This thread is for engineers who want to combine top craft with pvp or dd. Here you can find configurations and size of trade skills that you need for top craft. I don't like Muhander's guide about trade skills configurations and skills sizes that we need, because not all of them correct and could be useful in game. My thread helps you to save a lot of IP and craft anything.
TRADE SKILL CONFIGURATIONS
Weapons, Belts, Symbiants, perks are not shown here, because it depends on your pvp or dd configuration. Rings I've posted separately, because they tied to faction. Neutrals can benefit from it, because they can use 2 sl rings for 1 skill (omni+clan versions).
Electrical engineering&Mechanical engineering This is optimal setup for top arul craft. +30 EE rings, +30 ME rings.
Quantum physics, +30 QFT rings.
Weapon smithing, +30 WS rings.
Nano programming, +30 NP rings. Meta-Physicist can buff +92.
Computer literacy.
Pharmaceuticals, +30 Pharmaceuticals rings.
Chemistry, +30 Chemistry rings.
Psychology, Omni rings, Clan ring. Bureaucrat can buff +50.
Breaking and entry. Fixer can buff +130.
Tutoring. There are 2 additional back slot items with huge tutoring boost: The Pioneer Backpack (it is possible to buy from lucky owner) and Overheated Light Tank Armor (it is avaliable in the Item Store for paid points).
Large HQ Laboratory in your city gives +160 to all trade skills exept Computer literacy, Tutoring, Breaking and Entry.
Engineer Composite Specialist Tradeskills + 200 to Mechanical engineering, Electrical engineering, Quantum physics, Weapon smithing, Pharmaceuticals, Chemistry.
Skill Lock Modifier setup allows to double bonuses from Large HQ Laboratory and Tutoring devises.
Neutrals can use awesome item in the neck slot: Profiteer's Helper.
MAXIMAL SIZE OF TRADE SKILLS THAT WE NEED FOR TOP CRAFT
If we rise trade skills more than we need for top craft we do not get any useful bonus. This trade skills sizes are optimal for Top Craft. I use them for QL 300 implant and arul crafting.
Mechanical engineering - 2100 we need for top arul craft.
Electrical engineering - 2270 we need for top arul craft.
Quantum physics - 2025 we need to install Shiny Jobe Clasters with dmg shields, add dmg, nanocost mod into QL 300 implants.
Weapon smithing - 2025 we need for usless RangeInc. Weapon Refined Jobe Cluster - Shiny (Eye). So we need not more than 1800 for a weapon craft.
Nano programming - 2860 we need to rise implant from QL 295 to QL 300 by shiny RK claster with multiplier 5.25 ore less (all useful clasters have this multiplier ore less). This skill we have to rise to maximum for top caft.
Computer literacy - 2025 we need to install Max NCU Refined Jobe Cluster - Shiny (Ear) into ql 300 implant.
Pharmaceuticals 2025 we need to install Shining NanoCluster of Nano Regeneration and Heal Delta Refined Jobe Cluster - Shiny into ql 300 implant. for AI craft we need not more than 1800.
Chemistry - 2100 we need for AI armor craft from QL 300 Mutated Kyr'Ozch Bio-Material.
Psychology - 2025 we need to install shiny clasters with Add All Off, Add All def, Add. Xp, Skill Time Lock Modifier, Nano Formula Interrupt Modifier into ql 300 implants.
Breaking and entry - 1400 we need for Superior Perennium weapons craft. 950 we need for implant craft (1000 is posibble to get by items and self buffs).
Tutoring - 1001 we need to use QL 200 Tutoring Devices. It's reasonable to use it, because it saves some IP.
TRADE SKILLS IN PVP & PVM
It is possible to benefit from maxed trade skills in combat, because some perk lines and weapons use trade skills as attack rating.
Augmented Master Engineer Pistol has mixed attack raiting: 100% pistol + 30% Mechanical engineering.
Dreadloch Combat Remodulator has 100% Mechanical engineering attack raiting.
Deconstruction from Mechanic perk line has 100% Mechanical engineering attack raiting.
Alchemist perk line has 100% Chemistry attack raiting.
Illogical Patterns perk line has 100% Quantum physics attack raiting.
Tinkerer perk line has 100% Mechanical engineering attack raiting.