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General

My own Mechanic revamp

Hello, I have decided to make my own revamp of Mechanics since they are one of my favorite jobs and to put them into par with the current game/bosses. This is the first time I have tried this so don't bash me if you hate it, but input is appreciated <3. I feel Nexon was trying to focus on Mechanics utilizing lots of skills rather than just one or two like every other job. You can see this with Mechanics Heavy Weapon Mastery, and Metal Fist Mastery, which ultimately they failed to make it viable. We also are one of the only jobs to utilize summons rather than flat out buffs which sadly hinder us in competing with higher level bosses, as they take forever to setup or flat out don't work on bosses. I will focus on keeping this play-style they wanted into my personal revamp and try to make it a positive rather than a negative. I will also try to give my thoughts on some of the skills I decided to keep and why I removed others. Anyways I don't want to make this an essay so I will just get to it...

Edit:6/28/2014: Changed lots of skills to better answer what people left in comments on first page .

[header]Citizen/Pre-Mechanic: This list covers the Mechanic based skills they put under Citizen tree.[/header]

[b]~Mechanic Dash[/b] Double tap in any direction to dash, can be used in mid air repeatably. (Good skill after our latest buff I like it as it is).

[b]~Hidden Peace[/b]: Damage +15%, Max HP +15%, Max MP +15%. (I buffed this up by 5% in every stat it gives. Not really needed but having a bit more health/damage isn't bad).

[b]~Critical Success[/b] Every structure/summon gains the Mechanics critical chance but can only go to a min/max of 20/40% critical damage. (I think it's dumb that some of our stuff can't critical so this is to help!

Overall thoughts: These are some nice buffs we have gotten recently with Nexon trying to help us out.

[header]Mechanic 1: The Toaster Awakens[/header]

[b]~Mech: Prototype[/b] Max HP +500, Max MP +500, +20 attack, Speed +20, Def/MDef +350, Stance 100%. (Max level 10). (Decided to keep this basically the same but increased the defense bonus slightly and added magic defense to it. This skill basically screams out: I'm a Mechanic Rawr)

[b]~Gatling Gun[/b] Fires your Mech's Gatling guns 4 times in front of you for 100% Damage. (Max level 15). (Keeping this one the same)

[b]~ME-07 Drill Hands[/b] Propel your Mech forward with drill-hands pushing back enemy mobs. (Max level 20). Damage 300%, Max Monster hit 15. (Same as well buffing damage up slightly from 260% to 300%).

[b]~New Skill: SG-12 Turret[/b] Deploys a turret down to hit nearby enemies in short bursts.(Max level 20). Max number of turrets:2, Max enemies hit per turret: 3, Damage 200% per attack, Duration 60 Seconds, Interval of bursts: Every 2 seconds.

[b]Flame Launcher Removed[/b]

Overall thoughts: First job wasn't so bad for Mechanics. It's what got me hooked on them and they have a nice concept with the huge Mech. I always thought we deserved a turret-like skill so I decided to stick it in here in replacing our almost never used flame launcher.

[header]Mechanic 2: All Toasters Toast Toast[/header]

[b]~Mechanic Mastery[/b] +20 Weapon Attack, +50% Weapon Mastery, +120 accuracy, +10% critical rate. (Max level 10). (Pretty simple skill almost every, if not all jobs have. Keeping the same).

[b]~Mechanic Rage[/b] Doubles Attack Speed, Duration 200 Seconds. (Max level 10). (As with above it's a basic skill every job has. Keep it the same.)

[b]~Rocket Boost[/b] Allows your double jump to have immense distance vertically dealing damage upon arrival and to enemies you pass upwards. Also knocks back nearby monsters. Damage: 250%, Max monsters hit: 8. (Max level 5). Cool-down: 3 seconds. (My idea with this is the skill right now is just a pain to cast and wait for it to finish. Now with this it is basically a knockoff teleport skill for Mechanics but with the same mechanics as ours currently and much faster casting.)

