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Thread: A tool for the Devs: Prof Simulations

  1. #21
    220/70/22 MP, Solitus bow and full endgame gear.

    A rather frustrating profession. I love MP and I wouldn't choose anything over it but there are times I'd delete it. We have too many issues that drives many MP's away from pvp.

    Our offensive nanos are bypassed very easily limiting their uses to only a certain amount of situations whilst many of them put us in an extremely vulnerable position.

    Because of our rather low defence, there is a crucial need to have SS up at all times. SS up at all times results in a constant recharche, this again puts us at a serious disadvantage against perk professions or NT's. Also, it highlights the pet vulnerability and our inability to remove/prevent debuffs/roots/snares/calms at times when we need them the most.
    Our pets are very often targets for enemy encounters, sometimes simply out of harassment, sometimes because they are an easy target and puts the MP itself in again a very vulnerable position.

    To what it boils down to: I find myself nowadays almost always kiting in recharche with disabled pets.

    A lowered recharche on certain nanos, a somewhat upped defence for non-SoZ users and more reliable pets would do wonders.

  2. #22
    218/53/20 Solitus Engineer
    I only do BS really.

    http://auno.org/ao/equip.php?saveid=36057
    Add a low ql VE instead of off hud and onehander instead of BigBurger

    Adventurer

    Got to race to outdamage healing, coon/dof makes this very very hard.
    Worse part is if you get them to low hp they just run off.

    Hard

    Agent

    Pretty Easy, although they can be F'ing annoying by endlessly kiting, hard ones train and root pets stupid ones stand and tank thinking they can outheal dmg with CH. FP Trader ones annoy with drains/aoe roots

    Easy or annoying


    Bureaucrat

    With my low hp, pmastery perks hurt a damn lot, def gotta be on my toes ready to pop biocoon incase i get quick/double--and deadye is inc. From my point of view charms vs how easy i can remove them is nicely balanced, it takes some effort to stop chasing and target pets, get in range and cast IPA. Their pets often get snared by mine and this makes them a hell of alot more manageable, damage isnt stellar so with survival/fa/br i can outheal long enough to kill crat. Nuking me with dmg proc up is nasty.

    Balanced, its 50/50

    Doctor

    If I can reliably land freak strength stuns on them they are easy pickings, but thats only gimps. 1v1 average or above docs it takes some luck and timing with perks and pet dmg(esp crits) to kill, very good ones are simply impossible. Malpractice sucks imo. Making Demo grenade only will kill the last hope we had of killing good docs.

    Hard/Impossible


    Enforcer

    Huge HP and fast regen make them very hard to wither down, esp the def focused ones. Worst part is if you finally manage to get them down to a point where you can kill them, they will just run off. The fear/snare they have is very lame and annoying, completely not a part of Enf toolset.

    A lucky Snare mine is the only way to stop this, root grafts just hold them up.

    Med/Hard

    Engineer

    Timing of coon and pmastery perks is crucial, as is making sure you FM yourself and de-snare your pets, if the other engy forgets to do this you can win vs much better equipped players.

    50/50 need I say more

    Fixer

    With my gimpy AR i have a hard time hitting decent ones, my doggy is a little better off. Main gripe is with a 20min aoe snare on me and my pets only to see fixer run off.

    Easy-Hard(given my low ar, things will get easier for me though)

    Keeper
    Hard to hit with my low AR, some do good dmg most dont, I can outlast most.

    Balanced

    Martial artist
    Can catch me by surprise with a stun and a few lucky crits, mostly however I just need to outlast them enough for pets to chew through. If i cant tank them i can just kite around

    Easy

    Meta-physicist
    Shield MPs i can barely hit, pets still can, with NSD i have a much better time killing them than other people. For some reason only a few eNSD/NSD me, rest just stand there (??) no idea why.

    Medium

    Nano-technician
    Double
    Double
    Triple
    Dead

    I...No Im not gonna bother.

    Shade
    If they run up to me unaanounced abd stun me 1/2 through their alpha will kill me unless i have coon up.
    For ones i see first i can keep pets on them and stay at a distance making things much easier. Sometimes ill have motr handy and then i usually win, AI doggy eats shades for breakfasts, i just add a few AS's here and there.

    Easy, but stun perk ganks **** me.


    Soldier

    lol

    Poor Guys

    Trader

    GTH
    Root
    Drain
    Slowly die

    The most boring and annoying fight is a trader, my favourite tactic is to sit down, and if im lucky i can cycle coon/br/survival enough to piss them off abit.

    Impossible, fighting a doc is usually fun, even when i cant win, but this isnt.


    edit: testing forum censorship for **** (r.a.pe.)
    This was what I was wearing. Tell me I asked for it

    Quote Originally Posted by Marinegent View Post
    Soldier reflects just flat out need to be much stronger all the time (70%~ at level 220 at all times...)
    Quote Originally Posted by shadowgod View Post
    the day our pets last forever, like yours, is the day your reqs will be lowered.
    Quote Originally Posted by Obtena View Post
    To be fair, you are lucky the mods are as forgiving as they are.
    Quote Originally Posted by Obtena View Post
    your an idiot



  3. #23

    Id chip in my experiences ...

    Engie 200/20/26/70, mostly setup for pvm DD ...

    PVP on engie just isn't fun this being my "main" or first toon i tried it a few times and the best result so far is achieving the ketchup effect, That is i spend a lot of time getting ready for fight i find someone to fight .. and nothing happens ... and nothing happens ... and nothing happens ... and pets hump the wall .. and nothing happens ... (ya get the point...) ... then my defesecs run out no more blockers or coons down at the wrong time etc .. i go splat and i am back to swap and buff , needless to say i don PVP on him any more if so only to farm VP for Ofab or so i spend my time in towers or capping stuff. SO BORING

    Enforcer 150/0/?/12

    Decent setup for PVM tried geraing arpound for PVP some (i am trying to make it work using 1HB in PVP not the best choice i know ...) still decent toon and a lot more fun could be serious if i twinked it more but it is still fun to play !


    PS Tons and setup in sig be your own judge (it's somewhat up to date ...) DS
    Workboy and my equip


    Aggroboy
    and my equip


    Quote Originally Posted by Pomidor View Post
    History of great experiences during Anarchy Online timeplay:

    2001 - I just saw a player!
    2002 - I was in huge battle!
    2003 - I have Made first twink!
    2004 - I have made first quest in Shadowlands
    2005 - I dinged 220
    2006 - Was that an Alien? Holy Mothership...
    2007 - I own my first ql 300 CSS!
    2008 - We did Beast with just 3 guys!
    2009 - Damn, that Xan weapons LoX... erm Rox!
    2010 - Finnaly first character fully geared with all best stuff.
    2011 - Battlestations are so much zerg wars
    2012 - I have made set of twinks for new level ranges, they rocks!
    2013 - I made few 220 characters to level other characters...
    2014 - I saw a player!

  4. #24
    220//70/30 Opi Ranged Advy, setup for mostly defensive reaching a defense rating of about 3.5-.3.6k on limber, 1 piece of CSS with 2700 AR in said setup (2.9-3k in full AR setup). Since I used to be melee I will try and offer both of my experiences per profession

    Easy

    Soldiers - Rather I was melee or ranged I have enough survivability to outlast their ams with relative ease, and when their perks do land just coon up. If coon is down, awakening, insta, bol, bio rejuvenation is like a ch. Ranged makes them die faster because of AS and makes their kiting much more tolerable.

