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Old Aug 8th, 2006, 08:37:06   #1
Tepamina
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Join Date: Apr 2005
Tepamina's soldier Guide

+++++++++++++++++++++
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Tepamina's Soldier Guide++
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This guide can also be found on AO-Universe here. This version is a bit more colorful with images etc.


Table of Contents


1. Introduction
2. Breed
3. IP
4. Weapons
5. Armor
6. Nanos
7. Implants + Symbiants
8. Perks
9. Fighthing as a soldier
10. Taunting and Aggro Control
11. LE Research and Specials (Page 4)
12. Special Recharge Formulas (Page 4)




++1. Introduction++

A soldier strives for excellence in armed combat. The skill advancement in soldiers focuses entirely on assault and survival. They use unique nanotechnology to protect their bodies, enhance reflexes, weapon skills and their armor. Perhaps more importantly, Soldier are able to create strong damage absorbtion shields around themselves, which make them partially invulnerable and even reflect some damage back to the attacker.
-Anarchy Online Introduction Screen




If you want to play a soldier, be prepared to get your hands dirty. We excel in a large number of fields, and are wanted in many situations. We are tanks, we are reflects, we are damage.

We can tank anything that an enforcer can. Our add management, is however not as efficient as an enforcer's. Our taunts are not as powerful, and we only have singles, which complicates things when there are multiple mobs. That said, a good soldier tank can handle his adds, with practice.

We have the best reflects in the game. These are often critical for the success of a team's survival. We also have the command of one of the greatest nanos in the game, total mirror shield, which gives a 75% reflect for a definite amount of time.

We are also do massive damage, both in pve and pvp. We have nice weapons to help us with this, and great perks.

A soldier is a very fun profession to play. You'll be very useful in teams, so you'll get recruited easilly. You'll also have the ability to solo, however, soldier is definitely not the best soloer, but we do alright.

A few forums posts have been asking for a guide such as this one for a while now, and I had been working on this one for a while, so I thought that I should finish it. I think an updated guide for soldiers was long overdue. Poweredge's guide, which I really enjoyed, and to be honest, saved my soldier from total IP wasting (yes, before I read his guide, I was putting IP in swimming, which I still have, wtb full ipr ), is long outdated. For example, it still mentions that it's a good idea to at least think about putting IP into WS and EE, for an Extreme Low light Targeting Scope, which I did at my low levels while following his guide, only to realize a long time after that this item no longer drops. I did however use his guide as a reference for this one, at least in form. I found that it was very well made, and I especially enjoyed how his IP spending section was made, and I have used the same format for this guide. I hope those reading this who are going to play soldier for the first time, will enjoy the profession as much as I did, and I really hope that this guide is of at least some help.

I welcome any comments/corrections/suggestions. This guide is definitely not the final version, and I will probably add sections, or beef up some sections, especially if I get some great suggestions, or if people point out stuff that I missed (and I'm 100% sure that I've missed tons of stuff, especially in the weapons, armor section) At this point, it was finished enough to post, and, will probably advance way faster with people's suggestions Post suggestions here, or you can always /tell me in-game.

Enjoy

Tepamina, Clan, RK1



++2.0 Breed++


The most important first decision that you will make in your AO experience is breed. Breed affects things like abilities and perks. Choosing the right breed can mean the difference between an easy experience and a hard one. Mind you, and it doesn’t matter what anyone tells you to the contrary, it is possible to make any breed work, if you know what you’re doing. But it goes without saying that certain breeds will have a much easier time. Below I will try to point out the pros and cons of each breed. I will also put the max abilities for each breed, as found on www.auno.org.


2.1. Solitus


Solitus is the middle ground for all breeds. They basically have the same potential for all abilities. None are too expensive to increase, but none are really cheap either. This breed will have the most expensive cost for abilities of all the breeds. Solitus is the preferred choice of many soldiers, because of nice health, with nice intelligence. The intelligence especially will make it much easier to equip endgame symbiants, compared to the Atrox. Solitus soldier will also have access to some very nice pvp perks.


Ability Breed Caps

Strength 472 / 772
Agility 480 / 780
Stamina 480 / 780
Intelligence 480 / 780
Sense 480 / 780
Psychic 480 / 780

HP per point in Body Dev = 3
Nano per point in Nano Pool = 3

Total IP cost 3 633 132


2.2 Atrox

Atrox is also a very nice breed for soldiers. They will obviously be very nice tanks because of their increased health. They have a cheap cost for strength and stamina, which are key abilities for a lot of soldier armors. They have the cheapest cost for overall IP in abilities, which is really nice at endgame, when IP starts to get tight. Also the boosts in stamina and strength will help with a lot of your other important skills like full auto, and assault rifle. However, Atroxes are not the smartest bunch. They lack in intelligence and psychic. This will make it hard to get into many symbiants, and also make it difficult to cast up to date nanos, including total mirror shield. However, with shadowlands and Alien invasion, this have become less of a problem. If pvp is your thing, the atrox breed also has a very nice perk, Mongo Rage, which is one of the main reasons why people build atroxes.


Ability Breed Caps

Strength 512 / 912
Agility 480 / 780
Stamina 512 / 912
Intelligence 400 / 600
Sense 400 / 600
Psychic 400 / 600

HP per point in Body Dev = 4
Nano per point in Nano Pool = 2

Total IP cost 3 055 545


2.3 Opifex

The opifex is the master of evades and speed. As an opifex, you’ll benefit from much higher agility and sense, which to be honest, are not the usual stats for a soldier. An opifex will have slightly lower health and nano than a solitus. They will also have expensive strength and stamina, which like previously stated, are key abilities for soldiers. There are benefits to being an opifex however. You’ll have an easier time equipping many symbiants, not to mention combined sharpshooter. Opifex is a perfectly viable choice, although not seen as much as the first two mentioned.


Ability Breed Caps

Strength 464 / 764
Agility 544 / 944
Stamina 480 / 680
Intelligence 464 / 764
Sense 512 / 912
Psychic 448 / 748

HP per point in Body Dev = 3
Nano per point in Nano Pool = 3

Total IP cost 3 277 475


2.4 Nanomage

Nanomages are the masters of nano-technology. They have the highest intelligence and the best skills required to excel with nanos. This, for obvious reasons, is not the best choice for soldiers. While some of our nanos are really good, all other breeds can cast them just fine. While this breed will get to cast them at earlier levels, this is not really necessary to our survivability. They will also have the second highest cost for abilities. They will have a certain advantage with certain symbiants however. Also, casting a higher TMS earlier can definitely help in some situations. However, this breed should only be chosen if you really want a challenge, and to break the mold.


Ability Breed Caps

Strength 464 / 664
Agility 464 / 664
Stamina 448 / 748
Intelligence 512 / 912
Sense 480 / 780
Psychic 512 / 912

HP per point in Body Dev = 2
Nano per point in Nano Pool = 4

Total IP cost 3 317 676


2.5 Which to choose?

The following statement is personal opinion only. Like I said previously, you can make any breed work, if you try hard enough. However, the best breeds for soldier would be solitus and atrox. These two, in my opinion, are pretty equal, and whichever you choose will be for personal preference. Atrox will have a bit more weapon skills, due to increased stamina, solitus will excel a bit more in nanos and symbiants. Opifex is a close third however, and if you don’t want to be like every other soldier, and not have the hard experience of a nanomage, then choose opifex.

For additional info on stat differences for each breed, check out this thread, posted by Hellfire. It shows how breed affects each stat at endgame.

http://forums.anarchy-online.com/sho...d.php?t=397807
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Last edited by Tepamina; Oct 24th, 2007 at 02:33:26..
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Old Aug 8th, 2006, 08:38:06   #2
Tepamina
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++3.0 IP spending++


IP points are what you use to increase your skills. You get a certain amount every time you level up, and you’ll get more as you progress towards the end.
In Anarchy Online, once you spend ip points, it is very hard to get them back. You can always reset skills, thus getting your ip back from that skill, this can only be done a limited amount of times. So it is easy to see why it is important to spend your points right.

Once you open your skill window, you will see that every skill has a certain color, from light green, the least expensive, to light blue, to medium blue, to dark blue, the most expensive. It is important to keep in mind that just because a skill is light green (cheap), it is not required or advisable to keep it maxed. This guide will attempt to explain which skills should be raised before others.

You will notice that as you approach new title levels (levels 15, 50, 100, 150, 190, 205), you will start to cap your main abilities. This is the perfect time to put ip into the important skills that you couldn't max before this.

It is also important to mention that you don't necessarilly need to use all the ip you get when you level. IP that you don't use will not get wasted, and will still be there at the next levels. This means that if you don't see anything that really needs to be raised, don't feel obliged to use your IP just because it's there. This becomes especially true when you hit your breed ability caps (about level 160). From 160-200, you'll have tons of IP to spare, but don't waste them on useless skills. Save them, as you will need them for your shadowlevels (200+). Believe me, IP get tight at the end, and we need all that we can get. Although, when you hit those caps, those are the times to max all the usefull skills that you might have been ignoring until then, like evades or nanos. That IP will not be wasted.

I will use a 1 to 5 numbering system, 1 being useless to raise, 5 being very important to max.


3.1 Abilities

With the 16.3 patch, abilities can no longer be reset.


Strength
-5-

Strength is just that, your physical strength. It will be a very important skill to raise for most of your armors, implants, and symbiants. Keep it maxed.

Agility
-5-

Agility affects affects any abilities touching speed. It will touch your evades and many weapon skills. Like strength, it is important for some armors, implants and symbiants.

Stamina
-5-

Stamina is probably the most important skill for a soldier. It affects your health, which you will need as a soldier. Many weapons, as well as armor are dependant on stamina.

Intelligence
-4-

Intelligence is the main ability for nano skills. It not as important as the first 3, but important nonetheless. You will need this to cast your best TMS, as well as your other nanos. Some symbiants are dependant on intelligence as well, so you’ll want to have enough to put them in.

Sense
-4-

Sense affects your ability to sense things around you. Like intelligence, it is not the most important ability, but it is important nonetheless. You’ll see this ability in many implants, and symbiants.

