Mechmaster
This is a detailed guide about the Mechmaster class
Last update 01/27/2025
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Equipment
Can use: Mechs and Cannons.
Cannot use: Swords, Axes, Hammers, Bows, Rifles, Staffs, Katanas, Keys, Shields, and Relics.
Talents
Earth Talent | Star Talent | Moon Talent | Sun Talent |
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Heavy Cannon Physical Damage +6% Attack Speed +5% |
Dual Weapon Damage +10% Physical Critical Rate +3% |
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One-Handed Mecha Physical Damage +4% Attack Speed +10% |
Critical Resistance +5% Critical Damage Resistance +10% |
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Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Increases the duration of "Electric Core Acceleration" by 2 seconds |
When attacked, 20% chance of reducing the cooldown of all abilities by 0.5 second. |
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Heavy Cannon Physical Damage +7% Attack Speed +7% |
Dual Weapon Damage +13% Physical Critical Rate +4% |
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One-Handed Mecha Physical Damage +6% Attack Speed +12% |
Critical Resistance +7% Critical Damage Resistance +15% |
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Two-Handed Mecha Physical Damage +7% Critical Damage +18% |
Increases the duration of "Electric Core Acceleration" by 3 seconds |
When attacked, 22% chance of reducing the cooldown of all abilities by 0.6 second. |
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Heavy Cannon Physical Damage +9% Attack Speed +9% |
Dual Weapon Damage +16% Physical Critical Rate +5% |
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One-Handed Mecha Physical Damage +8% Attack Speed +14% |
Critical Resistance +9% Critical Damage Resistance +20% |
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Two-Handed Mecha Physical Damage +9% Critical Damage +21% |
Increases the duration of "Electric Core Acceleration" by 4 seconds |
When attacked, 24% chance of reducing the cooldown of all abilities by 0.7 second. |
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Heavy Cannon Physical Damage +11% Attack Speed +11% |
Dual Weapon Damage +19% Physical Critical Rate +6% |
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One-Handed Mecha Physical Damage +10% Attack Speed +16% |
Critical Resistance +11% Critical Damage Resistance +25% |
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Two-Handed Mecha Physical Damage +11% Critical Damage +24% |
Increases the duration of "Electric Core Acceleration" by 5 seconds |
When attacked, 26% chance of reducing the cooldown of all abilities by 0.8 second. |
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Heavy Cannon Physical Damage +13% Attack Speed +13% |
Dual Weapon Damage +22% Physical Critical Rate +7% |
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One-Handed Mecha Physical Damage +12% Attack Speed +18% |
Critical Resistance +13% Critical Damage Resistance +30% |
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Two-Handed Mecha Physical Damage +13% Critical Damage +27% |
Increases the duration of "Electric Core Acceleration" by 6 seconds |
When attacked, 28% chance of reducing the cooldown of all abilities by 0.9 second. |
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Heavy Cannon Physical Damage +15% Attack Speed +15% |
Dual Weapon Damage +25% Physical Critical Rate +8% |
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One-Handed Mecha Physical Damage +14% Attack Speed +20% |
Critical Resistance +15% Critical Damage Resistance +35% |
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Two-Handed Mecha Physical Damage +15% Critical Damage +30% |
Increases the duration of "Electric Core Acceleration" by 7 seconds |
When attacked, 30% chance of reducing the cooldown of all abilities by 1 second. |
Ancient Talents
Earth Ancient Talent | Star Ancient Talent | Moon Ancient Talent | Sun Ancient Talent |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Hit Rate is reduced by 20 pts. Duration of 8 seconds. |
On performing a physical critical attack, receive Physical Penetration +7% for 8 seconds. |
Malice +15% Skills have a 10% chance of causing double damage |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF is reduced by 3%. Duration of 8 seconds. |
On performing a physical critical attack, there's a 15% chance to generate a shield that blocks the next damage received. |
Using the "Transformation Core Life" ability additionally recovers 5% HP and 10% MP |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, you have a 10% chance of removing a random negative effect. |
Upon receiving a critical attack, recover 3% HP Cooldown: 10 seconds. |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Hit Rate is reduced by 25 pts. Duration of 8 seconds. |
On performing a physical critical attack, receive Physical Penetration +8% for 8 seconds. |
Malice +17% Skills have a 12% chance of causing double damage |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF is reduced by 4%. Duration of 8 seconds. |
On performing a physical critical attack, there's a 17% chance to generate a shield that blocks the next damage received. |
Using the "Transformation Core Life" ability additionally recovers 6% HP and 12% MP |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, you have a 12% chance of removing a random negative effect. |
