The Mechanic is the third job class of Blacksmiths/Mastersmiths. They have developed their skills beyond forging and basic combat by concentrating on the creation of machines, powered suits, and also an improvement on their Axe abilities. Mechanics are given the choice of two paths to follow: Mado Mechanic or Axe / HSCR Mechanic. A hybrid of the two is also possible.
Mado Mechanics utilize a system called a Madogear, enabling them to use ranged damage, party support skills, massive damage AoE attacks, and a range of WoE skills that make the Mechanic a very formidable foe. The other path is the Axe / HSCR Mechanic, which continues to use the Mastersmith skill, High Speed Cart Ram and can also use the Axe Tornado AoE outside of a Madogear. Mechanics can use any weapon with High Speed Cart Ram, but have to use an axe for Axe Tornado. They also have the ability to create Fixed Autonomous Weapons (FAWs) which are capable of physical gunfire or ranged magic attacks.
As is the case with all Merchant classes, this class can be very expensive to play and is not recommended as a beginning character.
Tip: If you use a Frilldora carded garment, you can bypass the mobs on this test. Otherwise, it is recommended to go in with a lot of potions, anodyne, and keep yourself buffed to the max and spam HSCR to down mobs quickly.
Builds
Mado Mechanic
(The numbers in captions represent the base amount + job stat bonus)
AGI+ 1+ Optional, but at least 57 BASE (57+3) is recommended for resists and skill reduction on Knuckle Boost+HSCR(if you lose your suit or want to go hybrid build for mvping or WOE)
VIT + 100 (93+7) or (120 if going Suicidal Destruction build for WOE)
INT + 70-90 or (120 if pure suicidal destruction build)
DEX + 100 (97+3) (for cast time, HIT, and Expert Archer bonuses with Heroic Backpack or Fallen Angel Wings)
LUK + 30 (25+5) (small stat bonuses, including how 3 LUK = 1 ATK)
Mechanics are now able to equip the Madogear which is capable of ranged damage, party support skills, and massive damage AoE attacks. This build however requires keeping different catalysts in inventory at all times to use Madogear skills. It must be noted as well that priests cannot heal Mechanics who are in Mado suits so Mado Mechanics would have to use Healing Items on their own. Also, it can get pretty expensive comparatively to continually buy materials to be able to use Mechanic skills. This is not really a problem for a Merchant class though, because of the Enlarge Weight Limit skill that enables carrying more items (Gym Passes stack with this, and increase the weight limit even further). Mechanic also has a surprisingly high base Weight Limit.
It is not possible to acquire all of the Madogear skills however. The player will have to decide whether they want to lean more towards a PVM build or a full out offensive WOE build. Another downside to the Madogear is that the Mechanic loses the Madogear upon death, which can be a problem when inside instance dungeons such as Endless Tower. This could be quite frustrating if the Mechanic is not at a high base level with decent resistance gears and HP for survivability. On the other hand, parties and guilds love support builds because of their excellent utility. It is possible to go hybrid, with both support skills and enough attack skills to be perfectly capable of solo play.
Additional Tips:
Enchanting / carding for ranged damage (Expert Archer) will increase attack damage, as all of the Mado attacks are considered ranged attacks.
Arm Cannon receives a massive damage boost vs undead/demon type when buffed with Aspersio on top of the bonus already given by holy cannonballs. This can be used to the advantage of players do to MASSIVE dps vs these type of monsters. (yes the 2 elements stack and this combination works with dark cannonball + cursed water as well!)
Arm Cannon is also endowable with elements, so use converters and sage enchants to your advantage
: Primary AoE attack spell based off ATK. Damage can be boosted by adding STR/ATK or range damage boosting gear. Has high SP cost at higher levels, and will require high INT or SP leech gear to maintain.
: Works very much like Storm Gust but has a much lower chance of freezing and a much faster cast time with considerably less damage. With Magic Strings this has a very quick cast time, and becomes much more spammable because of the reduced cast delay. The spell is fairly useless for PVM due to the low proc rate of freeze, but it is quite amazing in WOE for protecting Emperium when combined with status ailment mailbreaker/swordbreaker
: An AoE fire attack that does fairly mediocre damage. It work similarly to Bowling Bash. Only recommended to get as prerequisite for Arm Cannon though because the extra point for level 3 can be better spent on other things.
: A spammable single target attack that has a very low cast time, and no cast delay. AGI can improve DPS significantly with this skill because it has no delay. Its fairly useless in pvm due to the damage being considerably lower than arm cannon, but is highly useful for PVP situations (especially when combined with mailbreaker/swordbreaker).
