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Mechanic Improvement Thread (MADO and Axe)


Mechanic_of_Pain

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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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  • 1 month later...

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 :\

 

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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.

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The reason arm cannon got nerfed was because Mado mecha were owning Woe/PVM. Mado mecha are hard to kill since they can't be stripped the y are immune to slow movement , they can even move fast when cursed. The repair skill is not effected by critical wound. Front slide and Back slide allows mecha to move very fast. When Kro increased Arm cannon's level they were also able to out damage all class. (Arm cannon dmg to medium mob at lvl 5 and 185 lvl: 3160.41% / Arrow storm damage a 185 lvl: 3330%) The spam was crazy. Hence, lot of people were complaining . 

Edited by Hades
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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 

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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?

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  • 2 weeks later...
  • 9 months later...
  • 6 months later...
1 hour ago, Alee said:

mechanic mado type got nerfed for no reason, to compare with other classes. Mado falling behind, melee attack with current updates? RIP mado

Mado Mechanic is a very strong class, they had to nerf the damage or it would be out of control... They never were meant to be the top DPS, they are a very good one (with the right investment).

Their role are to be a "safe" dps dealer, with immunity to full strip, no slows, great repositioning skills (Front and Back Slide), a % spammable heal, elemental armors on demand (Elemental Shift), a moving Pneuma... They can even remove Defending Aura of the targets...

For me they aren't the top damages (GX and RK damage is a joke, they have to review those reworks), but they're way good in many cases in a solo situation

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