[b]~Open Portal: GX-9[/b] Summon up to 2 portals that can allow party members to move between them. Entering a portal gives the user a slight speed bonus for 3 seconds. (Max level 5). Duration 300 seconds. (I think this skill is alright where it stands. Long duration and serves its purpose. Gave a slight boost in speed to better help it).

[b]~Perfect Armor[/b] Passive: Your Mech gains a 20% dodge chance against attacks and gains Max HP +500 and +25% Def/MDef. Toggle: Your Mech deals 200% damage to nearby enemies every two second. Max Enemies hit:6. (Max level 20). (Perfect armor should give some armor and bulk so I added health and more armor for our Mech. I think the old toggle of dealing reflected damage was a bit silly and a bit in your face for our Mechanic style so I changed it into a hayato aura pretty much saying stay back).

[b]~Physical Training[/b] STR and DEX +30. (Max level 5). (Not much to say/change).

[b]~Upgrade: Mech[/b] The Mechanic improves his/her skills and upgrades pre-existing skills. SG-12 Turret duration increased to 100 seconds, enemies hit to 4, and bursts every 1 second, 20% chance to summon a bigger turret with +25% damage. ME-07 Drill Hands slightly increased range and damage to 340% (Max level 20). (I think having an improved turret for the later levels as well as increase range on our drill hands is essential for more damage output and better mobility for bosses later. I'd like the turrets to look a bit fancier in this upgraded state as well as a better drill hand animation.)

[b]~Grenade[/b] The Mechanic throws a grenade damaging enemies in a explosion and leaving a static field that damages enemies for 4 seconds. (Max level 20) Explosion damage 300%, static damage 125%, number of attacks: 2 each second Max enemies hit 8. (Added a new attacking skills so no one gets bored hopefully the static should be just the same as distortion bomb but slightly smaller).

[b]Atomic Hammer Removed[/b] (I'll miss you)

Overall thoughts: People will probably start hating me here, but I'm having fun trying to improve the skills. Upgraded pre-existing skills and added a new damage move that had same effects of our distortion mob into a much smaller size for earlier levels.

[header]Mechanic 3: To toast or not to toast?[/header]

[b]~Satellite[/b] Summon Satellites to aid in your attacks against enemies. Nearby structures gain one satellite as well. (credit to AILoki808). Max satellites 3, Damage 300%. (Max level 15). (Increased damage from 270 to 300 for a slight boost and I loved AlLoki808 idea of giving one satellite to summons/structures).

[b]~Rock n Shock[/b] The Mechanic rapidly throws two Tesla coils to his/her left and right and tosses one into the air where it is suspended by a friendly satellite. The Tesla Coils continuously attract each other and produce lightning to each coil damaging enemies who touch the lightning. (Max level 10). Damage 200%, Max Monster Hit 10, Duration 75 seconds. (I love this new change I made to Rock n Shock. It allows us to rapidly set up what would usually take 10+ seconds in under 2. We can't position them wherever we want anymore but usually the most optimal way to set them up while training is having them in a straight line with one in another platform. I also increased the duration by a bit.)

[b]~Overclock[/b] Duration:150 seconds, Damage +30%, Passive: Ignore 30% Monster Def. (Max level 15). (I love this skill and am glad Nexon removed its cool-down. No change!).

[b]~Acceleration Bot EX-8[/b] Deploy a bot that increases the movement cap and speed of party members by 25. (Max level 15) Nearby enemies get slowed up to -40 the closer they walk towards Acceleration Bot and have 20% less defense. ( I don't like how this skill doesn't work on almost any monsters/boss at higher levels. Giving the party a speed boost might be more beneficial.)

[b]~Mechanic's Talent[/b] The Mechanic learns his enemies weakness and becomes accustomed to their tactics gaining a stack-able buff granting 100 Def/MDef and 5% Max Health/Mana for every damage inflicted or taken from an enemy. Max stacks:5. Mechanic loses one stack per 5 seconds if not dealing/receiving damage. Passive: The Mechanic gains Abnormal Status and all elemental resistance +30% (Max level 10). (This is my cheap attempt of trying to make roll the dice an actual mechanic skill and putting healing bots old passive in it.)

