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Thread: Overview of Professions (Sector 10)

  1. #1

    Post Overview of Professions (Sector 10)

    I've noticed a lot of posts recently asking about how to build a good twink for Sector 10. What I hope to accomplish with this post is to assemble a compendium of knowledge related to how each profession can take advantage of this playfield, both in a team and flying solo. I don't pretend to know everything (Lord knows I don't ), so any help with extra advice, tips, or corrections to this post is more than welcome.

    [ Section 1: General Overview ]
    Sector 10, for the uninitiated, is a large playfield for level 100-150 players filled to the brim with aliens. It has generally fallen out of favor as a source of AIXP (though the quests you can get there can give pretty spiffy jolts to the green bar). However, with the introduction of bounties to the loot-tables of all the aliens there, there's been a resurgence of interest in the playfield once again.

    There are several types of aliens: the normal ones you'd find in city raids with their latent abilities intact (Ilari heals, Ankaris nuke, etc), Immature Alien Vectors (high damage Zixes) and Grade II Ensigns. Of these, all except the Ankari'Nakthi and Cha'Sinuh are vulnerable to constant crits from melee toons, due to a weird mishap when creating their stats. Grade II Ankari'Nakthi have a lot of HP and launch AOE nukes, and Grade II Cha'Sinuhs hit very hard. Both have relatively high EvadeClose, and the Ankari'Nakthi has a slightly higher DodgeRanged than normal. On top of this, there are Alien communicator Leaders, whom spawn 4 Zixes; Generals, who hit decently fast; and Combat Medics, whom do practically no damage but can heal its allies. Stuff to keep in mind, for sure.

    One important thing to note here is that this is an alien playfield; because of this, a LOT of weapon options open up for many players, owing to the abysmally low ACs of alien mobs.

    What follows is a quick overview of each profession, and how they work and perform in Sector 10.

    [ Section 2: The Professions ]

    [ Adventurer ]
    As most anyone that's leveled an Advie knows, Adventurers are capable of excelling in melee (1hE) or Ranged (Pistol) combat. And with the availability of multiple weapon types comes a plethora of available weapons to use.

    { Solo }
    There are very few Adventurers that don't follow an evades setup when soloing aliens. Melee adventurers carry a slight advantage: one of their best TL5 weapons, the Sparkling Scimitar of Spetses gives a startling 60 points to all evades; using a quick offhand weapon like the Crispy Chiroptera, a melee Adventurer can set her AGG/DEF bar extremely close, or right at DEF while still doing some sweet damage, and in the process tank aliens marvelously with supplementary heals. Ranged Adventueres aren't too far behind, as the JEPP is rather fast and thete are a lot of quick Pistols out there (Peregrine Mk 6 taking precedence), and carries the advantage of being able to use CSS to keep Burst, Pistol, FullAuto, and evades high.

    { Team }
    Really not much to say here. Mid-high DD (melee can score some nice Backstabs, and with the zero AAD/evade close of some of the Grade II mobs, you'll have guaranteed crits), great heals, a freedom of combat approaches with the morphs, and in a raid or farming situation, Adventurers are invaluable. Just make sure you can keep your NanoPool up to snuff.

    [ Agent ]
    This is one playfield where Agents can really take advantage of their Mimic nanos. This particularly comes to light in team setups - an aspect of Agents that truly makes them shine.

    { Solo }
    Unfortunately, Agent soloing is not easy. The main problems are lack of HP and lack of IP; the 140-point hit to nanoskills and the 750-point hit to nanoinit can really cause some IP problems if the ability to cast the top nanos of most professions is desired. The profession most solo
    Agents prefer by far is Doctor; access to CH is invaluable, but is a gigantic nano-siphon, and Agents can't particularly implant NanoDelta without sacrificing some integral implant slots. Their DD potential is pretty cool, especially with the insane amount of +crit they have access to, but for some very strange reason, Rifles have a bigger emphasis on Max Damage than crit rating, which can create problems against Generals if their AC isn't debuffed.

    { Team }
    Hoo boy. Very good ranged DD (potentially from 40 meters away) and a wide variety of Mimic setups to use (Crat for XP buffs, charms, and crit auras; Engineer for AOE blinds; Doctor and Adventurer for some spiffy heals; Meta-Physicist for heal pet, attack pet, and nanoskill buffs) enable Agents to be viable substitutes for almost any profession. Be careful of aggro though...

    [ Bureaucrat ]
    AO's designated lovechild for a damn good reason. I'll let the solo and team overviews explain why.

    { Solo }
    Essentially, take a Pistol Adventurer, translate almost all their +evades equip to +AAD, take away their heals and give them access to a droid, two charms, and nukes to give a huge jolt to their DD, and there's your Bureaucrat. If you can juggle aggro between your pet(s), soloing can be a spiffy little jaunt, but too many aliens can overwhelm even the highest of AADs, and the nuking aliens can also poke holes in their defenses; with their lack of helas, reckless pulling can kill the best of Bureaucrats.