Upon receiving a critical attack, recover 4% HP Cooldown: 10 seconds. |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Hit Rate is reduced by 30 pts. Duration of 8 seconds. |
On performing a physical critical attack, receive Physical Penetration +9% for 8 seconds. |
Malice +20% Skills have a 15% chance of causing double damage |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF is reduced by 5%. Duration of 8 seconds. |
On performing a physical critical attack, there's a 20% chance to generate a shield that blocks the next damage received. |
Using the "Transformation Core Life" ability additionally recovers 7% HP and 14% MP |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, you have a 15% chance of removing a random negative effect. |
Upon receiving a critical attack, recover 5% HP Cooldown: 10 seconds. |
Talent Combo
Combo | Skills | Talents |
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supreme aggressor[51779] supreme aggressor
Additional Skills: Physical Penetration +3% Attack Speed +12% "Ultra-fast electronic signals flow inside me!" |
"Ultra-fast electronic signals flow inside me!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% Dual Weapon Damage +10% Physical Critical Rate +3% |
Mecha Fortress[51780] Mecha Fortress
Additional Skills: HP +20% MP +10% "The ultimate defense system is activated!" |
"The ultimate defense system is activated!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% Critical Resistance +5% Critical Damage Resistance +10% |
Eternal Wick[51781] Eternal Wick
Additional Skills: When a Critical Strike occurs, the status "Multicore Battle Processor" is granted to the user "Multicore Battle Processor": Reduces the cooldown of all skills by 1 second "No one can survive my furious combo!" |
"No one can survive my furious combo!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% Increases the duration of "Electric Core Acceleration" by 2 seconds When attacked, 20% chance of reducing the cooldown of all abilities by 0.5 second. |
Heavy Wick[51773] Heavy Wick
Additional Skills: Physical Defense +8% Magic Defense +8% "A harder, thicker armor that rocks wherever it goes!" |
"A harder, thicker armor that rocks wherever it goes!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% Critical Resistance +5% Critical Damage Resistance +10% |
Assault Trooper[51774] Assault Trooper
Additional Skills: Physical Critical Rate +3% Magic Critical Rate +3% Movement Speed +8% "A single jump and even giants are not my opponents!" |
"A single jump and even giants are not my opponents!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% Dual Weapon Damage +10% Physical Critical Rate +3% |
Giant Wick[51775] Giant Wick
Additional Skills: Mana Consumption of Skills -15 Physical Critical Rate +3% Magic Critical Rate +3% "I possess a divine stamina to keep fighting!" |
"I possess a divine stamina to keep fighting!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% Increases the duration of "Electric Core Acceleration" by 2 seconds |
Autonomous Artillery[51764] Autonomous Artillery
Additional Skills: Attack Speed +20% "No enemy can survive my bombardments!" |
"No enemy can survive my bombardments!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
mobile soldier[51765] mobile soldier
Additional Skills: Physical Attack +4% Movement Speed +8% "A powerful energy is propelling my body!" |
"A powerful energy is propelling my body!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% |
Regulator[51766] Regulator
Additional Skills: Evasion +8% Attack Speed +5% "I acquired an exceptional ability of spatial perception!" |
"I acquired an exceptional ability of spatial perception!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% |
Defender[51767] Defender
Additional Skills: Accuracy +10% Physical Critical Damage +10% Magic Critical Damage +10% "The mission to defend world peace is in my hands!" |
"The mission to defend world peace is in my hands!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Gale Armor[51768] Gale Armor
Additional Skills: Ranged Attack +3% Physical Critical Rate +5% Magic Critical Rate +5% "The energy core allows me to rival the fury of the winds!" |
"The energy core allows me to rival the fury of the winds!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
Armed Wick[51769] Armed Wick
Additional Skills: Accuracy +5% Physical Critical Rate +5% Magic Critical Rate +5% "With my hands firmly gripping the weapons, nothing can escape my blow!" |
"With my hands firmly gripping the weapons, nothing can escape my blow!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Masteries
Each level increases physical and magical pen reduction by 1%
"You were already dead before you realize my presence."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
Every level upgrade increases Melee Hit Rate by 2%
"Target the enemy's weaknesses with extreme prejudice and
bring them to their knees with each precise strike."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
Every level upgrade increases physical CRIT by 1.5%
"Feel the energy coursing through you
and leave your enemies in a smoldering pile of ash."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
With each new level acquired, physical attack with Mecha weapons increase by 1.5%.
