WITH GMS NAMES:
Spoiler
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.
[header]First Job[/header]
Level 10: +3 Mech: Prototype (3); +1 Gatling Shot (1); +1 Screw Pucnh
Level 11: +3 Mech: Prototype (6)
Level 12: +3 Mech: Prototype (9)
Level 13: +1 Mech: Prototype (10) [MAX]
Level 14: +3 ME-07 Drillhands (4)
Level 14: +3 ME-07 Drillhands (7)
Level 15: +3 ME-07 Drillhands (10)
Level 16: +3 ME-07 Drillhands (13)
Level 17: +3 ME-07 Drillhands (16)
Level 18: +3 ME-07 Drillhands (19)
Level 19: +1 ME-07 Drillhands (20) [MAX];+2 Gatling Shot (2)
Level 20: +3 Gatling Gun (5)
Level 21: +3 Gatling Gun (8)
Level 22: +2 Gatling Gun (10); +1 Flame Launcher (1)
Level 23: +3 Flame Launcher (4)
Level 24: +3 Flame Launcher (7)
Level 25: +3 Flame Launcher (10)
Level 26: +3 Flame Launcher (13)
Level 27: +3 Flame Launcher (16)
Level 28: +3 Flame Launcher (19)
Level 29: +1 Flamethower (20) [MAX]; +2 Gatling Gun (12)
Level 30: +3 Gatling Gun (15) [MAX]
Ending with:
Mech: Prototype (10) [MAX]
Gatling Gun (15) [MAX]
Flame Launcher (20) [MAX]
ME-07 Drillhands (20) [MAX]
Reasoning:
[SIZE="2"]Training Locations[/SIZE]
10-20: Edelstein quests; Blue Ribbon Pigs; Stone Golems.
20-30: Edelstein quests; Mixed Stone Golem; Subway Cleanup.
[header]Second Job[/header]
Level 30: +1 Heavy Weapon Mastery (1); +1 Atomic Hammer (1); +1 Rocket Booster (1)
Level 31: +1 Perfect Armour (1); +2 Mechanic Mastery (2)
Level 32: +3 Mechanic Mastery (5)
Level 33: +3 Mechanic Rage (3)
Level 34: +3 Mechanic Rage (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 Weapon Mastery (4)
Level 41: +3 Atomic Hammer/Heavy Weapon Mastery (7)
Level 42: +3 Atomic Hammer/Heavy Weapon Mastery (10)
Level 43: +3 Atomic Hammer/Heavy Weapon Mastery (13)
Level 44: +3 Atomic Hammer/Heavy Weapon Mastery (16)
Level 45: +3 Atomic Hammer/Heavy Weapon Mastery (19)
Level 46: +1 Atomic Hammer/Heavy Weapon Mastery (20) [MAX]; +2 Heavy Weapon Mastery/Atomic Hammer (3)
Level 47: +3 Heavy Weapon Mastery/Atomic Hammer (6)
Level 48: +3 Heavy Weapon Mastery/Atomic Hammer (9)
Level 49: +3 Heavy Weapon Mastery/Atomic Hammer (12)
Level 50: +3 Heavy Weapon Mastery/Atomic Hammer (15)
Level 51: +3 Heavy Weapon Mastery/Atomic Hammer (18)
Level 52: +2 Heavy Weapon 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 Booster (4)
Level 60: +3 Rocket Booster (7)
Level 61: +3 Rocket Booster (10)
Level 62: +3 Rocket Booster (13)
Level 63: +3 Rocket Booster (16)
Level 64: +3 Rocket Booster (19)
Level 65: +1 Rocket Booster (20) [MAX]; +2 Open Portal: GX-9 (2)
Level 66: +3 Open Portal: GX-9 (5)
Level 67: +3 Open Portal: GX-9 (8)
Level 68: +2 Open Portal: GX-9 (10) [MAX]; +1 Mechanic Rage (7)
Level 69: +3 Mechanic Rage (10)
Level 70: +3 Mechanic Rage (13)
Ending with:
Atomic Hammer (20) [MAX]
Mechanic Mastery (20) [MAX]
Mechanic Rage (13)
Heavy Weapon Mastery (20) [MAX]
Rocket Booster (20) [MAX]
Open Portal: GX-9 (10) [MAX]
Perfect Armour (20) [MAX]
Reasoning:
[SIZE="2"]Training Locations[/SIZE]
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
Flame Launcher "glitches".