[b]~Upgrade: Siege Mode[/b] The Mechanic optimizes his/her Gatling gun into siege mode as well as honing new skills for combat. Siege mode Damage 240%, 100% Critical chance, Rooted on ground. Passive: Animation speed is improved for every skill in first, second and third job. Also allowed to throw grenades in this mode with no interruption. (Max level 20). (I added a passive to increase animation speed for all our skills in the first three jobs since a mechanic should be learning how to use these skills and become better/used to using them.)

[b]~Upgrade: Artilery [/b] The Mechanic further improves on his/her skills and enhances prior skills. (Max level 10) Drill hands,Grenade, and Turret, + 50% damage. Turrets gain the ability to move slowly if no enemies are near it and Bigger Turret chance improved to 40%. Drill-hands leaves behind a flaming path to damage nearby enemies for 2 seconds. Grenade's static field now slows enemies and lowers defense (Increasing the damage on turrets/drill hands/grenade to keep making them viable for training/bossing. Turret should look even more fancier now).

[b]~Amplifier Robot AF-12[/b]Summons a floating robot that follows the Mechanic around giving her and nearby members a +25% damage buff. (Max level 20). (Moved to 3rd job to help mechanic in parties and become more useful in earlier levels also made it follow us).

[b]~Tough Steel[/b] If the Mechanic falls below 25% Health he/she will gain 25% Def/MDef for 20 seconds and will gradually recover 60% of his/her max HP over 5 seconds. Cool-down: 300 seconds. Activates Automatically. Passive: -20% Damage Taken (Max level 10). ( I think this will give mechanics more help in their lack of survivability and will help on bosses where potions are on cooldowns).

[b]Healing bot Removed[/b]

[b]Punch Launcher Removed[/b]

[b]Roll the Dice Removed[/b]

Overall thoughts: I believe this job advance helps mechanics become more useful in parties and helps their survivability immensely. Having faster skills will help training and bosses too and making the Mechanic skills not a hassle to set down.

[header]Mechanic 4: The good, the bad, the toast[/header]

[b]~Extreme Mech[/b] ATT+40, Def/MDef+1000, Max HP/MP +1500, Weapon Mastery +70 and Max HP +30%. Defense Cap Increased to 19,999 (Max level 30) (Not much to change a good skill slightly added more HP and put MDef as well.)

[b]~Mech: Missile Tank[/b] Activates Missile Tank mode. Using siege mode in this mode allows you to be able to move. (Max level 30) Damage 250%, Basic Critical rate +20%, Damage Bonus in siege mode +30%, all critical hits. In this mode you are allowed to use drill-hands in the form of a slightly enhanced dash dealing the same damage you would with the skill, throw grenades, and use rocket boost. (Only thing changed is putting hover mode in it as a passive and allowing you to use drill hands which I think will help a lot, rest is the same).

[b]~Laser Blast[/b] Damage 550%, Max Attacks 5, Max Monsters hit 10. (Max level 30). (Increased damage to 550 because 545 is a silly number and made monsters hit from 8 to 10).

[b]~Bots 'n Tots[/b] Installs robot factory that summon robots which self destruct to damage nearby enemies. (Max level 30). Damage 550%, Duration 60 seconds, Summons 4 every 3 seconds. Has a 10% chance to summon a bigger robot dealing twice the damage. (Just a slight buff in every aspect of it with a cool gimmick)

[b]~Robot Mastery[/b] Robots Damage +75%, Summon Duration +75%. SG-12 Turret cap raised to four and max enemies hit raised to 5. Turrets ignore 33% armor. (Max level 15)( A nice skill one of my favorites buffed 70 to 75 and added buff to old skills)

[b]~Robot SG-88[/b] Summon a smaller sizer version of Robot SG-88 to aid in attacking and explodes to attack the whole screen after his duration ends. (Max level 30). Damage 600% Max enemies hit 2. Explosion Attack 950%. Duration 60 seconds. Passive: Damage Taken -30% (I think it would be nice to have a familiar like bishops/mages do or did)