"Become one with the machine and
bring mechanized destruction to any who oppose you."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
Every level upgrade reduces skill MP cost by 5
"With this running at peak efficiency you
can wage an unending war without breaking a sweat."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
Each level increases MP Max +1% and attacks have a 1% chance of inflicting 50 electrical damage
"Learn what makes your foes tick,
then strike those points until the ticking stops."
Requires 2 specialty points for each level
Super specialization requires 5 specialty points for each level
Ultimate specialization requires 9 specialty points for each level
Every level upgrade increases melee attack speed by 1%
"I punish enemy weakness without mercy.
If my enemy has no weakness, I create one.
Nothing shall escape."
Requires 4 specialty points for each level
Super specialization requires 7 specialty points for each level
Ultimate specialization requires 11 specialty points for each level
Every level upgrade increases Movement Speed by 1%
"You can feel the power core building its charge.
Switch it on and surge to the head of the pack."
Requires 4 specialty points for each level
Super specialization requires 7 specialty points for each level
Ultimate specialization requires 11 specialty points for each level
Every level upgrade increases Physical PEN by 1.5%
"Every defense has a weak point.
My blade won't stop until its job is done."
Requires 4 specialty points for each level
Super specialization requires 7 specialty points for each level
Ultimate specialization requires 11 specialty points for each level
Every level upgrade increases Physical Damage by 1.5%
"Assail your enemy with a flurry of blows,
leaving them reeling for an easy finish."
Requires 4 specialty points for each level
Super specialization requires 7 specialty points for each level
Ultimate specialization requires 11 specialty points for each level
Every level upgrade increases Max MP by 2%
"My sole purpose in life is to hone my abilities.
I fear no weapons."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
Every level upgrade increases P-DEF by 1.5%
"The core hums with energy as its
barrier surrounds you, reinforcing your defenses."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
Every level upgrade reduces Damage Taken by 1.5%
"My will cannot be broken by the likes of you.
I am an unstoppable force with a singular purpose."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
Every level upgrade decreases possibility of receiving physical critical attacks by 3%
"I have more important things to worry about,
let the automated defenses deal with surprise attacks."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
Every level upgrade increases STR by 10 and VIT by 5
"As I delve deeper into the wondrous powers of mecha,
I find more ways to improve myself every time."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
With each new level acquired, when using Mecha weapons, Damage and Basic Physical Attack increase by 1.5%.
"Tinkering on my mecha weapon in the early hours of the morning
will ensure that it operates at peak power next time I need it."
Requires 6 specialty points for each level
Super specialization requires 9 specialty points for each level
Ultimate specialization requires 13 specialty points for each level
Every level upgrade
increases your VIT by 3% of your STR
"The power hidden deeply in the heart turns into solid steel rock,
a fortress of steel!"
Requires 8 specialty points for each level
Super specialization requires 11 specialty points for each level
Ultimate specialization requires 15 specialty points for each level
Every level upgrade
increases your melee Attack Speed by 3% of physical CRIT
"Fast like the wind and dynamic like the thunder,
removing all the obstacles and turn into the berserker of the abyss!"
Requires 8 specialty points for each level
Super specialization requires 11 specialty points for each level
Ultimate specialization requires 15 specialty points for each level
Every level upgrade increases physical attack by 1,5%
"Jale's power of science hides everything in the darkness,
everything seems so fury and I walk in the real and the illusory world. "
Requires 8 specialty points for each level
Super specialization requires 11 specialty points for each level
Ultimate specialization requires 15 specialty points for each level
Every level upgrade increases physical critical damage by 3%
"The outbreak of the core hugely tears the enemy,
devouring enemies and knocking them down to the ground! "
Requires 8 specialty points for each level
Super specialization requires 11 specialty points for each level
Ultimate specialization requires 15 specialty points for each level
Every level up will increase Character's STR by 0.5% based on current MP.
