Axe Boomerang - If you're using Power Swing as your primary, Axe Boomerang will act as your secondary. Weapon Level 3. Against an MVP, debuff them with Analyze before anything else. However, it will need to be +12 to +15 in order to be worthwhile. The most relevant locations are instances: When you kill Angel race monsters, add chance to drop, Boxes of Sunlight are great WoE consumables when you can't afford a, These potions are useful for fighting MVPs that use elemental attacks and during WoE, where Rune Knights, Sorcerers, Warlocks and Summoners all deal heavy elemental damage. As you gain levels, bring DEX up to 25 so you can start mobbing Skeletons instead. Recover 5% of damage given to an enemy as HP. Crimson Mace is a popular shared weapon amongst Genetics, so if you're planning on making that class or already have one, you can build and use a Crimson Mace on your Mechanic while you focus on refining Mechanic specific weapons. MDEF +5. Max this first for Gramps levelling. Mechanic is unique in that it receives two different Old headgears from the Tomb of the Fallen. A possible +60% skill damage modifier to Axe Tornado makes this the best weapon card you can pick when using the skill. NovaRO's rates are on the high-end of low rate, so getting to third class (transcended, always transcended) should only take a day. Neutral Barrier - Ranged physical attackers are huge threats. Don't confuse the two!). The standard defensive card to slot in to the garment slot. - A Reckless Disregard for Gravity, AaaaaAAaaaAAAaaAAAAaAAAAA!!! INT to whatever it needs to be to attain 0 VCT. Magic Gear License, Mainframe Restructure - Passive buff set, Acceleration, Hovering - Active buff set. In PVP, you can soften Dragon Breath from Rune Knights or Fire property magic from Oboro/Kagerou casters. Even +4 will give you a sizeable enhancement, but work hard at increasing its refine level for more power and utility. Set bonus: With Revolver Buffalo Card, STR +3, ATK +3%. Small targets receive 700~2300% ATK damage, medium targets receive 650~2050% ATK damage and large targets receive 600~1800% damage. For axe, this is Axe Boomerang and/or Axe Tornado. Failing that, you'll be forced to use delay reduction gear. Losing the Madogear means you're now essentially useless for the duration of your session, which is huge trouble in instanced content. Don't prioritize LUK but if you're satisfied with your VIT, INT and STR levels, you can use a few stat points here. It will require some market research on the weapons you choose to refine, but overall this is a very handy skill to have to help you over upgrade weaponry and is well worth the skill points. Overheat status will not disappear over time. If you should ever lose your Madogear and need it back in a hurry (eg, you're in an instance, you're in the middle of Conquest or War of Emperium, etc. Most noteworthy are high speed movement classes like Thief advanced classes, Suras, and other Madogear Mechanics. Use Neutral Barrier again to cancel it, or slide away from the enemies. Get it for Gramps. After that, it gets situational. Possible option if you have overupgraded boots. You need 28% after cast delay reduction, which can be attained with a Minstrel or just a few equipment options. KICK IT! The maximum ATK increase it can gain is +60, which is outperformed by +9 HBP and a STR-based GSS with proper cards inside. Also helps to escape from hitstun if you pulled too many enemies. It's not stellar for damage since it's easily outpaced by Mega White Pots, but it can be pretty annoying. Reduces damage from ranged attacks by 30%. Recommended Level: 2 for Arm Cannon, 3 if you want to use it for opening bursts. And if you really wanted to have Axe Boomerang as an option, you can make it part of your Madogear build. As such, I want to impart as much knowledge about fundamentals for any new players and potentially give a stronger player more to think about when deciding builds. This may seem an odd pick, as it lowers your ATK more than it raises it due to the LUK penalty. Its innate bonuses are nothing special, but the real charm is the reactor supplements which can grant a sizeable ATK increase. This can be enchanted or re-enchanted once per day by doing Thorn's quest [4], keeping in mind Thorn enchants only one piece a day. A weapon to surpass Crimson. This is practically handed out on many boots. At Lv10, with a full capacity 8000 weight cart, this deals 1333% ATK damage, with your ASPD being the only delay between consecutive uses. For more information on ASPD, please visit the ASPD page. When base STR >= 120, ATK +10, CRIT +3. For 10~50 seconds, weapon size modifiers are all set to 100% for yourself and party members. With enchants, opt for high STR bonuses. Gear progression is the biggest challenge of Ragnarok for any class, but it's also what keeps us playing the game and having fun and making goals. MDEF +5. 