Hey all,
There was a great thread from a couple years ago that helped new fixers figure out how to work with their new Fixers. Basically the thread starter asked a series of questions and people responded line by line.
Many things have changed since that thread, so I thought this would be a great time to start it anew. As a n00b I would really appreciate a veterans opinion on all of these topics.
Feel free to answer one or all of the questions, and please list the number of the question you are answering.
1) ATTRIBUTES
What are the attributes a Fixer needs to focus on most? Str, sta, int, etc etc etc.
2) RANGED SKILLS
Where should MG/SMG, Burst, Full Auto, Multi-Ranged skills be? Is it wrong to dual wield? Is it a waste of IP?
3) SPEED
Where is it important to focus on evasives? How much duck, ranged, close combat? What about run speed? Invest in it, or are the nanos enough?
4) How high should computer lit. be?
5) Are putting scopes on your SMG's worthwhile?
6) NANOS (HUGE)
* So many nano skills, so few IP! Where is wise to invest and what is going to give a Fixer the most bang for their buck?(My concern here is that many Fixers pigeon hole themselves and other Fixers as juut being tanks or just being somethign else...can't they do many things well?)
* Which nano line are worth investing in? Is the root good? What about the snare?
* What is up with all the skills for getting ammo or items..are those worth the money and IP to get thsoe skills?
* What are the nanos you can't live without?
What about treatment and first-aid; how high should these be taken?
7) Is Grid Armor worth it? If so, why? If not, why?
8) Do Fixers need breaking & entering, conceal, lock pick, trap disarm?
9) What is the purpose of map skill and do I need it? Especially considering all the highly detailed maps that you cna download and view in-game.
10) TRADESKILLS
Should a Fixer get involved in tradeskills, or leave this to Engineers?
11) What are key quests for a Fixer? And does blitzing really work?
12) What is the Fixers role in AO?