: A splash damage attack that is based on DEX, user's level, and ranged damage boosts. Not a very effective skill but needs to be maxed as prerequisite to Ice Launcher, which is also prerequisite to Arm Cannon.
: Removes defense buffs from enemies. This can remove Kyrie Eleison, Assumptio, Mental Strength, Guard, Millennium Shield (only usable with the Pile Bunker weapon). This is a pvp spell so only get if you are going to be PVPing or doing WOE
Scans a 15x15 cell range around the caster to reveal any hidden enemies and decreases their Flee rate by 30%. Mostly a spell for pvp/WoE as it wont have much use outside of pvp
: 7x7 AoE that freezes everything around the Mechanic. Highly useful for WOE as it also drains the SP of all those within its range. This spell will freeze the caster as well, but this effect can be countered by casting Hover beforehand
This spell is highly notorious in WOE for being the most overpowered spell in the game. With high enough INT, players can easily 1 shot kill everyone within a 7x7 radius of them. Has a pretty fast cast time as well. The downside to this spell however is that you lose your mado suit and it drains all SP to 0, thus making it a 'going down in a blaze of glory' type last ditch effort attack. It also has a 5 minute cooldown, so use it wisely. The formula for this spell works off HP/SP/ATK just like Sura attack spells
A very useful spell with many uses including: escaping hit lag, escaping eminent death, pulling mobs, or even just travelling around town faster. Backslide is also helpful for WOE/PVP but not mandatory
: Blocks ranged attacks and magic attacks in a 5x5 area around the Mado(like a larger mobile version of Pneuma). Invaluable for WoE as well as for protecting a party from ranged MVP AoE attacks or even just biolab monster attacks. The only downside to this spell is that it blocks your own attacks if the monsters manage to come within the spells range, so it can be dangerous to level with this spell unless the mobs are ranged or a tanker is present.
: Lower the defense and magical defense of target. Slightly helpful for MVPing as well, as it works on boss protocol monsters. Can add an extra couple 1000 damage to mATK/ATK spells like Genetics Cart Cannon
Allows the player to Heal themselves while in mado or heal other mados around them. This spell has ups and downs. It is a very powerful heal with no cooldown or cast time that can heal a player to full hp in only 4 casts. The downside is that it requires not only fuel catalysts but repair potions as well. The repair potions weight up to 14 weight EACH, and cost over 1000z. Due to the weight of the Repair Potion's, it is recommended only to use this spell in emergency situations or skip it altogether and just use a healing hat. Another downside is that it doesn't auto cast, and instead pops up a targeting icon so that each cast has to be aimed at the actual mado, very much how the priests spell Heal works.
: Puts up a 5x5 force field around the mado that makes party members become untargetable. Enemies will be unable to kill the Mechanic's party members, and will be forced to focus their attacks on the Mechanic instead who does not receive the buffs effect. Extremely valuable for WOE
: This spell changes the mado into the desired element. Creates a similar effect as that of wearing elemental armor but without having to actually wear the armor. This is a must have spell for MVPing as well as an invaluable must have for WOE to protect against attacks such as dragons breath
: Boost resistance to these 2 elements and adds a small portion of damage as well. This spell is complete garbage due to its extremely badly done math formula, and provides very little resistance or damage boost. Not worth the points at all.
Axe / HSCR Mechanic
STR + 100 (stat points beyond 100 are very costly, and are better utilized in other stats like LUK for more ATK and other bonuses. Every 3 LUK = 1 ATK)
INT + 20-40 (higher SP pool and adds damage to FAWs)
DEX + 80-100 (for HIT, 80 for PVM, up to 100 for MVP / PVP)
LUK + 20-40 (every 3 LUK = 1 ATK, and other small bonuses)
This build is for players that enjoyed the classic style of Blacksmith/Mastersmith play. However it performs VERY poor in PVM and is recommended only as a PVP/MVP build.
This is an 8 cell ranged attack spell that hurls the axe at an enemy and knocks it back 6 cells. Fairly worthless for PVM due to its 3 second cooldown but has some applicable PVP/WOE use.
is a mediocre AoE, as well as the ONLY AOE, that the Axe Mechanic has access to. It's damage is based on ATK and receives a very slight bonus from having high VIT/HP. Max out Axe Tornado and Axe Mastery for maximum damage. This spell caps out at about 12k damage per 3-4 seconds which makes it extremely poor for survivability since you are unable to wear a shield to cast it and VERY poor for killing high end mobs which have upwards of 60k to 100k+ hp. Elemental Converters can help out with additional DPS boost of this spell
causes Lava to erupt from the ground in the targeted cell for 5 seconds in a 7x7 area, dealing fixed damage and inflicting Stun and Burning status. Can be used other than Axe, best combination of the Moonlight Dagger.
