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Myles' Mechanic Guide - Printable Version

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Myles' Mechanic Guide - Zenkat - 2011-01-25

FoolsLove Wrote:I don't believe you can, but the line you quoted was talking about Tank mode, not Prototype, lol

I don't know why anyone would prefer Punch Launcher over Atomic. Sure, it may have more horizontal range, but that doesn't mean anything when you're drilling a map are right in front of the mobs. Also despite Punch having 90% more damage at max over Atomic (with max metal fist), my Atomic /always/ does more damage than Punch. Anywhere from 5k to 10k more.

Because there are times and places for both. On short maps with close platforms where a hammer can hit both (like captains), hammer is awesome. On other maps where you're rushing a platform together and wanting to finish them off (AND it takes more than one hammer to do it), you're better off with punch (like i'm doing in DTs right now). Why? Because hammer tosses them in the air giving an unnecessary delay before you can hammer them again. Punch is just better when it takes more than one attack to finish them as it's much more spammable.

As for the arguement with healbot. Is the extra 2 points really necessary? I mean, you get to max everything save for 2 points in one skill in 3rd job. I'm leaving healbot at 18 as it's nearly as good as maxed. You have to max Punch in order to hit 6 mobs, so i'm planning to max it.

I've used nearly every skill while training. Some maps call for certain things like teleporters, or accelerators. In the Captain minidungeon, i used hammer and RnS which was incredibly fun and was much more relaxing than trying to just hammer every platform before the respawn. When i went outside to Captain/Kru, i found a set of teleporters and an accelerator would let me rush the platforms easily. In Death Teddy where i am now, I just use accelerator and rocket jump while drilling and punching platforms in a general counterclockwise motion. Back in Roids, it was all drill rush and flamethrower (as hammer couldnt 1hko them).

I always have dmg reflect and satellites active, and sometimes use gatling to finish off a singular monster as it's pretty quick. Really looking forward to 4th job.


Myles' Mechanic Guide - Locked - 2011-01-25

Tigeon Wrote:You guys gonna make me waste 5 of my skill points just to try this out >_>

Wild Instinct isn't even worth maxing at early levels anyway, so there really isn't much to waste points on.

Also:
http://www.southperry.net/showthread.php?t=37376
http://www.southperry.net/showthread.php?t=37840


Myles' Mechanic Guide - Tigeon - 2011-01-25

Locked Wrote:Wild Instinct isn't even worth maxing at early levels anyway, so there really isn't much to waste points on.

Also:
http://www.southperry.net/showthread.php?t=37376
http://www.southperry.net/showthread.php?t=37840

Hmm strange, I would think a 20% increase in damage would help for just 10 points since it works with all skills. Too lazy to crunch numbers =/


Myles' Mechanic Guide - ChaosH - 2011-01-25

Kaasoljoyyx Wrote:If you have X points into siege mode from 3rd, you have the same X points in siege mode [2]. It's just a hidden skill and you cannot add points to it

Argh, screw hs.net for being confusing and listing Siege Mode [2] as a 'normal skill' Mad

Well, things make MUCH more sense now, thanks.


Myles' Mechanic Guide - Locked - 2011-01-25

Well, I have another question.
[Image: VIxDk.png]

What should I max? I don't use Punch Launcher a lot, which is why there aren't any points in it yet.


Myles' Mechanic Guide - Xephia - 2011-01-25

FoolsLove Wrote:I don't believe you can, but the line you quoted was talking about Tank mode, not Prototype, lol

I don't know why anyone would prefer Punch Launcher over Atomic. Sure, it may have more horizontal range, but that doesn't mean anything when you're drilling a map are right in front of the mobs. Also despite Punch having 90% more damage at max over Atomic (with max metal fist), my Atomic /always/ does more damage than Punch. Anywhere from 5k to 10k more.

Probably because of Hammer's ability to ignore defense.

With Heal Bot maxed, there will be a 5 second cooldown duration opposed to 9 seconds. It may not seem like much, but I find it more useful 4th job+ when I won't even be using Drill Rush or Atomic Hammer.