If you quickly tap Flame Launcher, wait a split second then cast Booster, it removes the unnecessary double-animation, and only does the first, normal, animation.
If you tap Flame Launcher 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.
[header]Third Job[/header]
Level 70: +1 Punch Launcher (1); +1 Rock 'n Shock (1); +1 Mech: Siege Mode (1)
Level 71: +1 Satellite (1); +1 Roll of the Dice (1); +1 Acceleration Bot EX-7 (1)
Level 72: +3 Punch Launcher (4)
Level 73: +3 Punch Launcher (7)
Level 74: +3 Punch Launcher (10)
Level 75: +3 Punch Launcher (13)
Level 76: +3 Punch Launcher (16)
Level 77: +3 Punch Launcher (19)
Level 78: +1 Punch Launcher (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 Acceleration Bot EX-7 (3)
Level 92: +3 Acceleration Bot EX-7 (6)
Level 93: +3 Acceleration Bot EX-7 (9)
Level 94: +3 Acceleration Bot EX-7 (11)
Level 95: +3 Acceleration Bot EX-7 (14)
Level 96: +1 Acceleration Bot EX-7 (15) [MAX]; +2 Rock 'n Shock (3)
Level 97: +3 Rock 'n Shock (6)
Level 98: +3 Rock 'n Shock (9)
Level 99: +3 Rock 'n Shock (11)
Level 100: +3 Rock 'n Shock (14)
Level 101: +3 Rock 'n Shock (17)
Level 102: +3 Rock 'n Shock (20) [MAX]
Level 103: +3 Roll of the Dice (4)
Level 104: +3 Roll of the Dice (7)
Level 105: +3 Roll of the Dice (10)
Level 106: +3 Roll of the Dice (13)
Level 107: +3 Roll of the Dice (16)
Level 108: +3 Roll of the Dice (19)
Level 109: +1 Roll of the Dice (20) [MAX]; +2 Mech: Siege Mode (3)
Level 110: +3 Mech: Siege Mode (6)
Level 111: +3 Mech: Siege Mode (9)
Level 112: +3 Mech: Siege Mode (12)
Level 113: +3 Mech: Siege Mode (15)
Level 114: +3 Mech: Siege Mode (18)
Level 115: +2 Mech: Siege Mode (20) [MAX]; +1 Healing Robot H-LX (1)
Level 116: +3 Healing Robot H-LX (4)
Level 117: +3 Healing Robot H-LX (7)
Level 118: +3 Healing Robot H-LX (10)
Level 119: +3 Healing Robot H-LX (13)
Level 120: +3 Healing Robot H-LX (16)
Ending with:
Punch Launcher (20) [MAX]
Metal Fist Mastery (20) [MAX]
Satellite (20) [MAX]
Mech: Siege Mode (20) [MAX]
Amplifier (15) [MAX]
Rock 'n Shock (20) [MAX]
Roll of the Dice (20) [MAX]
Healing Robot H-LX (16)
Reasoning:
[SIZE="2"]Training Locations[/SIZE]
70: Puppets
71-73: Spiders 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...
Comments/tips/constructive criticism welcome, of course.