    Shades - As melee they were pretty easy, but as ranged it makes them even easier. If you have never dueled a specific shade before (assuming their trox) they can do one of two things with their mongo rage. They will either try and alpha you immediately or drain and then alpha. Since you don't know which they're going to do you end up cooning right when they mongo rage, and if they drain then you're going to have a hard time trying to outheal the alpha later unless DoF comes back up, but other than that, they're easy and worst case scenario you can just kite.

    Keepers - Can easily outheal their alpha with awakening and often times cannot be perked by them without Mongo Rage.

    Martial Artist - Tricky but easy if they dont land perks and attacks on me. AS takes them down quickly. As melee with SA it was a little slower, but they were still taken down eventually unless they could perk me.


    Medium

    Enforcers - Sometimes they fall into the easy category, but lately i've been finding a lot of enfos difficult to perk. With 2700 AR my regular perks dont land, only those with 80% checks. I believe someone said that enfos def caps around 2800 or so, so maybe when I get endgame they wont be as much of a problem. Huge alpha especially with dimach, if not paying attention can get raped. Also my AS multiplier is not as high as it could be so AS can be unreliable sometimes and would take awhile to whittle them down. They eat perks so easily! The ones that can touch 4k AR selfed are the hardest because sometimes they can get me when DoF is up without Mongo Rage. The ones with mongo rage are a little easier because I can predict their alpha but if they dont need it its a rough day for me. As melee I had absolutely no chance of perking them because my AR was lower and the 80% checks were not there.

    Bureaucrats - eh depends on the crat. Often times I like to use the hhab to calm carlo and then recalm him with SS and that helps a lot. As melee they were hard because of low AR and no range, as ranged they're significantly easier because of AS and range. I can just AS and kite the pets and will be fine. Unless proc roots happen I generally wont be rooted or snared, and if so, not for long.

    Fixer - Usually this is like a draw. I wont kill them and they usually wont kill me. If I get lucky with AS then I can beat them. If they get lucky and land override and my coon isn't up they can beat me, but if neither of these thing happen I end up just whacking at them until they get low and then they run and heal up, while trying to cast override and alpha me. As melee this was stupid because there was so much "out of range" spam.

    Engis - As melee, it wasn't smart to stand toe to toe with an engi and a widowmaker and dog in your face so you would have to kite but yet...be close enough to the engi to land perks? It was just retarded lol No specials, and you have to try and catch them when coon, survival, BR is down. As ranged not much has changed except for the fact that i can perk them while kiting, thats a benefit.

    Adventurers - Kind of a standoff as melee vs melee, kinda the same as ranged vs ranged but 80% checks make things interesting. If one advy can perk the other one, eventually, they will probably win (as ranged) and I guess melee too...sometimes


    Hard

    Nt's - Whether ranged or melee the tactic was the same for me. Get as much hp as possible, get as much AR as possible and just try my best to alpha and hope it doesn't get absorbed in nullity sphere or some form of nanobot defense. I always end up going pit lizard for kin of tarasque and throw on coon and then br and then insta and fire up CH. Sometimes this is enough to survive long enough to take them down, other times its not.

    MP's - Another standoff kinda unless NSD lands multiple times. AS helps a bit but just a bit. Calming the healpet helps but ultimately I just dont do enough damage to them and eventually, if they wait long enough, they can kill me.

    Agents - UBT + AS really hurts me. As melee you had an easier shot to alpha them with brawl stuns, but no stuns as ranged. Difficult to alpha and perk, 80% checks help tremendously but cut your alpha down by a lot.

    Doctors - Kinda the same as agents with or without AS. As melee brawl stun gave me a shot, but as ranged its hard. FA AS hotswap helps a lot but not only is it getting nerfed, but in my setup I cannot self the AS weapon without a scope (close though, very close) so the hotswap take an equipment adjustment to pull off. I survive with insta heals, ch, and superior seed life. As ranged I never kill them.

    Traders - I go for maximum AR and NR and it all comes down to the first drain, if I can resist their first drain after shutdown skills and can still perk, I can win, otherwise, im a sitting duck although AS has saved my ass and killed a trader while fully drained. I can survive for awhile but after defenses are down im done.


    Battle Station

    Completely different story here! With Spatial Displacement 10 I am virtually unrootable and snareable and if I do get snared or rooted, great purge frees me and makes me immune.

    With Dof + Limber + Br + Coon + Awakening I can cap a point with the entire opposing force and some turrets on me.

    If I am about to die I can run away and often times people can't do **** about it.

    With a couple OB's The easier profs become cakewalk, the medium profs become easy, and the hard profs....are still hard lol

  5. #25
    Neutral Opifex Agent: 216/21?/65

    General Stuff: Buffing takes me forever. I generally terminate so I can get through two rounds in Decon. My +dmg nanos have too much recharge time (10 seconds each), and I'm pretty bogged down with the extreme nanocost of buffing people with whatever I am true-prof'ing. I am usually the last person to finish buffing (Engis being the exception I believe), and I require multiple swaps to do so. I have the inherent lack of HP, Def and Runspeed from being Neutral.

    Mimic Doc: If I am going to run in teams at all, I'll be using this. Healing my teammates is easily my best ability. If I team an Engi and get 7x blockers, the entire team can survive with my healing alone. The current plethora of debuffs annoys me. Anytime I run into a soldier I am immediately hit with RI. If it's a Trader, GTH. If it's a Doc, UBT + Malp Spam and maybe a lucky proc. If it's ... well you get the idea. I deperked NR because it just simply didn't help enough to not have my True Prof buffs. I run from Traders. I root and leave Docs and Soldiers, or run from them if roots fail.

    Against Engis, MAs, Keepers, or Shades I've gotta kite my ass off and spam roots to survive. If I do this, I will probably beat MAs and Shades, the Keeper will eventually get away. Not a chance against Engis. Against Crats I do alright. Great ones like Sterva can rip me to shreds. Fights with other Agents are typically very lopsided since they best me in both AR and Def, almost regardless of my setup changes (minimum 100 AR/Def difference).

    Alot of people I can go 1 vs 1 with, but the second somebody else shows up I have alot of trouble surviving if they have any sense of coordination between themselves. If there is any combination of damage + debuffs I am toast.


    Mimic Trader: This is fun. I die alot more, sure, but I make sure I am as annoying as possible before I go down. Drains put my AR up enough to perk alot more people. Soldiers usually kill me (if some of my better perks are down), as do Ranged Advys (pretty much all the time) since I can be hit through one drain and landing Plunder is not easy with the inherent debuffs of being an Agent. I have next to no healing except for kits and a 900 heal. When using this Mimic I REALLY feel the pain of Triples, much more so than doubles. Lots of professions can spit out enough damage to kill me through my limited survival tools, but I generally don't care because everyone I can tab has at least Divest on them and I get fulfillment out of my teammates hopefully killing them because of that.

