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Thread: IP useage

  1. #21
    Quote Originally Posted by Gatester View Post
    If this works properly I'll do several more like this as it should be as precise as it gets.

    220 PVM MA

    http://i777.photobucket.com/albums/y...stIPConfig.png


    Wish I could get it to direct link the image to the thread
    666 AS1!! teh devul
    Dagger 220/30/70 Shade // Attempted 219/24/?? Enforcer // Canidae 180/0/0 Adventurer // World 185/26/32 Meta-Physicist// Cramp 150/20/35 Engineer
    Ya wanna fix something - give RK mobs better xp, make RK matter again.

    Quote Originally Posted by Mamman View Post
    Give shades love or we will stop buffing people!!

  2. #22
    Quote Originally Posted by notcrattey View Post
    666 AS1!! teh devul
    It gives me 100% chance to land the special so I kept it.
    Last edited by Gatester; Aug 4th, 2010 at 21:27:57.

  3. #23
    75 Meta-Physicist
    http://i777.photobucket.com/albums/y...stIPConfig.png
    MP IP is very tight, so to accomodate I cut back on abilities. Body dev and nano pool which are both very important were partially IP'd. There are no good weapon skills for MP, but it helps a lot to have at least some form of regular damage with pets not always being reliable and my nano pool running out very quickly. Nano-init is enough to insta-cast from full agg, full def is not an option for insta-casting anything, and runspeed is highly limited despite its importance as well. First-aid is generally the only thing that can save me from an alpha if I am fast enough, and I had to have some conceal for groups of opponents as MP's are easy kills unless full defensive setup.

    I would love to be able to IP evades, enough weapon skills for a decent bow or at best a howlet, max runspeed, or get more first-aid. I have enough spare IP and possible IP I can lose from abilities to partially IP another dark blue skill about 50%, so MP IP at this point is incredibly harsh.

    90 Nano-technician
    http://i777.photobucket.com/albums/y...anIPConfig.png
    Any skill I need is pretty much maxed, and I was willing to shave a few points off of skills just for the extra IP. Strength was only IP'd for symbs otherwise it would be as low as possible for IPing other skills.

    I would like the IP for sharp object as I am limited to nukes and a single perk attack for offense, and evade skills would be beneficially, but my NT despite having limited skills is actually very well off. I predict being highly effective post-balancing as well.

    170 Ranged adventurer
    http://i777.photobucket.com/albums/y...erIPConfig.png
    I have almost no green or light skills to work with, however my IP is not too bad due to having few skills that actually matter to be maxed or not. My issues come more from lack of toolset rather than lack of IP.

    AS+FA shared lockouts will loosen up a large chunk of IP, and I currently have enough IP to almost max one the darkest blue skills. I could always use more inits, conceal/percept, and shotgun would help with AS criticals, but IPing everything would not lead to diversity and again I have more problems with available toolsets.

    220 Enforcer
    http://i777.photobucket.com/albums/y...erIPConfig.png
    Nearly perfect amount of IP. Until equipping alpha's on an enforcer actually matters, I can keep the 1hb and 2hb IP'd to allow me to swap back and forth. 1he+1hb offered some issues with IP useage, but there is just enough IP available to max all needed skills and have just enough in other abilities. Pure 2he or 2hb setups have considerable spare IP.

    Unless I decide to IP every weapon skill at once, Enforcers are just fine at 220.
    Last edited by Gatester; Aug 7th, 2010 at 00:40:09.

  4. #24
    220 Sold (from memory)

    Maxed
    - All abilities
    - Body Dev

    - Assault Rifle
    - Ranged Energy
    - Full Auto
    - Burst

    - Evade
    - Dodge
    - Run Speed
    - Nano Resist

    - Computer literracy
    - Treatment
    - Time and Space
    - Matter Creation
    - Psycho Modifier

    Not maxed
    - Duck (60%)
    - Ranged Init (60%)
    - First Aid (50%)
    - Other nanoskills (BM, MM, SI) (75%)
    Edit : -Map nav 15% (boooo!)

    Others at 0%, no IP left. Afaik only ranged energy will be reseted after the balance to be put into ranged init, or fling if it a weapon will use it. Not maxing nanoskills and letting symbs/swaps do the job was the most important.
    Last edited by boltgun; Aug 8th, 2010 at 10:39:18.
    Server first !!! Neutral Solitus Male Soldier named Boltgun to wear a short with pink spots on RK1 !!!
    N E U T R A L I Z E R S

  5. #25
    190 agent

    http://img832.imageshack.us/f/ipkatrien.jpg/

    165 doc

    http://img571.imageshack.us/f/ipdokkie.jpg/

    220 ma

    http://img708.imageshack.us/f/iprizu.jpg/
    Don't look at the map niv, my first toon and last full ipr i used before map nav could be reset
    Last edited by RiZu; Aug 7th, 2010 at 13:13:11. Reason: added ma ip
    Kirby "Rizu" Mustache 220 ma
    "Katrien" 200 agent
    "Dokkie" is Robin 165 doc
    "Risianne" 168 fix
    Dr "Tamilasa" 200 sol
    "Naye" 220 crat

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