Psychic
-3-

Psychic mostly affects your nano pool. I wouldn’t raise it much at first, as you’ll need the ip for more important things. But it will eventually need to be raised, like all other abilities. However, save this one for last. Raise it if you need it (implants), or if you have IP to spare, at least from level 25-150.



3.2 Body



Body Development
-5-

This directly affects your health. The more health you have, the less you’ll be sent to reclaim by angry mobs. Keep this stat maxed at all times.
Affected by 100% Stamina


Nano Pool
-2-

It’s good to have a bit of nano to cast TMS. If you can cast it twice without having to heal your nanopool you should be fine. I wouldn’t put more nano than that. It’s perfectly acceptable, if not wise, to ignore this skill.
Affected by 70% Psychic, 10% Sense, 10% Intelligence, 10% Stamina


Adventuring
-2-

You will first need 150 adventuring for the elysium map nano. This shouldn't be hard to achieve. You'll also need 300 Adventuring for these : Hyper-Radiation Protection Skin and Glasses. These are the glasses needed to walk inside penumbra. Only start raising adventuring for these glasses when you're close to level 160. By then, you'll have plenty of trickle down from abilities to only have to put a few IP in this skill.
Affected by 20% Strength, 50% Agility, 30% Stamina


3.3 Melee

All the skills in Melee are useless for a soldier. Soldier is a profession that uses guns, and if you ‘d like to use melee weapons, roll an enforcer or adventurer. They all have a 1 rating.


3.4 Misc weapons

Sharp Object
-2-

Useful for PvP. You'll want it 321 for Kizzermole Gumboil, and 680 for Lava Capsule. Only to be raised if you wish to pvp.
Affected by 60% Agility, 20% Strength, 20% Sense


3.5 Ranged

Here is where it gets interesting. As a soldier, you will have to choose a weapon line to adhere to, for most of your career as a soldier. While it is always possible to switch, it is advisable to do so as little as possible, because, as previously mentioned, there are only a definite amount of IP resets.

There will be no 1 - 5 rating for this section, as it does not necessarily apply. It is important for this section to raise only what is needed for your current weapon line. I will instead attempt to explain which lines will work best. Weapon lines not mentioned are assumed useless.

It is assumed that your current weapon line, and specials receive a -5-


3.5.1 Assault Rifle

Assault rifle is the soldier weapon line. Almost all of our guns are AR based. You simply can’t go wrong if you choose this line, at any level. For a beginner, or advanced, this is the way to go.
Affected by 40% Stamina, 30% Agility, 20% Sense, 10% Strength

Guns : Perennium Blaster, Cooperator Assault Rifle, Division-9 plasmaprojector


3.5.2 Pistol

You will certainly want to consider using pistols as an end-game setup only. The pistol setup is now considered to be the most powerful damage dealing weapon line for soldiers at the moment. Definitly nothing to sneeze at. If you choose to go this route, you will couple it with either Ranged energy, or SMG. However, this is not a weapon skill to start out with. It will be less powerful than assault rifle.
Affected by 60% Agility, 40% Sense

Guns : Jobe Portal Guard Personal Pistol (JPGPP), Jobe City Guard Personal Pistol (JCGPP)


3.5.3 Ranged Energy

Ranged energy will be very useful as a pvp soldier. Almost all of our main pvp guns are ranged energy based. So if you want to do any pvp, at endgame especially, you’ll want this skill maxed. If you don’t currently have a use for it however, especially at lower levels, you won’t need to put ip in it. The only exception is that if you don't have expansinos. Division 9 plasmaprojector and a few others will be very nice gun for you, and many need Ranged Energy.
Affected by 40% Psychic, 40% Sense, 20% Intelligence

Guns : Kyr’Ozch Energy Carbine - Type 3, Supernova MK VI, Division 9 Plamaprojector


3.5.4 SMG

SMG is currently the top damage dealing weapon line for the end-game soldier. It is not extremelly useful before level 210-215 however, before you can put a decent level SMG pistol on. It is possible to make a solely SMG soldier, thoughout your soldier career. He will not OD an assault rifle soldier however, but it might be fun. The problem with this weapon line is that a soldier does not have a SMG buff, which makes it extremelly difficult to put a good ql weapon on at any level, or have a decent attack rating.
Affected by 30% Strength, 30% Agility, 30% Stamina, 10% Sense

Guns: Kyr’Ozch Machine Pistol


3.5.5 Shotgun

This has been experimented with a bit. It is not the absolute best choice at the moment for a soldier. But with knowledge and gear, you can make this setup viable. It won't match the PB however. If you don't want to be the same as everyone however, you can try it.
Affected by 60% Agility, 40% Strength

Check out this thread for suggestions on the shotgun soldier :

http://forums.anarchy-online.com/sho...d.php?t=425834


Special weapons abilities

Always max whichever abilities you are using on your current gun. Below are the main ones.


3.5.6 Full Auto

The main soldier special. This skill will empty your entire clip on an opponent, and will be the core of your damage. Assuming that you have a weapon with FA, and you should, always max this skill, as it will increase the accuracy of your FA, and lessen the time between each of them. Very important.
Affected by 60% Strength, 40% Stamina


3.5.7 Burst

Also a very important skill. This will shoot 3 bullets on your opponent in one shot. A very nice added damage. Most of your weapons will have burst. Max it.
Affected by 50% Agility, 30% Strength, 20% Stamina


3.5.8 Fling shot

Fling shot is basically a bonus shot. This skill is less important if you go the perrenium blaster route. It will become important with the pistol setup however, as with the pvp energy carbine. You’ll want this maxed, but only when you will be using it.
Affected by 100% Agility


3.5.8 Aimed shot

A very expensive skill to raise. It is only really usefull in pvp against evade professions. Only raise it in lower levels if you know what you are doing.
Affected by 100% Sense


3.5.9 Multiple Ranged Weapons

Only put skill in this line if you plan on holding 2 weapons. Mainly useful for the pistol setup soldier at endgame. It's important that you only put the skill that you need to equip the weapon.

Last edited by Tepamina; Sep 17th, 2006 at 08:10:50..
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Old Aug 8th, 2006, 08:39:06   #3
Tepamina
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3.6 Speed

I am returning to my previous ranking system of 1 - 5.


Melee weapons init
-1-

This only serves for melee weapons, thus useless for a soldier.


Ranged weapons init
-5-

This determines the speed of which you fire your gun. This is obviously a very important skill as the faster you fire, the more times you have a chance to hit your opponent. As you get to a 1 / 1 (1 second shot, 1 second recharge), you can start to adjust your agg bar more towards the defense side. This will help with your tanking. Eventually, with enough IP in this skill, you’ll be on full defense with a 1 / 1 shot, which is the ideal target.
Affected by 20% Sense, 20% Psychic, 10% Intelligence, 10% Agility

The following is a great link, to calculate how far you can set the agg/def bar on the def side, with your current skill Inits.

http://www.unityoftherose.com/tools/aggdefcalc.htm


Physical init
-1-

Useless.


NanoC init
-2-

Almost the only times that you will cast a nano in battle is TMS, One More Hit Healing, and taunts. All of these can be easily capped at one seconds with trickle downs from abilities. However, if you plan to PvP, you'll at least some skill in this to insta-cast the anti-complete heal lines. If you plan to pvp, it can be useful to invest a bit of IP in this.
Affected by 60% Sense, 40% Agility


Dodge Ranged
-4-

This affects your ability to evade ranged attacks. A higher skill here will mean you will be able to evade more attacks, and will be critted far less. A very important asset for any tank.
Affected by 50% Agility, 30% Sense, 20% Intelligence


Evade Close Combat
-4-

This affects your ability to evade close combat, or melee mobs. This is also very important for the same reasons as dodge ranged. It is however more expensive than dodge ranged.
Affected by 50% Agility, 30% Sense, 20% Intelligence


Duck Explosions
-4-

This evade skills checks against shotguns, explosion, and most SL mobs. Important to raise as a tank.
Affected by 50% Agility, 30% Sense, 20% Intelligence

Nano Resist
-3-

This skill determines your ability to resist nanos, ie roots or damage nanos. A useful ability yes, but also a very expensive one to maintain. Don’t feel bad if you have to ignore it at the early levels.
Affected by 20% Intelligence, 80% Psychic


--Please note, you will want to eventually max all evade skills. This can be done easiest though, when your abilities are capped starting in the level 160s.--


Run Speed
-3-

In the early levels, you'll want to keep this skill maxed. Eventually, you can leave this alone for more important skills. It is however, not a skill that you'll want to ignore too much. TMS can only save you for so long, and sometimes, you'll need to run from tough mobs, and if you can't outrun them, you'll end up in reclaim. Also very useful for PVP.
Affected by 40% Agility, 40% Stamina, 20% Strength


3.7 Trade and repair

Mechanical Engineering, Electrical Engineering, Quantum F Technology, Weapon Smithing, Pharmaceutical Technology, Nano Programming, Chemistry as well as Tutoring all receive a 1 rating. Soldiers are not tradeskillers. If you want to make armor, roll an engineer or a trader.


Computer Literature
-5-

This skill is very important for all professions. It affects you ability to equip better belt and NCU, which enable you to carry better nano programs. It also affects your ability to enter certain grid entrances/exits. It will also affects the prices on all Rubi-Ka shops. The higher your comp lit. the higher you can sell your loot, and the lower they shops will sell things to you. Important to raise, but as with nano skills, you can only raise the IP needed when you need it. Once you get a new belt, or new ncu that you want to equip, raise it as necessary. If none are needed at the moment, it's ok to ignore this skill for a few levels, as it won't affect your fighting skills.
Affected by 100% Intelligence


Psychology
-2-

Psychology is important for certain taunt tools. This will be important if you’re the main tank for a team. It will enable you to handle adds better, and be able to hold aggro against certain professions. However, a soldier also has taunts in nano form, which should be enough. Only put IP in this if you have some to spare and if you currently have taunt tools. Eventually, you’ll want enough to be able to use a ql 200 Aggression Multiplier (jealousy augmented).
Affected by 50% Intelligence, 50% Sense


3.8 Nano and Aiding

As soldiers, we have access to a lot of very useful and crucial buffs. What is important with nano skills however is that they don't necessarily have to be maxed at each level. You'll probably want to max the skills with a 4 and 3 rating, until level 25-40. When you're past those levels, start to only raise what you need to get to the next nano that you can use. There's no sense of putting ip in here, if you won't be able to cast a nano for another 5 levels. Instead, raise evades or other important skills. When you're able raise these enough for the next nano, by all means, do so.