"After the fortification, can you catch up?"
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
STR +1% per level.
"The nuclear force is infinite."
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases physical and basic attack damage by 1.5%.
"I won't give up so easily."
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Every level up increases Max HP by 2%
"Unlimited energy."
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level the possibility of receiving critical attack F decreases by 1.5%.
"I won't be easily defeated."
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Every level upgrade increases STR by 9
"In the heat of battle, there is no such thing as sanity.
Harness the killer instinct inside you.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Skills
Active and Passive | ||||||||||
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Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Creates 5 Recharge Cores, which is needed to activate specific class Skills. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Removes a negative status automatically. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Increases your Physical Damage with mecha and heavy cannon by 15% for 20 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Stabs an enemy within an 8 meter radius, inflicting normal attack damage, in addition to #25# physical damage. Immobilizes the target for 1.5 seconds. Once the target is hit, the caster will return 10 meters back. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Charge points are used: 1 Charge: Normal attack damage, plus #25# physical damage. 2 Charges: Normal attack damage, plus #27# physical damage. 3 Charges: Normal attack damage, plus #29# physical damage. 4 Charges: Normal attack damage, plus #31# physical damage. 5 Charges: Normal attack damage, plus #33# physical damage. Causes additional effect if target is affected by Electromagnetic Interference: 1 attack: Physical and Magic Defense -5% 2 attacks: Physical and Magic Defense -10% 3 attacks: Physical and Magic Defense -15% 5 attacks: Physical and Magic Defense -20% |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that grants 1 Attack point. Bumps into an enemy within 12 yards, inflicting normal attack damage, in addition to #25# physical damage. Cause additional effect if the target is affected by Electromagnetic Interference: 1 attack: Stunned for 1 second. 2 attacks: Stunned for 1.5 seconds. 3 attacks: Stunned for 1.75 seconds. 5 attacks: Stunned for 2 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Deals damage to all enemies within a 12 meter radius: 1 Charge: Normal attack damage, plus #25# physical damage. 2 Charges: Normal attack damage, plus #27# physical damage. 3 Charges: Normal attack damage, plus #29# physical damage. 4 Charges: Normal attack damage, plus #31# physical damage. 5 Charges: Normal attack damage, plus #33# physical damage. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Resets the cooldown of all your skills and gives you 5 Attack points immediately. Increases the ATK of the caster by 10%. Duration 15 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Deals normal attack damage in addition to #25# physical damage to a target. Causes additional effect if the target is affected by Electromagnetic Interference: 1 attack: Caster recovers 120 HP. 2 attacks: Quem conjures recovers 180 HP. 3 attacks: Quem conjures recovers 240 HP. 5 attacks: Quem conjures recovers 300 HP. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage. Has a 50% chance to activate double attack and 30% chance to activate triple attack. Inflicts 1 Electromagnetic Interference attack on the target. If the target is affected by 5 Electromagnetic Interference streaks. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Turns large amounts of heat into MPelectric Cost, allowing you to use the power of elemental thunder. Also removes all skill cooldowns. Increases your Attack by 10% and your Movement Speed by 15%. You learn 5 Lightning Haste Skills that replace your current skills. 1 Charge: Duration 12 seconds. 2 Charges: Duration 18 seconds. 3 Charges: Duration 24 seconds. 4 Charges: Duration 27 seconds. 5 Charges: Duration 30 seconds. |
Cost: #24# MP Instant Cast Required Level: #15# Automatically removes all of your Haste stats. |
Cost: #24# MP Instant Cast Required Level: #15# Skill that gives +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage. Once the target is hit, the caster will fall back 8 meters. Causes additional effect if target is affected by Electromagnetic Interference: 1 attack: Hit -15% for 3 seconds. 2 attacks: Hit -20% for 3 seconds. 3 attacks: Hit -25% for 3 seconds. 4 attacks: Hit -30% for 3 seconds. |