    AoE roots are phenomenal. I love them. They get resisted/removed alot, but casting them as much as possible really throws a kink into other people's plans. They work best in PvP zerg situations.


    Mimic Soldier: Kill me please. I hate this. It's boring, it's not as effective as other Mimics, and it just sucks all around. I rarely every use this unless I am surrounded by Shades/MAs.


    I don't duel so I don't have much of an opinion there.
    The Fine Arts:
    Mime | Surgery | Zen
    The Traitor


    Xirayne: I couldn't care less about who is clueless or what the exact definition "real" pvp is in ao, I want "fun" pvp!

  6. #26
    220/21/65ish NM Crat.

    Probably speak for those who occupy that thick part of the bell curve. Set up is Lust/Dread pistol some CS, some DB gear. Full alphas and decent HUD/UTIL placement. Set up is Nano skills/AAD.

    Mass PvP.

    Rarely do it as even with very high NR i spend the whole time rooted or snared. Defences are useless and no heals mean if i get called i'm toast. Have approximately 15K HP which is easily capped in seconds. Several times i the game had to pause for 5 seconds to catch up to how quickly i died. Mass PvP is a negotiation between spamming root/unroot or trying to do Dmg. Neither is very effective. Pets have zero chance of countering roots/calms/snares. They become very difficult to control and usually only serve the purpose of taking a few hits from being named after the Tank/Caller/Docs.

    BS.

    Not too bad but overall very hard to hit evade profs and hard to kill anything very quickly. Evades help but still can be hit by high AR profs. Pre-stun BS was a bit easier but still chances of stuns going off enough to really be consistantly good was slim. Post-Stun (and better set-up) essentially similar, if you are lucky pets can interrupt casts of AMS or healing and give you the edge. Still pets are under-powered, easily negated by CC or geography. Standing next to a warp means pets wont climb that quarter-inch to hit you. I've see that tactic exploited alot. Slow RS means most profs can run you down or run away at will. CC helps a bit on Low NR profs but high NR profs its useless. Annoying that you need to often decide between nuking and CC and pet un-nerfing. Recharge on nanos essentially means profs can simply calm pets while you are in recharge. The nano dmg multiplier is good but hard to time. If you have just casted and then it pops you are lucky to get 1 in. Debuffs are ok, but recharge is slow. You would be lucky to get your full set off before you are dead. And if you bothered to do it your pets would be sleeping and you would have maybe got 5 regular hits in. Low AR means your perks dont fire often.

    When teamed for extra AAD or Evades I'm very hard to hit. When solo I'm not. The ratio is maybe 20/80 hits to misses when teamed and 50/50 teamed.

    Pretty much anything can kill me. Crats have HUGE holes in defence and offence that make certain profs god-like against them.

    PvM (no one has mentioned)

    Pretty good to solo. Still Low HP on NM means if you catch agg off a mob you can be toast fast. Not enough good mobs to charm means you can look around ages to find something decent or you have to travel a mile and the re-charm 5 times before you get there. There is a small pattern to getting agg, but can be random and hard to shake. Would like to see a perk or nano along the lines of being unable to be hit for XXX seconds. Nothing long or anything but enough to let HD kick in a bit and let pets retake agg. to be cast on the target not yourself and hence PvM only. Nano range on the 2nd charm could be increased a tiny bit, since its a long cast, even if you are ready its sometimes a close call. cant really complain though, its a nice prof PvM due to CC and can be easily useable in beta symbs and DB armour so nice and cheap.

    165/15ish/42 Opi Trader.

    Made this toon as I wanted to be able to kill something more than it killed me. Crat experience in PvP wasnt super. Trader was fun to play generally as its like sandbox killing. Very routine 1) drain 3) -AAO/AAD 4) AS/Perk/Crit 5) next. Was in 200ish symbs. Mostly CSS/Dalja skirt not much effort put into it. 250 OFAB mk6 was decent.

    Could kill almost all except Nt/Fixer/Engi/Enf (50/50)/Agent/Advy (50/50) regularly without much fuss. Shades/Soldi/Crat VERY easy. Shades low NR, and lowish AR at TL5 was laughable and the bug where the rapiers showed in sneak topped it all off. I had to tell a shade i could see his little glowsticks walking very slowly towards me. AoE root/Drain AS/Perk/Crit /tell shade dude your rapiers show in sneak :/

    Fixers NR and CC and ability to just run off was annoying. Engi Blockers was a pain. Could kill a semi-decent engi but not a twinked one. Often I would just avoid due to the time it would take. NTs were just a pain. Their Nano range meant they could root then stand back and Nuke, or blind or just triple + perk me instantly. Their Highish NR meant some i could never drain and some just resisted alot. With NT you can't afford to try to re-cast several times or they would have just double/triple you to death. You really get one chance to try and unarm them, if that doesnt work, sit and die. Enf was a close match. I liked fighting them. If you could land a drain then you were halfway to winning CC was useless on Enf and draining was hard. A good 170-174 enf usually hase HUGE AR so you need to drain once and pop the -AAO -AAD before you are really out of the woods. I relied on healing and -crit chance nano's mainly. If you dont land a drain within 2 casts you are toast. They can run you down and alpha you hard. Agents were a no-brainer. They could AS + perk me before I even recharged from my first drain. If i caught them by suprise I had a chance to drain/alpha but you had to be fast. If there was more than one or any other decent toon around its impossible.

    Advantages : does well vs most profs. Easier twinking and fun to play when you are winning
    Disadvantages: A little cookie-cutter, Offense was your defence so toolset was slim, very frustrating to play when ever there was a few agents or NTs around.

    Overall I'm glad i did it, but somewhat disappointed, mainly because i wanted to be much more God-like. But then I didnt put in the effort so it happens. And TL5 is dead in RK2 in my timezone 34 clan in Q and 2 omni.

  7. #27
    Hurray we get to complain about bs experiences! here I go! 220/26/70 soli keeper. mostly endgame.. cc, full lox, most alpha symbs.. evade setup and I hotswap for AR setup in bs. anyway..
    I sign up for bs with nano hotswaps on.. get in.. cast my nanos and then hotswap into ar setup. that gives me around 3.5k ar. I run to core immidiately. theres a 210 keeper! K33L! and a 220 engi! lol! k33l! oh look a 220 ranged advy! ..now I'm back in decontamination sitting around awkwardly with the omnis I've just killed. infact.. every prof that's 220 kills me. which I don't get because my character is geared up mostly endgame..

    kay so points I've tried to make! : dont go to BS if you're a keeper (duh)
    also some of the profs I can kill: uhh.. mp.. crat usually.. sometimes a gimp advy in BS but NEVER a duel... enfo def..shade sometimes.. keeper not 1v1 unless hes going for ar setup and nerfing evades then I can nab him.. ma no lol theyre hard as mess.. soldier I can kill 1v1 sometimes if I'm really commited but mass pvp no.. most good twinked profs I can't kill.
    http://auno.org/ao/equip.php?saveid=145772
    Last edited by Keeper275; Nov 22nd, 2009 at 06:55:59.
    RK2: 220 Soli Keeper clan

  8. #28
    Quote Originally Posted by Mr_Stabby View Post
    220/70/30 Enf best possible all around pvp setup