    { Team }
    Put quite simply, this profession is the best DDer in the Sector; while they can't crit quite like the MA or let off salvos of specials like the Soldier, they have 7 sources of damage, which can wreck aliens silly. Also, they have the potential to let loose over 7.5k damage with one nuke, owing to one of their LE procs doubling their nanodamage for 8 seconds.
    Last edited by Saetos; Jul 1st, 2010 at 14:58:40.

  2. #2
    [ Doctor ]
    Surprisingly, you can pull an interesting amount of DD potential from Doctors. On top of being the best healer in the game, and by extension this Sector, Doctors can be a formidable ally in S10.

    { Solo }
    While Doctors can be rather spiffy DD in Sector 10 as mentioned, it does come with a hit to their nano regeneration capabilities. While they won't be as overwhelmed as Bureaucrats when it comes to add management, and Decrepitude can really stave off a ton of damage from adds, Doctors still don't have the damage capability or evades to keep their motor running if they can't keep a flawless track record of every
    mob they debuff. It's possible to solo as a Doctor; it just won't be as efficient.

    { Team }
    Without having to keep track of your own HP, a Doctor's abilities open up exponentially. 150 Doctors can get
    781 Psychic (2 second NanoDelta tick) and still retain a decent damage rating, using a Vektor ND DRAGON Shotgun. As an alternative, DD-focusing Doctors can equip the Left Hand of Grace and a Kyr'Ozch Pistol - Type 4 to spike their DD quite a bit. On top of this, if a second Doctor is in the team, the other Doctor can concentrate on launching DOTs and nukes between firing specials. Absolutely no reason not to bring a Doctor on board to any S10 team, whether it is a team of 2 or a raid of 36.

    [ Enforcer ]
    A lot like the Doctor, this is a profession that can be a major pillar in a team. Their AOE tanking abilities are immeasurably important in an environment such as S10, with so many aliens clumped in groups. Surprisingly they can make competent solo toons in S10, and cheaply too.

    { Solo }
    Enforcers are extremely good here; Mongo can outheal quite a lot of hits from most aliens, and absorbs, both from nanos and perks, can stave off a good chunk of the rest. As melee toons, they can continuously crit on several of the Grade II aliens; for this reason, 1hE Enforcers can rip the place apart, due to the fact that their best sword, the Sword of Wonder, has a max and crit of 600 points. Combine that with their gigantic HP rating (15-20k+) and they can last a long while in there. Genius 2 and its accompanying nanoheal perk only make it better.

    { Team }
    Take the solo overview, and add the potential of throwing in superb heals, reflects, and nanoregen from your teammates, and a good Enforcer will become practically immortal when teamed with competent allies. Their high DD potential in contrast to their superb tanking role only make them more attractive as a potential teammate, and when doing an actual raid or quick-paced farming session in there, there is no parallel - Enforcers are your tanks, as they always have been and always will be in later levels.

    [ Engineer ]
    Essentially the pet-using version of the Agent. While they can rock the DD charts like no tomorrow and can provide some nice benefits for their team... well...

    { Solo }
    ... don't expect to shine in a solo environment. Even with reflects and Bio Cocoon, Engineers will get overwhelmed by adds, as their CC tools are limited to blinds that will break on the first hit anything makes. This essentially means one has to choose between reflects and blinds, and while the blinds are extremely powerful (the strongest debuffing -1210 AAO), good luck getting the IP for evades to take advantage of it. Your main target will still be able to beat you up, and any Cha Grade IIs that don't become affected by blinds that touch you will make your life hell, since they have rather good EvadeClose. With no nukes, you can only touch them with your Ranged weapons, and while the damage won't be too shabby, theirs won't be either, and they've got a hell of an HP advantage.

    { Team }
    Like Agents, this is where Engineers shine brightest in S10. Blinds work great when spammed while an Enforcer tanks (Mongo will break blinds, so keep them casted), and if the Slayer and dog are trimmed correctly, they will rip aliens to pieces. Throw on a Massive Bolt Charger, and the only one laughing will be you, as your combined DD, while perhaps not eclipsing a Bureaucrat with two charms, will beat out MAs and AR Soldiers. A very worthy and underutilized teamist option.

    [ Fixer ]
    The most (in)famous twinks ever made for Sector 10. These guys created a furor of anger for being able to solo the Generals, using gigantic amounts of AAD equip, HOTs, a fast gun with capped Bursts, and (apparently) rather dubious LOS tricks. This isn't as much of a problem now, as bosses are spawned on demand instead of camped, but in no way has that curbed this profession's popularity, especially since the bounties came out.