[b]~Destruction Mode[/b] The Mechanic buffs him/herself and all party members with +20% Critical chance as well as an increase in 5% minimal critical damage, but increases Mana usage by 40%. (Max level 20) ( I think giving Mechanics at-least one real buff would help)

[b]~Robot EX-7[/b] The Mechanic sets up a magnetic field around him/her self to not fall below one health. For every hit taken in this mode the mechanic will unleash a blast dealing 150% damage to enemies in a area around the mechanic. Max Damage possible 1500%. (Max level 10) Duration 15 Seconds. Cooldown: 100seconds (Just a helpful training device for Mechanics and for bossing)

[b]~One with Machine[/b] The Mechanic gains a 3% Damage bonus for every TYPE of summon in the field. Passive: Increases damage robots deal to bosses by 20% (Max level 15) ( I counted 9 types of summons so an overall 27% damage bonus if fully summoned)

[b]~Maple Warrior[/b] All stat +15%, Duration 900s. (Max level 30). (Same old, Same old).

[b]~Hero's Will[/b] Remove abnormal status, (Max level 5) Cool-down: 360 seconds. (Same old, Same old).

[b]Satellite Safety Removed[/b]

[b]Double Down Removed[/b]

[header]Hypers [/header]

[b]Passives: [/b]
[b]Laser Blast[/b] +1 Line, +2 Targets, +20% Damage
[b]Siege Mode[/b] 30DPS, Defense Ignore + 30% ,Boss Damage + 20%
[b]SG-12 Turret[/b] +1 Turret limit, +20% Damage, Duration +30seconds

[b]Actives: [/b]
[b]Level 150:Robot Overlord[/b] Each Summon becomes overcharged with energy gaining + 20 seconds duration and dealing bonus damage to enemies.
[b]Level 170:Machine Frenzy[/b] A horde of robots engulf the screen dealing damage to enemies on the map for the next 10 seconds. Cooldown is reduced by 5 seconds for each summon on the map. Cool-down 70seconds

June 27, 2014

19 Comments • Newest first

BRSlove

Why is this under Shade job now </3

Reply July 9, 2014
geovanny

Nice changes I would def play this if nexon changed it

Reply July 2, 2014
BRSlove

[quote=Enternal]I feel like mechs should have a lot of defense because they're move tank like, you should add a skill where when you die, everything explodes and you eject out of your mech, like the drk revive skill[/quote]

Well I already gave them a skill that makes them not die for 15seconds and another one that heals 60% max hp when your below 30%. I also added a ton more HP and Def on all skills.

Reply June 29, 2014
Enternal

I feel like mechs should have a lot of defense because they're move tank like, you should add a skill where when you die, everything explodes and you eject out of your mech, like the drk revive skill

Reply June 29, 2014
AILoki808

If the SG12 buff is Upgrade: artillery, then it was packaged too neatly.
I want cold hard numbers .

And to the Ex robo: hacks!.
jkjk
We need something like this.
Aipproved.

Reply June 28, 2014
BRSlove

[quote=AILoki808]Ah I see the change now. Old posts vs updated revamp is confusing.
It's going to be quite a clunky play style between setting up turrets and aiming the grenade.
That gets solved in 3rd job from siege mode I assume.
In 3rd job it still seems a bit clunky as you would rely even more on turrets and aiming grenade for training. What are your thoughts on this?
And also, no boost to SG-12 in 3rd job so it seems a bit lacking.

wait, just remembered I never had a slinger back in the day.
I don't know how grenade was used so its use may not have been too clunky.

Oh and... *whisper*(how about some %hp resistance? Pallies and party shield variants still have the tank spotlight)*whisper[/quote]

Sg12 is buffed in 3rd job look again lol .

Look at the new Ex robot in 4th job I just made, thoughts?

Reply June 28, 2014 - edited
AILoki808

Ah I see the change now. Old posts vs updated revamp is confusing.
It's going to be quite a clunky play style between setting up turrets and aiming the grenade.
That gets solved in 3rd job from siege mode I assume.
In 3rd job it still seems a bit clunky as you would rely even more on turrets and aiming grenade for training. What are your thoughts on this?
And also, no boost to SG-12 in 3rd job so it seems a bit lacking.

wait, just remembered I never had a slinger back in the day.
I don't know how grenade was used so its use may not have been too clunky.