Matter Metamorphosis
-4-

This nano line will enable soldier to cast their add damage line. While not being incredibly powerful at starting levels, it becomes a really great and must have nano line. It is acceptable to ignore this line a bit, especially at the starting levels. There is also a weak, but still semi-useful AC line. Only raise it enough as to cast your desired nano.
Affected by 80% Intelligence, 20% Psychic


Biological Metamorphosis
-1-

A pretty useless nano line. I wouldn’t waste my IP here. We have a weak add health line, and a weak heal. One More Hit Healing does have its uses though. It does not require that much points in BM however, so only raise what you need.
Affected by 80% Intelligence, 20% Psychic

Psychological Modifications
-4-
You'll want to raise this to cast your weapon buffs as well as any taunts. A very useful place to put IP.
Affected by 80% Intelligence, 20% Sense


Matter Creation
-4-

Almost all of the soldier's nanos use this skill, including your reflects, which are the most important nano a soldier has. Make sure you can always cast your top reflect.
Affected by 80% Intelligence, 20% Stamina


Time & Space
-4-

Time & Space goes hand in hand with Matter Creation. It also affects Treatment Laboratories.
Affected by 80% Intelligence, 20% Agility


Sensory Improvement
-3-

This skill goes with the Psychological Modifications line.
Affected by 80% Intelligence, 20% Strength


First Aid
-3-

This will be one of the only ways that you will be able to heal yourself, since a soldier has little heals. Putting skill in this will enable you to get out of certain messes, and to live a bit longer. A useful place to put IP, especially at first, although try to only put as much IP as you need to get to the next first aid kit. Eventually, you will want to ignore this skill for a bit, to concentrate on more important skills.
Affected by 40% Sense, 30% Intelligence, 30% Agility

Treatment
-5-

Treatment partly what determines what ql implants / symbiants you can put on. For this reason, it is quite important to keep it maxed. It will also be helpful for treatment laboratories, to heal yourself once a battle is over. While it is a high priority skill, as with comp lit, you don't necessarily need to max this one every level. If you're not planning on equipping any symbs for a few levels, it's ok to ignore this one for a few. Keep in mind that no IP spent here will be wasted though.
Affected by 50% Intelligence, 30% Agility, 20% Sense


3.9 Spying


Concealment
-1-

Not very useful for a soldier. It useful to be able to hide if you like to pvp, but there are definitely more useful skills that you can spend your IP on.

Breaking and entering
-2-

This is the skill that determines how well you can handle a lockpick. It's a nice skill to have if you're planning on doing some missions. You'll find many locked chests, and many hold some very nice loot that you'll be able to sell. You'll only need around 2X the ql of the mission to open the chests inside, so don't go crazy on this skill.
Affected by 40% Agility, 30% Sense, 30% Psychic


Trap Disarmament
-1-

Useless. As a soldier, you should have plenty of health to survive any explosion.


Perception
-1-

Can be useful for pvp. However, as concealment, there are better places to spend IP. There are also some scopes that require this skill. However, there are plenty of ways to get the skill without using IP, like adventurer buffs, or solitus ShadowBreeds (SB).


3.10 Navigation


Vehicle Airborne
-1-

While this is a very useful skill if you ever want to have a yalmaha, I would advise against spending many ip here. If you search long enough, you'll find a Yalmaha that requires only 81 VA, which can easily be attained with little or no IP spending.
Affected by 60% Sense, 20% Intelligence, 20% Agility


Vehicle Ground
-1-

Don't invest in this skill. Wait for a Yalmaha.


Vehicle Water
-1-

The most useless skill of all. Even worse than swimming

Map Navigation
-1-

Warning!!

IP spent in map navigation can never be reset, and is permanent. This cannot be stressed enough. It is very advisable to have maps, and the map upgrades. However, try to implant as much as you can before putting any IP in this skill. If you wait long enough, and do it right, you can have all your maps without spending a single point here
Affected by 50% Sense, 40% Intelligence, 10% Psychic

Last edited by Tepamina; Nov 22nd, 2007 at 08:07:47..
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Old Aug 8th, 2006, 08:40:07   #4
Tepamina
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++4.0 Weapons++

While there are a great number of possible weapon choices, I will highlight the most popular here.


4.1 Assault rifles


Ofab Shark
Our Lost Eden weapon. It does come in many qls however, at this time, it is mostly used as an endgame weapon. (will post as more info on lower level versions becomes available). You can upgrade it 5 times, to its last form the mk6. It is now the best AR for soldiers, and it will OD all that came before it. It probably won't be more powerful than the KMP, but it will come very close.


Perennium Blaster
The soldier's best toy. It is by far the most powerful weapon we have for almost all of our journey as a soldier, which is kinda tiring since you can equip it from level 25 - 220. You can never go wrong if you pick this weapon. It is relatively easy to equip, with rather low requirements and only one weapon skill. It is fast and quite easy to cap at 1 / 1 at full defense. And it has a massive full auto, that you will eventually be able to cap. You can tradeskill this gun.

Recommended levels : 25-220


Rebuilt Perennium Blaster
This weapon is built with a SPB, a lord of anger (which drops off the beast) and an upgrade from the inferno quests. It will outperform the SPB as it has +1000 MBS. It still won't OD the pistol setup however. A nice upgrade to the SPB, but won't come close to the shark.

Mortiig Blaster
A very nice alternative to PB at early levels. It has a faster FA cycle, which is always nice. It will eventually be ODed by the PB though.

Recommended levels : 80-140


Cooperator / Collaborator
Probably my favorite gun. It won't OD the Perennium but the sound and look of it is awesome . And it still does nice damage. Froobs can equip this gun, which makes it the best gun for free players. This gun is tradeskilled as well.

Recommended levels : 175-220


Kyr'Ozch Carbine - Type 13
A nice alien assault rifle. It has very nice minimum damage, and all 3 specials. It will be hard to get the FA lower than 22 seconds however, which hurts this gun a lot. You can Amplify, by combining it with a part that you can get at APF, which is either auctioned really cheap, or even raffled.


Division 9 Plasmaprojector
A very good and popular gun if you don't have expansions, or if you can't afford the perennium blaster. It has very nice damage, and a fast burst. It lacks Full Auto however. It also uses ranged energy skill. You can find this weapon off of RK mission boss loot, or relatively cheap on GMS.

Recommended levels : 15-150


E-Beamer
Another nice weapon if you can't afford Perennium Blaster. It has ok damage, and fling shot. It can be found as mission loot.

Recommended levels : 15-100


Seburo C-99a
Nice for Hecks, due to projection damage. Another fine choice if you can't use PB.

Recommended levels : 100-175


Nophex Plasma Destroyer II
Again, a very nice weapon if you don't have access to Shadowlands. Very nice to have if you're making a crit setup. It also uses ranged energy skill. This gun drops off of the Notum Soldier.

Recommended levels : 150-200


Hellfury Assault Cannon
Again, might be viable for free players. A nice thing to have as a collectible if nothing else. It can be boosted, or augmented with the right items. Drops in the cyborg dungeon NE of Tir.

Recommended levels : 190-200

Hellspinner Shock Cannon
Same as Hellfury, except maybe a bit better. Drops much more rarely from the end boss in the cyborg dungeon. As the Hellfury, it can be boosted, augmented, and also twice augmented. If you choose to go for the twice augmented, do not boost it.

Recommended levels : 190-200


4.2 Ranged Energy


Kyr'ozch Energy Pistol - Type 5
A very nice endgame gun equip ed with the JPGPP. You'll be able to cap Burst and fling shot easily with this gun. A really good DD, second only to the SMG pistol. If you like to pvp, this setup has its advantages as opposed to the SMG setup. Mainly, you won't need to pump IP into SMG. Since this gun is already RE, and you'll be using that for Energy Carbine - type 3, and/or Premium Supernova MK VI, it makes sense to use this setup. You'll be alot less tight IP wise, and you won't lose that much damage.

Recommended levels : 200-220


Kyr'ozch Energy Carbine - Type 3
One of the best PvP guns. Great for mass pvp, and great for evade professions. It has a high minimum damage. You'll have to raise aimed shot to use this one, but this is a must for endgame pvp anyways.

Recommended levels : 175-220


Premium Supernova MK VI
Sick damage, and sick crits. The attack speed on this gun is what makes it un-viable for normal use. However, with its 2 second equip time, it makes it perfect to hotswap with SPB, which has a 1 second equip time. This makes for a mean AS/FA/Burst alpha. A must have for any serious pvper.

Recommended levels : 150-220 (?)


Kyr'Ozch Energy Carbine - Type 5
A very nice weapon if you absolutely don't want to use a SPB. Has a nice min damage, and a very good burst. Because of it's high minimum damage, it tends to work great in certain situations where a fast FA recharge is less important.


4.3 Pistol


Jobe Portal Guard Personal Pistol
This is the pistol that you will wear with either your RE pistol, or with the KMP at endgame, if you choose the pistol setup. What makes this pistol great, is its very short FA recycles. You can have a 11 seconds FA recharge much sooner that you would with SPB with this weapon, which makes it a fantastic DD weapon. If it is too expensive for you, you can try to get a high ql Jobe Portal City Personal Pistol, which will also be good.

Recommended levels : 200-220


Customized IMI Desert Reet 1000

If you're going the pistol route, a option before you can get a nice ql Kyr'Ozch Energy Pistol. It will also be good if you go the pistol route from the early levels. It has Flingshot and and a faster burst than the KEP (at low levels), so goes well with the JPGPP or JCGPP. They drop from the Lab Director from foreman's. They are nodrop, so you'll have to get one yourself before you hit level 100.


4.4 SMG


Kyr'ozch Machine Pistol - Type 5
The best endgame DD weapon currently in game. While you will suffer with a lower attack rating, you will have the powerful SMG perk line, which has an added damage perk that gives +260 damage for 2 minutes. Nothing to laugh at. You will also have the benefit of added fling shot, and 33% more shots since you're dual wielding. As with the RE pistol, you will cap burst and fling shot easily. You will however have a bit more difficulty equipping a ql 300 though, but it's far from impossible.

