{lang: 'en-US'}

Myles' Mechanic Guide | Mechanic Training Spots | Mechanic Skill Explanations


This is gonna be the place for my Mechanic guide, and what I'm following/going to follow. Worked fine for me, so it should for you.



This is ignored
Level 10: +3 Prototype (3); +1 Gatling Shot (1); +1 Screw Pucnh
Level 11: +3 Prototype (6)
Level 12: +3 Prototype (9)
Level 13: +1 Prototype (10) [MAX]
Level 14: +3 Screw Punch (4)
Level 14: +3 Screw Punch (7)
Level 15: +3 Screw Punch (10)
Level 16: +3 Screw Punch (13)
Level 17: +3 Screw Punch (16)
Level 18: +3 Screw Punch (19)
Level 19: +1 Screw Punch (20) [MAX];+2 Gatling Shot (2)
Level 20: +3 Gatling Shot (5)
Level 21: +3 Gatling Shot (8)
Level 22: +2 Gatling Shot (10); +1 Flamethrower (1)
Level 23: +3 Flamethrower (4)
Level 24: +3 Flamethrower (7)
Level 25: +3 Flamethrower (10)
Level 26: +3 Flamethrower (13)
Level 27: +3 Flamethrower (16)
Level 28: +3 Flamethrower (19)
Level 29: +1 Flamethower (20) [MAX]; +2 Gatling Shot (12)
Level 30: +3 Gatling Shot (15) [MAX]

Ending with:
Prototype (10) [MAX]
Gatling Shot (15) [MAX]
Flamethrower (20) [MAX]
Screw Punch (20) [MAX]

Reasoning:

1 in everything because the skills are useful level 1. Max Prototype next because it gives +10 ATK and +400(M)DEF at max, which is incredibly useful.

The next bit depends on you and your playing style. I preferred Screw Punch as some people prefer Flame Thrower. Screw Punch does more damage to more monsters, and it's easier to mob with. However, if you hold down Flame Thrower it will do more damage over time. But with the monsters you train on only a couple of Screw Punches will kill them. If you prefer Flamethrower, by all means swap the Gatling & Flamethrower with Screw Punch. Oh and yes, you can max everything in 1st job.


Training Locations
10-20: Elderstien(sp?) quests; Blue Ribbon Pigs; Stone Gollems.
20-30: Elderstien quests; Mixed Stone Gollem; Subway Cleanup.


This is ignored
Level 30: +1 Heavy Weapons Mastery (1); +1 Atomic Hammer (1); +1 Rocket Jump (1)
Level 31: +1 Perfect Armour (1); +2 Mechanic Mastery (2)
Level 32: +3 Mechanic Mastery (5)
Level 33: +3 Prototype Booster(3)
Level 34: +3 Prototype Booster (6)
Level 35: +3 Mechanic Mastery (8)
Level 36: +3 Mechanic Mastery (11)
Level 37: +3 Mechanic Mastery (14)
Level 38: +3 Mechanic Mastery (17)
Level 39: +3 Mechanic Mastery (20) [MAX]
Level 40: +3 Atomic Hammer/Heavy Weapons Mastery (4)
Level 41: +3 Atomic Hammer/Heavy Weapons Mastery (7)
Level 42: +3 Atomic Hammer/Heavy Weapons Mastery (10)
Level 43: +3 Atomic Hammer/Heavy Weapons Mastery (13)
Level 44: +3 Atomic Hammer/Heavy Weapons Mastery (16)
Level 45: +3 Atomic Hammer/Heavy Weapons Mastery (19)
Level 46: +1 Atomic Hammer/Heavy Weapons Mastery (20) [MAX]; +2 Heavy Weapons Mastery/Atomic Punch (3)
Level 47: +3 Heavy Weapons Mastery/Atomic Hammer (6)
Level 48: +3 Heavy Weapons Mastery/Atomic Hammer (9)
Level 49: +3 Heavy Weapons Mastery/Atomic Hammer (12)
Level 50: +3 Heavy Weapons Mastery/Atomic Hammer (15)
Level 51: +3 Heavy Weapons Mastery/Atomic Hammer (18)
Level 52: +2 Heavy Weapons Mastery/Atomic Hammer (20) [MAX]; +1 Perfect Armour (2)
Level 53: +3 Perfect Armour (5)
Level 54: +3 Perfect Armour (8)
Level 55: +3 Perfect Armour (11)
Level 56: +3 Perfect Armour (14)
Level 57: +3 Perfect Armour (17)
Level 58: +3 Perfect Armour (20) [MAX]
Level 59: +3 Rocket Jump (4)
Level 60: +3 Rocket Jump (7)
Level 61: +3 Rocket Jump (10)
Level 62: +3 Rocket Jump (13)
Level 63: +3 Rocket Jump (16)
Level 64: +3 Rocket Jump (19)
Level 65: +1 Rocket Jump (20) [MAX]; +2 Portal (2)
Level 66: +3 Portal (5)
Level 67: +3 Portal (8)
Level 68: +2 Portal (10) [MAX]; +1 Prototype Booster (7)
Level 69: +3 Prototype Booster (10)
Level 70: +3 Prototype Booster (13)

