Difference between revisions of "Engineer Breed and Skills"
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Skill data from [http://www.anarchylore.com/AO_skillscomp.asp Anarchy Lore] | Skill data from [http://www.anarchylore.com/AO_skillscomp.asp Anarchy Lore] | ||
− | [[category:Professions]] | + | [[category:Professions]][[Category:Engineer]] |
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{{Breed and Skills}} | {{Breed and Skills}} |
Latest revision as of 01:17, 26 April 2022
Breed choice[edit]
The choice of breed is one of the first decisions that needs to be made. A breed cannot be changed so choose carefully. An engineer needs high nano skills in MM, MC and TS mainly to be able to get more powerful robots. Therefore you should not play an Atrox, since their Intelligence and nano skills are poor. Intelligence is important because it is a 80% base ability of many nano skills. A Nanomage works well for an engineer; they have better nano skills and intelligence. An Opifex or Solitus will also work, their intelligence and nano skills are average.
Skills[edit]
Abilities[edit]
Mod | Skill name | Comments |
---|---|---|
2.4 | Body Development | Everyone needs this to a certain extent for HP, raise this if you find yourself dying a lot. |
1.8 | Nano Pool | Many of our nanoprograms cost rediculous amounts of nano. Raise this enough to be able to cast two of your most expensive nanos. |
Body[edit]
Mod | Skill name | Comments |
---|---|---|
2.8 | Martial Arts | Don't be fooled by Slayerdroid Transference(+300 MA buff) Engineers are Terrible martial artists. DO NOT INVEST IN THIS. Unless you wanna be a pvm god with BoB's |
2.4 | Brawling | Useless for the engineer. |
4.0 | Dimach | Useless for the engineer. |
3.2 | Riposte | Useless for the engineer. |
2.0 | Adventuring | You'll need this late game for Penumbra Glasses, raise this as you need it. Originally this affected fall damage, but that has been disabled. |
2.0 | Swimming | Useless to just about everyone. Stay away from this at all costs. If you are a Roleplayer, you still have to ignore this skill. |
Melee[edit]
Mod | Skill name | Comments |
---|---|---|
2.4 | 1h Blunt | Useless for the engineer. |
3.2 | 1h Edged | Useless for the engineer. |
3.2 | Piercing | Useless for the engineer. |
3.2 | 2h Blunt | Useless for the engineer. |
3.2 | 2h Edged | Useless for the engineer. |
4.0 | Melee Energy | Useless for the engineer. |
4.0 | Parry | Useless for the engineer. |
4.0 | Sneak Attack | Useless for the engineer. |
4.0 | Multiple Melee | Useless for the engineer. |
4.0 | Fast Attack | Useless for the engineer. |
Misc Weapons[edit]
Mod | Skill name | Comments |
---|---|---|
3.2 | Sharp Obj | Useless for the engineer. |
2.0 | Grenade | One of the engineer's specialties, late game there are a few extremely good options for grenade, lower levels not so much. The exception to this rule is the Red Line Grenade Launcher, a rare and powerful weapon which can be used by engineers as low as levels 10-15. |
2.0 | Heavy Weapons | Useless for the engineer unless you want to use an OT 12. |
Ranged[edit]
Mod | Skill name | Comments |
---|---|---|
4.0 | Bow | Useless for the engineer. |
1.5 | Pistol | One of the engineers main weapon skills. If you decide to go pistol, remember that you must raise Ranged init, multi ranged, and probably flingshot as well... All blue skills |
3.0 | Assault Rifle | Useless for the engineer. |
3.2 | Machine Gun/Submachine Gun | Useless for the engineer. |
3.2 | Shotgun | Early in AO's history, engineers experimented with using shotguns. Needless to say, it didn't work out. Leave this alone. |
4.0 | Rifle | Useless for the engineer. |
3.0 | Ranged Energy | Useless for the engineer. |
3.2 | Flingshot | Used on many pistols, including the Flux Pistol. raise it if you need it. |
4.0 | Aimed Shot | Useless for the engineer. |
3.0 | Burst | Some good pistols, such as the Customized Desert Reet or the SOL Mini-Monster series, use this skill. Raise as needed. |
3.0 | Full Auto | Useless for the engineer. |
3.5 | Bow Special Attack | Useless for the engineer. |
4.0 | Multiple Ranged | Unfortunately, this is necessary for pistol users. Raise it as you need it, you get no bonus for having extra skill in this. |
Speed[edit]
Mod | Skill name | Comments |
---|---|---|
3.2 | Melee Initiative | Useless for the engineer. |
3.2 | Ranged Initiative | Raise this if you have a weapon. Remember that the fastest a weapon can attack is 1.0s/1.0s, so take that into account when raising it. |
3.0 | Physical Initiative | Useless for the engineer. |