Recommended levels : 210-220


Blackbird / Blinded Blackbird
A possibility if you choose to go SMG for the early levels. A nice minimum damage, and 1 / 1. While it does seem to be as good as the SPB, you won't be able to equip it at the same levels as a SPB because of a soldier's lack of a SMG buff. A good gun nonetheless. It can also be dueled for added speed. A choice if you want to be different.



4.5 Aggro Tools

These tools will help you better manage your aggro. While nanos are usually more powerful, especially at end levels, these tools can't hurt. They stack with your nanos, and sometimes, every little bit helps.

Aggression Enhancer / Multiplier
Aggression enhancers can be bought from shops up to level 125. You can blitz the higher qls. The ql200 version is called Aggression Multiplier. These also can, and should, be upgraded ( Aggression Multiplier (Jealousy Augmented) by combining it with an Essence of Pure Jealousy found in Steps of Madness off of Jealousy.


Modified Aggression Enhancer
This Solitus only taunt gives a minor taunt, but has the bonus of being able to be equiped, for a minor projectile AC and reflect boost. Drops off Iron Reet.

Last edited by Tepamina; Oct 24th, 2007 at 02:40:50..
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Old Aug 8th, 2006, 08:41:11   #5
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++5.0 Armor++

Please note that these levels are guidelines only. If you tweak hard enough, you can put much better armor on you at way lower levels. However, for a first time player, this is often impossible. And most of the armors that I'm putting in the low levels (15-100 or 100-150) get quite good on higher levels also, Pernicious for example. So once again, these levels serve as a guideline only.


Levels 1-10

For these levels, newcomers armor works fine. You'll be able to get this easily on neub islands.


Levels 10-100
You have a few choices for these levels :


Omni-Med Suit
Many people use Omni-Med suits at low levels. The reason for this being that ACs are that great on low level armor. Since the med suit provides a +78 to treatment and First Aid, you'll be able to use extremely high health kits and nano recharges, which will be great for tanking. They will provide at these levels an instant Complete Heal (CH). Any health stim that you will use, with the added first aid from this, will completely recharge your health. If you go with this suit for the early levels, you should think about changing around level 20-30.

Carbonum armor
A great armor for these low levels. Provides extra NCU, which is always needed at these levels. Also provides a small boost in nano init. It is tradeskilled, and not overly expensive, and relatively easy to make, if you know a nice tradeskiller. It can be upgraded to clan/omni versions.

Metallic Mantis Armor
Some very nice armor indeed for the level 50+. The +energy damage is great for any soldier wanting to do more damage. You get the parts for this armor inside the mantis den. At these levels, you'll need a high level friend to get you some parts, or simply buy them from GMS.

Pernicious Armor
A very nice armor that gives an excellent boost to weapon skills. Drops off of dragons mobs in most SL zones. It is normal to wear some pieces of this armor all the way up to endgame, as it buffs your main weapons.

Crepuscule Armor
This very nice armor is available for anyone wanting to be different and doesn't mind doing a bit more work. It is a tradeskill armor, with details on how to make it on any tradekilling site, like AOTS. Like Pernicious, some of these pieces will be good for a very good portion of your soldier career.


Gunner's Cap
A nice Soldier only helm. You can easily these on any RK missions, or buy one really cheap.


CAS armor
With a bit of tradeskilling work, you can get this nice armor. You'll need to do a bit of blitzing, and some hunting, and be friendly with a tradeskiller, but in the end, this armor looks great, and has some really nice stats. A nice option if you don't have expansions.

ToTW items

While the Guardian Tank Armor looks great, if you don't feel like camping for hours, the Exarch Robe is just as good. Two really good back items for these levels. You also won't want to miss Barrow Strength, which adds 15 to your damage. You will also find many other goodies in this dungeon so a good place to explore. Remember that the max level to get in is level 60.


Weapon distance guides
When you enter Elysium at the end of these levels, try to make a trip to fallen forest statue. There will be a named unredeemed mob there that drops these. Try to get one that buffs either FA or AR.

HUD Upgrade: Enhanced Target Acquisition
Drops off of T.I.M. in Biomare, in the longest road. You'll have to twink into this one though, don't waste IP in Rifle and AS. A nice hud item if you don't want to cripple your inits with crit scopes. You'll have to get it before level 90, as biomare is level locked.

Targeting Scope - Vision Enhancer
If you prefer crits, you'll need one of these scopes. Found as mission loot in RK. Max level is 275. Try to get a solitus to pop his SB to equip one. At low levels, it will destroy your inits however.


Levels 100-150

First Tier Soldier Armor
A great leveling armor to have in SL. Can be hard to get for first timers, but with the help of a few friends, you should have a full set in no time. It can be a bit expensive though. You will need to buy some jobe armor, which will cost you 6 mil. But after that, and after hunting the numerous parts, you'll have yourself a nice set of armor. If you only get a few pieces, get the body and gloves, as they later upgrade to very nice pieces of armor.

Predator Armor
This is a nice set of armor that boosts evades. Predator mobs in elysium drop them. However, they are quiet often camped, so be prepared to buy it if you don't have a high level toon, and it can be a tad expensive.

Electrophoridae Gloves
These gloves add to energy damage. When attending alien raids, always try to get a pair of these if they drop. Always try to get better ones as you level.

Kaehler Uniform Sleeves / Frederickson's Kinetic Sleeves
A must have for any Assault rifle user. Buffs Assault rifle and Full auto. They are quite expensive however, but totally worth it.

Artillery Armor
You may want a few pieces of artillery armor. These are incredibly easy to find, as they drop from most faction mob / bosses. A cheap alternative to the other armors.

Albrecht Heavy Tank Armor
A nice back item to replace your ToTW back item. It has very nice ACs, and some nice nano boosts.

Ancient Container
Better than the Albrecht. Boosts inits, nano resist, and max health.


Levels 150-200

Second Tier Soldier Armor
Start getting on tier 2 team as soon as you can. This is probably the most painful armor to get, but if you get a couple of them, it will be worth it. Get the gloves first, then the body. The gloves have a very nice FA buff, while the body has max health. The helmet looks awesome also, you may want to get it.

Carlos / Allyssas armor / Vanya / Cama Armor
The Carlos / Allyssas pants are quite nice. They give a nice buff to burst, which beats anything that the tier 1-2 armor has. Vanya also drops some nice armor that can be worn on hands and sleeves. Try to get 2 for sleeves, as they buff AR. These are especially good for neutrals who can't get the FA/AR sleeves.

Superior Sentinel Armor
A few pieces from this armor are pretty good. The sleeves and helmet especially are good. Not to mention the great looks of the goat helm

Charred Abaddon Chassis
A social armor, meaning you can't equip any other armor with this one. Still a nice suit though, especially if you don't have expansions. Used to be better, when you could equip Ljotur with it. Now, mainly just a collectible.

Trench Soldier's Straps
A nice little back item. Has a few useful mods, including Max Health, Dodge Ranged and SMG. Doesn't show, so nice if you want to show off your amor. Drops off of certain brink mobs in SL.

Might of the Revenant
You'll want to get this really good Inner Sanctum shoulder pad. It has a +32 damage modifier.

Faithful / Chosen soldier Armor
Near 200, you should be able to get your second tier transformed to faithful armor. It is actually quite easier to do this than the second tier stage. You'll need to camp for FRN, which you should be able to easily do now. And a blue glyph can be bought for cheap from GMS. Get gloves especially, and armor. You'll also want the shoulderpads.

Notum Tank armors
If you get to participate on a Mercs raid, try to get a notum tank armor. Good luck though, everyone wants one. If you don't get this, Ancient container is still good for these levels. The light and Medium belong in this section, but the Heavy notum tank belongs in the next section as an endgame back item.

Viral Targeting Subunit
These will start to get at a nice ql at this level range, and the crit will be higher than the Vision Enhancer. No Aimed Shot on this one though.


Levels 200-220


Supple armor

This armor is good for any level btw. But as we all know, it is quite expensive. If you haven't gotten any yet, now is the time to do it, as there is no other armor to get than this, and no better one either. You'll want to eventually combine it.

Combined Sharpshooter's
Supple combined with Observant. The supple armor is dominant, so you'll need a ql 300 supple to make a ql 300 CSS. This armor boast massive weapon skills, as well as evades, and inits. A very nice Armor indeed.

Combined Commando's
Supple with Strong. It is the most expensive combined armor in the game. Again, the supple is dominant. This armor has the same weapon skills as the sharpshooter, minus the evades, but it has a +damage modifier. Any soldier wanting to do the best DD, will want this.

Ofab Soldier Armor
A very nice set of armor. It is between faithful and combined armor in effectiveness, however some parts are better than alien armor. The gloves especially will add a substantial amount in AR and FA, at every ql. The pants will also add tons of AR, and the body will add lots of hp. This armor is good at any level, if you can acquire the VP for it.

OFAB Soldier Protective Gear
The new must have back armor. It buffs quite a few nice stats, including a very nice +5 to reflects.

OFAB Soldier Shoulder Wear
These ofab shoulders are also a good idea to get. They will add a total 35 AR for assault rifle soldiers. Also buffs health, stamina and strength.

Superior Icy Shoulderpads of Explosive Power
These are very good shoulderpads. Health, damage, add all off, and crit. What you will need to get them will drop from Alappaa. Find out how to make them here

Bellum Badonis Armor
Decent armor. There are some better stuff for a soldier however. The back piece is worth getting, if not to wear, than at least for a buff item. It buff int and psy for 18 each. Really nice for an atrox.

Omni Armed Forces Tank Armor
A very nice tank armor for omnis. Can only be equipped at 190+. You get this from Eel, in exchange for the following : Omni-AF helmet, sleeves, gloves, and an Albrecht Tank armor. Looks very nice.

Robust Backpack
The dream of all DD soldiers. Adds 60 to damage. It's quite hard to get, and very expensive. Drops from Tara.

Living Dragonflesh Body Armor
Another Tara drops, and another piece of armor for damage junkies. Adds 42 damage, as well as HP.

Modified Notucomm Mesh Trenchcoat
The best back item if you're opting for the evade route. While this back armor can be worn from level 100, it is quite rare and expensive. It adds 64 to evade skills.