    90% of pvp i do is solo (bs, random tower wars, flagged brawls etc) In mass pvp i have adapted hit and run type of gameplay because other people rarely travel alone hence i cant stick around for very long also since its mass pvp theres always a doctor or trader or whatever support prof for me to gank giving me the best gank difficulty/effect on the other side ratio and since ive played this game for oh so long ive become very good at it, if there was a pvp death counter in ao id imagine my kills outnumber it by roughly 10 to 1. Sadly this type of uncoordinated gameplay seems to have little effect on the enemy tho, its not rare that while im having the time of my life in BS slaughtering everything on my path while my side is still losing on every front.
    10% of pvp i do in a well coordinated org team along with people that are concidered to be among the best of their respective profs this only happens in towerwars/flag brawls where my org is heavily involved tho. On these occasions i usually serve the role of a tank (since my otherwise hit'n'run style pisses alot of people off, im among the first people to charge in and im really tall!), with proper support i can hold out for a long time while providing mostly stuns to aid in killing people.
    As for duels im not actively seeking for any, i will accept whenever sum1 does challenge me tho. Thing is in ao 1v1 there is a limit to which u can play ur toon, when u make no mistakes and are properly equipped for the fight thus its not as much fun for me as mass pvp. Most of the time my opponents are neither of these hence my 400ish wins to 50ish losses since i finished the toon but when they are the prof breakdown is following:
    certain win: doctor (might take couple hours tho)
    good chance to win: keeper, crat, nt, trader, agent
    even odds: shade, fixer
    below average odds: soldier, advy, mp,
    nearly impossible: engi, ma (these 2 are in this category only because a single representitive from their prof tho, otherwise MA would go under even odds and engi under below average categorys)

    People might claim enfs are OP when they see me on yet another roflstomp session in BS but bear in mind that there are maybe 2 dozens max of people on rk2 with the same amount of effort and understanding put into their toons (i easily kill clones of me every day) and vs them i feel enfs are rather evenly matched which is the main reason ive stuck with this prof over the past year (because theres always a chance for any prof to kill us as there is for us to kill them)
    This sums up my experience as an enforcer too, generally. Minus the duel thing, based on me not liking rules in PVP but the cances to win are pretty accurate when you factor in iMUB which isnt really realisitic in "real" pvp. The rest is resonably accurate, and the win/loss ratio depends a bit on aggressiveness vs ability to GTFO if the odds arent in my favour. Over the last 8 years I've been good at judging that, which irritates a great many people. I enjoy the ability to escape vs stupid, unfair odds/zergs, and choose the encounters I wish to choose, where they are more balanced/1v1/not insanely biased against me.

    220/70/30 Agent (Again, best humanly possible equipment)

    It's like above, except I kill a lot less people, survive a lot less vs debuffs, roots, stuns, and are considerably less able to GTFO, and harder to escape, and/or choose your battles.

    Thus, I don't play my agent very much, mainly because I like the adopted enforcer playstyle - But you would think an Agent (or shade?) would be more suited to this kind of gameplay but it isn't.

    An agent however is arguably more effective in team situations, as they do more DPS (AS every 10s) than an Enforcer who is a 1 kill a minute toon MAYBE, and the ability to throw CH's around now and then on teammates. This comes at a cost of solo killability, and solo survivability, and solo flexibility. This is a lot less fun and is the main reason I haven't played my Agent since I started getting VP on my Enforcer way back when. (Which I retired more or less when SL showed up and everyone went PVM)
    Don't be lonely anymore.

    Look at your post, now back at mine. Now back to your post, now back at mine. Sadly, yours isn't mine, but if you stopped trolling and started posting legitimate comments it could look like mine. Look down, back up, where are you? You're scrolling through posts, reading the posts your posts could look like. Back at mine, it's a reply saying something you want to hear. Look again, my reply is now diamonds. Anything is possible when you think before you post.

  9. #29
    220 Solitus Nt on the BS, 1vs1:

    Soldiers - haha

    Enfos - if I can a: get the drop on them and b: not be interrupted for 5 min by one of their teammates. The exception to this is, grudgingly, kink. he gets rooted and left. bah.

    Traders - if I see them first, 95% of the time I'll win. If they see me first, I suddenly have no nano, or if I resist their first GTH I'll win.

    Agents - how hard depends on their fp. Fp'ed doc is hard, and REQUIRES me geting the drop on them, but I can kill them as a doc if a: I survive the stun and b: my timing is perfect. Any other fp and I'll win 1v1

    Advys - Ranged are iffy. Depends on if their perks are up or not, really. Melee is hard to kill, But doable if I can get them rooted and stay out of range. Requires them running out of deroot perks and me lasting long enough to burn through bio and their nano. Ranged usually win, melee take so long to wear down I usually leave them rooted and move on to something easier. Fun to catch with all their def perks/deroot perks/etc down and trying to hide for a min.

    Mps - I either remove NSD or resist it. Once that is sorted I'll win, then kill that #$%&ing healpet.

    Engies - depends on if they are using freak strength or not. If they are the pets maul me. If not they fold up once I burn through bio.

    Keepers - once rooted and bio is burned through they die. Often easier to kite if they have SD perked. The lost AR for being hard to root means I'll evade enough to live. They were hell pre s&d adjustment.

    Fixers - LOL

    Shades - If they can get close enough to stun me I'm gonna die. If I see them coming they are going to die. Simple enough.

    Crats - at max range, they will usually be near dead by the time I get feared. The only one I ever had trouble with is puzzy, due to his almost always running in a pack. Never fought Sterva.

    MAs - They often open with red dusk. Which does nothing to me (<3 coolant sink). The bow/spear swappers are irritating, but unless they brawl stun me its 95%+ in my favor.

    Docs - Oh hell no. They can't kill me, and I can't kill them. So they get rooted and left, or rooted and held there so they can't heal their allies. UBT is irrelevant to me.

    Other NT's. The only one I consistently lose to is Hacre. Masta is an even fight untill MR gets tweaked down. Everyone else it depends on who gets the drop on whom, what level they are (<218 is going to lose) and if the right perks are up.
    Last edited by Solstiare; Nov 22nd, 2009 at 07:34:07.
    ____ Equipment
    Kopo: There's nothing wrong with the (NT) profession itself, it's just that the other 99.9% of us playing it are deluded & incompetent.
    Unzipped: I'm right, Schmorgi is right... everyone else is wrong and /org lazy.... yep... that pretty much sums up my thoughts.
    Mangle: .... even still the leveling curve seems steep. Why must there be an exponential leveling curve? Who the hell invented that crap with MMOs to begin with?
    deniska: malewerecat h8 for making me agree with Masta
    sobeguy:Anyhow, Marius was evil regardless. Gaute was evil too. They are like, the Bat Man and Robin of evil. They probably run around in tights and masks, making vaguely homoerotic comments, and generally meddling anywhere people are trying to have fun!
    Righteous:Sil is in the kitchen making some sandwiches, he says you're lying and doesn't know who you are.
    Sephiroth:you managed to bother two people with one sentence. Nice
    I Remember The Missing: Nepenthia, Naraya, Satenia.