    { Solo }
    Pretty much already explained. Throw a sh*t-ton of AAD and evades in your implants/perks/HUDs, slip into the Smurf Suit®, slap on a Syndicate Messenger Gun, and you have the best soloer in S10 by a country mile. The Ankaris may give you a problem, but careful pulling will ensure that they will be out of their reach. Besides, if push comes to shove, you've got an awesome RS rating to blitz to the entrance and try again

    { Team }
    Believe it or not, these guys can be pretty spiffy teammates in S10 as well. The Fantaghiro BBI Gold Star gives them a 1-minute FullAuto (which to my knowledge will have no difficulty capping) and even a slight AAD boost, to help keep evades up while in a DD setup. Tanks will love the HOTs and runspeed, but unfortunately you may be set aside for a Soldier, who can provide reflects as well as superior DD. Establish yourself as a worthy teammate of both DD and support potential, however, and it won't be a problem.

    [ Keeper ]
    This is one of those professions that see its brightest days here at Sector 10. Your auras are unmatched, your damage is solid, and your soloing ability is a beauty of its own.

    { Solo }
    Oh hai, Blessing. Keepers have an enormous amount of damage-mitigation tools at 150 - they gain their good Blessing heal perk (Curing Touch), can choose between Bio Shielding or Aura of Revival, can run their Ambient line for extra healing, can run Ward to stop an entire attack every so often, and can assemble a rather good evades setup, since their best weapon is a 1/1 weapon. Most Keepers report that even in a moderately-equipped state, they can solo 3-5 aliens with no sweat. An extremely solid choice for a soloist, and if you have the Copy of the Excalibur on hand already, are one of the cheapest.

    { Team }
    Keepers were literally born for team situations such as these. Tanks adore your heal/Ward/reflect auras. DD-centric toons love your Vengeance and AAO/AAD auras. Healers will love you for using Tone auras. However, one Keeper can't do all of these auras... but three can. While certain "root" auras can't stack together (Ward/Barrier/AAO & AAD), their effects do, so multiple Keepers can stack auras that couldn't be stacked by a lone Keeper. Ambient/Tone work the same way, which when done by a pair of willing Keepers will make tanks fall in love with you, as the blue and red bars are their lifeblood. Combine all of that with a good DD potential, and you've got a recipe for green slaughter.

    [ Martial Artist ]
    Back in the overview, I mentioned that, like all aliens, Sector 10 aliens have abysmally low ACs. Well, Martial Artists love those words, and by golly, they will take advantage of it however they can.

    { Solo }
    In essence, Martial Artists are unarmed melee Adventurers with no morphs and a huge amount of +crit. On top of their EvadeClose potential being on better than Advies, their DD advantage really makes them shine against adds. Another advantage is that their weapons costs nothing, excluding the +MA/crit/damage equip needed to have a solid fist weapon. Still, even a modicum of effort to balance evades, damage, and crit will give good results for a soloing MA.

    { Team }
    Rain some crits on dem hoez, throw some decent heals on your tank, and teams will love you for life. There's a rather interesting debate upon whether an MA could use fist-enabling weapons to OD a pure fist Martial Artist - in any case, using Hazangerine Claw + Aleksander's Punchknife, or White Ant Nunchaku/Service Energy Gauntlet + Torturing Tool/Arctic Metaplast Mace will still give you great DD, plus extra opportunities for your Disharmony and +19% crit LE research procs to refresh and land constantly.

    [ Meta-Physicist ]
    Half-crat and half-fixer, Meta-Physicists can use a decent variety of setups to do their jobs to the fullest. This profession enjoys the luxury of being the best pet class out of the three in terms of solo ability, as their high defense rating combined with a rather good healpet (and healing staff) can prolong the life of a well-setup Meta-Physicist.

    { Solo }
    Even though it's not quite necessary, the Shield of Asmodian (210 AAD/30% fire reflect) can be a great option for a soloing MP who would rather easy-ball their soloing. For the best results as a soloist, using a set of Combined Scouts, other miscellaneous evades gear, and the SoA (210 AAD/30% fire reflect) plus full DEF will mitigate any damage that you attract from master aggro. The demon/meatball and your nukes will be your sole sources of damage, so DD won't be spectacular. Adding a good set of hammers, maces, or a staff will give you great DD, but the 210 AAD may or may not affect how well you evade other aliens, especially the Chas, if your other evade equip is lacking. There's definitely a hell of a lot of potential you can dig out of the MP, but it can take a dedicated player to find and harness it.

