Difference between revisions of "Fixer"
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*[[Fixer Implants and Symbiants|Implants and Symbiants]] | *[[Fixer Implants and Symbiants|Implants and Symbiants]] | ||
*[[Fixer Tips and Tricks|Tips and Tricks]] | *[[Fixer Tips and Tricks|Tips and Tricks]] | ||
+ | *[[Fixer Grid Mission]] | ||
− | = | + | == Implants and Symbiants == |
− | + | There are no Matter Metamorphosis Head [[Implant]]s at any of the Profession kiosks; buying or making them is a relatively high priority for implant optimization. Both [[Doctor]] and [[Adventurer]] require higher Biological Metamorphosis for their healing nanos, but not Fixer. | |
+ | |||
+ | Fixer requires Matter Creations only for Grid Armor. | ||
+ | |||
+ | Usually, as the PM-SI buffing team, Psychological Modifications and Sensory Improvement are somewhat optional; you can gain some efficacy from them, and sometimes it is a crucial part of the skillset, but they are only buffs, not abilities. However, because PM-SI are, with MM, the Skills required for Fixer escape and other Grid-related nanos, PM and SI are also imperative. [[Atrox]] and [[Opifex]] would prefer the Agility-based Agent eye, but SI is needed for Root and Snare nanos, the Root and Snare Reduction nanos, and of course Run Speed buffs. So they must be off to buy or make an Aimed Shot/Rifle Shining, Sensory Improvement Bright, Time and Space Faded eye, or make do with less than ideal. [[Nanomage]] (and [[Solitus]], if they forego the 15 points of Agility Feline Grace can give) can buy their Fixer/Keeper eye in the store. | ||
= External Links = | = External Links = |
Revision as of 22:44, 3 April 2018
Informations
- Breed and Skills
- Nano Programs
- Perks
- Research Lines
- Weapons
- Armor
- Implants and Symbiants
- Tips and Tricks
- Fixer Grid Mission
Implants and Symbiants
There are no Matter Metamorphosis Head Implants at any of the Profession kiosks; buying or making them is a relatively high priority for implant optimization. Both Doctor and Adventurer require higher Biological Metamorphosis for their healing nanos, but not Fixer.
Fixer requires Matter Creations only for Grid Armor.
Usually, as the PM-SI buffing team, Psychological Modifications and Sensory Improvement are somewhat optional; you can gain some efficacy from them, and sometimes it is a crucial part of the skillset, but they are only buffs, not abilities. However, because PM-SI are, with MM, the Skills required for Fixer escape and other Grid-related nanos, PM and SI are also imperative. Atrox and Opifex would prefer the Agility-based Agent eye, but SI is needed for Root and Snare nanos, the Root and Snare Reduction nanos, and of course Run Speed buffs. So they must be off to buy or make an Aimed Shot/Rifle Shining, Sensory Improvement Bright, Time and Space Faded eye, or make do with less than ideal. Nanomage (and Solitus, if they forego the 15 points of Agility Feline Grace can give) can buy their Fixer/Keeper eye in the store.
External Links
- Fixers weapons cabinet: Dyo's weapons compendium (German)
- About Fixer Nanos: Dyo Nano's list (German)
- Fixed general guide: Updated Fixer Guide by Aginorgotd
- How do I find more B & E: B & E Bag
- TL6 Fixer weapons - Compare Zura TL6
- Non - AI high Fixer weapons - Compare Zura Non - AI
- AI high Fixer weapons - Compare Zura AI
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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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