Spririt Shrouds
Another extremely rare back item. You can get this from camping Notum Scourges in NW Penumbra. A nice back item, but can take weeks of camping. By right clicking it, it changes stats, so it works great for a few situations.

Beast Armor
The sleeve is nice (Armplate of Elimination), although not as nice as combined armor. It adds weapon skills. You'll also want a Burden of Competence (+30 to each ability), but you'll have to get in line for that one. The Shoulderpads of Sabotage are also great, but mostly for looks.

Star of Fidelity
Our beast star, and a very nice one at that. You can now get it from the new inferno quests.

Ring of Power - High Energy
For damage junkies . Adds 28 to energy damage. Drops from RK missions. They are not nodrop, so they can be bought.

Compagnero
A nice soldier only ring, that drops off of incandescent in inferno. Adds quite a few nice stats for us, including offense modifier.

Masterpiece Ancient Combat Tuner
Instructions on what is needed to make it can be found here.

Last edited by Tepamina; Oct 24th, 2007 at 02:42:46..
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Old Aug 8th, 2006, 08:42:13   #6
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++6.0 Nanotechnology++

Nano technology is not where the soldier excels. Nevertheless, we have some really useful nanos that shouldn't be ignored. Below, I will highlight what we have to offer for our team mates and ourselves.

For a complete list of soldier nanos, visit this site :

http://auno.org/ao/nanos.php?prof=soldier


6.1 Reflects


Reflects are what makes soldiers really needed in any team. Yes we have great damage, which is always nice, but reflect is what will make teams survive against the tough mobs. A good reflect can mean the difference between victory and defeat. You will want to always invest in the best reflect that you can cast.


6.1.1 Rubi-Ka Reflect Shields

You will need this reflects for your time on RK. They go by the name of x deflection shield. And you'll want to have the best one that you can have.


6.1.2 Shadowlands Reflect auras

You will need to buy most of these from SL gardens. Make sure to always have the best one for your team, and for yourself.


6.1.3 Total Mirror Shields (Augmented Mirror Shields)

The best part of being a soldier, and the so called "Soldier's best friend". This nano will provide a 75% reflect on yourself for a set amount of time. This should always be available on your hotbar for those emergency situations when you need a short amount of near invincibility. However using this nano will lock your nano skills for 2 minutes, meaning you will not be able to cast another one before that. It will also mean that you won't be able to use some stims for that time. So be careful. As time progresses however, the reflect time increases greatly, with the max time being 1:20.

All Rubi-Ka reflects, including total mirror shields, are blitzable.


6.2 Weapon and Weapon Special Buffs


Soldier have a very long line of weapon buffs. We can almost buff any weapon line, which makes us very useful to any other ranged profession. It's also nice for ourselves, so that we can easily buff our weapons.


6.2.1 Assault Rifle Buffs

There are 3 buffs in this line. The first two, A Sergeant's Knowledge, and Assault Rifle Mastery, are store buyable. The last one, Art of Peace, will be a bit harder to obtain. This one can only be gotten by hunting dynas. Try dynas in BF or CAV, or PW.


6.2.2 Ranged Energy Buffs

You'll want to get these buffs for certain guns, as well as any pvp gun that you'll probably want to use. Ranged Energy Weapon Mastery is the highest buff in this line, and you won't have a problem casting it. All store buyable.


6.2.3 Burst Buffs

You will need this to buff your burst. The only way to get the first 3 buffs in this line Power Volley, Power Burst, and The Power of Three are by going to kill dynas in their respective levels. Mind you, these nano crystals are not extremely rare. These 3 nanos are also self only. The last, and most useful burst buff Riot Control can be blitzed. It gives a nice 110 to any target. This one is however not self only. You will get asked a lot for this buff when in a team, so a good idea to get it as soon as possible.


6.2.4 Full Auto Buffs

You will need these buffs to buff your Full auto. It is self only, so you can't give it to others. The first two buffs in this line can be bought in any shop. The rest are from dynas. The last one, Soldier Clip Junkie is particularly rare, and quite expensive. It is definitely worth it however when you can get your hands on one. Until then, Metal Barrage will do just fine. This one is a lot less expensive.


6.2.5 Pistol Buff

Only one pistol buff "Pistol Mastery". It's store buyable, so get it. You'll need it eventually, and you might need it to buff other professions.


6.2.6 Rifle Buff

Pretty useless. It won't stack with agent buffs. It's store buyable, so if you feel like buying it, no reason not to.


6.2.7 Shotgun Buffs

Useless unless you're a shotgun soldier. They are self only and the last one is dyna loot. Not worth your time.


6.2.8 Heavy Weapons buffs

We finally have a use for these. These will greatly help up equip the Anti-Mech Rocket Launchers.


6.2.9 Total Focus

I'm adding this nano here, because it buffs all weapons lines by 50, and stacks with everything. A very useful nano for when buffing into a new weapon. It does take away 40 in evades however, so that's something to consider if you're planning on using it in battle. You can blitz it, so really easy to get.


6.3 Add damage nanos


As soldiers, you will have access to some nice add damage nanos. If you don't have shadowlands, this line is not the best. If you do have Shadowlands however, the add damage aura line is really good. Definitely worth the IP and effort.


6.3.1 Rubi-ka add damage

Don't bother with this line, especially if you have Shadowlands.


6.3.2 Shadowlands damage auras

This is the line to invest in. They are all level locked, so as soon as you get to the level that you can use it, you should try to get it, and be able to cast it. I would wait to cast the last one, Gazump Fight until way into the 215+, and wouldn't spend too much IP to be able to self it. Better to be able to cast it with a CM and wrangle.


6.4 Misc Stat boosts


6.4.1 Multiple Initiatives buffs

These buffs your init. It goes without saying that this line is important for a soldier. You can buy the first two in the shops, and the last one, Offensive Steamroller, it blitzable. Try to cast OS, as soon as you can.


6.4.2 Automatic Targetings

This nano adds a modest 23 to add all offense. Store buyable, and easy to cast. Get it. We now also have Improved Automatic Targeting, which stacks with the original one. This one will add an additional 30 add all offense.


6.5 Taunts


As a soldier, you'll want to invest in taunts. Since you will be investing in PM anyways for your weapon and other buffs, there's no reason why not to buy a taunt that you can cast. It will make you a better tank. There are two lines, the one time taunts, and the timed taunts


6.5.1 One time taunts

These taunts are the ones that you want to get. The are definitely more powerful than the timed ones, and ideal for getting something off a doc or support class. You can chain them relatively well also, so you can keep casting it relatively fast.


6.5.2 Timed taunts

These taunts are less powerful than the one time ones. They are timed. At the end of the timer, a debuff is cast. Definitely not as useful as the regular taunts, but can be useful in some situations, ie if there are two or more soldiers tms tanking a really hard boss.


6.6 AC buffs


6.6.1 AC buff line

This line is not a huge priority. However can be useful, and you'll be spending the IP required to cast you damage auras and reflects, so buy the one that you can use. You can buy from shop or blitz them all.


6.6.2 Phalanx

Buffs 350 ACs to all soldiers in your team. Might as well get it when you can cast it. Its not great, but a free 350 AC. And the ncu cost is very low.


6.7 Healing / health nanos


6.7.1 One-More-Hit-Healing

Soldiers are not healers. Eventually you will have the IP necessary for this nano, it's however not a huge priority. It provides a small heal, and worth having in your arsenal for emergencies nonetheless. It does give a small dot after the heal though.


6.7.2 Health line

Not worth putting the IP in BM for this line. It does not stack with enforcer health buffs.


6.7.3. Heal blockers

An ok line to get if you like to pvp. It blocks other professions' ability to cast Complete Heal and Invocatino of the pheonix. It however lost alot of its power with shadowland heals. It's not as important a line as it was used to. Still has its uses though.

Last edited by Tepamina; Oct 24th, 2007 at 02:44:16..
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Old Aug 8th, 2006, 08:43:13   #7
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++7.0 Implants / Symbiants++


As a soldier, you'll want to have implants / symbiants that concentrate on weapon skills, and your nano lines. As for a symbiant setup, you'll be restricted to artillery symbiants.



7.1 Early levels


You will want to stick with implant for your first levels, from about 1-80 approximately. The store bought implants are ok, if you don't feel like putting the effort into making a full set of implants, especially if you're planning to level fast. However, put the time into making your own implants will give you the best setup. Think about starting to make your own implant when you can easily put on the ql 100s. It is also important to note that the low level symbiants will not give good enough stats at these levels to warrant their use, with the exception of maybe Eye and Brain.

Here is an example of an implant setup at low levels. This is only an example, by no means to be taken to be the perfect setup. Each person will have to tweak everything to suit their own tastes.

http://auno.org/ao/equip.php?saveid=43888



7.2 Mid levels


When you start to get close to level 80, consider replacing some implants for symbiants, especially brain and eye. These are going to start to get really nice at these levels. For example, at level 88, you can equip a ql 110 Brain, which will add 56 to each nano skills. These levels will also be a great time to start looking for a Chest, Waist, Right Wrist, Leg and Feet symbiants. At around 100-110, if you're able, and willing, to tweak into ql 200 implants, you'll want to stick with this for the time being for your weapon skills. That means Right Arm for example. This way will raise your skills like full auto. Certain other slots will work best with an implant. Do some research, and you'll be able to get the best setup for you. Below is an example of a good setup at level 117 (for ql 160 symbiants).

http://auno.org/ao/equip.php?saveid=43889



7.3 High levels


Eventually, you'll want an entire symbiant setup. This will probably happen by level 130-150. While artillery symbiants tend to not be the priciest of the bunch, some can still be very expensive, so consider camping for some patterns to get your own. You'll probably have some duplicates to sell, which is always nice. Two spot that I always had implants on were ear and left wrist. On a ql 200 ear, you can put a +7% exp modifier, which is always nice, and a +56 psychology, which helps for taunt tools. On a ql 200 left wrist, you can put a +10 add energy damage.



7.4 Endgame


Endgame symbiants are a problem, especially for an Atrox. You'll need to do a near full perk reset to get your best symbiants on. You will be shooting for ql 250-260 symbiants. Some have put higher ones, but the reward for this is hardly worth the effort. Only do higher if you feel like a challenge (and have a Burden of Competence). Any soldier will be fine with ql 250-260. Only consider equipping these symbiants once you hit 220.