Ending with:
Atomic Hammer (20) [MAX]
Mechanic Booster (20) [MAX]
Prototype Booster (13) [MAX]
Heavy Weapons Mastery (20) [MAX]
Rocket Jump (20)/ [MAX]
Portal (10) [MAX]
Perfect Armour (20) [MAX]

Reasoning:

I've gone wrong here. You should end up with max everything with level 13 Booster. If anyone can find where I went wrong can you point it out please :s.

This build is controversial. It's up to you whether you follow it or not. +1 in Atomic Hammer because it's godly at level 1. +1 in Heavy Weapons Mastery because it adds 2 extra bullets to Gatling Shot AND increases the range of both Gatling & Flamethrower AND it makes Flamethrower cause burn damage, well worth the 1 point this early. +1 in Rocket Jump because it removes the need for ropes and ladders, plus it causes damage when you land (and it's not even bad damage).

Next you should max Atomic Hammer, the damage gets better and better (duh), however I've heard of people doing Heavy Weapons Mastery to increase damage of Flamethrower. It's up to you, and based on whether you use Atomic Hammer or Flamethrower to train more. I personally used Atomic Hammer because of how strong it was.

After Atomic Hammer you should max Heavy Weapons Mastery, or if you maxed Heavy Weapons Mastery already then you should pump up Atomic Hammer. Obvious reasons apply.

Maxing Perfect Armour gives more chance to "Guard" (receive 0 damage), and it reflects more damage to a monster. You can leave this until later but I liked it too much.

Now it gets different for people. I personally found the extra damage from Rocket Jump more appealing than a longer Booster. It's more damage from Jump & a shorter Booster vs a longer Booster & weaker Jump. I don't mind casting Booster more (especially with the Flamethrower trick, explained later), whereas other people don't want to cast it too often.

With Portal, people find it more effective than others. I personally have only found two maps which I used it on. The first was Robos, and that was from the bottom to the top platform (with Robos on). This allowed me to Hammer the top two platforms, and Screw mob the bottom, and an easy teleport to the top to repeat. The other map is puppets, and it's not even NEEDED here. I had it at the left end of the top platform going to the bottom left. This allowed me to easily mob the bottom as I didn't have to position myself to start mobbing.

Rest of the points into either Booster or Jump, depending on your build.


Training Locations
30-40: Mushroom Kingdom quests; Kerning Square quests; CDs; CPQ.
40-50: Kerning Square quests; CDs; CPQ.
50-60: Drakes (Ant Tunnel 1); White Pangs
55: Toy Trojans
60: Robos
60-65: KFT/Omega Sector Quests
60-66: Plateons
66-70: Puppets

Flamethrower "glitches".
If you quickly tap Flamethrower, wait a split second then cast Booster, it removes the unnecessary double-animation, and only does the first, normal, animation.
If you tap Flamethrower before using Hammer, it takes nearly no time to cast, burns monsters, and causes burn damage as you're swinging your hammer. I will be using this technique until I find a stronger way to kill a mob. It also works with Punch, but I don't use that straight away.


