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.