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Thread: Is there a general buffing guide?

  1. #1

    Is there a general buffing guide?

    Is there a guide somewhere that lists what can be buffed and what professions can buff those skills?

    For example:

    I'm carrying around implants that have treatment skills way beyond anything that a surgety clinic provides. Can I use these somehow? What's the highest percentage over my current treatment level that I can use without overequipping problems? Or is treatment only important during the implant install process?

    I'm carrying around various armor that's beyond my strength, stamina, sense, etc. Someday I'll be able to use them when I level enough... but how can I temporarily raise these skills to equip those bits of armor now? What's the highest I can go over my current before OE sets in?

    I know traders can help buff into better weapons, but beyond that I don't know if wrangles work for non-weapon items.

    -Nirven

  2. #2
    well i don really know where there is a list, i just always asked my guild but now i know pretty much wich prof buffs belong to...

    anyways you cannot overequip NCU implants or Hud spot items...

    about buffing skill:
    treatment:
    sfa, seperior first aid, 80+ doc buff
    treatment expertise, 20+ all prof buff
    surgery clinic, 100+

    thats 200, then you can add another 20 with a rifle wich i dont remmber the name hehe, and the med suit gives 78, then your up in 298+ treatment then you can always buff treatment with treatment tools, and the garden keys can buff treatment by a little bit, and the visionist tool, wich gives another 4, and then theres the treatment library wich gives another 18, you can get pretty high with all these items

    strength:
    essence, the highest ess give you 27+, enf buff.

    Stamina:
    also essence, also 27+ and its still a enf buff hehe

    Agility:
    Feline grace, 25+, agent buff

    Sense:
    Enhance senses, 15+, agent buff

    Inteligence:
    Neural Stimulator, 20+, NT buff

    Phychic:
    Neural Stimulator, 20+, NT buff

    there are also some items that i do not have time to find hehe

  3. #3
    Karmic got most of the treatment buffs (except that the Quartz rifle actually adds 10, not 20), and you can get varying ql of Biomech armor that buff treatment.

    As for str/stam, Iron circle (a doc buff) adds 20 to all skill. You can also get 2 Concrete Cushions, which add 8 each to both skills.


    Implants don't go OE, but for weapons/armor this is what you do to find out about OE... do a "/tell helpbot oe <skill required to use the item>" (without the "" and <>). This will tell you how much skill you need to wear the item without being OE.
    SmileyDoc, Veteran of Black Death Union

    "No doc can heal stupidity." -Jynne

  4. #4
    enforcer:
    essence - str/stam up to +27

    nano tech:
    neuronal stim: +20 int/psy
    humidity extractor: increases nano refresh
    crunch-com: nano cost reducer

    adventurer:
    percep buff (best is stare of cerebreus +600)

    crat:
    insurance agent: increases xp pool refresh
    baton: increases xp recieved

    doc:
    treatment: +80 max
    iron circle: +20 str/stam

    engi:
    extreme prejudice: +120 pistol

    fixer:
    runbuff: (best is gridspace freedom +720 run)
    ncu: increases ncu memory but lvl req
    HoT: 362-370 for 30 min

    martial artist:
    muscle booster: +25 str
    mark of peirl: 7% crit

    meta-physicist:
    teachings: +25 nano skills
    masterys: +50 nano skills
    infuses: +90 nano skills
    mocham's: +140 nano skills
    web: 24% nano cost reducer max

    trader:
    wrangle: +132 to almost all skills max

    agent:
    90% of everything that all the other professions cast, agents can cast also

    this is pretty much off the top of my head so there might be more but i hope this helps.

    if you want, check out Auno for a full list of everything that every profession can cast.
    Mouadiib - Crat (220) - Main
    Crishian - MP (220) - PVP MP
    Willitankit - Enfo (220) - I wanna sammich!
    Haliy - Doc (220) - Research galore... fun fun :/
    Xaii - Agent (220) - In hiding
    Vindeta - Engi (220) - TS Engi
    Vindetta - Soldier (220)
    Nisset - Shade (220)
    Mouaa - Trader (220)
    Rochambau - Froob Fixer (200)
    Lliaa - NT (126) - Ely kit xp powerlever
    Miserii - MP (100) Formans twink
    Kahluafix - Fix (60) GA3 totw twink

  5. #5
    Treatment:
    Adventurer gets robust treatment +60 does not stack with the doc +80 buff

    Doctors have 3 treatment buffs that give 10,35,80 you might not need the +80 or have room for it, +35 is mostly enough for me, but i guess it depends on your level of twinking

    STR/STA:
    Doctors get iron circle yes, but also enlarge that adds +10, enlarge is single target while iron circle is a group buff.

    Trap disarm/breaking and entering:
    Fixers have 3 buffs in this line
    crackers luck gives +23 points
    stack the odds gives +79 points
    karma harvest gives +130 points

    Engineers get a trap disarm buff
    Trap artifice gives +79
    and 1 breaking and entering buff
    Crowbar subtlety +32

    these buffs are nice if you like to be able to open chests in missions without having them blow up in your face
    Rimor Server
    Robotgubben lvl 173/14/29 engineer

  6. #6
    another good rule of buffing is to have composite attribute (1hr) running for the trickle down...

    so if you need say..more treatment...buff composite and get intel buff and feline grace etc etc

    also..forcers have a HUGE strength buff (prod strenght)

    and MA strength buff stacks with essence..but does not stack with IC

    there are some rings that add to agil/sense now also

    and a ring that adds to (complit?) that also ads some to psychic i think it was..

    more on treatment: biomech boots adds more than med suit boots and u can get a bio helm/coat

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