    { Team }
    As teaming MPs don't need the Shield, they can apply their role as Blunt strikers in a team, with a healpet to support the tank. 1hB MPs can swap between the SoA and Skull of Misery/Arctic Metaplast Mace whenever desired, and 2hB MPs can throw together a big-hitting setup using the healing construct staff or Hungry Howlet. Unfortunately, they're still the weakest DD of the 3 pet classes, and while having -nanocost/+nanoskills buffs and a healpet will get you into some teams, you won't necessarily be the first profession people look for. Stay steadfast and prove yourself, though, and people will love you just the same. By the way, at every opportunity, whether soloing or otherwise, use Nano Shutdown on any non-Ankari'Nakthi nukers you find (Ilari, Ankari'Sinuh/Ankari'Heru, and maybe Rimah, not sure). Ankari'Nakthi does nuke, but they're weakish AOEs and will not be a problem for your tank or healers if they're awake.

    [ Nano-Technician ]
    This one's tricky to write. While they've got untapped potential as DD powerhouses in certain team configurations, and you can sorta solo with them, they're not exactly a prime profession for soloing. As always, explanations to follow.

    { Solo }
    Possible, but extremely tricky. If you're forced to solo multiple targets, you'll need to keep your targets blinded, your absorbs refreshed, your nanopool in great shape, and likewise your evades. When things get dicey, NS2 can be used, which is at least some catharsis. However, the lack of heals are going to bite you in the ass if you're not paying attention to everything around you. Freezing Lancets/Electrifying Containment will be your best single nukes for soloing, but they aren't terrifically easy to force to capped speed without needing to move the AGG/DEF bar to the right. Again though, it's tricky, but when done right can be a refreshing and rewarding experience.

    { Team }
    This is the untapped potential I was talking about. In a team with a very good Enforcer and attentive healers, you can let out a volley of Volcanic Eruptions and mow them greenies down; on top of that, in an extreme MC/TS equip, you can use Frost Blades to deal some additional single-nuke damage to coincide with Enfraam's Glacial Encasement. Not exactly the best option if you want superduperzomg DD in any situation, but with the right equip and good sense of tactics, you can surprise most any team you join.
    Last edited by Saetos; Jul 1st, 2010 at 14:59:37.

  3. #3
    [ Shade ]
    While most would think of Shades as pure DD toons - and don't get me wrong, their DD potential is rather spiffy - they can also provide some small CC benefits with their powerful proc nanoprograms.

    { Solo }
    The thing about Shades is that as their evades are high, they can also supplement this with AAO debuffs via Spirit Phylactery and Blur. They also have access to a proc that debuffs 500 inits (though I need confirmation if their stun procs will work on all/certain aliens), which will make damage taken against you marvelously low. However, Cha IIs will make you cry: if you can't perk them and they're chewing on your ass, you're dead. Ankari'Nakthi Grade IIs will also give you a headache, as the only way to really disable them - draining their nanopool - won't work if you can't perk them with the Spirit Phylactery DOT/NDOTs. You'll want 1/1 weapons to take absolute advantage of your AGG/DEF bar; while the Piercing Evil looks fantastic, the 2/2 speed is a big concern.

    { Team }
    Being able to debuff AAO, AAD, and inits almost at-will makes Shades a surprisingly good choice for a CCer. Their DD is also formidable, especially when using high-crit weapons to keep their Backstabs high. They can be a bit fragile, so aggro management is a must with them, especially making sure you don't attract the attention of nuking aliens.

    [ Soldier ]
    One of the most debated topics when considering a DD toon, owing to the huge amount of Ranged options available to them. Unquestionably great DDers, but can they solo worth a damn?

    { Solo }
    Well, sure... if done right. Again, the lack of on-demand heals does hurt this profession, though having access to very strong reflects and Colossal Health healing perks will help somewhat. Their add management is actually rather shaky, as they are single-target strikers with very limited healing and an admittedly fallible reflect toolset. Still, most soldiers will be able to handle quite a few normal adds with relative ease, and as Ranged toons with good short term defenses, they can kill Cha Grade IIs on their own.

    { Team }
    Ranged DD. ... Well, what else can you say? They pack a wallop and are a great option for a teammate, though they're a profession where multiples of it aren't exactly advantageous: you're only adding vanilla frosting to a vanilla cake, so why not add a layer of chocolate cake and throw in a Shade/Trader for debuffs or Agents for Mimic tools?

    [ Trader ]
    *wicked grin* This could go on for awhile. These guys have a GIGANTIC amount of untapped potential, allowing an efficient and rather unique approach to soloing as well as being very good teammates as buffers and semisolid DDers. Without any doubt, this is the Holy Grail of a Trader's life, with access to great team buffs that matter, access to extremely high QL weapons using drains, and healing potential on par with Doctors. Let's start:

    { Solo }
    Soloing as a Trader works like a Keeper. With a good evades setup assembled, you can combine your Accumulator procs, Tap Vitae perk, and Health Plunders to keep your healing at its strongest. You can also keep your opponent's AAO debuffed with the LE proc and Nanite drains. If calms land, adds won't be a problem; however, you'll will find fights with Cha Grade IIs to be a feverish fight to the death, as you need to land your Plunders and Tap Vitae and make sure the Cha keeps missing you, as Trader HP is not strong in any respect. For that reason, do not skip the purchase of our NR debuffs, because even with buffs from our drains, their NR isn't going to be too easy to pierce.

