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.
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 spotson RK1!!!
N E U T R A L I Z E R S
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