  10. #30
    My Fixer - 220/23/58, Mainly PvM setup - That means 300 Pen Ofab [chest, sleeves, pants] and some 300 CSS bits. Used Hawk Mk 5 + KMP 5 last time I was ingame (got my parts for Envy, haven't logged in since summer). All in all, a decent 220 Fixer setup. I'm a solid DD and soloer.

    I participate in BS for VP and fun, especially if anyone else from the org is on. I NW defense (well, when we had multiple sites in my range) and join any attacks I can. I rarely duel.

    Adventurer: Root and run. If I can even root. Usually can. Can definitely outrun PvP Advs (though Advs can easily get more RS...). Just assist others with killing, there's never a good Adv I can kill.

    Agent: There's a lot of not very great 210-220 Agents that PvP, and for the most part I can usually root and outlast them or alpha a bunch. The good ones (like RK1 Srompu) I usually can't deal with and would debuff and run.

    Crat: Usually not too bad to handle. Pets are chain rootable. Usually too squishy to put up a prolonged fight.

    Doc: If it's a lower one/PvM doc, can usually alpha no problem. A doc that actually knows how to play is someone I don't want to be around. UBT is such a pain.

    Enf: The bad ones are great cannon fodder and make me feel good about landing capped FAs. The good ones - like Voyvoy especially - can tear me to bits. I can pop every conceivable defense perk and get 3k+ evades with 2-3k (or whatever it is, been out of game so long) AAD and get demolished every time. Root and scamper

    Engi: Bad ones I can alpha or outlast, good ones toe to toe usually not worth bothering to kill with blockers and all. Just root engi and pets and laugh

    Fixer: Of equal skill or lesser, no problem. Better skill = long, drawn out death

    Keeper: Same as Enforcer, but more fall into the weaker category. Also more of a median where some are decent challenges and less that can thrash me.

    MA: The best ones you don't see PvP, so the ones you do see PvP don't swap enough or aren't setup/smart enough to usually matter. Root and shoot.

    MP: Shields suck. Try to ignore those. Other ones aren't bad.

    NT: Alpha or be alpha'd.

    Shade: Most aren't scary. Anything lower is usually alpha or two special cycle fodder. 220 Trox can be scary

    Soldier: Any 210+ gimp with a Gimpstick can pose a threat, but the dumber and lower level ones are easy to root and wait and slowly kill. Any soldier with a Gimpstick and half a brain for PvP is too hard to deal with

    Trader: If not predrained and Nemesis nano lands, cool. Still a pain even with that usually. Squishy though, so can alpha if one isn't expecting me
    Ruffixx, 220/30/66 Omni Opifex Fixer
    Pugilius, 206/30/49 Omni Opifex MA
    Blessedbrawl, 200/0 Omni Froob Opifex MA
    Medor, 199/23/42 Neutral Solitus Doctor
    Vindicius, 189/20/46 Omni Atrox Enforcer
    Evilrilius, 100/10 Omni Nano MP - Foremans Killing Machine

    Proud General of Obsidian Order

  11. #31
    Adv Solitus Melee(220/70/30) with all phats

    I use dual mongooses full CC/SSD and in a allround setup I have around 2.9 - 3k AR and lots of defense(no towers).

    Defense: Usually being unperkable by most people I feel allright it's very hard to get this toon killed. But anyway as soon as perks or debuffs start to land on him the game is pretty much over in other words I just run off. Only lack in defenses actually is NR which allows nasty debuffs to land quite easily which is clearly the weakness of advy.

    Offense: Offense wise I don't think adv is doing that well. I can swap to offense scope and hit sphere to start perking with extra 200ish offense. This way I might get to perk some evade professions like shades, crats or other advys. Anyway the AR is rather low compared to other professions and if I can't perk stuff it's ofcourse very hard to kill stuff. Also some professions can drain AR away so then you're pretty much only doing damage with SA's. Finally im going to mention the 40sec SneakAttack is the only reliable way to deal damage.

    Enf Trox(170 max ai 'n le)

    This enf is very twinked, with 270 CM, 300 ofab and using 1he weapons. Also very much paid attention with defense and can reach very decent dodge rating with wit of atrox(currently)

    Defense: The worst enemy of my enf damagewise is a soldier. Soldiers nasty AS + FA combo really eats nicely through cocoon. Going evade setup ends this madness tho and it takes a really top twinked soldier to pick my enf out in duels, I can see wit of atrox changes to effect this part quite radically. NTs are very painful if they land the NR debuffs all I can do then is hit free movements and run blinded until getting rooted again. The best part with the defense is heal delta which is realiable and really helps a lot in most situations.

    Offense: I can pop Challenger and have a very good AR, but not good enough alone to eat through DoF using evade professions. Im completely dependant on my AR procs which is quite annoying, when they pop all at the same time it's partymode tho. Killing a Agent fp doc or a Doctor is almost impossible, it might be doable with luck every 30minutes.

    Crat nano(118 max ai/Le)
    This toon is also pvp twinked with notucomm, scouts etc. I've been using a Sapphistic Bow on it because it offers a ok reliable AS with average speed. I used to enjoy this toon a lot.

    Defense: Evades are my friend and also the CC tools really work well at this level. Root'n run mode works well on non uber NR targets(like NR agents). it's mostly enough and being unperkable with stance. If a trader comes in to play, you can aswell type /quit before he drains with ridicilously OP nanite enhanced LE drains.

    Offense: AS+Nuke ftw! The pet usually wont hit targets if they are well twinked. If I face other pet professions stealing their pets is the most fun ever. When other pet professions aren't around and im not fighting anywhere near some high level mobs the mind controlling abilities are totally useless. Against absorbing professions there's a problem with doing different damage type with every single weapon (bow,perks,pets,nuke).
    Last edited by Piili; Nov 23rd, 2009 at 00:15:03.

  12. #32
    220/30/70 endgame equipped crat

    CC tools works Perfectly just need the right amount of nanoskills, Fear is Hilariously Fun. Pets could use a tweek to AR. By far the funnest proffesion to play from 1-220.
    quite alot of anti cc items out there but works none the less and very well

    Edit: More weird or odd CC tools are welcome.
    Last edited by RemodCrat; Nov 23rd, 2009 at 01:21:23.
    ICC planet-wide announcement: Puzzytehcrat has been awarded the highest honorary rank for outstanding dedication to the defence of Rubi-Ka. Happy to be the First Clan ***MALE*** Crat to hit AI 30 RK1

    Quote Originally Posted by Fugyaz View Post
    Crats, ordy has no room being close to this list. Thelibertine is one of the best Omnis, worth mentioning. Hands down the over all award goes to Puzzytehcrat.

  13. #33
    Soldier 170/42/21, twinked.

    Offence is quite nice. cant do much against some evaders, but thats to be expected. Recharge on specials is a bit high, or the gun is slow in other ways. New perk changes added root remover (iirc) to tacky hack, and thats good. Our NR is really low and just about everything lands.
    After freinds spam my NCU full of every incompetence and whatnot nanos tehre is in the shop, "just for kicks", for the billionth time, It gets annoying.

    very usefull in war/team BS. Downside is the huge ammount of our worst enemies at this TL. Its is almost impossible to find a mass PvP encounter where NTs and Traders dont bumb into you behind every corner. If they come alone and I get the jump on them, I might have a very small chance. Not sure what the AS swap nerf will do for this chance tho.