@Locked: If you Party Quest or boss on that character a lot, I'd recommend Siege Mode for amazing 1v1 damage. If you're just training it, I'd recommend Acceleration Bot. Healing Robot should be considered nearly last since it's not too useful while training at this point and it's bugged.
Of course, I'd personally recommend Punch most out of all of those, but if you disdain it, Acceleration Bot -> Satellite -> Siege Mode seems to be the best route.


Myles' Mechanic Guide - HellenzSin - 2011-01-25

Healling bot might be useful in the future unlike Punch which is useful until you get a good level laser. Plus there are many places where hammer > punch.


Myles' Mechanic Guide - Kaasoljoyyx - 2011-01-25

Xephia Wrote:With Heal Bot maxed, there will be a 5 second cooldown duration opposed to 9 seconds. It may not seem like much, but I find it more useful 4th job+ when I won't even be using Drill Rush or Atomic Hammer.

Um, I still use rush + hammer/punch a lot in 4th, so I don't know what you're talking about. All I do is rush around the map.

If you're thinking of using tank + laser, sure it's strong but you're really really slow. You can cycle maps much faster in prototype mode

*Made an edit on my post on the previous page


Myles' Mechanic Guide - ChaosH - 2011-01-25

HellenzSin Wrote:Punch which is useful until you get a good level laser.

Lvl 1 Laser - 284% x 3 to 6 mobs, godlike range. Punch is useful until you get a laser level.


Myles' Mechanic Guide - HellenzSin - 2011-01-25

Kaasoljoyyx Wrote:Um, I still use rush + hammer/punch a lot in 4th, so I don't know what you're talking about. All I do is rush around the map.

If you're thinking of using tank + laser, sure it's strong but you're really really slow. You can cycle maps much faster in prototype mode

*Made an edit on my post on the previous page

May I know where you train? For most training places at lvl 120-140 you have to jump down and laser each plat, then tele top, jump down and repeat. Don't even need to move with tank.


Myles' Mechanic Guide - Kaasoljoyyx - 2011-01-25

For where it matters i did

128: red dragon turtles. I could do 3 cycles per HS. Rush everything then kill with punch

Then moved to rextons. I could do 3 cycles easy, 4 if I was focused.

Bains is same thing, no use of laser

With mw20 + 30 att pot though, my range at 127 was over 15k. That probably makes a difference.

Lastly, for your healbot situation, dont' forget about the skill "Robot Mastery" in 4th job. At max, it makes all your robot summons last 50% longer. At level 18, my heal bot would last 57 seconds and that's pass the cooldown. I threw one point into it earlier for the nice boost and I see myself maxing it 15x/16x (I'll max it later if I need laser for TT)


Myles' Mechanic Guide - HellenzSin - 2011-01-25

I would ask for your % per hour, but the difference in range is quite big so it probably does make a difference. I agree with your training spots. Using tank there is definetely not that good. I tried rextons using only tank, it's worse than gigas/werewolf/lycans, maps where you can jump down, laser, tele up and repeat. I guess there are good training spots (pretty good for me) for tank+laser training and prototype + punch/hammer. Gonna try bains later rushing +hammer/punch or rushing+laser.


Myles' Mechanic Guide - FluffyFoxxie - 2011-01-25

Personally, I'm going to leave 2 SP out of metal fist mastery for my final build. It should hardly make a difference, and I can have all of my other toys maxed. Drill rush is barely losing out on anything with that, and hammer is inferior to punch launcher in most situations anyways, especially after you get accelerator maxed (considering mobs can't have negative defense.) Punch launcher is simply more spammable than hammer.


Myles' Mechanic Guide - FoolsLove - 2011-01-25

Zenkat Wrote:Because there are times and places for both. On short maps with close platforms where a hammer can hit both (like captains), hammer is awesome. On other maps where you're rushing a platform together and wanting to finish them off (AND it takes more than one hammer to do it), you're better off with punch (like i'm doing in DTs right now). Why? Because hammer tosses them in the air giving an unnecessary delay before you can hammer them again. Punch is just better when it takes more than one attack to finish them as it's much more spammable.

