This is my personal take on things, so use it as a GUIDE. You are free to go play the game as you please. Its YOUR story, YOUR game.
NOTE: my mech has yet to reach 4th job, so i don't have much to say about 4th job skills yet for now.
1st Job Skills Overview (for exact skill descriptions at each level of the skill, go to hidden-street thks):
1st Job Skill Allocation
Here's my preferred build... i wouldnt worry much about 1st job though. you lvl so fast and get to max all the skills anyway. Skills are written in the order in which they should be added.
At lvl 10: 1 prototype, 1 drillhands, rest to gun - 1 drill rush for the epic longer distance moved. basically you use it as a movement skill.
lvl 10 gatling gun
1 flame launcher - you need lvl 10 gun to have points in flame launcher. i personally prefer gun to
flame launcher, and hardly used flame launcher for training so i didnt add that 1st. with my gun 1hko-ing everything, using flame just felt slower.
max gatling gun
max prototype - for more damage of cos. you can max flame earlier if you use it in training, but i didnt.
max flame launcher
2nd Job Skills Overview
Rocket Booster - While mech doesnt have the movement speed of wild hunters (especially when they are riding Jairas), they have nifty skills to make up for it (like we already had the dash and drillhands in citizen and 1st job). Rocket booster lets you fly vertically up to the next available platform. Its much faster than climbing ropes/ladders except for super short distances (the take off and landing does take some time), but it accelerates to a high speed and instead of climbing long stretches of rope, you fly there in an instant. It eats up a lot of mp though, particularly at low lvls. The mp cost is deducted at take off AND landing. Upon landing it deals a bit of damage to mobs. Not a wide area of effect though... but the damage was sufficient for me to 1hko mobs till 5X or 6X... i forgot... depends on your eq too of course.
2nd Job Skill Allocation
At lvl 30: 1 rocket booster, 1 atomic hammer, 1 Heavy weapon mastery - heavy weapon mastery as mentioned earlier adds DOT to flame thrower, and increases the number of gatling gun hits from 4 to 6 - now that's a 50% increase in damage already!
1 perfect armor - just for fun, not really important. At this lvl pretty much all the normal mobs will hit you for 1 damage only.
Max atomic hammer - why hammer 1st and not mastery? because this will actually increase your average damage output. Furthermore, hammer is sooo pawnzor that its minimum damage will still allow you to 1hko mobs (not talking abt mcpq rombots of cos) after adding a few sp in the skill.
6 mechanic rage - for faster attacking speed, especially since hammer is a little slow
Max mastery - for more stable damage
Max heavy weapon mastery - for increased gatling gun and flame launcher damage, useful if you do some pq that requires you to down bosses... like herb town pq or ghost ship pq.
max portal - for some extra bit of mobility
lvl 13 rocket booster - reduce the mp cost and increase damage dealt
max perfect armor - the 30% guard is GOOOD!
Max mech rage - well you can max this or armor last, its your choice...
If you are not in the habit of 'self-creating' teleport spots in the map (like me), than go ahead and leave portal to be maxed last. Why i leave rocket at 13 instead of say mech rage or portals (at 3) is because the main purpose of rocket is as a teleportation skill. While at lower levels it can still 1hko mobs, by the time you hit 3rd job, the mobs have too thick a hp for rocket to 1hko them anymore. In 4th job it'll barely be doing a scratch on the mobs... on the other hand, booster would be irritating to cast often. Mech already has enough robots to summon, so the less frequent you have to care about casting skills and summoning more robots, the better. At least its something that will help all they way to lvl 200, whereas rocket will merely save you a bit of mp (pot costs are greatly reduced now!). Portals are really helpful for training, though troublesome when you have to keep re-summoning them, hence the longer they last, the better.
3rd Job Skill Overview
3rd Job Skill Allocation
Hmm... 3rd job skill allocation is a bit of a challenge to assign... the main ambiguity lies with punch launcher. I personally do not use that skill often, and prefer to use hammer since it can hit mobs BEHIND me as well... so i've left out punch till the very end (well almost).