    { Team }
    Are you a Martial Artist? Recruit a Trader - we can give you 108 points of Martial Arts (54 fist QLs) and can debuff 2298 ACs to remove what little protection the aliens you're fighting have. (Not to mention we love your Mark of Peril!) Are you a tank? Recruit a Trader - Preeminent Health Haggler can actually outheal Lifegiving Elixir assuming 0% heal efficiency on both parties, and can keep your nano healed to keep those Mongos (or heck, even TMS) chained. If you need more nanoskills, if you need that oomph to your nanoregen, if you need a solid DDer or healer, if you love the sound of our shotguns, recruit a Trader - we'll do our job to make yours easier.


    Weapon options for each profession to follow.
    Last edited by Saetos; Jul 1st, 2010 at 06:21:51.

  4. #4
    [ Section 3: Weapon Options ]
    Mainly the question that gets asked is what weapon(s) to use on your planned twink. I'll give you a list of the best options I've tried and heard about, This is the section I'll need the most help with, as I'm sure many of you have had more experience than me on several of these professions.

    Here we go:

    = Adventurer =
    1) (melee) Sparkling Scimitar of Spetses
    2) (melee) Crispy Chiroptera
    3) (melee/team) Sword of Curiosity/Sword of Wonder
    4) (melee) Kyr'Ozch Axe - Type 240
    5) (ranged/mainhand) Jobe Explorer Personal Pistol
    6) (ranged/mainhand) BBI Faithful 750
    7) (ranged/offhand) OFAB Peregrine Mk 6
    8) (ranged/offhand/Atrox/team) Diamondine Kick Pistol
    9) (ranged/offhand/fire damage setup) Customized IMI Desert Reet 1001

    = Agent =
    1) (high budget/Bow) OFAB Tiger Mk 6
    2) Focus Rifle / Pinpoint Rifle
    3) MTI SL70 RX Razorback Rifle
    4) O.E.T. Co. 77a Ranee
    5) Superior Perennium Sniper

    = Bureaucrat =
    1) Dreadloch Balanced Freedom Arms
    2) (offhand/Atrox) Diamondine Kick Pistol
    3) (offhand) Kyr'Ozch Pistol - Type 4
    4) (offhand) Parasitic Hecataleech
    5) Massive Bolt Charger

    = Doctor =
    1) Gelid Blades of Inobak
    2) Massive Bolt Charger
    3) (2sec ND setup) Vektor ND DRAGON Shotgun
    4) Kyr'Ozch Pistol - Type 1
    5) (high budget) Left Hand of Grace
    6) (mainhand 5/offhand 4) Parasitic Hecataleech
    7) (mainhand 5/offhand 4) Kyr'Ozch Pistol - Type 4
    8) (offhand 4/Atrox) Diamondine Kick Pistol
    9) JAME Blaster Prototype
    10) (Atrox) Maul of Gwyddawg

    = Enforcer =
    - 1HE -
    1) Sword of Wonder
    2) (offhand or dualwielded) Crispy Chiroptera
    3) (offhand) Gelid Blade of Inobak
    4) (offhand or dualwielded) Kyr'Ozch Axe - Type 240
    - 1HB -
    5) Arctic Metaplast Mace
    6) (offhand 4) Skull of Misery
    7) Kyr'Ozch Hammer - Type 112
    8) OFAB Panther Mk 6
    - 2HE -
    9) Frost-bound Reaper
    10) Kyr'Ozch Sword - Type 112
    11) OFAB Wolf Mk 6
    12) Pained Panther
    - 2HB -
    13) Hungry Howlet
    14) (Atrox) Maul of Menestyr
    15) Kyr'Ozch Sledgehammer - Type 78
    16) OFAB Bear Mk 6

    = Engineer =
    1) unarmed (Martial Arts, with Slayerdroid Transference)
    2) Massive Bolt Charger
    3) Turnspirit Pistol
    4) (mainhand 3 clan) Solar-Powered Engineer Pistol
    5) (offhand 3 omni) Shooter of the Porter
    6) Excellent Sleek Cannon
    7) (Atrox) Diamondine Kick Pistol
    8) JAME Blaster Prototype

    = Fixer =
    1) Syndicate Messenger Gun
    2) Fantaghiro BBI Gold Star
    3) OFAB Hawk Mk 5
    4) (offhand) Kyr'Ozch Machine Pistol - Type 5
    5) Blinded Blackbird

    = Keeper =
    1) Copy of the Excalibur
    2) OFAB Wolf Mk 6
    3) Kyr'Ozch Sword - Type 112
    4) Kyr'Ozch Sword - Type 880
    5) Blade of Khione