You might also want to think about equiping an Exterminator Ocular Enhancment. Alien generals/admirals drop these. They add really nice stats for your weapons. The good thing about these is that they add to some weapon skills that the regular ocular symbiant will not, like Fling shot, Burst, Full auto, SMG. It will also add a crit modifier. You will however lose some other important skills like nano skills, Computer literature, and Treatment. The Aimed shot on the exterminator ocular is also slightly lower. This symbiant is however really hard to equip. They have extremely high requirements, so be ready to tweak these in.


For a full list of soldier symbiants, visit this site. Use the search option to look for Artillery Symbiants.

http://aopocket.tngk.com/





++8.0 Perks++


Soldier really good perks, mostly weapon based, that help them along their journey. At the start, you'll want to concentrate on 3 main lines :



8.1 Shadowland Perks


8.1.1 Heavy Ranged

Assuming that you went assault rifle, you'll need this perk taken care of as much as possible. The more points in this perk, the better gun you can equip.

The perk specials on this line are not particularly great are not particularly great. There's a couple of evade debuffs, and a minor damage perk.


Total Stats
200 Assault Rifle

Specials
Lesser Paint Target
Weapon Bash
Triangulate Target
Napalm Spray



8.1.2 Special Forces

This line is just as important as the Heavy Ranged line. It buffs burst and FA, which will improve their damage and recycle time. It also gives an ok buff to evades. Don't ignore this perk line

The special on this line are nice. The first one give a nice heal perk, nothing too exciting, but nice nonetheless. There is a good evade debuff perk also. Also very useful in this perk line is guardian, which transfers 20 reflect % from yourself to a target. Great to help out tanks, or to save a doc during trouble.

Total Stats
200 Full Auto
180 Burst
180 Fling Shot
150 Dodge Ranged
50 Evade Close
50 Duck Explosives

Specials
Field Bandage
Tracer
Contained Burst
Violence
Guardian


8.1.3 Colossal Health

This perk will give you more health. If you want to stay out of reclaim, consider putting points into this perk. While not as important as the first two, still good nonetheless when you have a few extra perks.

Total Stats
3180 Max Health

Specials
Blessing of Live
LifeBlood
Draw Blood


8.1.4 Power up

You'll want to invest at least one perk in here for the Energize special. If you'd like to be DD soldier however, this perk line is for you. It adds Ranged energy, and + damage. Many choose this one instead of Colossal Health, this is a personal choice however.

Total Stats
200 Ranged Energy
50 Add Damage Modifier

Specials
Energize
Power Volley
Power Shock
Power Blast
Power Combo


8.1.7 SMG Mastery

If you choose to go SMG, especially at endgame, you'll need to perk this instead of Heavy Ranged.

Total Stats
200 SMG
20 Burst

Specials
Reinforce Slugs
Jaring Burst
Solid Slug
Neutronium Slug


8.1.5 Genius

You may want to put a couple of perks in here for the regain nano special. Not the most important perk though for a soldier, especially at lower levels.

Stat with 2 perks
20 Intelligence
20 Psychic
60 Nano Pool

Specials
Regain Nano


8.1.6 First Aid

The second perk in this series will give you a heal perk. Always nice to have, but not the most necessary place to put your perks.

Stat with 2 perks
30 Treatment
30 First Aid

Specials
Heal



8.2 Alien Invasion Perks


8.2.1 Power in numbers

You'll want at least 1 perk in this line for the Supressive Horde special, which adds damage for your entire team. I kept this line maxed though, it has quite a few nice mods, like max health and add all off, and FA.

Total Stats
1000 Max Health
51 Offense Modifier
51 Full Auto

Specials
Suppressive Horde
Clipfever
Muzzle Overload


8.2.2 Champion of Heavy Artillery

If you're using AR or RE, you'll want perks in this line. It has a decent damage perk special : fuzz. and fire frenzy.

Total Stats
100 Assault Rifle

Specials
Fuzz
Fire Frenzy


8.2.3 Champion of Light Artillery

If you choose to go SMG, especially at lower levels, you'll want to perk this instead of Champion of Heavy Artillery.

Total Stats
100 SMG
100 Pistol

Specials
Collapser
Implode


8.2.4 Solitus Alpha Genome

Buffs Str, Agil, Stam, but it's especially useful for pvp. There are a few very nice perk specials in here, like tacky hack, which provides a 90% resistance to roots.

Total Stats
34 Strength
34 Stamina
34 Agility

Specials
Tacky Hack
Sphere


8.2.5 Solitus Beta Genome

This perk line can also be useful. The last perk is a really nice team hot. However, you won't have the 90% root resistance from the alpha line if you go this route.

Total Stats
34 Intelligence
34 Sense
34 Psychic

Specials
Feel
Survival .


8.2.6 Atrox Alpha Genome

Adds to Str, and Stam. If you're an atrox, you'll want to invest in this, especially if you pvp. This one has mongo rage, which adds a sick amount to offense modifier for 10 seconds. It's followed by a short period where your skills will be lowered however.

Total Stats
49 Strength
49 Stamina

Specials
Body Tackle
Mongo Rage


8.2.7 Atrox Beta Genome

Adds to Agility, Sense, Intelligence and Psychic. A useful perk line if you don't plan to PvP. You really only need to raise it up to Wit of the Atrox, which gives some really nice boosts.

Total Stats
25 Agility
25 Sense
25 Intelligence
25 Psychic

Specials
Wit of the Atrox
My Own Fortress


8.2.8 Opifex Alpha Genome

You may want to invest in this one as an Opifex, especially if you go the Combined Sharpshooter route. The perk specials on this one are less rewarding than the Beta line, but are still decent.

Total Stats
48 Sense
48 Agility

Specials
Opening
Derivate


8.2.9 Opifex Beta Genome

An opifex will probably to invest points in this eventually. It'll make it easier to equip most of your armor, as it adds to Str, Stam. It also has a few specials that could be useful in pvp, including one that lowers nano skills by 5% and an excellent damage perk.

Total Stats
24 Strength
24 Stamina
24 Intelligence
24 Psychic

Specials
Blinded by Delights
Dizzying Heights



8.2.10 Nanobreed Genomes

If you're a nanomage, I don't see any reason why putting points in genomes except to equip some armor. These perk specials are very dependent on nanoskills, which soldier don't excel in. Also, the specials themselves aren't that great, especially Notum Shield, which will cancel our reflects. Save your points and put them in weapon perks.


8.2.11 Alien Technology Expertise

You'll need points in here if you intend to equip any alien armor / weapons.

Last edited by Tepamina; Oct 24th, 2007 at 02:46:52..
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Old Aug 8th, 2006, 08:44:15   #8
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++9.0 Fighting as a soldier++



9.1 Solo


Soldiers are not the best soloing profession out there. Because of our lack of any good heals, once we take damage, it's gone. Nice Damage will help you here. The faster you can take out a mob, the less he'll hit you. You'll also need a good TMS. To solo effectively, you'll need very nice equipment to say the least, especially at the beginning.

At low levels, you'll pretty much be stuck killing stuff that you can kill pretty easily. Since your TMS won't last very long, once it's gone, you'll be a sitting duck. Try not to take on stuff that is too hard, or you'll end up in reclaim, and watch out with adds. You might be able to kill one mob, but not 4 at once

Once you progress in levels, and you start to get better TMS, eventually TMS 10, then you can start taking on much tougher mobs, and do what is called TMS kiting. This basically meant that you tank the mob for the 1:20 minutes of your TMS, using stims and perks to heal yourself as necessary. Once your TMS expires, you start to kite, while still shooting your specials on the mob. This will last for 40 seconds, until your TMS returns. This is a very nice way to solo, especially for the really hard mobs, or simply to save your butt if you underestimate a mob.


9.2 teams

In teams, if you're equipped right, you will often be called to tank. If you're serious about your profession, and not powerleveling too much, then you should be able to hold aggro if you need to. It is your responsibility as a good tank to buy the proper taunts, and guns needed to make sure that mobs stay on you. Your team will thank you for it.

When fighting, always keep an eye out for adds, especially if one is on the doc. If you are currently the main tank, while it is not entirely your responsibility to save the doc (other team members should pitch in), you still have the tool-set to help him out. If you find that taunts aren't powerful enough to get aggro from your doc, then it is perfectly acceptable to stop attacking your current mob to go against the add that's on the doc. While killing the new mob, keep spamming the old one with taunts, and he should stay on you, at least till your team gets organized. If you're currently not the main tank any reason, then your job is add control. Even if you're not tanking the current mobs, then the doc should never be touched, and it is your job to keep him alive. If any adds come, quickly go on him, and the team will be fine. If more adds come, then shoot one, and taunt the other.

All this is assuming that you don't have an enforcer in the team, if you have one, then he'll most likely be the main tank, and add control. If you see that he's having difficulty staying alive, then you can certainly help him with adds. Him, and the doc, will be grateful.

I explain more about taunts in the next section.


9.3 Pulling mobs

As the tank, you will often be asked to pull mobs. If you're not new to the game you will know this already, but never pull mobs with your gun, as this will get adds. Always walk close to the mob and wait for it to attack you before running back for your team. Beware of mob clusters, as if the mob hits you while pulling your reflect shield might pull the rest of the cluster.




++10.0 Taunting and aggro control++

I felt compelled to write this new section when after I started to play more on my new doc. When teaming with a many great deal of soldier, most either had no taunts at all in their arsenal, or they just had the first ones in the line (which they never used either). To be honest, I really wasn't surprised when I saw this, because most soldiers tend to forget that taunts are part of our toolset, or at least have the impression that just because we don't have AoE taunts, it means they're no good. We can't forget that our taunts are the second most powerful in the game. Taunts are for us what heals are for adventurers, not the best in the games, but certainly still very useful. Also, there is a reason why TMS doesn't debuff PM. It's so that you can still taunt even if you can't cast anything else. So while you're nearly invincible (with TMS) you can taunt multiple mobs on you, while the team kills.

