support. If were were given super strong killing skills, comparable to EDP sonic blow, Asura, or Acid Bomb in the current RO, Mechanics would be overpowered in may people's eyes. The point of renewal is balancing the playing field. It is still early in the stages of testing to form final conclusions, but so far so good.

Last edited by Bronx; 03-17-2009 at 10:52 PM.
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Old 03-17-2009, 10:31 PM   #6
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Default Re: Mechanic discussion

Quote:
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
One of the more useful skills, if not for the uber small radius (3x3 area), which requires people to stand beside the MADO-riding mechanic. I do hope the cloaked allies will also be able to attack foes at the same time.
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Old 03-17-2009, 10:35 PM   #7
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Default Re: Mechanic discussion

Quote:
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
cant be targeted with physical or magic attacks -> invincible? o_O
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Old 03-17-2009, 10:36 PM   #8
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Default Re: Mechanic discussion

Quote:
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
I guess that means that the magic gear can be destroyed, but what's the max HP of the thing? It doesn't seem like it'll last long against 2-3 attackers. If mechanics were to go Magic Gear build (there's a lot of skills and I don't think 49 skill points is enough to get axe skills), they'd be short on skills (HSCR again?).

Last edited by Elvilla; 03-17-2009 at 10:37 PM.
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Old 03-17-2009, 10:37 PM   #9
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Default Re: Mechanic discussion

Item prices (with just your daily dose of artifacts):

Discount 10, by the way.
My poor pockets.
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Last edited by bluefox; 03-17-2009 at 10:38 PM.
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Old 03-17-2009, 10:41 PM   #10
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Default Re: Mechanic discussion

Quote:
Originally Posted by Doddler View Post
Skills done



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.



Nobody can hide now.
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Old 03-17-2009, 10:44 PM   #11
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Default Re: Mechanic discussion

Quote:
Originally Posted by bluefox View Post
Item prices (with just your daily dose of artifacts):

Discount 10, by the way.
My poor pockets.
If some of those things at the top are the accessories, then they are not as expensive as I had first thought. Phew. The cannon balls are alot cheaper than Mammonite.

Last edited by Bronx; 03-17-2009 at 10:45 PM.
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Old 03-17-2009, 10:46 PM   #12
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Default Re: Mechanic discussion

I assume they're FLamethrower, then Pile Bunker and then the accessories.
lol'd at 500000Z BIG RED BUTTONS
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Old 03-17-2009, 10:56 PM   #13
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Default Re: Mechanic discussion

and were defined again as a zenny draining class, i mean just WOW, ammunition costing 200 a piece? well, it has high atk though

Quote:
What. That thing better have a duration and re-use delay.

"Can I move now?"

"NOT UNTIL MY 8K WEIGHT OF BLUE POTS ARE GONE."
I may finally have some love in my guild now, ahahahaha, Being Pure forge and all, I think i'm gonna be a support class and stay on the emp. or the portal.

Though, it just said they can't "MOVE", maybe they could still ataack and use skills such as Reloc/Snap and Flying Kick.
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Old 03-17-2009, 10:56 PM   #14
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Default Re: Mechanic discussion

The accessories (and other equips) that give the skills were posted some time ago somewhere (I don't remember where) and they gave stats as far as I remember. I think the first post should be edited to include these accessories~
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Old 03-17-2009, 10:57 PM   #15
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Old 03-17-2009, 10:58 PM   #16
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Default Re: Mechanic discussion

I think that gravity is trying to equipment appear on sprite for the "mech"
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Old 03-17-2009, 10:58 PM   #17
Akin
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Default Re: Mechanic discussion

First, I just want to say that the area of effect for self destruction is listed wrong, and should be:
[Level 1]: 5 x 5 cells
[Level 2]: 7 x 7 cells
[Level 3]: 9 x 9 cells

I still predict that it will be an area g-fist .

Second, before any complaining starts, I'd like to remind everyone that Mechanics are an upgrade to Blacksmiths, not Mastersmiths. You shouldn't expect every Mechanic skills to outshine the damage from HSCR. And if you take a realistic look at it, I don't see how you cannot see that Mechanics are an improvement over both Blacksmiths and Mastersmiths...

For GOD's sake, you have maya purples, area close confine, an AoE ice pick like attack, multiple ranged skills, elemental attacks, trap and ground targeted skill bypassing, buffed up sense, elemental armors, melee version of defending aura that also reduces magic damage, area cloak, and a backslide that can go back and forward!

I mean honestly, it looks like a Mechanic will be able to cloak his whole party and walk them to the Emp without the threat of attack!

*runs to go level his blacksmith*
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Last edited by Akin; 03-17-2009 at 11:02 PM.
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Old 03-17-2009, 11:01 PM   #18
Devil-Cry
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Default Re: Mechanic discussion

First off, I love the male mechanic's shoes. that said.


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

Not bad, More defense stackage

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

8 Cells and Knockback. All smiths have been dreaming of a ranged attack :>

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%

Someone test stunchance here please, the way its worded sounds.... lol

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 250%
[Level 2] : Attack Power 300%
[Level 3] : Attack Power 350%
[Level 4] : Attack Power 400%
[Level 5] : Attack Power 450%

VIT! How big is the radius though?