    When I dont have a trader following me all the time, Solja is defensively quite good too. TMS aint perfect, and specials still do high dmg with it up. but im abit HP oriented, and with a good team behind me, Solja can last quite a bit of beating.

    Overall: Fun

    Adventurer 220/70/30, Melee, Endgame

    Defence is good. Darn good. we all know that. Can survive for almost indefineatly. But being melee, that is balanced off by having pretty darn annoying offence. Low AR and Melee "out of range" issues usually makes killing anything but greens hard.

    Feels more of a annoying fly in the ceiling type usually in team BS/War. buzzing around, not getting killed, ignored by most. Sometimes its fun, but have gotten a bit bored with it.

    Got my ranged setup on Social atm. Before the AS nerf, it feels like my Melee Adv and Ranged solja are having a baby. Feels dangerous and dont have em even on yet.

    Overall: I suppose its still barely on the fun side.

    Enforcer 220/70/30, 2He, Endgame

    Toon that I like the most atm. Fast, hard to stop, steamroller. feels like what a big arse Enf should ,I suppose.

    Defence is quite good for a profession like this. feels balanced. Specials hurt ofc, but if they wouldnt, we would be too good. In team BS, not overly usefull to the team, but the Team behind the Enf can make him almost unkillable to not so well organized enemies, so the potential of being usefull is there.

    Offence is a bit flaky. very Proc reliant. Im 2He, so I dont have 100% specials either. The good survivability helps a bit, as you can try to wear down some people, but still, theres something, I just cant quite put my finger on it. Too much offence increase makes us too good, nothing keeps us a bit too reliant on Procs, which ofc are NEver there when you need em in mass PvP. I suppose the difference between 2He and 1He in PvP offence irons out even this problem..doh. Enf is perfect.

    Surviving horrible situations after taking massive ammounts of damage always feels like a win, even tho you didnt kill many/any, but tanked loads.

    Overall: Balanced and very Fun.
    Last edited by Anarrina; Nov 24th, 2009 at 19:08:00. Reason: removed obscenity

  14. #34
    220/25/66 neutral agent, crit gear, almost full xan alphas, pretty neat gear overwall.
    dont have alts:!

    pvm: i can do ok, either soloing or in team, my dmg output is a bit low compared to shades engis and crats but i can try and catch with solds - careful nano/perk timing needed. high nanodelta and fp:doc allows me to act as support heal outside sl, or tank up to inf bosses.

    bs pvp:
    zerg vs zerg: im dead fast. i noticed ppl tend to attack/call agents very fast, if not 'on sight'
    solo vs zerg: im dead even faster

    advys: i phear advys, unless i can catch them offguard.
    agents: thats something fun. the one who attack first seems to win fight.
    crat: its ok mostly. roots are annoying.
    doc: unkillable for me, unless lvl difference is big.
    enf: most fights with enfs i find fun, thus if i get stunned im dead.
    engi: dont remember last time i won with engi.
    fixers: they always root+flee when thier hp is down to 30%, the better ones, can kill me np with alpha tho.
    keeps: i do well against keepers.
    ma: similar to enfs, but much shorter fights.
    mp: debuffs are nasty.
    nt: hardcore stuff. usually i die quite fast.
    shades: depends who can spot who first.
    solds: if i can /hide and wait for right moment, solds are easy prey. if not, root and run.
    traders: dont like, GTH and drains makes those fights hell.

    overwall: not as bad as it were before i got my endgame gear.
    Last edited by unback; Nov 24th, 2009 at 22:39:50.

  15. #35
    Keeper - solitus 220/25/70
    I pvp most at BS. Also tryed some duels and love it even doh I loose a lot of them.
    Following info are based on BS/duel situation, not mass pvp/towers/city pvp as the most active pvp`rs on RK1 clan side inn these aereas are far too good for me. Inn max end game setup I dont stand a chanse against any of them toe to toe, even less when they gang up /prostrate

    Adventurer: Impossible. the few I managed to perk outheal my alpha and regulars even if I manage to land all defence debuffs. Even low adventurers 215-16 and up are close to impossible. HP looks like a dam IT stockmarket but somehow they live long enough to wait out my coon and heal.

    Agent: As long as they have a decent HP setup any fast cap AS outdammage any keepers defence.

    Crat: Roots land easy unless hes completely inn AR setup. Hard as hell to kill one as it seem the defence last forever. They now hit hard with additinal ocational pet dmg/pet procs. My AR is gimed for defence so I rarely hit them.Huge threath due to roots and 80% def check + AS + nukes. And ofcourse I forget the anti fear noob

    Doc: In a good HP setup its impossible to kill. My alpha is limited at none of my attack can get close to a 30% hit. I have no toolset to harm a good doc enough to be a treath.

    Enf: They have so far killed me every time due to MR or if solitus (Kingstaah hello) they somehow outheal the little alpha easy and perk trough high evades with a combination of sneak attack and dimach they **** me once my coon are out.

    Engi: Not as hard as the ones abowe. Rarely kill me alone, but if they land blinds, rip reflect and snare on me I am a easy target.. Also if they kite they can last forever as we have more or less the same runspeed and with some crasy turns sync may be in favoxr of the kiter.

    Fixer: Impossible. Inn a offence setup I can do some dammage to their HP, but when they land a good AS + perks + decent FA + Burst and stuff they get me easy. When I try defence setup I can`t hit them enough to be a treath.

    Keeper: Totally depends on the other keepers experience, setup and MR who land their perks first usually win. MR is not the biggest issue as it takes 2 keeper aplahs to kill another keeper. Its the same every single time

    MA: If set up correctly with bow and whatever good ma`s use they win. If not they loose(/duel) or run away(BS). Becouse of their low HP setup and long recharge on heals/heal specials they can be killed, but then its PEBCAK and not the profession to blame.

    AS MP: Medium, its possible to kill one if you managed to avoid beeing serial rooted by messpet. Their defences are gimped but you have to get to work fast as we can not outlast caped AS.

    Shield MP: Hard to impossible to kill, usually I ignore them if I`m alone or they ask for a /duel. Best bet is to use everything you got to take out their healpet before anything else.

    NT: Maby the easiest prof for us to kill. Exeption is (Mastablasta as it seem he got overnatural power or just a tad more HP and experience then the rest) if we get serial rooted. Root/perk/double/root/double/root etc until coon is out or backup arrives we are dead. What goes here is "stay on top of them and give them everything you got!"

    Shade: If we are setup correct we can kill them inn time, but if they manage to land perks they kill us. Outcome here is completely based on keeper setup and shade setup. MR is ofcourse a huge advantage, but not like enfs as it seem shades stun perks must be running on target before next can be launched. Can give us the extra second to escape. Outcome usually 30/70 inn shades favour as many go for AR and gank instead of defence.

    Soldier: Depends on soldiers equipment and experience. A soldier inn some defence CSS gear dont have enough AR to land caped FA. A decent good soldier with max out AR and decent FA AR land caped FA every time and as with all other profession with a 30% fast cycling special we have no toolset to outlast it for very long and we die. Gimps = easy, Experienced = Impossible.