130 ATK. If refine level >= 9, further reduce damage received from Small and Medium targets by 5%. Required for skills like Cart Revolution, Cart Boost, Cart Termination, etc. Remember to reveal with Infrared Scan and escape with Front Side Slide. FLEE +2 for every refine level. Unlike foods dropped by monsters, the ones provided by the Nova Shop and Slot Machine will persist even after death. Note that percentage based ASPD boosts from certain equipment will be less effective the closer to maximum you get, so it's often better to have hard flat ASPD boosts, or AGI increases. Set bonus: With WoE Boots and WoE Manteau, DEX +5, further reduce damage taken from players by 15%. This is especially true for most Mechanic builds, as you typically need to split your stats on almost all of them, so you'll definitely be getting more than one bonus from this item. Aim for a Holy property, as many endgame instances and enemies are Undead and Dark property. When you have more funds, upgrading into a Madogear build is a good idea. Just be sure to combo with some SP leeching gear. ATK +15. However, your Neutral Barrier uptime is still of utmost importance. Extremely potent if you use Front / Back Side Slide to layer yourself on top of a barricade or guardian stone in WoE / BG Conquest, which forces magic classes to take a massive gamble in attacking you in order to destroy the structure you're guarding. Set bonus: With WoE Greaves and WoE Manteau, VIT +5, further reduce damage taken from players by 15%. However, you're spread pretty thin on other stats. It's cheap and its upgrade effect kicks in at the safe refine limit instead of any further. Great to lure, but the cool down stops it from being spammable until you have the proper equipment. Outrageous Cookie has become a niche card meant only for high refined boots. Stop just before delivering the last Blue Gemstone and Holy Water. Note that there are lot of different stats to consider. Your role in a Gramps party is to provide Blacksmith buffs and kill straggling enemies that the main DPS classes in your party may have missed, or at the very least lure the stragglers in to the party so the DPS can finish them off. Potentially one swap to Medal of Honour for the extra HP/SP. Combined with the wing, this gives the most skill delay reduction for the armour slot. Unlike most other cards, the White Knight Card is not dropped by a mob called White Knight, but instead acquired by paying instance drops to an NPC outside Old Glast Heim. Unlike after cast delay, you are free to use other skills while one is on cool down. ATK +1% for every 4 refine levels. For food, prioritize the stats in the following order, from most to least important: STR, VIT, AGI, DEX, LUK, INT. If your primary skill is Power Swing, you need a Minstrel for Poem of Bragi. It makes it great for tanking the ever common Earthquake and Hell's Judgement from several MVPs. The latter thing isn't so bad given Mado Mechs can't be healed by Arch Bishops any way, but resurrection remains a problem. When you kill Fish race monsters, add chance to drop. Standard for PVPing, while the reductions are small, you need it to complete the set bonus on the WoE Plate. Higher refine levels and the ATK might be lower, but Outrageous Cookie has MaxHP drawbacks and Ifodes has an edge in ASPD, which is always important for attacking builds. The field size is 5 by 5. Make sure you don't have the mobs inside or your Rangers and Rebels won't be able to hit them. As for enchants, opt for as many Expert Archer enchants as possible. Since most better headgear will take a lot of effort to acquire, this will probably be your standard for a while. A fairly easy to get piece by partaking in BG Happy Hour once or twice, it makes itself absolutely stellar for people starting out (though note you'll probably be canned and carried in BG if you're not geared). Also +1~10% to forging success rate, but no one cares about that. If you managed to +9 your greaves, use Firelock Soldier Card instead. If you're just starting out, it can be used for the set bonus until you get better shoes. Increase physical damage to players by 40%. INT+6, VIT+6, LUK-6. Fire a cannon ball at a target up to 9~13 cells away and deal splash damage on a 3x3/5x5/7x7 area. Since Thanatos Axe is a level 4 weapon with high ATK, high refines can make it comparable to many other options. If refine level >= +9, Max HP +25%. Plus bonus points for being thematically appropriate. Reduce damage taken from DemiHuman monsters by 2%. Definite master for every build, as maces and axes are your main weapon classes. ASPD generally doesn't help Axe Boomerang too much, but the