    = Martial Artist =
    1) unarmed (Martial Arts)
    2) (dualed/single) Hazangerine Bear Claw
    3) (offhand 2) Aleksander's Punchknife
    4) Turnspirit weapon
    5) (offhand 4) Torturing Tool
    6) (offhand 4/not max QL) Arctic Metaplast Mace

    = Meta-Physicist =
    - 2HB -
    1) Staff of Francois Nasier (sp)
    2) Hungry Howlet
    3) (Atrox) Maul of Gwyddawg
    - 1HB -
    4) Superior Skylight Shield
    5) (dualed or single) Arctic Metaplast Macr
    6) (offhand) Skull of Misery
    7) (soloing) Shield of Asmodian
    8) (until summon weapon change) (mainhand 5) Lotus Parry Stick

    = Nano-Technician =
    1) (heavy nanoskills setup/FL/EGE) Jobe-chipped Cyberdeck
    2) (IEF) JAME Blaster Prototype
    3) (IEF) Massive Bolt Charger

    = Shade =
    1) Nippy John Stiletto
    2) Piercing Evil
    3) OFAB Viper Mk 6
    4) Kyr'Ozch Energy Rapier - Type 992
    5) (mainhand 3/mainhand 4/main off 1/offhand 2) Aleksander's Punchknife

    = Soldier =
    1) Jobe Portal Guard Personal Pistol
    2) (offhand) OFAB Hawk Mk 5
    3) (offhand) Sleekblaster - C05
    4) (offhand) Kyr'Ozch Machine Pistol - Type 5
    5) (offhand) Blinded Blackbird
    5) Spastic Assault Rifle
    6) Superior Perennium Blaster
    7) Fantaghiro BBI Gold Star

    = Trader =
    1) OFAB Silverback Mk 5
    2) (high conceal) OFAB Silverback Mk 6
    3) Kyr'Ozch Shotgun - Type 1
    4) (very high crit) Krutt Assault 219 Waltzing Queen Special
    5) Fine Smith Shattergun
    6) (offhand) Shooter of the Porter
    7) (offhand) Uncle Bazzit Diplomatic
    8) (offhand/high crit) S.A. Tranquil Home Defender
    9) (offhand/Atrox) Diamondine Kick Pistol
    10) (offhand) Kyr'Ozch Pistol - Type 1


    That's about all I got. Again, any additional info will be more than welcome.
    Last edited by Saetos; Jul 1st, 2010 at 06:22:50.
    [[ RYUAHN | 220/21 Opifex Trader
    == Proud Member of Core ==
    [[ ALASTROPHE | 220/15 Solitus Martial-Artist

    Quote Originally Posted by Raggy View Post
    There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.
    Quote Originally Posted by Cratertina View Post
    I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

  5. #5

  6. #6

    Red face

    Quote Originally Posted by Essessceeaych View Post
    Blinded Blackbird for fixer/soldier?
    Wow, I failed hard.

    Thanks a million, bro; adding it now.
    [[ RYUAHN | 220/21 Opifex Trader
    == Proud Member of Core ==
    [[ ALASTROPHE | 220/15 Solitus Martial-Artist

    Quote Originally Posted by Raggy View Post
    There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.
    Quote Originally Posted by Cratertina View Post
    I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

  7. #7
    Haha nahh, it's a good guide, easy to have that slip your mind. Although I found another one for trader this time, Salabim Shotgun.

    I'd like to help with anyone reading: I have 2 s10 toons.

    1: SoC/Crispy enforcer. Mostly Knights Armor/CM, Notucomm.

    2: Salabim (ql 225) trader. Mostly Miy's armor, with a piece of CSS, Shroud of Darkest Night.

    The enf kills quickly, and absorbs/huge hp are VERY useful. Can take on almost the entire entrance and only get to around 1/2 hp. Paired with a doc, virtually unstoppable until getting deep in, when the aliens start getting red.

    The trader kills at a decent pace, and is practically untouchable if you use nanite drains. Stops most aliens from nuking, stops others from hitting you. Drains, paired with an evade setup, you will very rarely have to worry about dying.

  8. #8
    I have a sec10 MA but no adv. Im a bit curious what you mean by MA potential evades are a tad lower than adv. Could you please ellaborate?

    Im thinking MA have access to items like Slippers of screaming and Sureshot glasses for sec10. What makes adv have higher potential evades?
    Sleincour 220/30/70 Opifex Martial Artist
    Patientis 220/28 Solitus Doctor
    Ingha 220/30 Solitus Bureaucrat
    Zizzla 150/20 Opifex Martial Artist
    Grobian 142/12 Atrox Enforcer
    Svengoran 127/15 Atrox Soldier
    Illxlll 102/10 Nanomage Nanotechnician
    Psicharpax 100/6 Nanomage Metaphysicist
    Sleina 100/7 Opifex Fixer

    Veteran of the Scandinavian RK1 clan guild ..:Nordic Alliance:..