[header]First Job[/header]
Level 10: +3 Mech: Prototype (3); +1 Gatling Shot (1); +1 Screw Pucnh
Level 11: +3 Mech: Prototype (6)
Level 12: +3 Mech: Prototype (9)
Level 13: +1 Mech: Prototype (10) [MAX]
Level 14: +3 ME-07 Drillhands (4)
Level 14: +3 ME-07 Drillhands (7)
Level 15: +3 ME-07 Drillhands (10)
Level 16: +3 ME-07 Drillhands (13)
Level 17: +3 ME-07 Drillhands (16)
Level 18: +3 ME-07 Drillhands (19)
Level 19: +1 ME-07 Drillhands (20) [MAX];+2 Gatling Shot (2)
Level 20: +3 Gatling Gun (5)
Level 21: +3 Gatling Gun (8)
Level 22: +2 Gatling Gun (10); +1 Flame Launcher (1)
Level 23: +3 Flame Launcher (4)
Level 24: +3 Flame Launcher (7)
Level 25: +3 Flame Launcher (10)
Level 26: +3 Flame Launcher (13)
Level 27: +3 Flame Launcher (16)
Level 28: +3 Flame Launcher (19)
Level 29: +1 Flamethower (20) [MAX]; +2 Gatling Gun (12)
Level 30: +3 Gatling Gun (15) [MAX]
Ending with:
Mech: Prototype (10) [MAX]
Gatling Gun (15) [MAX]
Flame Launcher (20) [MAX]
ME-07 Drillhands (20) [MAX]
Reasoning:
Spoiler
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 Flame Launcher, by all means swap the Gatling & Flame Launcher with Screw Punch. Oh and yes, you can max everything in 1st job.
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 Flame Launcher, by all means swap the Gatling & Flame Launcher with Screw Punch. Oh and yes, you can max everything in 1st job.
[SIZE="2"]Training Locations[/SIZE]
10-20: Edelstein quests; Blue Ribbon Pigs; Stone Golems.
20-30: Edelstein quests; Mixed Stone Golem; Subway Cleanup.
[header]Second Job[/header]
Level 30: +1 Heavy Weapon Mastery (1); +1 Atomic Hammer (1); +1 Rocket Booster (1)
Level 31: +1 Perfect Armour (1); +2 Mechanic Mastery (2)
Level 32: +3 Mechanic Mastery (5)
Level 33: +3 Mechanic Rage (3)
Level 34: +3 Mechanic Rage (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 Weapon Mastery (4)
Level 41: +3 Atomic Hammer/Heavy Weapon Mastery (7)
Level 42: +3 Atomic Hammer/Heavy Weapon Mastery (10)
Level 43: +3 Atomic Hammer/Heavy Weapon Mastery (13)
Level 44: +3 Atomic Hammer/Heavy Weapon Mastery (16)
Level 45: +3 Atomic Hammer/Heavy Weapon Mastery (19)
Level 46: +1 Atomic Hammer/Heavy Weapon Mastery (20) [MAX]; +2 Heavy Weapon Mastery/Atomic Hammer (3)
Level 47: +3 Heavy Weapon Mastery/Atomic Hammer (6)
Level 48: +3 Heavy Weapon Mastery/Atomic Hammer (9)
Level 49: +3 Heavy Weapon Mastery/Atomic Hammer (12)
Level 50: +3 Heavy Weapon Mastery/Atomic Hammer (15)
Level 51: +3 Heavy Weapon Mastery/Atomic Hammer (18)
Level 52: +2 Heavy Weapon 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 Booster (4)
Level 60: +3 Rocket Booster (7)
Level 61: +3 Rocket Booster (10)
Level 62: +3 Rocket Booster (13)
Level 63: +3 Rocket Booster (16)
Level 64: +3 Rocket Booster (19)
Level 65: +1 Rocket Booster (20) [MAX]; +2 Open Portal: GX-9 (2)
Level 66: +3 Open Portal: GX-9 (5)
Level 67: +3 Open Portal: GX-9 (8)
Level 68: +2 Open Portal: GX-9 (10) [MAX]; +1 Mechanic Rage (7)
Level 69: +3 Mechanic Rage (10)
Level 70: +3 Mechanic Rage (13)
Ending with:
Atomic Hammer (20) [MAX]
Mechanic Mastery (20) [MAX]
Mechanic Rage (13)
Heavy Weapon Mastery (20) [MAX]
Rocket Booster (20) [MAX]
Open Portal: GX-9 (10) [MAX]
Perfect Armour (20) [MAX]
Reasoning:
Spoiler
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
.