Oh and... *whisper*(how about some %hp resistance? Pallies and party shield variants still have the tank spotlight)*whisper

Reply June 28, 2014 - edited
BRSlove

[quote=AILoki808]Hello there

The guide is visually much better than my revamp and, I guess, much less op.

Your guide addresses some tank issues of your, um, tank, but, like others have stated, the situation on the toaster's lateral projections has not been dealt with.

For second job issues that others have brought up, why not just let grenade summon more than 1 grenade?
It will be long range and it will stick around to damage 4 enemies in the field for 250%/s for 4 seconds.
Stacking like 4 of them will do 1000% damage to 4 enemies/s.
If they each die from the first shock, then you would be hitting around 16 enemies at most with these babies.
to me everyone is taking grenade as a distortion bomb ripoff.
The other skills up to 2nd job seem fine, but it just lacks the atomic hammer.
so give them an atomic hammer-ish thing.
My suggestion is too op though so go fishing or something .

All-in-all I believe we are moving in the right direction, but mechanics just don't fit in with the rest of the kids.[/quote]

Well what others hated was that I put siege in second and grenade was third so I already fixed that. Also you should be able to fire many grenades. I was thinking this skill would be like the gunslingers old grenade skill where you could sorta aim it and it would leave the distortion effect but a smaller version. With the drillhands being able to be used in tank mode movement should be much more decent.

Reply June 28, 2014 - edited
AILoki808

Hello there

The guide is visually much better than my revamp and, I guess, much less op.

Your guide addresses some tank issues of your, um, tank, but, like others have stated, the situation on the toaster's lateral projections has not been dealt with.

For second job issues that others have brought up, why not just let grenade summon more than 1 grenade?
It will be long range and it will stick around to damage 4 enemies in the field for 250%/s for 4 seconds.
Stacking like 4 of them will do 1000% damage to 4 enemies/s.
If they each die from the first shock, then you would be hitting around 16 enemies at most with these babies.
to me everyone is taking grenade as a distortion bomb ripoff.
The other skills up to 2nd job seem fine, but it just lacks the atomic hammer.
so give them an atomic hammer-ish thing.
My suggestion is too op though so go fishing or something .

All-in-all I believe we are moving in the right direction, but mechanics just don't fit in with the rest of the kids.

Reply June 28, 2014 - edited
ak44

Not exactly the way I'd like a revamp but nice design. There are some flaws and some skills are boring.
Most of these changes are "convenience changes" (faster casting animations, drillhands in tank mode, less fragility) that improve gameplay experience and follow logic better. It is sad that mechanics only ask for such changes.
I can see the theme of managing robot summons, but unlike Nexon, you give a reward for doing so, which is excellent.

Honestly, it is so easy to think of ways to improve the mechanic class once you play it. Too easy

Reply June 28, 2014 - edited
BRSlove

I think Tough Steel was the skill I made to replace that as well with all the HP and DEF bonuses Mech should be really bulky now. I did add more damage taken reduction @ Above

Reply June 27, 2014 - edited
MechSurge

[quote=inuyou]how about you go play a NL or a DrK if you want an easy class lol im glad nexon will never read this[/quote]

Easy class? I don't think you understand how under-powered mechanics are. I know not all classes can be balanced, but the amount of flaws that this class has is just ridiculous. We can't take hits at all, our mobility is the worst in the game, and our damage is average at best. Have you even tried bossing as a mechanic? Beating endgame bosses like magnus require double the damage range that it would normally take for any other class. Something is definitely wrong if a mech with a 500k range struggles with bosses that a nightlord with a 150k range can handle. Don't even try to say that portals help us with our mobility problems. They'll eventually expire and you have to set them up in two places for it to work. This takes way too long.