As previously mentioned, a soldier should be able to handle adds. Maybe not as good as an enforcer but should still be good. I know for sure that even low level soldier can do it well, as I've helped org mate soldiers before with this, and they've done nicely. I've seen soldiers able to handle 3+ adds with taunts and firepower. And this is at level 110-140ish. The taunts only get better from that point. After seeing this, I was concerned to see how many soldiers in teams that didn't have any taunts, or didn't know anything at all about add control. It feels like such a waste of abilities. I'm hoping new soldiers reading this section will realize that taunts are really important, and a soldier that is able to handle adds will get a very nice reputation.


10.1 When you should start buying taunts

The first useful taunt will be at level 15. This one can be bought in nascence garden. The earlier you start practicing to use individual taunts, the earlier you'll be able to use them effectively.


10.2 What taunts you should buy / blitz

The list on auno can be a bit confusing, since there are 3 different kinds of nanos in the same list, and they're in a order of skill needed to cast, which doesn't always correspond to the amount of the taunt. Therefore, I will list the most useful nanos that you will need, in order. Early on, the shadowlands timed taunts will be more powerful. These will very soon be passed by the single RK taunts. Eventually, you will want the SL single taunts. Also, the detaunts are almost useless, at least for any other purpose other than saving yourself (which you shouldn't do if it will kill someone else in your team). Therefore I will not list them here.

Soldiers really have no excuse not to buy taunts either. They use the same skills as our weapon nano lines. Therefore, we already raise PM. So IP is not an issue.

Here is the list, in order of PM. Keep in mind that the shadowland ones are level locked.


Minor Insult
PM : 95
Taunt : 350
Location : Nascence Garden
Level requirement : 15


Enraged Mind
PM : 151
Taunt : 349
Location : Rubi-ka


Lesser Insult
PM : 263
Taunt : 650
Location : Elysium Sanctuary
Level requirement : 45


Annoying Presence
PM : 336
Taunt : 712
Location : Rubi Ka


Aggressive Captivation
PM : 428
Taunt : 890
Location : Rubi Ka


Id Assault
PM : 615
Taunt : 1244
Location : Rubi Ka


Only You, Only Me
PM : 706
Taunt : 1617
Location : Rubi Ka


Obvious Victim
PM : 805
Taunt : 2250
Location : Adonis Sanctuary
Level requirement : 125


Clear Victim
PM : 1029
Taunt : 4580
Location : Inferno Garden
Level requirement : 185


Distinct Victim
PM : 1229
Taunt : 5125
Location : Inferno Sanctuary
Level requirement : 205


Undeniable Victim
PM : 1437
Taunt : 6600
Location : Pandemonium Garden
Level requirement : 211



Aggro Tools

These tools were mentioned earlier, but I thought that I would repost them here.

Aggression Enhancer / Multiplier
Aggression enhancers can be bought from shops up to level 125. You can blitz the higher qls. The ql200 version is called Aggression Multiplier. These also can, and should, be upgraded ( Aggression Multiplier (Jealousy Augmented) by combining it with an Essence of Pure Jealousy found in Steps of Madness off of Jealousy.


Modified Aggression Enhancer
This Solitus only taunt gives a minor taunt, but has the bonus of being able to be equipped, for a minor projectile AC and reflect boost. Drops off Iron Reet.



10.3 How to use single taunts effectively

Ok so we've covered what you should buy, now we'll talk about ways to use them effectively.

First off, you'll always need your taunts and taunt tools on your quickbar. The ability to use them easy and quickly is crucial to taunting well. If you're fighting mobs that drain your skills, it's a good idea to have a backup taunt ready, if not on your quickbar, then at least know exactly where to find your lower ones. This also holds true for your TMSs.

Now on to the basics of taunting for soldiers. The basics of taunting are simple. Simply put, if you're on one target, taunt it if you want it to stay on you (if another prof can OD you). If you have adds, simply attack one, and tab the others and send taunts. This sounds extremely simple, but believe me, it gets complicated.

I'll try to illustrate specific situations that you may/will encounter.

1- Let's say you're on a heck team, in elysium. You have no enforcer, and there is a shade (or any prof that can OD you) in your team. Now if you can't OD the shade, he will die and the team may wipe, if you don't taunt that is. If you have no adds, you can use taunts on the heck as well as doing your normal damage. The shade should not be able to get aggro if you do this. Keep in mind that one taunt may not be enough, and, in certain situations, you may have to spam them also.

Let's say you would get an add. This will be very tricky, but possible to get out of. The team will have to assist you obviously, and not touch the second heck. You'll need to go full damage on the first heck. As soon as you start attacking the first heck, you'll need to target the second one, and taunt. At this point, you may or may not have to use TMS, because you'll have 2 hecks on you. Keep an eye out on the second heck, always keep taunting at this point, because you certainly do not want it to go attack the doc. After a couple of taunts, throw 1 or 2 on the heck that you are fighting, just to keep from losing that one (from the shade), afterwards, taunt the add. Keep doing this until the first one is dead.


2- Another situation is alien raids, again without an enforcer. Let's say you have 3 org members present, you'll get 4 aliens each wave. That is a lot of aliens to keep on you, but again, it is possible.

As soon as you see the wave coming, target the hacker and alpha it. Immediately after, tab another alien and send a taunt. This will get 2 aliens on you even before the aliens arrive to the raid group As you wait until the taunt finishes to recharge, you'll need to tab another alien. Once the recharge is done, taunt. At this point, try to find out if the first and second one that you taunted are on you. If they are, move on to the 4th one. If they aren't re-taunt, they should go on you at this point.

If at any point an alien goes on the doc, or another squishy prof, you can do one of two things. First is taunt that mob. This technique will enable you to keep attacking your current mob, but will not necessarily guarantee that the mob will come on you. Use this technique if you're certain that the character can handle a few hits, or if you're fairly certain that the taunt will succeed in one or two tries. The second method would be to change target, and attack the mob that's causing the problems. This way, you'll fairly quickly get the mob off the character. However, the mob that you were attacking before, will die less quickly, and you'll have adds for a longer period of time. I can't tell you which method is the most efficient way, because it will depend on the situation and characters. You'll have to make that decision in a split second, and only practice and experience will tell you which to use.

Keep in mind that if another character in your team can handle an add, he should be the one to take adds off of squishy players. While you can help, the team should also pitch it if they can.



These 2 situations are examples only. I could try to explain forever, but the only real way to learn to do it, is to actually do it. Don't be discouraged if you don't get the hang of it on your first or second try, or if someone dies on your team. Look at that as a learning experience and try to figure out what you could have done differently, so that next time, things will happen differently.



10.4 When it is not necessary to taunt

Anytime an enforcer is in your team, you can pretty much take a break on taunting. He will be more than adequate to hold the adds. You can however help him out if he needs it, by attacking one of the adds. Again, this will depend on the situation.

Keep in mind that even though you have an enforcer in your team, that doesn't necessarily mean that he's a good enforcer. Keep your eyes out, if he loses aggro, or adds. You can act as backup, in case something goes wrong. Again, if any mob goes on the doc, or any squishy prof, take it off. That's your main job in this team situation.

Another situation where it may not be necessary to tank, is if another player ODs you, but he can handle the mob, then you don't necessarily need to taunt. You can taunt if you want, but in this case, it's not really needed. Your choice. However, in any case where that player has even a bit of difficulty, you better not take the chance and shoot a few taunts.
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Last edited by Tepamina; Oct 24th, 2007 at 02:50:05.. Reason: Almalgamated as requested - nerfed DS tho in process :D
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Old Aug 8th, 2006, 09:14:23   #9
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++11.0 Research++



With Le finally here, we finally have an exciting range of research line. Each line has 10 levels, each of which give a different bonus. Below I will explain what each ones gives, and which ones to prioritize. The information for all of the specials can be found at the end of this section.



11.1 Sweep and Clear

Designed to help soldiers live longer and be tougher. This will add more Max health, along with a few good abilities.


TOTAL Stats :

Max Health 500
Body Dev 30
Stamina 30
Agility 15


1- Body Dev 5
2- Max health 50
3- Stamina 10
4- Agility 15
5- Max Health 150
6- Special : Target Acquired
7- Body Dev 25
8- Special : On the Double
9- Stamina 20
10- Max Health 300




11.2 Strategic Planning

Designed to help with a soldier's nano skills, especially with Matter Creation, which along with the next research line (Combat Sense), will help us to cast our reflects. Also helps with Computer Literature.


TOTAL Stats :

Computer Literature 25
Matter Creation 75
Psycho Modi 25
Time & Space 15
Max NCU 4
Add all off 20

1- Max NCU 4
2- Computer Literature 10
3- Time & Space 15
4- Computer Literature 15
5- Psycho Modi 25
6- Matter Creation 25
7- Special : Graze Jugular Vein
8- Matter Creation 50
9- Add all Off : 20
10- Special : Furious Ammunition



11.3 Combat Sense

Focuses on a quite a few abilities with strength being the main one. It also has a huge Time & Space boost, which will help with our reflects.


TOTAL Stats :

Time & Space 85
Strength 50
Stamina 15
Agility 15


1- Special : Shoot Artery
2- Special : Deep Six Initiative
3- Strength 15
4- Stamina 15
5- Time & Space 25
6- Matter Creation 25
7- Strength 15
8- Agility 20
9- Strength 20
10- Time & Space 60



11.4 Marksmanship

Focuses on weapon skills. A very good line to research at any time of a soldier's career.

TOTAL Stats :

Assault Rifle : 160
SMG : 110
Full Auto : 75
Burst : 65
Ranged Initiative : 30


1- Assault Rifle : 10
2- Full Auto : 10
3- Special : Emergency Bandages
4- Assault Rifle : 15
5- Burst / Full Auto : 15
6- Assault Rifle : 25
7- Ranged Initiative : 30
8- SMG / Assault Rifle : 50
9- Burst / Full Auto : 50
10- SMG / Assault Rifle : 60



11.5 Forward Observer

Divides focus between weapon skills, and intelligence related skills, especially Matt. Mettam, which will help with our +damage lines. It has a very nice Burst/Full Auto boost.