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 0 / Duration 10s
[Level 2] : Attack Power +100 / Duration 15s
[Level 3] : Attack Power +200 / Duration 20s
[Level 4] : Attack Power +300 / Duration 25s
[Level 5] : Attack Power +400 / Duration 30s

Want to know aspd on these!

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

Same.


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 200%
[Level 2] : Attack Power 250%
[Level 3] : Attack Power 300%
[Level 4] : Attack Power 350%
[Level 5] : Attack Power 400%

Another ranged skill +

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 200% / Defense / Magic Defense break chance 20%
[Level 2] : Attack Power 250% / Defense / Magic Defense break chance 35%
[Level 3] : Attack Power 300% / Defense / Magic Defense break chance 50%

"break" huh? wonder what that means.

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 100%
[Level 2] : Attack Power 125%
[Level 3] : Attack Power 150%

Another ranged attack!

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 100% / Burning Status Chance 60%
[Level 2] : Fire Element Attack Power 125% / Burning Status Chance 70%
[Level 3] : Fire Element Attack Power 150% / Burning Status Chance 80%

This is OMG skill #1. Just requires you to be wearing flame thrower? 80% Burning status, covering ground like firewall it sounds like? if ANYONE complains about mechanics, I swear.

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 100% / Area of Effect 5 x 5 Cells
[Level 2] : Water Element Damage 125% / Area of Effect 7 x 7 Cells
[Level 3] : Water Element Damage 150% / Area of Effect 9 x 9 Cells

Sounds like this is like a splash attack rather than a ground skill, still 'cool' Freezing sounds awesome in woe!

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 800% / 600% / 400% - Area of Effect 7 x 7 cells
[Level 2] : Attack Power 1000% / 800% / 600% - Area of Effect 5 x 5 cells
[Level 3] : Attack Power 1200% / 1000% / 800% - Area of Effect 3 x 3 cells

1200% 3x3 area of effect with elemental balls, or one that has 250 attack power on its own? Again, to ANY mechanic complaining...... lol lower level is slightly weaker but explodes pretty wide. Nice I say

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

I wonder if magic gears cant be buffed? liscence already brings your walking speed to normal. Maybe you cant recieve agi up so you need this?

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

OMG skill #2. Look at this, avoid traps and ground skills?? does this count AOE magic?

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

Does it work like backslide or leap? meaning.. if 7 cells ahead of you is occupied, does skill fail, or do you just go as far as you can?

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

same


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 5 x 5 Cells
[Level 3] : Radius 5 x 5 Cells

very possibly scary.

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

Any armor to work with any card ^^


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.

Massive detect it sounds like. .... it doesnt sound like maya P to me, sounds like a skill you cast like a big ass ranged sight.

Why is everyone saying "MAYA PURPLE MAYA PURPLE!!" ? it doesnt sound like that at all :P

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%

Super provoke, lol

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

OMG skill #3. Okay, Seriously. 7x7 Fiberlock, that SOUNDS like it lasts as long as your SP does. NO mechanic has any right to ever complain about anything now. xD

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

Pretty nifty concept for an extra thara. Just add Pnuema.

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

OMG skill #4. HAH, we knew this was comming! ... only we thought shadow chasers were gonna do it, None the less, this is a pretty sweet supportive move! everyone knows you're there as its SEMI TRANSPERANT. like camo., but your party is protected! reduces movespeed though... so you can walk.... they might nerf this in woe, as you're a walking perfect protection area unless another mechanic comes to break it. But it doesnt say YOU get cloaked... so.... I think you should expect shuras to swarm you.

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

Lol cant heal them


All in all, I'm very impressed. They have gone from a paper-concept of a theoretical Item forcing class, who has 1 strong skill that drains money. to being pretty badass Support classes in a form much different from priest/scholar/Musician.

I think their unique support skills will finally make smiths feel very useful and needed in battle.

Shame on all of you complaining about your damage, your support skills are badass sounding ^_^
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Last edited by Devil-Cry; 03-17-2009 at 11:08 PM.
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Old 03-17-2009, 11:08 PM   #19
Yoyo
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Default Re: Mechanic discussion

Okay, quick rundown on the axe skills;

Axe Training; Nice passive, actually.

Axe Tornado: Gigantic cast and sp cost for not nearly enough damage (That's with 70 vit). Stick to cart revo.

Axe Boomerang: About 5~6k damage with a +6 Hurricane Fury, compared to Cart Ram's 11k+. The sp cost is way too much, the range is not too high, there's a ~2 seconds delay and ~5 seconds aftercast delay. Again, stick to throw tomahawk (It's that bad).

Power Swing: Didn't stun ONCE ever since. On lower level monsters. Once more, enormous SP cost, less damage than mammo.

Uh. I'm having flashbacks to when I had my RK and hoped for good spear skills D:
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Old 03-17-2009, 11:11 PM   #20
Kyuur
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Default Re: Mechanic discussion

It'll get fixed, don't worry.
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