1.6 | Nano Initiative | Since most of the engineer's nanos are cast outside of battle, raise this to around 600 for convenience. More than that won't net you much benefit. |
2.5 | Dodge Ranged | If you don't want to max this, at least raise it a bit so you don't get critted every time you are hit |
4.0 | Evade Close Combat | If you don't want to max this, at least raise it a bit so you don't get critted every time you are hit |
2.2 | Duck Explosions | If you don't want to max this, at least raise it a bit so you don't get critted every time you are hit |
1.5 | Nano Resist | Doubtful as to how much this helps an engineer... raise this only if you are intending to PVP a lot. |
2.0 | Run Speed | If you don't have Shadowlands, raise it at your convenience. If you have Shadowlands, max it. |
Trade and Repair[edit]
Mod | Skill name | Comments |
---|---|---|
1.0 | Mechanical Engineering | A commonly required tradeskill, easy to buff, raise it as you need more of it. |
1.0 | Electrical Engineering | A fairly commonly required tradeskill, easy to buff, but only raise it when you need it. |
1.0 | Quantum FT | A tradeskill that is required occasionally, especially in the creation of nano crystals and Shadowland pocket bosses. Raise as needed. |
1.0 | Weapon Smithing | A commonly required tradeskill, easy to buff, raise this as you need it. |
1.5 | Pharmaceutical Technology | Used to make monster parts into blood plasma, a lucrative tool for engineers of any level. Hard to buff, but worth raising as you need it. |
1.2 | Nano Programming | Very useful for making implants, max this out at lower levels, as you will need to make your own implants. Once you can make QL 200 implants, raise it as you need it. |
1.3 | Computer Literacy | Max this out, needed for so many things... |
2.4 | Psychology | A commonly required tradeskill, unfortunately it's one we are very bad at. Only raise this at the highest levels (215+) |
1.2 | Chemistry | Used in a lot of tradeskills, hard to get high due to lack of buffs. Raise as needed. |
1.0 | Tutoring | Raise this to 1000 if you are a tradeskiller, basically this skill is solely for the use of Tutoring Devices. Early in AO's history, the devices were intended to be used on others, this has never been implemented. |
Nano and Aiding[edit]
Mod | Skill name | Comments |
---|---|---|
1.0 | Matter Metamorphosis | Needed for AC buffs, always max this. |
2.4 | Biological Metamorphosis | Needed for the pet heals, but 761 is the most you'll ever need |
2.4 | Psychological Modification | Needed to cast Extreme Prejudice(+120 pistol/grenade) only raise it to 648, nothing needs it beyond that. |
1.0 | Matter Creation | Needed for bots, always max this out. |
1.0 | Time and Space | Needed for Bots! Max it! |
2.4 | Sensory Improvement | Needed to cast Extreme Prejudice(+120 pistol/grenade) only raise it to 648, nothing needs it beyond that. |
2.0 | First Aid | Probably shouldn't raise this at all unless you do a lot of PVP |
1.6 | Treatment | Max this out, needed for heal kits and implants. |
Spying[edit]
Mod | Skill name | Comments |
---|---|---|
3.2 | Concealment | Probably want to leave this alone unless you plan on sneaking up on things |
1.6 | Breaking and Entering | Used for certain tradeskills and for opening chests. Chests can be ignored, and the tradeskills that require it are few and far between, leave this alone until higher levels. |
1.6 | Trap Disarmament | While used in a few tradeskill processes, like the Coffee Machine, this one is best left to fixers, leave it alone. |
2.4 | Perception | Used mainly for equiping targeting scopes, so it is more useful at latter levels when engineers get better weapons. |
[edit]
Mod | Skill name | Comments |
---|---|---|
1.6 | Vehicle Air/Ground/Water | Don't bother with any vehicle skills except for vehicle air. And you needn't raise that too high either. |
1.6 | Map Navigation | Either raise this only to 125 (needed to get all map upgrades except "side"), or do not raise this *at all*. By level 50ish, you can make (or have made) and then use QL90-110ish implants for this skill. Get the implants, install all of the map upgrades, and take the implants back out; the map upgrades still work fine, you only need the skill to install them. |
Credits[edit]
Skill data from Anarchy Lore
}}
Breed and Skills: | Adventurer • Agent • Bureaucrat • Doctor • Enforcer • Engineer • Fixer • Keeper • Martial Artist • Meta-Physicist • Nano-Technician • Shade • Soldier • Trader |
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