TOTAL Stats :

Intelligence : 20
Sense : 10
Matt. Mettam : 75
Ranged Initiatives : 30
Burst / Full Auto : 50

1- Intelligence 5
2- Sense 10
3- Special : Concussive Shot
4- Special : Gear Assault Absorbption
5- Matt. Mettam 25
6- Intelligence 15
7- Ranged Inititiatives 30
8- Burst / Full Auto 50
9- Matt. Mettam 50
10- Special : Fuse Body Armor



11.6 Classified Ops

Boosts a few of our nano skills, which will be usefull for our add damage line, and our taunts. The Add all Offense boost is very decent.


TOTAL Stats :

Psycho Modi : 60
Matt. Mettam : 50
Strength : 20
Sense : 10
Burst : 25
Add all Off : 40


1- Special : Successful Targeting
2- Psycho Modi 10
3- Strength 10
4- Sense 10
5- Strength 10
6- Burst 25
7- Add all off 15
8- Psycho Modi 50
9- Matt. Mettam 50
10- Add all Off 25



11.7 Force Recon

Focuses on the soldier's alternate weapon lines. This will be good for non AR soldiers.


TOTAL Stats :

Pistol / Ranged Energy : 140
Fling Shot : 75
Multi Ranged : 30
Ranged Initiatives : 30


1- Fling Shot : 10
2- Pistol / Ranged Energy : 10
3- Fling Shot : 15
4- Pistol / Ranged Energy : 20
5- Special : Reconditioned
6- Multi Ranged : 30
7- Ranged Initiatives : 30
8- Pistol / Ranged Energy : 50
9- Fling Shot : 50
10- Pistol / Ranged Energy : 60



11.8 Total Stats



Abilities

Strength 70
Stamina 45

Agility 35
Sense : 20

Intelligence : 20




Health

Max Health 500
Body Dev 30


Nanotechnology

Matter Creation 100
Psycho Modi 85
Time & Space 100
Matt. Mettam : 125


Computer Literacy

Computer Literature 25
Max NCU 4


Weapon Skills

Assault Rifle : 160
SMG : 110
Pistol / Ranged Energy : 140
Full Auto : 125
Burst : 140
Fling Shot : 75
Ranged Initiative : 90
Multi Ranged : 30
Add all off 60



11.9 Research Specials

Reseach specials run like auras in your ncu. They take 40 ncu each. You can run one special per type, there are 2 types. Below is the complete list, and what they add. More info on each, when I get it.


Type 1 :


Research level 3 :

Emergency Bandages
Max health +176, Heal Delta +2

Concussive Shot
Energy/Projectile Damage modifier +15



Research level 8 :

On the Double
Initiatives +150



Research level 10 :

Furious Ammunition
Projectile/Energy Damage Modifier +88



Type 2 :


Research level 1 :

Shoot Artery
Projectile/Energy Damage Modifier +4

Successful Targeting
AddAllOff +23



Research level 2 :

Deep Six Initiative
Initiatives +50



Research level 4 :

Gear Assault Absorbption
AC +280



Research level 5 :

Reconditioned
Max health +361, Heal Delta +3



Research level 6 :

Target Acquired
AddAllOff +35



Research level 7 :

Graze Jugular Vein
Projectile/Energy Damage Modifier +70



Research level 10:

Fuse Body Armor
AC 800



++12.0 Special Recharge Mechanic++


When picking your weapon of choice, knowing how to calculate the special recharge time is extremelly useful. Below, you will find all of the formulas to calcute the recharge times for each weapon. You will also find the formula to figure out how much skill is needed to cap a certain weapon.

The Burst and Full Auto Cycles can be found on either Auno or AODB.



12.1 Fling Shot


Fling shot recharge

[Wep Attack time (in seconds) x 16] - Fling shot skill/100


or


1600 x Wep Attack time - Fling shot skill100




Skill needed to cap


The cap for fling shot is 7 seconds. No matter how much skill you have, you'll never have a faster fling shot. Here is the formula.



[ (Wep Attack time x 16) - 7 ] x100


or


(1600 x Wep Attack Time) - 700



12.2 Burst



burst recharge

[Wep Recharge time (in seconds) x 20] + BurstCycle/100 - Burst skill/25


or


2000 x Wep Recharge time + BurstCycle - 4x Burst skill
100



Skill needed to cap


The cap for Burst is 9 seconds. No matter how much skill you have, you'll never have a faster burst. Here is the formula.



[ (Wep Recharge time x 20) + (BurstCycle/100) - 9 ] x 25


or


(Wep Recharge time x 2000) + BurstCycle - 900
4



12.3 Full Auto



Full Auto Recharge

[Wep Recharge time (in seconds) x 40] + FullAutoCycle/100 - FullAuto skill/25


or


4000 x Wep Recharge time + FullAutoCycle - 4x FullAuto skill
100



Cap calculation

To figure out the FA cap of a certain weapon, use the following formula.


10 +Wep Recharge time (in seconds, rounded down)


The Wep recharge value is rounded down, ie 1.8 seconds = 1 seconds, 2.1 seconds = 2 seconds.



Skill needed to cap


You will first need to calculate the cap with the formula above. The formula below assumes a cap of 11 seconds, which is the lowest cap possible. However, if a certain weapon has a higher cap, replace the 11 with the appropriate cap.



[ (Wep Recharge time x 40) + (FullAutoCycle/100) - 11 ] x 25


or


(Wep Recharge time x 4000) + FullAutoCycle - 1100
4



12.3 Aimed Shot



Aimed Shot Recharge

[Wep Recharge time (in seconds) x 40] - (3 x AimedShot skill/100)


or


4000 x Wep Recharge time - 3x AimedShot skill
100



Skill needed to cap


The cap for Aimed Shot is 11 seconds. No matter how much skill you have, you'll never have a faster Aimed Shot. Here is the formula.



[ (Wep Recharge time x 40) - 11 ] x 100
3
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Brucelee2003: Hit, switch target, hit, switch target, avoid pvp. Works.
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Last edited by Esqi; Feb 14th, 2007 at 13:36:49.. Reason: Esq expanded guide to reflect changes - sorry DS :P
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Old Aug 8th, 2006, 09:32:04   #10
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Nice guide, about time someone made one :P

You did not mention Electrophoridae Gloves, and it's not uncommon that people have a couple of Pernicious and Crepuscule pieces all the way up to endgame.
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Old Aug 8th, 2006, 09:51:44   #11
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Link, HP/Pool info, gloves, clarifications on armor added. I'm not sure what you meant by the perks however. I don't think there is anything missing....

Yeah I had a Pernicious back all the way up to 215. Beats some of the other stuff, at least for looks.

Thanks

Last edited by Tepamina; Aug 15th, 2006 at 01:31:14..
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Old Aug 8th, 2006, 10:09:33   #12
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Nice, just waht I needed right now !

One of the reason I still come back to AO = the community...
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Old Aug 8th, 2006, 10:19:34   #13
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Trench soldier straps. Good backitem =)
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Old Aug 8th, 2006, 10:52:46   #14
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Quote:
Originally Posted by Tepamina
LinkI don't think there is anything missing....
8.2 Alien Invasion Perks
8.2.1 Power in numbers
8.2.2 Champion of Heavy Artillery
8.2.3 Champion of Light Artillery
8.2.4 Solitus Alpha Genome
8.2.4 Alien Technology Expertise

you should either give a short summary of all breed genomes, or none imho.
if you give a short summary of all, you could link to it in the breed section so ppl would get another help on what breed to chose..

Edit: you forgot the Ranged Energy Pistol Type 5
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Last edited by Deathstalker; Aug 8th, 2006 at 10:55:04..
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Old Aug 8th, 2006, 11:17:08   #15
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Decided to start a solja just this morning, then i came in forum just to check a couple of things and...pop! this great guide comes up
this is destiny
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Old Aug 8th, 2006, 11:54:13   #16
Wintermute
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Great guide, was about time that someone wrote an up-to-date soldier guide.

Just 2 things that i recognized:

Misc Weapons: Sharp Objects is a usefull skill at least up to 680, Kizzermole Gumboils and Lava Capsules are nice for pvp (Lava Caps dont have an evade check yet, will be changed to 50% dodge in next patch though)

Speed: Nano Init can be usefull, if you wanna cast the anti-ch nanos a bit faster. Usefull against agents in mimic doc, but hard to land.
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Old Aug 8th, 2006, 14:05:49   #17
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Duck Exp is just as important as Evade and Dodge both in pvp and pvm, seeing how most SL mobs (including hecks) check against all 3 of them, so unless you want to get chain critted you'll want to raise all 3

Also, i'd rate evades and nanoskills as a 3 or 4 in IP importance. I would much rather raise stats, main weapon skill/specials, treatment and CL to use better equipment and IMO are the only ones who should get an IP importance rating of 5. Anything other than that gets a 4 and below from me
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Old Aug 8th, 2006, 15:27:05   #18
Esqi
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Great little guide, it will provide valuable guideance to many a growing soldier. -)


Will root this one.
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Old Aug 8th, 2006, 16:47:27   #19
Azza
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Wow, I had started writing up some of this stuff, but you've blown me out of the water. Just a few suggestions:

for Armor 1-15: The medsuit!

for "Body" skills, there are 2 that soldiers might actually need to raise: Adventuring, for equipping pen shades, and martial arts, for equipping/OE D-chest. Perhaps something to mention.

under Ranged Init, perhaps link to the Unity of the Rose Agg/Def Calc

Timed taunt nanos: do these really pulse with additional taunt as they run? O.o I thought they were just a taunt at the beginning and a detaunt at the end of their "duration."
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Old Aug 8th, 2006, 20:17:15   #20
Tepamina
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Updated :

Trech soldier, Med suit added
Fixed Genome perks (forgot about other breeds heh)
Raised raiting for Sharp weapon, nano init, duck explosions, adventuring.
Lowered raitings for Evades, Nanos (I tend to agree that you should raise weapons first)
Added link to Unity of the rose agg/def calc
Fixed Timed taunt (must have been drunk when I wrote that .

Also expanded the Perks section. Added stats and links to specials.

Also Deathstalker, the ranged energy pistol was in there : Kyr'ozch Energy Pistol - Type 5, under Ranged Energy

Thanks Deathstalker, Salomar, Bubbacrush, Wintermute, Silverado, Azza. for advice / correction

Keep the comments comming.

Last edited by Tepamina; Aug 9th, 2006 at 01:22:28..
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