Punch VS Hammer
While punch has a longer horizontal range than hammer, it has smaller vertical range. This means that jump attacks may allow hammer to hit two lanes of mobs, while it cant be done with punch... this makes hammer more flexible in terms of training locations. So far I've yet to come across a training location where punch is a decisive winner over hammer. While hammer + metal fist mastery gives a higher damage per hit compared to punch, hammer has a disadvantage of sending mobs flying, causing them to NOT get hit sometimes when you hammer immediately after that, lowering its DPS somewhat.
While the damage from hammer need metal fist mastery to be increased, it is essential to remember that punch starts out as a relatively weak skill too, and only hits 4 mobs still a much later stage. In considering the above, I would recommend adding punch towards the end of 3rd job, which was exactly what i did in game (before all these considerations came to mind...)
Ok, so the actual skill allocation:
At level 70: 1 mosquito zapper (opps i mean rock n shock), 1 satelite, 1 rocket punch - 1 Satellite for a cool robot summon and a bit of extra damage. Although the cool down of mosquito zapper is kinda long at the beginning (and is so troublesome to use), it deal really neat damage and kills the mobs very fast. It can cover a large portion of the map too.
Level 71: 1 siege mode, 1 rock and shock, 1 metal fist mastery - siege mode for fun, and in case you go any kinds of bossing (even mltc), it lets you deal super high damage for 5 seconds. I picked rock and shock 1st for its high mobbing capabilities, allowing you to train faster even though setting it up every 30 seconds is tiresome. 1 metal fist mastery as it increases your hammer damage by a neat 12%.
Max rock and shock - for shorter cool down
Max metal fist mastery - for higher damage with hammer, to increase you mobbing capabilities and thus training speed
Max satellite - for increased passive damage
Max siege mode - i went mltc for the black belt, and siege mode is really helpful there. if you go bossing (like hob goblin pq) a lot, than you might wish to add this before satelite
Max acceleration bot - to speed up the mobs and hence your training.
Max roll of dice - for the random buffs... if you are lucky you can get the damage or exp boost buff...
Max punch - an alternative attack to use
18 healing bot
You can add punch before dice if you wish... but for me i barely used punch in training at all, so it was quite useless to me. We start off with rock n shock for the mobbing capabilities for faster training, than add meta fist mastery once again, for training... after that we move on to satellite for some extra damage. If you do not go mltc or any bossing of any sort, you may wish to add acceleration bot before siege mode for training purposes.
4th Job Skill Overview
Ok... i decided to just publish this 1st, else it would nvr get published at the rate i'm going... however i wont have anything much to say about the skills and all since i'm not yet 4th job. haiz.
Extreme Mech - A super powered up prototype skill... not only does it increases your HP/MP and WA... it also increases you mastery to a 70% at max level. Definitely a great DPS boost.
Mech: Missle Tank - Changes your mech into a missle tank that eats loads of MP, but gives a really cool damage boost.
Laser Blast - the pawnzor attack with super huge range, hits up to 6 mobs... this will become your main training/mobbing skill from now on...
Satellite Safety - Increase the damage dealt by satellites by a bit, and has an extra job to absorb part of the damage taken should the damage exceed a certain % of your HP (after which, the satellites disappear and a CD timer starts, yes, there is a CD so its not a skill like archilles or power guard that you can count on to NOT die). At max level, the CD is 10 secs and the satellites will absorb 80% of the damage (and disappear) should the damage you take be more than 30% of your HP. Mechs don't have too high a HP... so i'm wondering if this skill will make it irritating as you end have having to keep re-cast satellite in bossing situations. Sure it reduces the damage taken, but there's a cooldown time to watch out for... which means yet ANOTHER thing to do sighz. Just when you were thinking for wonderful it is for satellites to be a toggle on/off skill which you don't have to keep refreshing (as in the case of buffs of mech's notoriously short-lived summons)...
Giant Robot SG-88 - this skill lets you hit up to 15 mobs at once, with a CD time of 30 secs just like mages' ultimate... (well this is mechs' ultimate afterall) from my very limited observation of this skill (when someone else passed my map and used it...) the horizontal range of this skill is really pathetic... totally cannot be compared with mages' ultimate... (well the mp cost is much lesser after all...)