set bonus is still handy. Less useful in PVM, but it can still find a purpose in the event your less tanky classes can't stay out of danger. Must-have. Not too useful in PVM. The higher your base level, the more styles you can choose from. This is the unbeatable general purpose physical weapon card. About me: Mechanic is one of my favourite classes thematically. Combine it with a Kickstep and you can also eliminate fuel consumption, which frees up your inventory. In addition, the heat counter is invisible (for now), so you won't be able to track its progress. You have the two archetype builds available: Axe (cheaper) and Mado (expensive but stronger). Maximizing player damage reduction is important for a Madogear Mechanic. With Gold Scarabas suddenly becoming extremely rare with no prior warning, this becomes the only realistic pick for physical ATK based fighters. Quest skill. A very good upgrade after your Eden group shoes. Stealth Field - Protect your glass cannon allies. While Hovering is active, quickly move 7 cells backward. Very strong for Axe Boomerang, and it gives a strong boost to Cart Termination (15% on top of 1333% is no joke), making this one of the best weapons for that build. And who doesn't love having a lot of Oridecon and Elunium on hand? Knuckle Boost - Cast interruption. Unlike variable cast time and ASPD, you don't have very many options of reducing skill cool downs. If refine level >=5, Neutral property resistance +1% for each refine level, up to a maximum of 12%. Experiment, try out different ideas and most importantly, have fun! +9 is decent for Axe Tornado, but considering that the Old Driver Band (Red) at +4 refine already equalizes it, it's likely not worth the investment to upgrade. Crimson 2H Axe has one additional card slot against this, which will make Hurricane Fury overall weaker for skill spamming. However, the most practical and affordable solution is to use a Minstrel's Poem of Bragi. Talk to Captain Carocc (the reindeer guy), then follow the red arrow path, talk to Hun, drink your apple juice, talk to him again, and then head north to the Academy. If you suddenly lag and get caught, a Quagmire drop off can buy enough time for a proper escape. Not useful in PVM, the wide area reveal is great for PVP on the other hand. Upgrade to: An alternative to Raydric, this helps a bit more against ranged attacks, as ranged skills tend to be the most threatening moves in the game. Lockstep is by far the best one to combo with. As for which enchants, opt for double Dextrous Nive or double Powerful Nive. Frozen resistance +30%. If it recovered some of the FAW's materials, it would've been a tiny bit cooler. If refine level >= 6, additional bypass 5% DEF of DemiHuman race enemies, ASPD +5%. Neutral property resistance +10%. A PVP card. Verus Equipment Exchange - Exchange Pile Bunker and instance drops. Your starter headpiece. I would recommend hanging onto a Thanatos Axe any way, as extra leeching gear is handy to keep around. For every 5 refine levels, ASPD +1. Technically not a battle skill, but you need it for battle skills down the line. Use it. This list is generated automatically. Speak to the nutritionist near @go woe or in the Battlegrounds waiting room and pay him 50,000z for the service. HP Recovery +28%. to of and a in " 's that for on is The was with said as at it by from be have he has his are an ) not ( will who I had their -- were they but been this which more or its would about : after up $ one than also 't out her you year when It two people - all can over last first But into ' He A we In she other new years could there ? Kill 2 Porings or 1 Fabre outside of Prontera to hit JLv10. A defining piece of Madogear builds, the Knuckle Boost increase is huge, and it stacks with itself too. Nice simple piece that provides a little more damage. Inflict Burning on enemies hit with a 30~50% chance. While reveal options are plentiful, you can use Hide to avoid getting hit when an enemy tries to cast a skill on you. I hope you found it helpful. If refine level >= 9, Max HP +10%, Max SP +10%. Strongest weapon for DPS in PVP available to Madogear Mechanic, as well as thrashing DemiHuman monsters (eg, Bio Labs). Slot in Wakwak Card, upgrade to Brown Rat Card. Use Lv2 unless you have Bragi support, in which case use Lv3. Change your elemental property for 300 seconds. 200 ATK, Weight 200. Repair broken equipment back to a usable state using metal items in your inventory. Axe builds can also benefit from this, but the Sea Captain Hat will probably be better for that. Axe build has this as less of a priority, Madogear builds will want it maxed quickly to enhance their movement speed. From PCGamingWiki, the wiki about fixing PC games. For DPSing against an enemy like in War of Emperium, PVP or against an MVP, Arm Cannon Lv2 should always be the pick. 1. It is technically a DPS increase to set one or two up before engaging an MVP. That way, you can play with your Mechanic while still vending. 