Please add remark about onehander range problem and fact that rifles allow you to use CoHA perks. And fix newlines :)
Printable View
Please add remark about onehander range problem and fact that rifles allow you to use CoHA perks. And fix newlines :)
You list Sniper's Friend as HUD 1 + 2. Isnt it HUD 2 + 3? Just from mind, I may be wrong...
Also, the weapon section looks strange to me, with plenty of line breaks in the middle of sentences. Again, this may be just me or my browser.
I added an armor subsection to the PvP section, but it's incomplete. Comments are very welcome.
Might want to include that the biodome chest adds 16 AR. Also include allyssa's/carlos' boots since they add a fair amount of HP and 20 grenade. AR and HP makes engi happy.
When I get it finished I'll post my 25k HP setup. Looking at trying to tank people in pvp with team support, will be either a disasterous experience or really fun. Maybe both.
Your link to the biodome chest thinger is broken btw, need a space or something in there. :p
AODB seems to be down but most of the links point there. Is there another site this can be updated to? Also might add more explaination on how to obtain some of the higher end armors such as the Alien Armor and the subsequent Combined armors.
Otherwise awesome guide.
AODB isn't down, it was renamed to aomainframe long time ago. I went over the links once and changed them to the correct place, but maybe I missed some. If you can be more specific I can fix the ones I missed.
Section 6.3 is quite detailed on how to obtain higher end armors, if you need more details on any of them, please be more specific and I can add more.
Nice guide! A few comments, though:
5.1
"Dribble down" is also referred to as "trickle".
Nano Pool:
Items (& buffs) reducing Cost and/or temporary adding Nano will save valuable IP. In addition, I would recommend raising Psychic to "trickle raise" the Nano Pool. Reason: Psychic is a base skill required by several control symbiants and it trickles into other skills, pool is "just" pool...
5.5.4
Two more reasons to be nice to MP's:
Mochams/Notum Web/Ease - reduce nanocost line
Advanced Symbol Manipulation - Nano Prog. skill buff
5.5.6
Traders can cast "Lend Nano" and raise your nano pool.
5.5.7
NanoTechnicians is another prof with NanoCost reduce buffs, but they don't stack MP's "web" line. They might also have high NanoProg and other tradeskills, due to arithmetic/scout/officer armor and intel trickle etc...
5.7.1
If you are about to lose buffs or in other ways making pet OE, try placing them in "guard" mode. They will not obey any commands, but might try to defend you anyways...
8.3
Pet Memory:
Frozen Android NCU Injector drops in Alappa. When defrosted (using assembled Pen Quest reward tool) it turns into Android NCU Injector. When used, these add 150 NCU to target and the only penalty is 3k -QFT to the pet. Skill needed: 750 ME/EE.
9.0
Implant Creation Guide ExtraOrdinaire
Awesome post only thing I can think of off the top of my head is if you are a paid player it would benificial if you raised your Psychological Modification and Sensory Improvement to at least 145 now instead of 66 so you can use the composite nano's which are extremely nice and cut down drastically on NCU costs for buffs.
Well he was the one that posted in this guide to stop building your Psychological Modification and Sensory Improvement at 66. I was just posting that going to 145 or at least 125 then just cast Psychological Modification and Sensory Improvement expertise to cast the composite nanos. With 2 of those composite nanos you are looking at getting a pet 2 more levels above your current pet, so I think it does belong in an engineer guide.
You need to keep upping those skills anyway, for Extreme Prejudice, Masters Bidding, and Composite Tradeskills.
Hi guys, I'm looking for some advice in my engi build.
Right now I am something of a "cookie cutter" level 60 engi, I plan on making it to 220 in the long term, and my original idea was to play with my friends that are already 220 as a pistol engi mostly focused on PvM, but they keep insisting that I will want to eventually PvP when I'm up there, which I understand. They are encouraging me to avoid tradeskills as one of our friends is a maxed out tradeskilling Trader already, but I have been wondering about raising them only for the engi pistol.
First off, my friends know little about engineer. I have looked at the engineer pistol and it seems like it would be a fun "project" to work on as I level my engi over time. They insist that it is no good and that I'm wasting my time/IP by trying to get it.
Pretty much, is it worth it for me to invest in tradeskills only for the Engineer Pistol, or are they correct and is it a waste of effort because it's a poor 220 choice
Well for the powerleveling engi, the pistol is useless. But if you're leveling normally, it's quite good.
http://auno.org/ao/db.php?id=124430 x2
best for powerleveling engi
If you will want "to eventually PvP" at 220 what are you going to do all the levels between 60 and 219? If you stay on your PvM path for a while you will find out that your pet (=lvl 200 slayer) does much more damage than you and your lvl 100 dog when you are around lvl 100-130. Which means that you don't have to upgrade your engi pistol as soon as possible. Don't do serious tradeskilling before you reach lvl 150. You'll need your IPs to maximise MC/TS. You can always upgrade your pistol a little later provided that you found all the parts for it... :)
Take a look at chapter 12 in this guide. You will find a list of PvP weapons. Also take a look at the rest of the engineer forum. You will find complete end game setups of some people.
Note that you will need an awful lot of other items just to be able to wear all those symbiants, armor, and weapons. By the time you get there you will know better what type of play you prefer or like the most. You can always reset a few skills (or even all) at that level if you need more IPs for other skills.