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Mechanic_of_Pain

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Everything posted by Mechanic_of_Pain

  1. Is this for real?? divine-pride.net Item - Cancer Ring (divine-pride.net) Vit + 5 Attack Speed + 5% ――――――――――――― MaxSP + 100 ――――――――――――― Increases physical damage by 5%. ――――――――――――― Reduces casting time of Axe Boomerang by 1.5 seconds. ――――――――――――― Has a chance to gain 2-Carat Diamond and 3-Carat Diamond when killing monsters. ――――――――――――― When equipped by Mechanic Attack Speed + 5%, increases physical damage by 5%, increases Axe Tornado and Axe Boomerang damage by 50%. ――――――――――――― Can be sold to NPC Can be placed in the Kafra Storage ――――――――――――― Class: Accessory Location: - Attribute: - Slots: 0 Def : 0 Mdef : 0 Refined: Yes Destroyed: No Weight: 10 Required Level: 1 Jobs: All I remember the last time I played it was -1.5s CD? I haven't played for a long time now. Why change it?
  2. The new meister skills are generally disappointing. Madogear skills are not at all emphasized. It would be better if there is a great variation among ABRs. For example, battle ABR can use skills, such as axe tornado and boomerang, and dual cannon and mother net ABRs can use offensive and supportive mado skills, respectively. That was what I was hoping for.
  3. Class introduction starts at 13:40 And yes, the ABR machines move with the character.
  4. Hi Sigma! Do you think there will be any more mechanic improvement? nothing significantly improved with their skill yet Edit: Does the 2nd sprite for male and female mado mech permanently differ or can be selected vice versa?
  5. Nice new gears! Cancer axe could've been the best weapon if not for the very low weight haha. Cancer ring is pretty OP though. And where's the cancer shield? ?
  6. Level 10 PS with half the delay really is something. It's like HSCR all over again ?
  7. Thank you Sigma! saw that vid earlier and quite useful. But is that axe tornado proc during power swing??
  8. And i would like to point out too, this may be too old a topic, but for a 3rd job skill, Axe mastery and Research Fire and Earth are like first job skills. Hopefully, they'd adjust it, like for Axe master each level adds +3% axe damage/ +5 hit per level then halves those for maces. It just literally adds 50 to final attack haha. For RFE make it +5% more damage and resistance. Again, this is just my opinion. For a third job skill, their effects are foolish. Anyway, is kRO going to adjust/add/change skills just like they did with Archbishops?
  9. Yes, ac was spammable but other skills of mechanics literally suck. Boost knuckle and ice launcher are the next two useful offensive skills; however, significantly weaker than AC. Mado mech's other offensive skills either have low damage (vulcan arm, flame launcher) or sucks due to long CD (SD) or both (pile bunker). Mado mechs just don't have enough variation. Compared with AS, which is an easy 50-70 k at low-levels with low-mid tier gears, AC is good at 20-30 k at low-levels and low-mid tier gears. Users must be very rich in-game to unleash the full potential of AC, that's why it sucks since the new weapon for AC just adds 15% to its damage, and maybe a maximum of 45% (+18). Unless they can make vulcan arm replace normal attacks (bind with normal attack). For such a high caliber weapon, it only adds a few damage to AC. Compared with other weapons, the primary offensive skills of other jobs were powered-up, whereas for mado mechs, meh. No love from RO Mado mech is a dying breed
  10. I have, to be perfectly fair, that's pretty OP, with the new weapon, 0 CD AT is very overpowered. As you've said before, Maxi spanner is the most viable weapon among those three new weapons. However, made mechanics almost one-dimensional, with the reduction size damage reduction from the weapon, AT mechs can now survive bio5, who needs a shield anyway! yey! But everything else is way less interesting compared with other jobs too. I just don't see the point, gravity made two separate skill sets for mechanics but they're making the other less interesting.
  11. Just saw the Mechanic shadow weapon. Another let down flame launcher and vulcan arm? why can't kRO be fair with every jobs? other jobs' primary skills are being powered up, whereas for mado, useless skills are powered in expensive gears
  12. oh dang, so you have to prepare separate enchantments for each weapon. That's really a pain then. what's the maximum upgrade for those enchants? +18?
  13. i think it would be more logical if it is not a weapon enchant. However, we just can't maximize the full damage potential of AC now because mechanics are forced to use lower-levels for spammability
  14. yea, just a let down, given that AC now has cooldown and axe boom isn't that useful since you can't wear any armor and an accessory other than supplement part.
  15. Engine Pilebunker [2] Can't be destroyed, increases Vulcan Arm damage by 10%. Increases attack speed (reduces delay after attack by 1%) per refine rate. If refine rate is 9 or higher, increases Arm Cannon and Knuckle Boost damage by 15%. If refine rate is 11 or higher, increases Vulcan Arm damage by additional 15%. Class : Mace Attack : 450 Weight : 320 Weapon Level : 4 Required Level : 170 Usable Jobs : Mechanic Why does it have to be VULCAN ARM. Why does it have to be ASPD not ATTACK or LONG-RANGED ATTACK? The genetic weapon counterpart was all about powering cart cannon, but this? Golden Wrench [2] Can't be destroyed, Atk + 5%. Atk + 4 per refine rate. If refine rate is 9 or higher, increases Power Swing and Axe Boomerang damage by 20%. If refine rate is 11 or higher, increases Power Swing and Axe Boomerang damage by additional 15%. Class : Axe Attack : 220 Weight : 550 Weapon Level : 4 Required Level : 170 Usable Jobs : Mechanic And what would make this weapon better than the Illusion war axe? both are one-handed but Illusion war axe gives higher damage increase than this. If there is axe boom cooldown reduction then this weapon would really be better. However, this weapon is just a remake of Illusion war axe :\
  16. Lol thanks, they just made the previous 17.1 weapons almost obsolete
  17. Cool stuff :O what episode is this in kRO?
  18. Mechanic recently received skill changes in kRO. Arm cannon now has increased area with increase in level, and maximum level is now at level 5. Blacksmith buffs can now be used while in MADO. However, arm cannon also received a relatively important downgrade, addition of cooldown with the skill. 0.15 s at skill level 1 and 0.65 s at skill level 5. I think these changes are good, but still not balanced. Other jobs' damage can easily reach 1M+. What can be the item changes that we need to improve MADO or axe mech?
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