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WOE Strategies for MADO Mechanics

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WOE Strategies for MADO Mechanics Empty WOE Strategies for MADO Mechanics

Post by cipher02 Thu Apr 21, 2011 5:14 am

Some of the things MADO Mechanic CAN do during WOE.

-Use Arm Cannon and Ice Laucnher to control the crowd.

Using lvl 1 Arm Cannon since it has a large AOE and minimal aftercast delay. You fire them off in rapid succession with elemental converters to try to hitlock people and prevent casters from casting. It works better in strings with sacrament. Arm Cannon is your primary option when you are pushing with Neutral Barrier up. Don't go randomly firing off level 3 Arm Cannons without strings, because the delay is so long before you can use any other skills after casting one and it can be very costly,

Mix in Ice Launcher for freezing status. This skill has a bit of cooldown also, so I avoid using it all the time when there's no strings available. In strings with sacrament, this skills naturally becomes better. You can combine it with a quad Chaos axe or something similar for some hilarious results.

-Use Infared Scan on high flee characters to lower thier flee.

-Use Analyze on high defense targets to lower thier def/mdef.

-Pile Bunker doesn't work on KE, but it works on Mental Strength, Assumptio, and Millenium Shield. Use Pile Bunker to remove these buffs from players that might have them.

-Utilize Front and Back slide. Mobility and control with the mado is essential to playing the class well. The slides bug out sometimes when you try to use them in conjuction with click walking, so I feel it's good to learn to maneuaver the mado with /bingbing /bangbang hotkeys. This gives you the mobility you need to avoid uneccessary death.


Generally, you want to be a big fat distraction, so the rest of your guild can do thier job. Spam Arm Cannon for annoyance, disruption, and crowd control. Snap around like a fcking boss. Make people walk slow. Make people walk into walls. Maybe kill a frozen person or two in the process.

After all this, you always have your ace in the hole, Self Destruct. This is your Super Combo finish. Your Fatality. Your Bankai. This skill, when used with good placement and timing, can be devestating damage to everyone in it's range. You Front slide into your Victims, or Backslide if you're fancy, Magnetic Field the suckers in place, then Self Destruct, or you can skip the MF completely, and just SD. You can clear a crowded emp with this skill, precasts, random people walking. It's a real crowd pleaser, and is deffinately worth using over and over.


courtesy of bronx from IRO Wiki
cipher02
cipher02
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WOE Strategies for MADO Mechanics Empty Re: WOE Strategies for MADO Mechanics

Post by cipher02 Thu Apr 21, 2011 5:58 am

Arm Cannon cannot hit people out of Hide or Tunnel Drive but will hit someone out of Cloak, or Stealth. The only way for a Mech to deal with a hidden or tunnel driving person is Infared Scan. Infrared Scan grants 50% chance to reduce player's flee by 30%. Minus 30% Flee is alot, and the AoE on this thing is huge, 15x15 cells. Even if the targets are in plain sight, this skill is an AoE flee reducer. Cold Slower and Boost Knuckle are dependant on Hit, so that 30% reduction in flee might just be enough.

Ice launcher 3 can be good because the AoE is a little greater and it seems easier to see the AoE range when using but might miss due to flee whereas Level 1 Arm Cannon also has some pros in it having a much shorter after-cast delay and ignores flee.

Cold Slower (Ice Launcher) does reveal hidden targets, but since your targets will usually be GX or SC with very high flee, Cold Slower will miss almost every single time.
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Post by cipher02 Thu Apr 21, 2011 6:00 am

SOME COMBO'S YOU MIGHT WANNA TRY:

for frozen enemy = wind converter + arm cannon 3

for guild clash = Nuetral Barrier + water converter + arm cannon 1

for non reloc type class = magnetic field + self destruct

more combos to come....
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