80 ATK. Attack Delay 1 is another option for high ASPD builds. Stats only active during BG, PVP or WoE. If cast with an axe, there is a 5~25% chance to use Axe Boomerang in conjunction with the hit. Provides a chance to recover HP and SP when attacking, with the chances to proc and restoration amounts increasing as the refine level goes up. It is the only area of effect (AoE) attack that Merchant->Blacksmith/Whitesmith has, so it's mandatory for solo-levelling. Lets you open a shop to sell items to other players. With Mado Mechanic, you can freely swap between the 4 basic elements via the Shape Shift skill. You can provide additional damage support with Cart Termination if your build can handle some close quarters, or you can swap to an axe (e.g., overupgraded Vellum Guillotine) and provide some ranged damage support with Axe Boomerang. Change your property to Ghost Lv1. Cart Termination or auto attack builds), you will still be limited by your attack speed or ASPD. Low chance to recover 5% of damage dealt to your HP and SP when physically attacking. STR +1, INT +1, DEX +1. With enchants, opt for high DEX bonuses. Mechanic is no different. This will recreate the full AoE of NB. Once that happens, I stop and keep the one copy I have and wait until I get the next copy of the equipment. For PVP/BG/WoE, Kickstep Card is a better pick. Auxiliary data. The entire objective of this build is to be a cheap enemy killer for farming and spending lots of Zeny trying to break a benchmark goes against that. Weapon Level 3. Arm Cannon damage +20%. They require you to carry more resources and they have a cast time to set up so you can't very freely set another up once the fight has begun. In addition, the majority of its ATK is equipment ATK instead of weapon ATK, which means the effect of STR on your damage is minimized, and refine bonuses will be pitifully small. The same problems persist, however. Slot in Step Card(s) for Axe Boomerang, and True Howard Alt-Eisen Card for Axe Tornado. This is the most important weapon to focus on. Requires Pushcart. This is only needed if you aren't learning the Repair skill, or if you're soloing. Property is determined by cannon ball used. Consume 3000~5000z and grant yourself a bonus +20~100% ATK for 3 minutes. It's an alternative to work towards after you get your current leech gears to a usable level. Set bonus: With Manteau of Airship, Boots of Airship: MaxHP +25%, MaxSP +25%, increased movement speed. It's very affordable, and should only take 2 sessions of Ghost Palace to obtain. Lv5 is good to use when you're starting out and don't have instant cast and maximum ASPD. These can be acquired through the Nova Shop, Mysterious Slot Machine or from cooking. Damage is increased by 1% for every 80 weight in your cart, so at 8000 cart weight, this skill does +100% ATK. No bells or whistles, not even a card slot to speak of. This card is pretty much a better Bathory in terms of resistances. If refine level >=9, then (these effects **override** the above effects): A high refined Heroic Backpack (HBP) is one of the contenders for best in slot by the endgame. Stun resistance +30%. Axe Boomerang - Your primary attack skill. This will let them attack enemies with relative impunity and only provide a very short window for which an enemy can counter attack them. Alternatively, at Lv2, its duration is 90s, the same duration as Hovering, so you can keep your rebuff times in line. for the Awesome, Adventure Time: Finn and Jake Investigations, Adventure Time: Finn and Jake's Epic Quest, Adventure Time: The Secret of the Nameless Kingdom, Adventures of Bertram Fiddle: Episode 1: A Dreadly Business, Another Metroid 2 Remake: Return of Samus, Army of Tentacles: (Not) A Cthulhu Dating Sim, Atelier Sophie: The Alchemist of the Mysterious Book, BANZAI PECAN: The Last Hope for the Young Century, Bit.Trip Presents... Runner2: Future Legend of Rhythm Alien, Broken Sword 4: The Angel of Death (Secrets of the Ark), Bud Spencer & Terence Hill - Slaps and Beans, Call of Cthulhu: Dark Corners of the Earth, Castlevania: Lords of Shadow - Mirror of Fate HD, Chronicles of Mystery: The Scorpio Ritual, Command & Conquer: Red Alert 3 - Uprising, Darkness Within: In Pursuit of Loath Nolder, Creative Commons Attribution Non-Commercial Share Alike. Perfect for MVPing. Sky Fortress also has a long 3 day cooldown, which means you would need multiple characters to farm at an acceptable rate. Change your property to Undead Lv1. Round-up mobs, activate Hovering, use Magnetic Field, use Front Slide or Back Slide out of it and then Arm Cannon the helpless enemies into oblivion. FLEE +12. Scan target for weakness, lowering DEF and MDEF by 14~42%. For any remainder, you can add to VIT for survivability or LUK for damage. Otherwise, you can put some neglect into this and suffer a longer cast time to explode in order to be more survivable in other ways. Requires a Pushcart and Cart Boost must be active. Cannot be refined. While this is one of the more worthwhile drops, the trouble is finding decent places to farm Fish enemies. Divine-Pride lists different features. 