Bots 'n tots - a cute skill with a cute name... bravo! another passive mob kill skill... this skill lets you make a robot factory which will summon yet more robots that self destruct when mobs are detected. Definitely a fun skill to use IMO. Damage wise... i'm not too sure... spawns 1 bot every 3 secs... not bad for taking care of small platforms IMO... since it takes some time for mobs to spawn anyway. On the down side... this factory lasts really short... sighz... another thing added to the list of robots you have to vomit out very often...
Amplifier Robot AF-11 - A party skill at last! ok... we had the healing bot but that one is rather... useless IMO. This one is good tho, it increase damage by 20% at max whee! There's a period of 10 secs when the summon is in CD at max level though... and yeah... this adds another robot to the long list of other robots you have to keep on summoning. This of yourself as a mother robot whose sole job is to constantly create robot summons... and boy, summoning robots sure take a long time (and the die real quick). I'm really at a loss as to how to assign my keys... my keyboard is already running out of space for my skills... at 3rd job -.-''' The fact that i'm using mac (so no page up, page down, home, end etc) makes it even worst... -.-'''
Robot mastery - increase the self destruct damage and more importantly, summon time of all your robots. 50% duration increase at max level is pretty helpful... even though summons like the mosquito zapper will only have an extra 15 secs summon time, its still better than nothing. At least you don't have to keep re-summoning your door or the acceleration bot since those two skills will get a see a greater increase in summon duration.
Mech: Siege Mode - It’s theme siege mode as in 3rd job... why do you get it again in 4th? my guess is that with two of this skill, you now can spam siege mode twice as often. Why on earth did nexon give the same skill twice i really don't know. At least give us a slightly buffed up version or something??? Can't they be a little more creative? >< NOTE: i'm really clueless as to what this skill is about... sorry about that yeah.
4th Job Skill Allocation
Well i must say that i'm really clueless about skill allocation. Most guides i've seen don't have nice 4th job skill allocation guides either. For me, i really have to try out the skills before i can decide (since i don't know much about the skills right now)... so i'll just give you what i feel about the skills at the moment. I'll try and remember to update this when i reach 4th job. if my mech ever reaches 4th job that is.
At the beginning i'd recommend adding 1 of each of the interesting skills just for the sake of trying them out. Also, mech skills have a lot of 1 point wonders...
ok, so with my current understanding of the skills, here's what i recommend:
lvl 120: 1 Missle tank, 1 laser blast, 1 extreme mech - laser blast is a super powerful mobbing skill, and will no doubt be your new training skill, so we add 1 into missle tank to unlock laser blast. 1 extreme mech for the mastery boost, tho you can also chose to add 1 bots 'n tots or giant robot instead (in which case you add 1 into extreme mech instead at lvl 121).
lvl 121: 1 bots 'n tots, 1 giant robot, 1 satellite safety - 1 bot n tots and 1 giant robot is just for fun... to break the monotony of training. While both skills are fun, they wont exactly help in training/bossing much, so i'd leave it to later to max. 1 satellite safety could come in handy at bosses like papulatus (which you should be killing daily at your level).
lvl 122: 1 siege mode, 2 extreme mech - 1 siege mode just so you can deal more damage in bossing. Next we max extreme mech for the mastery and WA boost
Max Extreme Mech - the mastery and WA boost would be really handy.
Max laser blast - Who doesn’t want higher damage in training? Since you will be spamming this skill in training, we max it early.
Max missle tank - We max this skill next to decrease the MP cost... maxing this skill will also increase your damage output...
Max robot mastery - the increase the super pathetic lifespan of your robots so you waste less time re-summoning them
Max satellite safety
After that, its pretty much your choice... you can max maple warrior any time after missle tank is maxed... depending on whether you constantly train in parties or solo and on the availability of the MW20/30 books... You can max bot 'n tots or giant 1st, its entirely your choice now... as with siege mode... add hero's will whenever the need arises (like when you plan to go bossing)...
That's all there is to my mechanic guide... for now. Till next time!