The new mechdash is nice, but our hitboxes are still way too big to avoid attacks effectively. Even wild hunters had their hitboxes reduced. We're also useless when we're off our mech. Sure, wild hunters might have this issue too, but at least they have smaller hitboxes, much better mobility, and they even have a buff that doubles their damage. The constant mana drain from tank mode might not seem like a big issue, but coupled with the massive hp pot burn, it is just punishing for any unfunded mechanics. Plus, the hovercraft mode isn't even that useful due to the lower dps output. We'd be better off using laser blast. And it doesn't matter if we're no longer locked at 120/100 speed and jump in hovermode. Our hitboxes are still bigger than they need to be. And, the mode transitioning from tank mode--->Siege--->Hover takes too long. If that's not bad enough, since we can't use any buffs or summons in siege or hovermode, we have to manually switch back from Hover---->Siege---->Tank. Doing this is just asking to be killed during a boss run.

We also have two useless passives too. They buff the damage for skills that we don't even use anymore once we hit 4th job. Also, accelerator bot is useless during boss runs and mobs in higher level training areas. Our only damage boosting summon requires us to sit in one spot which is a death sentence. Most of our summons that boost dps such as bots and tots and rock and shock have CDs too. Once we die during a boss run, the summons disappear and we won't be able to use them again for a while. Even once the CD is over, it still takes way too long to place them. It's pretty annoying setting up all the summons and buffs, only to get ohkoed because mechanics are so terrible at avoiding hits. And, we have some of the most useless hypers in the game. Even our 170 hyper is nothing more than a copy of WH's 4th job skill. No offense, but you're really ignorant if you think that mechanics are even remotely on par with the other classes in this game. Either that, or you're just a troll. I understand that some classes are meant to be harder to play than others. But, when the vast majority of players have quit their mechanics for another class and the ones that are left are asking for a revamp, something needs to change. o.o

OT: Anyway.. as for this mechanic revamp, I like the turret skill, but I agree with the others. Without atomic hammer and punch launcher, training will be a lot slower and we don't need a bossing skill in 2nd job. I'd also like more damage reduction skills too. And, instead of removing satellite safety, maybe make it so that when we take about 30% damage from an attack, only one of the three satellites will absorb the hit. This way we can take up to 3 fatal hits without having to constantly recast satellite safety.

Reply June 27, 2014 - edited
BRSlove

I'll try to reply to everyone in this comment.

For Mana costs it would affect the whole party kind of dumb if it only affected the Mechanic and not giving everyone elese higher costs if they where to get a critical bonus. Guess the only exception would be Manaless jobs like Kanna.

I know I took a big risk with the same moves as I mentioned in the guide but my idea was they would be getting redone with the Upgrade skill and would look new so it's basically a new skill with the properties of the old one. Maybe If I move Grenade into 2nd job and put siege mode into third with the bonuses that upgrade gives?

Does that mean I made them too op or bad I don't get it </3

Did some changes

Reply June 27, 2014 - edited
inuyou

how about you go play a NL or a DrK if you want an easy class lol im glad nexon will never read this

Reply June 27, 2014 - edited
battleox288

Seems good, but the lack of Atomic Hammer in 2nd job and Punch Launcher in 3rd really limits training. The only mobbing in 2nd now is the turrents, and that doesn't really count as a mobbing skill. Same with 3rd job. That grenade skill doesn't sound that helpful. Move siege back into 3rd since we don't really boss pre lv.60, and add in some proper mobbing skill such has Hammer or Launcher for 2nd/3rd job.

Reply June 27, 2014 - edited
Kazzooey

Yea this kinda stunk imo

Reply June 27, 2014 - edited
Journey

I stopped reading as soon as you took out atomic hammer, I would go bonkers using the same mobing move from 10-60, and who needs a bossing move in second job anyways?

Reply June 27, 2014 - edited
Pheonixsblaze

I want toast.

OT: Does the party buff"s mana usage apply to the entire party?

Reply June 27, 2014 - edited
Kiryuin

now if only nexon cared

but in all honest it's really great in terms of bring mechanics speed to par with the other classes, i think damage increases wouldn't hurt mechanics at all even with the ridiculously high 550% on laser blast. good thought process.

Reply June 27, 2014 - edited