Cost: #24# MP Instant Cast Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Shocks to an enemy within 21 yards, slowing by 80% and inflicting damage per point of Attack: 1 Charge: Normal attack damage, plus #25# physical damage. 4 seconds of deceleration. 2 Charges: Normal attack damage, plus #27# physical damage. 6 seconds of deceleration. 3 Charges: Normal attack damage, plus #29# physical damage. 8 seconds of deceleration. 4 Charges: Normal attack damage, plus #31# physical damage. 9 seconds of deceleration. 5 Charges: Normal attack damage, plus #33# physical damage. 10 seconds of deceleration. Attention! This skill causes overheating, which reduces the caster's Attack and M-Attack by 20% for 10 seconds. And it removes the acceleration status immediately. |
Cost: #24# MP Instant Cast Required Level: #15# Skill that gives +1 Attack Point. Strikes all enemies within a 6 meter radius, also #25# deals physical damage to all enemies within the same radius. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Instant Cast Required Level: #15# Skill that grants 1 Attack point. Bumps into an enemy within 12 yards, inflicting normal attack damage, in addition to #25# physical damage. Cause additional effect if the target is affected by Electromagnetic Interference: 1 attack: Stunned for 0.2 seconds. 2 attacks: Stunned for 0.3 seconds. 3 attacks: Stunned for 0.4 seconds. 5 attacks: Stunned for 0.5 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Group Skill: can be cast on yourself or on group members who are on the same map. Attacks performed by party members have a 20% chance to create a Lightning Shield, duration of 10 seconds. Lightning Shield increases the wielder's attack speed and Launch by 10%. Taking damage negates this effect. Leaving the current party or map removes the effect. Only one group skill can be used per caster. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Increases your Damage Reduction by 15% and Malice by 100% for 20 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Group Skill: can be cast on yourself or on group members who are on the same map. Attacks performed by party members have a 20% chance to create a Shadow Shield, duration of 10 seconds. Shadow Shield increases the wielder's DEF and M-DEF by 10% and will reflect 50% of Damage Taken back to enemies. Taking damage negates this effect. Leaving the current party or map removes the effect. Only one group skill can be used per caster. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Turns large amounts of heat into Darkness MP Cost, allowing you to use the elemental power of Darkness. Also removes all skill cooldowns. Increases your DEF and M-DEF by 20% and you can learn 5 Unique Black Hole Acceleration skills that replace your current skills. 1 Charge: Duration 12 seconds. 2 Charges: Duration 18 seconds. 3 Charges: Duration 24 seconds. 4 Charges: Duration 27 seconds. 5 Charges: Duration 30 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that grants 1 Attack point. Bumps into an enemy within 12 yards, striking the target and enemies near him, in addition to dealing normal attack damage, #25# physical damage and #37# Dark damage. Cause additional effect if the target is affected by Electromagnetic Interference: 1 attack: Immobilizes the target for 1.5 seconds. 2 attacks: Immobilizes the target for 2 seconds. 3 attacks: Immobilizes the target for 2.5 seconds. 5 attacks: Immobilizes the target for 3 seconds. |
Cost: #24# MP Casting Time: #20# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Inflicts normal attack damage, in addition to #25# physical damage and #37# Dark damage, and draw all enemies to strike at the caster's location. Cause additional effect if the target is affected by Electromagnetic Interference: 1 attack: Immobilizes the target for 3 seconds. 2 attacks: Immobilizes the target for 4 seconds. 3 attacks: Immobilizes the target for 5 seconds. 5 attacks: Immobilizes the target for 6 seconds. Attention! This skill causes overheating, which prevents the caster from performing any attacks or using skills for 3 seconds, in addition to removing the acceleration status immediately. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Emits a force of supergravity on an enemy within 12 yards, striking the target and nearby enemies, inflicting #25# physical damage and #37# dark damage. Taunts the target and inflicts 1 Electromagnetic Interference attack. Causes additional effect if target is affected by Electromagnetic Interference: 1 attack: ATK and M-ATK -5% for 3 seconds. 2 attacks: ATK and M-ATK -10% for 3 seconds. 3 attacks: ATK and M-ATK -15% for 3 seconds. 5 attacks: ATK and M-ATK -20% for 3 seconds. |