    Trader: If they fail landing drains they can be killed if you have a decent AR/perk setup from start. Once they land a drain they are impossible if your not trox with MR perked. Again kill them fast as they land drains sooner or later and we cant outlast their AS as all the other professions.

    Thank you for making this thread wish I saw it sooner!
    Last edited by haavarst; Nov 28th, 2009 at 02:13:21.
    Andvord, 220 Adv (retired)
    Knekt, 220/30/70 Keep (retired)
    Haavarst, 220/23 Crat
    Delifix 217 Fix
    Delivio 215 Shade
    Dilek 174 Doc
    Delisol 165 Sol
    Clown 126 Trader TL4 twink project
    Hannibal 22 Enf

  16. #36
    I'll just sum some experiences in PVP-ing.

    220/25/70 Opifex Enforcer
    In DD /Crit setup it is fun to kill, but also will end up in reclaim quite often.
    In AAD/HP setup i don't get killed, just get ignored for not doing damage.
    Hate: fighting against ranged.

    220/19/63 Solitus Doc.
    PVP: Only fun in team.

    220/21/69 Opifex Engineer:
    PVP: Love it. Ranged pvp is good+ lazy work.
    Tho i should redo IP, obvious need more evade/AAD to be a better pvp character.
    Due to IP shortage being be both a good tradeskiller & great PVP character is not viable.

    Keeper
    218/25/64 Atrox Keeper
    Haven't done tl 7 pvp yet.
    Tl 5: Back when it was a lvl 150 keeper, It was great in Battle Stations, getting few hits on me and got quite a few kills. But when doing tl 5 wars, i began to hate the impossibility to get close enough to ranged professions. (so i rolled a soldier for that work)

  17. #37
    220/18/64 soli SHADE - Good equip I guess


    Adventurer - Not too hard to tank and even outlast, but ranged advies are really over the top

    Agent - I **** them, hard.

    Crat - Ehh, I can't kill them most of the time, very unperkable to me ;p

    Doc - If they have RRFE, I can't alpha them in any stretch of the imagination. Buuut, I don't use a hotswap either.

    Enf - Soso, I can usually avoid their alpha if I'm careful enough, then quickly dispatch them.

    Engi - I only have problems with nanomage ones, or the ones that get a snare mine off :P

    Fixer - if I'm lucky enough I can widdle them down with SHD and regs until I finish them off with SA, but normally they're very difficult or nigh impossible.

    Keeper - I can't kill them, they can't kill me. So I just cast DR and run away laughing.

    MA - I can kill them sometimes, I don't fight them enough to really make an accurate assessment.

    MP - Shield MPs are impossible, I just leave them be as they're not worth my time. Bow on the other hand, if perkable die REALLY fast

    NT - They go smush if NBG isn't up

    Shade- lol

    Soldier - I can tank them if I can get all of my SP perks off quickly.

    Trader - I can get them if I see them first, which is usually never.
    Last edited by notcrattey; Nov 28th, 2009 at 22:42:41.
    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!!

  18. #38
    220 23 68 Fixer - Decent Lox Gear
    By decent i mean : need few more stuff (eg few AI observant parts) to really be on the roof of what i can afford wearing on defensive -let say i'm 80% atm. Offensive side : 98% of what i could do best on a soli fix (already over 3K AR). I'll stay LE 68 cause i don't want more HP nor useless level 10 perk.

    Mass Pvp (NW)
    Now that i got decent HL gear on, it feels like i'm less easily taken down even when called by 5 people or so ; i evade most regulars, and can deal with staying alive a lot longer than previously, and/or run out of range when needed. I now rarely meep, wich was sometimes the only way to survive with average gear i had.

    Battlestation PVP
    As i will detail further, there are few professions that would harm me all the way, and specific twinks in others. In general i will hurt decently (let say over 50% HP of the target) with my full alpha available. On rare occasions i would get the target down in seconds alone. I'm getting really crushed only by 2/3 professions, or when called by several opponents, or suprised with low HP left by someone with alpha up.

    Against Pet Profs
    In general i would root and/or kite : they are less of a pain when you succeed rooting their pets. MP & Crat are annoyant & good DD but can be taken down ; whereas Engis LE debuff really effects AR/DD, and their coon & regain make them REALLY freaking long to kill. Would love for PO to remove their coons, atm that means nothing to see a solo engi capping a spot VS 5+ ppl ... Btw, thanx for crat stun nerf.

    Against Melee Profs
    We pretty equal to most Shades on alpha except over time with their dd/debuff perks. MA are different : they got incredibly better alpha than ours + heals (see below). Both are close to us on defensive and can make long but interesting duels. Keeper are a bore (close to melee version of engi) when all def perks up, otherwise they are kitable and possibly taken down. Enfo AR/NR make them way too dangerous for us, best is hit AS/FA + run and hope someone take advantage to finish it for you. Imo the HP hit cap on enfo should be upped

    Against Healing Profs
    As fix, you can try your best, you will almost never kill a skilled healer. Over the duration of our stun (2 sec), even with good timing the DD we can provide isn't enough to kill before the target CH itself. Agent would seriously hurt on AS/perks even with a lot of our evades. If you can get rid of their ubt, Doc DoTs will nevertheless enter your NCU as hot steel in butter. MA read upper. Advies are more harming when melee, but will even be harder to kill with their coon/def tools. Though not always lethal, those all are more than challenging in most cases.

    Against Other Profs
    Soldier are >possibly< evadable, though they got low NR & the best is slow them and wait outta range for their AMS to be down. Traders are a mofo pain to evade once they got their drains on, and our LE "nemesis" against them is a LOL of low duration & unefficiency. NT are doable only if you attack them first and use stun at the right moment of your totally available alpha or you'd be toast in seconds even if you worked on NR. Temp perking notum repulsor can help a little but won't make such a big difference.

    Conclusion
    So i would summary as this : Marvelous evades, wich are efficient against most opponent's AR, except enfos of course. NR is average and way below necessary vs those wich hurts as NTz/Dox/Traders. Decent offense but wouldn't spit on more -> so i'm worrying about AS/FA choice incoming from balancing wich would seriously injure fixer alpha capabilities.
    Last edited by bitnykk; Nov 29th, 2009 at 18:35:43.
    Bitnykk/Bittorrent - young RL of AP & old emissary of CODE

  19. #39
    220/21 Agent. Defensively equipped.