  9. #9
    May the Sploitz be with u Ciex's Avatar
    I like it, altho i cant agree with sold description. Solds are imho very useful in teams for their auras and tanking ability. Ofc reflect aura is worse than rrfe but many professions have huge problms with NCU (basicly everyone that does use -nano cost in deck 5). +dmg aura is cool to have and makes things much faster. As for tanking, there is simply no better tank inside when it comes to tanking single targets. Solds can get huge HP, lots of AC, decent heal delta, they are just very very good.

    As for weapons:
    1. there if maul of gywydawwygg (?) for 2hb atrox users, ive seen it on enfs and it is much better than howlet. Ive even even seen it on a doc once, im not sure how did it work but looked cool.
    2. There is also 2hb weapon made with ai upgrade, I cant remember its name, but its also decent (better than howlet).
    3. Slayerdroid crystal claw (piercing) – ive used it on my shade for some time and it did better than nippy as offhand. It does require you to be full agg tho so you can forget about soloing.
    4. Piercing evil for enf … id say one must be f…g stupid to make piercing enf if only I didn’t have tl5 piercing enf myself so lets say it’s a possible choice for real progamers
    Asasello, Sottcapo, Ciex, Rychu, Ciek, Zomowiec, Ciekafsky, Rysiek, Chinaski, Libertarian, Propertarian.

  10. #10
    With your fixer description you assume that every fixer is in GA setup, and ignore the AAD/AAO configuration of CC + DChest and SWS4. With this configuration it is easy to get to 1500+ AR and decent enough Evades/AAD to survive very easily in S10. Even a working setup like this provides 1400+ AR.

    If you are using the SMG this also opens up the options to use a crit setup to gain the most from the SMG's insane crits.
    Tron04 220/30/60 Fixer
    Yrion 150/20/15 Crat
    Jasper2002 220/23/60 Nanomage Fixer
    Heelzjoo Baby Doc - still growing

  11. #11
    @Jasper2002: I didn't, actually I mentioned in the Team section that a Fantaghiro Fixer could get some nice evades on top of having great DD potential when setup with a mix of +projectile, +crit, and +FA. The setup can work as a soloist setup, and as for killing power can probably eclipse the SMG by a bit. When I get back I'll add some more info in the Solo section pertaining to your post.

    @Ciefasky: The thing I mean about that is that with one Soldier, you get everything you an get out of that soldier - great offtanking or singletanking, a good damage aura, a good reflect aura, and great DD. I'm only saying that in an ideal team, having extra soldiers isn't particularly ideal, as you're only adding straight DD. I guess you could say that having multiple soldiers can be a decent substitute for an Enforcer; in that case, why not just get an Enforcer? Thanks for your input, though.

    I'll add the Maul to Doctor/Enforcer/MP when I get the chance. As for the AI staff, are you talking about the Shaolin Staff?

    Slayerdroid Crystal Claw, while having great damage is just too damn slow. Even teamed Shades need their weapons fast to keep their DEF ratings high in case of flake aggro.

    I was debating on adding Piercing/ME to the Enf weapons list (I remember one Nanomage Enforcer saying he loved to use KEH78s), but considering the lack of available weapons for ME and the lack of support and low base IP of Piercing, I decided there were better options.

    @Sleincour - As both professions have access to Acrobat, Advies also have wolf morph auras and the SSOS to pad out their evades. An MA using CIB might beat that out, but still, Advies aren't far behind if they don't beat MAs in terms of raw evades. .... oh, but excellent point on the Sureshots and Slippers of Screaming. That's only EvadeClose though; aliens have attacks that check all 3, if I'm not mistaken.

    @All of you - tremendous thanks. I'll edit it when I get back from Colorado, but rest assured, your points and any other forthcoming points will be taken into full consideration.
    Last edited by Saetos; Jun 16th, 2010 at 19:43:10.
    [[ RYUAHN | 220/21 Opifex Trader
    == Proud Member of Core ==
    [[ ALASTROPHE | 220/15 Solitus Martial-Artist

    Quote Originally Posted by Raggy View Post
    There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.
    Quote Originally Posted by Cratertina View Post
    I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

  12. #12
    May the Sploitz be with u Ciex's Avatar
    This 2hb weapon is Premium Adapting Notum Lever. It looks bad but is better than howlet due to higher crits when you make it swing at 1/1.
    Asasello, Sottcapo, Ciex, Rychu, Ciek, Zomowiec, Ciekafsky, Rysiek, Chinaski, Libertarian, Propertarian.

  13. #13
    Quote Originally Posted by Ciekafsky View Post
    4. Piercing evil for enf … id say one must be f…g stupid to make piercing enf if only I didn’t have tl5 piercing enf myself so lets say it’s a possible choice for real progamers
    i got PE + kyr-hammer enf :/
    You hit Tarasque with nanobots for 18280 points of melee damage.
    First shade with Blades of Boltar
    ---
    How much is enough?
    Member of Halinallet!