Cost: #24# MP Casting Time: #20# seconds Required Level: #15# Deals normal attack damage, plus #25# physical damage and #37# Dark damage to all enemies around you every 0.2s. Generates great amount of malice. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Adds 1 Charge Point. The finishing skill can only be used when you collect enough Attack points. Charges enemies within 15 yards every 0.5 seconds, inflicting normal attack damage and stunning them for 1.5 seconds. 1 Charge: Duration 2 sec. 2 Charge: Duration 3 sec. 3 Charge: Duration 4 sec. 4 Charge: Duration 5 sec. 5 Charge: Duration 6 sec. Attention! With Endless Assault status you cannot use any other skills. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# The caster gains an energy shield, reducing damage taken on the next incoming attack by 40%. Duration 10 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Strikes an enemy, inflicting normal attack damage, in addition to #25# physical damage. Taunts the target. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Clash a friendly target and grant 1 chain of Thunder Shield for 10 seconds. Completed Thunder Shield blocks the next incoming damage and reduces Malice caused by damage inflicted by 70%. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# MP cost or current Core Crisis Status or Mecha Rage to enhance the caster for 30 seconds: 1-5 streaks: damage dealt +3% 6-10 streaks: damage dealt +3% 11-15 streaks: damage dealt +9% 16-20 streaks: damage dealt +15% |
Skill Passive Required Level: #15# #88# Increased Item Drop Chance +5% Chance to increase EXP, equipment EXP, and Combat Mount EXP gained for defeating enemies by 10%. |
Skill Passive Required Level: #15# #88# When your target's HP is above 30%, taking damage has a chance to inflict Electromagnetic Interference for 10 seconds. |
Cost: #24# MP Instant Cast #21# Seconds of Freezing Required Level: #15# #88# Strikes a target, dealing normal attack damage, in addition to #25# physical damage. If the target is affected by 5 Electromagnetic Interference streaks, additionally causes Electromagnetic Strike, generating high malice for 6 seconds. Electromagnetic Strike: Loses 400 to 600 HP and 200 to 300 MP per tick. |
Cost: #24# MP Instant Cast #21# Seconds of Freezing Required Level: #15# #88# Auto-launch physics skill. Your attacks have a chance to recovers 240 to 360 HP and 120 to 180 MP for you. Duration 8 seconds. |
Passive Ability Obtained upon becoming an "Mechanic" When performing critical attacks, reduces the Cooldown of all abilities by 0.2 seconds |
Passive Ability Obtained upon becoming a "Machinist" Allows equipping two one-handed weapons Physical Penetration +5% |
Passive Ability Obtained upon becoming an "Engineer" Physical Defense +5% |
Class Ultimate
Mechmaster Class Ultimate | |||
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15% chance to trigger effects when attacking Normal attacks gain 250 additional lightning damage, increasing melee attack speed by 3%. 5 second duration The cooldown of this skill is 20 seconds |
Enemy Malice caused by damage +10% Converts 1% of your normal attack damage into healing on you |
10% chance to trigger effects when attacked Skill: Restores 150 HP and 100 MP every 2 seconds 10 second duration The cooldown of this skill is 20 seconds |
10% chance to acquire a shield when attacking. The shield can block 20% of Damage Taken each time for the next five attacks Lasts 5 seconds and cooldown 20 seconds Shield can trigger abilities for 5 seconds if broken Skill: -5% Damage Received for 10 seconds |
15% chance to trigger effects when attacking Skill: Adds 500 Thunder Damage when attacking increasing melee attack speed by 6%. 5 second duration The cooldown of this skill is 20 seconds |
Enemy Malice caused by damage +10% Converts 1% of your normal attack damage into healing on you |
10% chance to trigger effects when attacked Skill: Restores 300 HP and 250 MP every 2 seconds 10 second duration The cooldown of this skill is 20 seconds |
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15% chance to trigger effects when attacking Skill: Adds 750 Thunder Damage when attacking increasing melee attack speed by 10%. 5 second duration The cooldown of this skill is 20 seconds |
Enemy Malice Caused by Damage +20% Converts 3% of your normal attack damage into healing on you |