Difference between revisions of "Engineer"
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*[[Engineer Armor|Armor]] | *[[Engineer Armor|Armor]] | ||
*[[Engineer Implants and Symbiants|Implants and Symbiants]] | *[[Engineer Implants and Symbiants|Implants and Symbiants]] | ||
− | *[[Engineer Tips and Tricks|Tips and Tricks]] | + | *[[Engineer:Tips and Tricks|Tips and Tricks]] |
*[[Engineer Guide|Comprehensive Engineer Guide]] | *[[Engineer Guide|Comprehensive Engineer Guide]] | ||
Revision as of 03:16, 8 September 2018
Information
- Breed and Skills
- Nano Programs
- Perks
- Research Lines
- Weapons
- Armor
- Implants and Symbiants
- Tips and Tricks
- Comprehensive Engineer Guide
Implants and Symbiants
Implants are utterly straightforward with Engineer, once you have made the choice of which is more important to you: pet heals (Biological Metamorphosis), or ACs for you, your team, and the pet (Matter Metamorphosis) AND pet damage boosts, AND auras. Thought so. MC or TS in the head? Doesn't matter. PM or SI in the eye? Doesn't matter. All the requirements are usually identical for those pairs, and the only time they aren't, there is nothing much you can do about it, because that would be detrimental to all the times they are identical. MC is used for weapon damage buffs, and TS for a pet snare aura, but neither are worth making a lesser robot for.
Pre-made implants with some of these skills can be found in the basic general shop.
Links
- Engineer Pistol (English,German)
- Tir School of Engineering
- Engineer Nanolist
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Professions: | Adventurer • Agent • Bureaucrat • Doctor • Enforcer • Engineer • Fixer • Keeper • Martial Artist • Meta-Physicist • Nano-Technician • Shade • Soldier • Trader |
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