  14. #14
    You typed all that on your phone?

  15. #15
    @cbus97 - And edited it as well. It's a Palm Pixi, so I have a full keyboard to work with, but one of the most annoying things about editing is if you tap outside the text box, the text box will auto-scroll at a point close to the top of the text area. Without having arrow keys, editing is hell if I do this... and believe me, I did it often. If you read the guide closely there are numerous spelling errors and a couple formatting errors, so I'll probably wait until I get on an actual computer to do this and get the guide looking more presentable.

    @Ciefasky - Ah, cheers. I'll add that to the Enforcer list later, as they're really the only ones who can spare the IP for meleeinit, on top of having Rage.

    @Essessceeaych - I didn't include the Salabim Shotgun at first because I thought the gun was a lot worse than I thought. However, at a second glance, even though the Fling would seem a tad slow at QL225, the damage actually looks promising. Still, though, it can be beaten by the OFAB Silverback Mk 5/KS1, as they have a faster FlingShot and better max/crit. I'll still add it, though; I can't argue with the relative ease of acquiring one compared to a Silverback.
    Last edited by Saetos; Jun 16th, 2010 at 19:37:38.
    [[ RYUAHN | 220/21 Opifex Trader
    == Proud Member of Core ==
    [[ ALASTROPHE | 220/15 Solitus Martial-Artist

    Quote Originally Posted by Raggy View Post
    There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.
    Quote Originally Posted by Cratertina View Post
    I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

  16. #16
    Simply awesome overview. I'm sure that each profession forum will still get, "Some1 post S10 setup pl0x", but this is a great snapshot for each profession.
    Quote Originally Posted by Gunfytr View Post
    I have played my toon 280 days. You have played ur toon 36 days. My toon is better. Get over it.

  17. #17
    Quote Originally Posted by Saetos

    @Sleincour - As both professions have access to Acrobat, Advies also have wolf morph auras and the SSOS to pad out their evades. An MA using CIB might beat that out, but still, Advies aren't far behind if they don't beat MAs in terms of raw evades. .... oh, but excellent point on the Sureshots and Slippers of Screaming. That's only EvadeClose though; aliens have attacks that check all 3, if I'm not mistaken.

    @All of you - tremendous thanks. I'll edit it when I get back from Colorado, but rest assured, your points and any other forthcoming points will be taken into full consideration.
    Sureshot glasses lacks duck but thats the only evades missing from those two items.

    Btw thanks for a nice overview.
    Sleincour 220/30/70 Opifex Martial Artist
    Patientis 220/28 Solitus Doctor
    Ingha 220/30 Solitus Bureaucrat
    Zizzla 150/20 Opifex Martial Artist
    Grobian 142/12 Atrox Enforcer
    Svengoran 127/15 Atrox Soldier
    Illxlll 102/10 Nanomage Nanotechnician
    Psicharpax 100/6 Nanomage Metaphysicist
    Sleina 100/7 Opifex Fixer

    Veteran of the Scandinavian RK1 clan guild ..:Nordic Alliance:..

  18. #18
    Does anybody have definitif numbers for needed evades and nr to survive.
    Higher is always better, but sometimes when making trade-offs its nice to know when diminishing returns start kicking in.

    For instance how many evades and nr are good enough for S10 start/mid soloing?
    And the same for general and boss soloing?

    For people who are strained for credz (like we all are ) this can help make gear choices.

  19. #19
    May the Sploitz be with u Ciex's Avatar
    Quote Originally Posted by Otinsainpas View Post
    i got PE + kyr-hammer enf :/
    Hmmm, arent you from rk2? Ive never seen pe / kyr hammer before and ive played for 4 years now. Is it a new project? Or so old?
    Asasello, Sottcapo, Ciex, Rychu, Ciek, Zomowiec, Ciekafsky, Rysiek, Chinaski, Libertarian, Propertarian.

  20. #20
    Besides, if push comes to shove, you've got an awesome RS rating to blitz to the entrance and try again
    Evac instead. You'll avoid killing other soloers for making a bad pull yourself.

    ->Sethic 220/30!/70 - Equip - Tetnman - Proud President of TETN / Hunter of Gridmonkeys - Atlantean
    ->Grittlez 2xx/29/6* - Equip - ex155.
    ->Vaithic 150/20/** - Equip - Euthanasia through means of oversized cannons (ETMOSC tm).
    ->Vaithe 150/15 - Sleeping...
    ->Wrangletit - Billy Bob Monocle - Grumpy salestrox and carry-all.
    -> Some alts not worth mentioning

    TETN <3
    Server first to say "GUUUHUHUHUHN" out loud.

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