    Advys: Against an advy it's usually just counting down the clock, and timing CH/stims/tools right. Assuming i don't make too many mistakes, I don't really lose against the majority of advy's that I duel.

    agents: Most of the time it's, "he who UBT's first wins". If you rule that out, then it's whoever can perk who, which can usually be done by the first to land BE.

    crat: In the traditional FP doc setup, if I get spammed with init debuffs, I lose usually. Crats can perk me, and the new pistol perks hurt. Alot. Alot more than I can heal at full agg and using the 99% nano cast interrupt tool. If I go FP soldier, TMS is usually enough to let me AS them to death, but this doesnt speak much about the true balance between professions.

    doc: Impossible to kill any decent doctor if you remove the AS/FA swap. End of story.

    enf: Most common enforcer setups, 1hb/1he these days, are a really luck based fight. In a max health equip, 32k health after all is said and done, full agg for most efficient CH'ing, etc, I find beating an enf literally comes down to the last 2-3k health every time. The alpha power is rediculous that enfs possess today from an agent's perspective. Should I get lucky, I will survive the initial alpha and win most of the time. Should i get unlucky, im dead no matter how I play.

    engi: Can't AS them. They absorb my perk alpha with coon. Bio R is a pain. Tanking them 1 on 1 is impossible if I want to survive. You can win with kiting pets, but anything less than kiting full time while waiting on coon to be out is asking for death.

    fixers: A fixer with a well timed alpha will win most often. A little bit of luck and perfect CH'ing on my part will lead to a win for me.

    keeps: I have yet to lose to a keeper, even ones who AS swap.

    ma: Red dusk destroys my init's. Very rare that I win against any decent MA toe-to-toe.

    mp: NSD stops me from CH'ing. Zset shield stops me from hitting them most of the time. Pets tear me up sure enough after awhile. I'd say losing to MP's here is my own fault due to inexperience with them, but so far it doesnt look good.

    nt: Only been one NT who could beat me in a duel, people like surovi, etc, don't stand a chance if im doing what I should be.

    shades: If I land BE, sometimes I can perk them. Really good shades stun alpha me easily enough.

    solds: Solds who RI me win. Solds who AMS make it fun. Well timed CH's, and well timed stuns to interrupt alphas will usually allow me to win. Nothing here is 100% though.

    traders: GTH and im done. 2 drains and im done. Very rarely or against less than great traders I will win.

    Overall : Agent's got a lot of kinks to work out. We have too many weaknesses and too many achilles heels. Im not asking for god mode or anything, but we either need a viable perk defense, or some way to counter act init debuffs, or more static defense via evades, NR, etc. As for our offense... AS is a saving grace for us right now. Without that, agent's wouldn't ever kill anything. And AS is hardly enough to win against anyone decent these days either.
    Leave "Marinegent" AScar - 220/23/65 Atrox Agent
    Wakeup "Marinesold" Screaming - 220/30/70 Nanomage Soldier
    "Moonmarin" - 220/30/80 Solitus Martial Artist
    "Marinekeep" - 215/18/4x Atrox Keeper
    Quote Originally Posted by CuisinartBlade View Post
    to be fair, 2.8k ar is enough to perk anyone except fixers, mas, advs, shades, nt's that blinded you, shield mps, bow mps that landed dazzle, def docs, crats, or marinesold

    so all in all it's a fairly viable setup

  20. #40
    220/22/63 - Solitus Fixer
    Notes: 13.5k HP (14k currently due to towers), alpha symbiants + 274 EoE + 300 Dodge/Evade/hd leg, alpha support feet, no AS.

    I am not adding in fixers on the list, since I feel that there is to much of a luck factor involved.

    Easy Targets:
    Anything 210-215 - This is where fixers shine the most, taking down green players in BS has never been easier.

    Martial Artists - Now, when I had lower health these where a real bugger fight, with higher HP their swaps doesn't hurt as much and I can wear them down, very dangerous to stand toe to toe against, because when it starts hurting it will hurt bad.

    Keepers - Once their MR is gone I can usually start wearing them down fast, if MR gets me when I'm not prepared I'm more or less done for if it's a good keeper. I can't see myself losing to a non-atrox keeper in a one on one situation, unless I screw something up really bad.

    Shades - I watch out for their stunproc and I always keep atleast one of my evade perks running, if I get caught in a MR alpha it's over, but usually easy to see them coming when it's from a shade. When ganked these are the most annoying ones, if I wasn't able to see them it's "gg". Same as with keepers here, I can't see myself losing to a non-atrox shade.

    Medium Targets:
    Assault Rifle Soldiers - Unless they swap in AS they are usually not a problem, that usually can change fast, they do have high AR and once they start hitting it starts hurting fast. Not running around with 10k HP does help alot here, harder to heal up when they do cap, but they cap that much less.

    Melee Adventurers - Takes forever to kill, but as long as I keep my distance a bit it is usually fine. On battlestation I rarely get to kill them, they can outrun me when it comes to running away, when it comes to kiting them lag is always on my side.

    Enforcers - Some are almost impossible, but on an average scale I have to put enforcers here, 17s FA does help a lot, if I notice that the enforcer is in an evade setup I always cast LICC before I fire off my offense. Time their coon with the profession ring and it's usually "gg". If they run I can't catch them no matter how much I want to.

    Bow MP's - I can't handle them over time, AS+Pet procs+nukes will take me down, I only need one timed alpha to take them down, I can last long enough to wear down their blockers, there are also unlucky times when Rihwen starts proccing away like mad.

    Shield MP's - If I can perk them after LICC then it's usually not an issue, if not then I'm done for. My health helps me A LOT against shield MP's. Kite pets and take the healpet out.

    Traders - Only if I catch them with my evade debuff before their procs fire off, if not I can't do a thing, not even run away since I'm Worm ICE perked... With LICC I still can't perk the better ones when the AAO drain is running, but I can wear them down with Fa, Burst and Fling at times even if I can't perk them. Alot of luck involved from my side.

    Hard Targets:
    Agents - Yea, the good ones will get me almost all of the time, my rather high health makes them able to tear me down before I tear them down. Was easier with onehander.

    Ranged Adventurers - The good ones, not a chance, the ones without an AS pistol is no problem, the ones with either onehander or an AS pistol will take me down.

    Bureaucrats - At times the fight can take a while, but in the end, nukes, AS and two pets makes it really hard. I can handle the non-220's of course, but that goes for almost all professions. A good bureaucrat will not lose to a fixer.

    Doctors - This will either last an eternity or end quick, I usually switch on that +10% reflect bracer but it's not enough if I am selfbuffed, with rrfe I can reduce Malpractice and Dot C damage by a ton, but still, taking them down is a whole other thing than just surviving them.

    Engineers - A good one in a one on one situation is unbeatable for a fixer, pets has to much AR, coon and bio regrowth makes it damn hard, they usually have enough HP to survive my whole perk alpha. IF I can get to the point where one FA lands and I still have my profession ring then I might be able to kill them, if they are nanomage that extra 5k instant absorb makes it completely impossible. A good engineer will not lose to a good fixer.

    Nano-technician - Ugh.. I don't even want to bother with this one, if their shield is ready it's not possible to take them down one on one, they don't even have to bother with CB to take me down, they can just spam Double/Tripple until I die. Lower level ones are always my first target in mass situations, because they will be my death even if they are level 210 if I leave them unattended. A good NT will not lose to a fixer.

    EC3/Arbalest Soldiers - When the soldier swaps it's 11s AS weapon on it's good game, I can root and run, but even when AMS is down my alpha is usually not enough while tanking their AS.

    It feels like I missed something on the list, just can't think of what it is.
    General of Horizon. Member of Unity. Frequent visitor of Free Spirits and The Last Element.

    Nave [ 220 Solitus Fixer ] Qien [ 220 Solitus Engineer ] Navezero [ 200 Solitus Soldier ]
    Rafeg
    [ 150 Opifex Agent ] Midriff [ 60 Atrox Soldier ] Lowriff [ 30 Atrox Keeper ]

    Also: Giant horde of alts.

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