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 & Flame Launcher AND it makes Flame Launcher 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 Flame Launcher. It's up to you, and based on whether you use Atomic Hammer or Flame Launcher 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 Booster & a shorter Booster vs a longer Booster & weaker Rocket I don't mind casting Booster more (especially with the Flame Launcher 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.
. 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 & Flame Launcher AND it makes Flame Launcher 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 Flame Launcher. It's up to you, and based on whether you use Atomic Hammer or Flame Launcher 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 Booster & a shorter Booster vs a longer Booster & weaker Rocket I don't mind casting Booster more (especially with the Flame Launcher 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.
[SIZE="2"]Training Locations[/SIZE]
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
Flame Launcher "glitches".
If you quickly tap Flame Launcher, wait a split second then cast Booster, it removes the unnecessary double-animation, and only does the first, normal, animation.
If you tap Flame Launcher 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.
[header]Third Job[/header]
Level 70: +1 Punch Launcher (1); +1 Rock 'n Shock (1); +1 Mech: Siege Mode (1)
Level 71: +1 Satellite (1); +1 Roll of the Dice (1); +1 Acceleration Bot EX-7 (1)
Level 72: +3 Punch Launcher (4)
Level 73: +3 Punch Launcher (7)
Level 74: +3 Punch Launcher (10)
Level 75: +3 Punch Launcher (13)
Level 76: +3 Punch Launcher (16)
Level 77: +3 Punch Launcher (19)
Level 78: +1 Punch Launcher (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 Acceleration Bot EX-7 (3)
Level 92: +3 Acceleration Bot EX-7 (6)
Level 93: +3 Acceleration Bot EX-7 (9)
Level 94: +3 Acceleration Bot EX-7 (11)
Level 95: +3 Acceleration Bot EX-7 (14)
Level 96: +1 Acceleration Bot EX-7 (15) [MAX]; +2 Rock 'n Shock (3)
Level 97: +3 Rock 'n Shock (6)
Level 98: +3 Rock 'n Shock (9)
Level 99: +3 Rock 'n Shock (11)
Level 100: +3 Rock 'n Shock (14)
Level 101: +3 Rock 'n Shock (17)
Level 102: +3 Rock 'n Shock (20) [MAX]
Level 103: +3 Roll of the Dice (4)
Level 104: +3 Roll of the Dice (7)
Level 105: +3 Roll of the Dice (10)
Level 106: +3 Roll of the Dice (13)
Level 107: +3 Roll of the Dice (16)
Level 108: +3 Roll of the Dice (19)
Level 109: +1 Roll of the Dice (20) [MAX]; +2 Mech: Siege Mode (3)
Level 110: +3 Mech: Siege Mode (6)
Level 111: +3 Mech: Siege Mode (9)
Level 112: +3 Mech: Siege Mode (12)
Level 113: +3 Mech: Siege Mode (15)
Level 114: +3 Mech: Siege Mode (18)
Level 115: +2 Mech: Siege Mode (20) [MAX]; +1 Healing Robot H-LX (1)
Level 116: +3 Healing Robot H-LX (4)
Level 117: +3 Healing Robot H-LX (7)
Level 118: +3 Healing Robot H-LX (10)
Level 119: +3 Healing Robot H-LX (13)
Level 120: +3 Healing Robot H-LX (16)
Ending with:
Punch Launcher (20) [MAX]
Metal Fist Mastery (20) [MAX]
Satellite (20) [MAX]
Mech: Siege Mode (20) [MAX]
Amplifier (15) [MAX]
Rock 'n Shock (20) [MAX]
Roll of the Dice (20) [MAX]
Healing Robot H-LX (16)
Reasoning:
Spoiler
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.
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.
[SIZE="2"]Training Locations[/SIZE]
70: Puppets
71-73: Spiders 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...
Comments/tips/constructive criticism welcome, of course.