195 ATK, Weight 0. 10% chance to stun. Consume 1000 HP when unequipped. Raydric Card, Marse Card or any of the situational defence cards mentioned in the garment section are also acceptable to keep around as swaps, depending on what you're facing. The standard physical attack card to slot into armour. Up to you if you'd rather sell them or open for yourself. Awakening or Berserk Potions are also good additions to help increase your attack speed, and if you have some to spare, you can also use Box of Resentment for more ATK. It can be used to break Reflect Shield on some MVPs but they are few and far between. It's a very nice boost to have! It also lets you resist getting stripped by Earth Strains or Shadow Chasers. Due to 2 second cooldown, it isn't spammable, but it still hits pretty hard and can be cast often enough. Can also be used in PVP when fighting against wind Warlocks that spam Chain Lightning or Tetra Vortex [Wind]. Drains 1% SP / 3~5 sec, and reduces your movement speed by 20% while active. That being said, this can still be handy in instances where enemies can break your equipment and no one can leave until the instance is finished. High DEX and INT will also reduce the VCT of both skills. ASPD -40%. Sorcs can also use Dispel at a farther range and are generally better suited for the buff removal role, since their skill also removes offensive buffs. This is almost identical to Green Ferus, just AGI instead of VIT. For any boss that uses Storm Gust or Water Ball (Malangdo Culverts), it'd be good to carry a garment with this. Stats only active during BG, PVP or WoE. It also has no defence bonuses to speak of, but that's quite unnecessary if you're just aiming for the biggest damage numbers possible. That being said, this should only be used as a stepping stone to the Pile Bunker S. In terms of market value, Pile Bunker P is often equivalent or even cheaper than the standard Pile Bunker. Skill damage bonus, ranged damage bonus, racial damage bonus, racial DEF bypass and general ATK+ increases should be taken in that order. The gear does not need to be equipped on your Mechanic and can simply be in your inventory. If STR > 95, the following effects activate: HIT+10, ASPD +3%. When you spot your target and assuming they aren't immune or absorb the Fire property: Flame Launcher → Magma Eruption →Heal SP to max→ Self Destruction. For Madogear, this is Knuckle Boost and Arm Cannon. SP costs of those buffs shouldn't be that problematic, and you'd probably benefit more from ASPD and HP increases. Meanwhile, the Cursed Knight's Shield at safe refines still defeats Immune Shield on all elements except vs. However, there are many drawbacks which make it less competitive than other options for most situations. VIT increases the damage of this skill. If any base stat >= 90, then +1 to that stat for every 2 refine levels. Axe Boomerang is used to kill stationary foes or stragglers that survive the Axe Tornado burst. And it does not need to be refined to take effect, so you don't need to take chancy refines to get the most of it. You have damage dealing options for both single targets and mobs, you have crowd control, MVP debuffing, projectile denial and stealth support to offer to your party members. Activate all your Merchant and Blacksmith / Whitesmith buffs. 10% racial resistance on the weapon slot is unmatched by any other option in the game. Quest skill, so no cost to get, should be permanently active. Warp to Orc Dungeon and start mobbing Orc Zombies and Skeletons with Cart Revolution. Recommended Level: 10 for Cart Termination, 0 otherwise. For PVM, it's good for targeted MVP hunting as you can resist their main elemental damage with it. It does have a few things going for it, such as Malangdo enchants and a Neutral property element, so if you find one for cheap and your other weapons aren't refined high enough yet, you can use Hurricane Fury in the meanwhile. The animation delay of Arm Cannon when at 193 ASPD and 0 VCT is extremely short, sometimes even unnoticeable. If refine level >= 9, Fire property resistance +5%, Water property resistance +5%, Wind property resistance +5%, Earth property resistance +5%. LUK is a good all around boost and it helps protect against Masquerade.