This is ignored
Level 70: +1 Atomic Punch (1); +1 Magnetic Field (1); +1 Machine Gun (1)
Level 71: +1 Satellite (1); +1 Lucky Dice (1); +1 Amplifier (1)
Level 72: +3 Atomic Punch (4)
Level 73: +3 Atomic Punch (7)
Level 74: +3 Atomic Punch (10)
Level 75: +3 Atomic Punch (13)
Level 76: +3 Atomic Punch (16)
Level 77: +3 Atomic Punch (19)
Level 78: +1 Atomic Punch (20) [MAX]; +2 Metal Fist Mastery (2)
Level 79: +3 Metal Fist Mastery (5)
Level 80: +3 Metal Fist Mastery (8)
Level 81: +3 Metal Fist Mastery (11)
Level 82: +3 Metal Fist Mastery (14)
Level 83: +3 Metal Fist Mastery (17)
Level 84: +3 Metal Fist Mastery (20) [MAX]
Level 85: +3 Satellite (4)
Level 86: +3 Satellite (7)
Level 87: +3 Satellite (10)
Level 88: +3 Satellite (13)
Level 89: +3 Satellite (16)
Level 90: +3 Satellite (19)
Level 91: +3 Satellite (20) [MAX]; +2 Amplifier (3)
Level 92: +3 Amplifier (6)
Level 93: +3 Amplifier (9)
Level 94: +3 Amplifier (11)
Level 95: +3 Amplifier (14)
Level 96: +1 Amplifier (15) [MAX]; +2 Magnetic Field (3)
Level 97: +3 Magnetic Field (6)
Level 98: +3 Magnetic Field (9)
Level 99: +3 Magnetic Field (11)
Level 100: +3 Magnetic Field (14)
Level 101: +3 Magnetic Field (17)
Level 102: +3 Magnetic Field (20) [MAX]
Level 103: +3 Lucky Dice (4)
Level 104: +3 Lucky Dice (7)
Level 105: +3 Lucky Dice (10)
Level 106: +3 Lucky Dice (13)
Level 107: +3 Lucky Dice (16)
Level 108: +3 Lucky Dice (19)
Level 109: +1 Lucky Dice (20) [MAX]; +2 Machine Gun (3)
Level 110: +3 Machine Gun (6)
Level 111: +3 Machine Gun (9)
Level 112: +3 Machine Gun (12)
Level 113: +3 Machine Gun (15)
Level 114: +3 Machine Gun (18)
Level 115: +2 Machine Gun (20) [MAX]; +1 Healing Bot (1)
Level 116: +3 Healing Bot (4)
Level 117: +3 Healing Bot (7)
Level 118: +3 Healing Bot (10)
Level 119: +3 Healing Bot (13)
Level 120: +3 Healing Bot (16)

Ending with:
Atomic Punch (20) [MAX]
Metal Fist Mastery (20) [MAX]
Satellite (20) [MAX]
Machine Gun (20) [MAX]
Amplifier (15) [MAX]
Magnetic Field (20) [MAX]
Lucky Dice (20) [MAX]
Healing bot (16)


Reasoning:

I got 1 in those skills first because they seem useful. 1 Fist outdamages max Atomic Hammer, but it can only attack in font of you. The Tri-Summon allows for me to attack when I'm not in that area, so it can be useful. 1 Machine Gun for bossing, it's the fastest attacking skill in game. Next I got 1 in Satellite, the damage is alright for a level 1 passive skill (it never expires like Perfect Armour). 1 in Lucky Dice because I have never used it before, although it's not too great at level 1. 1 in Amplifier to see how it works, and I say the 1 point is useful. It speeds up the monsters, so easy mobbing, and it slightly decreases monster's defence, AND when it expires it explodes, causing damage. For now, I'm maxing Fist, getting the damage up. Then I'm going to max Metal Fist Mastery to get Screw Punch & Atomic Hammer's damage up. Satellite is fairly strong, even at level 1, so I'm maxing that now. Apparently it hits ~20k at level 15 (3 hits), so let's just see.

About Healing Bot not being maxed. The time it takes to cast it, then sit (down button) and wait for it to heal is not worth the extra 4 SP which I would prefer in Amplifier for more damage. If you're more for saving pots, you could max it and leave Amplifier at 16, but I'm more for damage so I would prefer maxed Amplifer.

At the moment, I'm maxing Dice BEFORE Magnetic Field. Field seems good enough at level 1, but Dice is kinda pathetic. Just mixing them two around, and so are a few of my friends. Working for us, but if you use Field more in training, max that before Dice of course.


Training Locations
70: Puppets
71-73: Bugs in Leben Mine. Not quite sure what level I actually went here, but I ended around 74
74-75: The big Racoons in the top portal where the little Racoons in Leben Mines are.
75-77: Ariant Quests. All of them got me to 77 and they were fairly easy to do.
77-83: Sahel 1/2/3. I prefer 2 since it doesn't have a stupid ledge where 2 monsters spawn like Sahel 1 has. Sahel 3's monsters are too weak (just Sand Moles) so yeah.
79-83: Triple Rumo are apparently good. Pure spawn + flat map. Credits to SethElite
84-87: Iron Mutaes at B3. I was getting 75% per 15mins around level 84, on 1.2x exp. Highly recommended, or you could stay at Scorpions/Sand Moles
87+: Going to C2 soon when my lag spikes end...

Blogger Tips and TricksLatest Tips And TricksBlogger Tricks