I don't see it. Even with Punch Launcher max I kill mobs quicker with Atomic. All you have to do to get around Hammer pushing them up in the air is to jump up yourself. Atomic does considerably more damage for me, so it kills the mobs quicker for me. No matter what type of map I'm training on. From Lv73 to 109 I trained on completely flat maps (aside from short stints are Kru/Capt), where all I'd do is Drill and Flame/Atomic depending on if I could 100% hit them yet or not. I just went to Ghost Pirates to see how I like it there, and with Flamethrower I do quite a bit of damage on them with it due to their fire weakness, so I'll be here until I can go to DGP.

Locked Wrote:Well, I have another question.
<image>

What should I max? I don't use Punch Launcher a lot, which is why there aren't any points in it yet.
I'd max Satellite. I don't know why you wouldn't have it max already. Was the third thing I maxed. It's a permanent summon that does x3 damage at max. Then Acceleration, and after that whatever you want, really.


Myles' Mechanic Guide - Kaasoljoyyx - 2011-01-26

HellenzSin Wrote:I would ask for your % per hour, but the difference in range is quite big so it probably does make a difference. I agree with your training spots. Using tank there is definetely not that good. I tried rextons using only tank, it's worse than gigas/werewolf/lycans, maps where you can jump down, laser, tele up and repeat. I guess there are good training spots (pretty good for me) for tank+laser training and prototype + punch/hammer. Gonna try bains later rushing +hammer/punch or rushing+laser.

I have an HS mule but

red dragon turtle: 65%~/hr

Rexton: Forgot but maybe 45-50

Bains: 50-55

At bains i tend to use hammer more because i push them to the corner. But I use the occasional punch for stray mobs. It's all situational.


Myles' Mechanic Guide - hadriel - 2011-01-26

Kaasoljoyyx Wrote:If i don't 1hko, i don't have that dumb annoying glitch where spamming hammer won't get any monsters except for the 1st one

- I think its faster but I'm not sure. Haven't bothered to look up delay speeds

You have to jump to hit them all. If you've ever juggled using an Aran, maybe you'd know what I mean. I jump-attack with my BaM alot, just so that I get more mobility and to counter getting pushed back from taking damage. Heck, when my Mech was training at Puppets, I kill the Puppets while jumping down the top platform.

Punch is slightly faster. Or maybe "slightly" is an understatement...

Hadriel


Myles' Mechanic Guide - Locked - 2011-01-26

Kaasoljoyyx Wrote:- I think its faster but I'm not sure. Haven't bothered to look up delay speeds

Punch: 1110ms @ normal 6. 830ms @ faster 2.
Hammer: 1230ms @ normal 6. 920ms @ faster 2.


Myles' Mechanic Guide - warustar - 2011-01-26

Just a couple of my thoughts:

Why would anyone want to max Rocket Booster?
The time-length of Mechanic Rage speed is much more useful, and it's not like people grind with Rocket Booster or something.., so it isn't that important.
Also, the distance Rocket Booster is the same from Lv. 1-20; another reason to why it's not that important.



Myles' Mechanic Guide - Hanabira.Kage - 2011-01-26

warustar Wrote:
Just a couple of my thoughts:

Why would anyone want to max Rocket Booster?
The speed is much more useful (Mechanic Rage), and it's not like people grind with Rocket Booster or something.., so it isn't that important.
Also, the distance Rocket Booster is the same from Lv. 1-20; another reason to why it's not that important.

MP cost. Leaving it at Lv13 means an extra 40 MP (I think) or so per boost/land, which comes up to an extra 80 (not sure about the exact cost) per cast.



Myles' Mechanic Guide - warustar - 2011-01-26

Hanabira.Kage Wrote:
MP cost. Leaving it at Lv13 means an extra 40 MP (I think) or so per boost/land, which comes up to an extra 80 (not sure about the exact cost) per cast.

MP Pots are not that expensive, o: . . .
It's not like we're constantly going to go up with Rocket Booster..I usually use it when I need to go up a level to kill a mob. It's not that consuming..
Besides, the money-saving that Mechanics get from not using that much HP-Pots should be good for buying extra MP too.

Okay, I'm over-analyzing this..LOL.
But, yeah.