Do not waste points on this spell as it is quite worthless. The formula for resist and damage boost is a complete joke and almost completely unnoticeable.
This spell is Gravity's poor attempt at creating a third job substitute for High Speed Cart Ram. This spell utterly fails because it has a 1 second cast delay, where as HSCR has no cast delay. The only benefit to this spell is that it has a 10% chance to stun. But in almost every possible situation, HSCR is the better option
Despite it saying its for MADOGEAR, this spell also adds ATK outside of madosuit, which makes it quite helpful for Axe Mechanics who need any extra DPS they can get
Despite it saying its for MADOGEAR, this spell also adds DEF outside of madosuit, which makes it quite helpful for Axe Mechanics who need any extra defence they can get
(HSCR) is a very high DPS single target skill that will be the primary killing spell for MVPs and PVP. It is great for killing certain MVPs, or for killing off one or two monsters that are not killed by an AoE skill. A Pile Bunker (the weapon) can be used with HSCR, which has very high ATK, and is a mace so the Mechanic can equip a shield. A Giant Axe can also be used as well, which has bonus damage to the HSCR skill. This weapon is two handed however.
It is recommended to create a hybrid Axe / HSCR build that also has some Mado skills for leveling purposes. Mado skills like Arm Cannon are mandatory for leveling beyond level 120 or so, as Axe Tornado will not have adequate damage for higher HP monsters.
One option is to max out the magic FAW skill as it can aid the Mechanic in leveling and PVP and possibly even in MVP. FAWs are very cheap to make (can store all the mats in cart) and do considerable damage, so it can be worth summoning them for a little bit of dps boost.
Auto-attack Crit builds with auto-cast gear perform decently vs MVP's due to the blacksmith and mastersmith damage/speed boosts. This is an option for players experiencing trouble with MVPs having too high of flee rate
Card with Elemental Resist cards or Status Resist cards
Weapon
Crimson Mace [2]
Best refined to +15 to maximize attack bonus. Also a very convenient weapon especially if you have another class (Geneticist specifically). Can card with Archer Skeleton or Abysmal Knight Card for leveling/mvping purposes.
This is the highest ATK weapon of any weapon in the game exclusive to only the Mechanic class. There is a quest to make the pile bunker that requires a few materials and a Brocca (see the Pile Bunker quest). A pre-made Pile Bunker can also be purchased from merchant vendors. Broccas can be purchased in Hugel with Prize Medals or also from merchant vendors.
Both swords are viable to use, but the red sword provides an extra 10 ATK. MUST be carded with three Archer Skeleton Cards, otherwise the damage will be too low. The ranged damage boosts from the card make this a viable leveling weapon, and can be shared with Geneticists. Another bonus to using this is that a shield can be equipped with it, and can be carded for more resistance.
While not the most ideal choice for weapon due to it being two handed, this can be a viable leveling weapon. Can card it with Archer Skeleton Card for more damage. This will put the player at a disadvantage of not having racial reductions, but does provide some resistance against Medium sized monsters.
The garment and its card is a primary source of damage reduction. Fallen Angel Wings and Heroic Backpack provide many damage boosting effects and can also be carded. Nidhoggur's Shadow Garb provides some elemental resist and a chance to leech SP when attacking.
Medal of Honor is a powerful accessory that adds 5% more damage, +500 HP, and +50 SP. Glorious Ring is also useful for 10% damage reduction against certain elements, 300 HP, and 3% cast reduction. When combined, these two items has a set bonus, and have a total of 10% additional ATK/mATK, +10% resistance against certain elements, and +5% increase in rejuvenation from healing items.
Combined with Ice Launcher and Magic Strings, this weapon is quite amazing for WOE due to Ice Launchers spammability under strings effect. Card with status ailment cards: Marina, Familiar, Magnolia, Metaller, Plankton, Requiem
The garment and its card is a primary source of damage reduction. Heroic Backpack provides many damage boosting effects and can also be carded. Nidhoggur's Shadow Garb provides some elemental resist and a chance to leech SP when attacking.
Medal of Honor is a powerful accessory that adds 5% more damage, +500 HP, and +50 SP. Glorious Ring is also useful for 10% damage reduction against certain elements, 300 HP, and 3% cast reduction. When combined, these two items has a set bonus, and have a total of 10% additional ATK/mATK, +10% resistance against certain elements, and +5% increase in rejuvenation from healing items.