| Let's Start a Pistol Adventurer This article written by Kythe on 09.27.2003 If you fancy the twin pistol packing Laura Croft or imagine yourself in some of the action packed pistol battles of Bad Boys, Desperado or Face-Off, pistols may be the right choice for you. Or possibly your choice is based on a more practical game mechanics strategy that saves Improvement Points and allows for higher skills not specifically weapon related. Whatever the reasoning, please be aware of the fact that weapon choices in this area have been a subject of debate since AO’s launch. When the game released there was a Freedom Arms model of pistol that was perfect for the dual welding adventurer. After many debates, Funcom made the decision to remove that pistol from the game on the basis it was too powerful. Thus begins the pistol Dark Age. For quite some time pistols were not a viable choice for adventurers, but due to the hard work and dedication of the players, Funcom created profession specific weapons. This seems to have worked out nicely on quite a few levels, although the debate still rages on concerning what weapons certain professions should have access to. With that said, and you understanding the “politics” of this choice, and like me you are stubborn, let us see what exactly goes into starting a pistol adventurer. First is breed selection. While the Solitus seems like the obvious and markedly the most popular choice, do not discount the other breeds out of hand. Moreover, while everyone can have a different opinion as to what is the best breed there are some facts to consider. What skills do pistols use? The best way to assess what would be a good breed is to examine what makes a good pistol wielder. Pistol skill is controlled 60% by agility and 40% by sense. Fling shot, which comes with most pistols and is a very welcome skill, is controlled 100% by agility. Multi-Ranged is controlled by 60% agility and 40% intelligence. Some pistols like the IMI Reet Tech sport burst skill, which is controlled by 50% agility, 30%, strength, and 20% stamina. Armed with this information let us look at the different breeds. Solitus With an Increase Multiplier of 2 in all abilities, Solitus is cheaper than other breeds to increase abilities. However, they lack the specialization of other breeds. They have a base ability cap of 480, which is average, but start with the lowest total base starting attributes. Solitus breed does not have outstanding strengths or weaknesses, making them the most diverse. Atrox With highest possible hit points and highest starting strength and stamina the Atrox is a sturdy breed. They also have the same agility cap as the Solitus at 480 with the same Increase Multiplier of 2. Intelligence, sense, and psychic have an IM value of 3 making them the slowest and most IP intensive in these areas of any breed. Second lowest base attribute points. Nano-Mage Adventurer is a very forgiving profession. Moreover, based on your style of play the Nano could be a viable choice. Although not the best breed if you plan to play solo for much of your game time, Nanos take advantage of adventurers being the second best healers in the game for team play. With the highest Intelligence and Psychic caps at 512 and an Increase Multiplier of 1 in these abilities, they advance the fastest in nano programs. Opifex Highest starting and progressing agility and sense, with the lowest Increase Multiplier of 1 in both these abilities, make Opifex an effective pistol wielder. They are slightly behind Solitus in strength and psychic caps, with the same IM value of 2. They have the same stamina cap as Solitus at 480 but with an Increase Multiplier of 3 in that ability. This ends up being 300 Health points behind Solitus at level 200. Once you have decided which breed is right for you, it is now time to hit the means streets and begin honing your skill. When you create a new adventurer, you receive both a pair of adventurer swords and a pair of solar powered pistols. This allows you to chose from the onset which type of adventurer you wish to develop. With your solar powered pistols readied, lets look at your skills. Strength is actually not an essential pistol adventurer ability. It does affect 20% of run speed and 20% of your Sensory Improvement and Modification nano skill, and allows you to wear armor designed for strength ability. However, with plenty of IPs in the beginning, you should keep all Abilities maximized along with Body Development and Nano Pool. Next is the Ranged skill. Obviously Pistol, Fling and Multi-Ranged are the staples here. Burst may be an issue later down the road but not at this stage. Speed skills. Ranged Initiative and Run Speed. Then we get to the evades. Dodge, Duck and Evade. I have heard many different formulas for IP distribution in this area. At higher level, they are essential. I myself begin putting 1 point per level gained in each to start out. This begins the accumulation of these skills at a time when they do not play a large part in your defense. Nano resist is an expensive skill for adventurer. Plan to acquire Nano Resist items and possibly nano resist perks. Trade & Repair skill section. Computer Literacy allows you access to the grid and higher NCUs, which you need when the buff nanos start to take up more room. Nano & Aiding. First Aid and Treatment are essential skills. First aid allows you to use higher quality level first aid kits that gives you more healing while in combat. Treatment allows you to use higher level Treatment Laboratories and is needed when installing implants. Adventurer nano programs use all nano skills except Time and Space. Unfortunately, Basic Nano Rechargers (packs that refill your nano pool) work off Time and Space skill. Simple Nano Kits, that also increase nano pool and work off First Aid skill, is a work a round to help replenish your nano pool. Also, run the Restoration generic nano program, which regenerates nano pool by a small amount. Spying. I myself do not mind having a skill point or two in Breaking and Entering. Mostly because I run a lot of solo missions and “I want what’s in the box.” Increase this skill as needed. Again, don’t forget the generic nano program Breaking & Entering expertise. While finding and disarming traps can be fun, there is not much pay off for IP spent. The traps will not kill you if you are full health, and the only other benefit is some experience IF you detect the trap. Perception helps your ability to detect these traps and concealed people. This does not become viable unless planning to be engaged in PVP. Adventurers get good perception skill nano programs also. As a pistol adventurer we do not have concealed attacks so concealment is a questionable skill to invest IP. Navigation. Do not fret your vehicle skills. At some point you can afford to buy a skill-cheap Yalamaha that implants can allow you to fly. I suggest avoiding ground vehicles yet. I know some ground attack vehicles are in development though, keep that in mind if that sounds like something you would like to have. Map Navigation skill of 130 gives you the arrow, people, machines and monsters map upgrades. A nice trick is using implants to raise your skill and uploading the maps. After uploading the maps, you do not need the implants to read them. Now that you have selected the right breed for your style of play, invested your initial Improvement Points, and uploaded your start up nanos, use this site to plan your weapon, armor, and equipment upgrades. Keep nano programs updated to take advantage of healing and damage shields. Most importantly, have fun! Adventurers have the distinction of being the friendliest profession on Rubi-Ka. When questions arise, seek out a more experienced adventurer for advice. Enjoy being part of a professional community that every single adventurer seems to be proud of, and has a stake in it’s future. Like them, now you also have a stake in the future of the Adventurer Profession!
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