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Comp. Lit
NCU is everything. You should always keep up with Computer Literacy. The more
NCU you have, the more buffs you can handle, the stronger you are during a
fight.
You
don't necessarily need to max this, but every now and then, throw some IP in
here and try and equip more and/or better NCU.
You
should probably only worry about Computer Literacy in this section -- keep it
high and you'll be happy. However, it is also needed for using the Grid,
which is one of the fastest means transportation, the Grid reaches places,
where Whom-Pah isn’t available.
Nano Skills
Heals
Skills required: Biological
Metamorphoses and Matter Metamorphoses.
Morphs
Skills required: Biological
Metamorphoses, Matter Metamorphoses and Sensory Improvement.
Damage and
AC Shields
Skills required: Matter Creation and
Matter Metamorphoses.
Buffs
Skills required: Psychological
Modifications and Sensory Improvement
Importance of each skill to an
Adventurer:
Matter
Metamorphoses (Matt.Metam)
Representing one-half of the healing nanos, one-half of the AC-buff and
damage shield nanos, and one-third of the morph nanos, this is probably the
Adventurers' second-most important Nano skill. You should max this skill
every level.
Biological Metamorphoses
(Bio.Metamor)
The Adventurers' single-most important Nano skill, and also our cheapest.
This represents one-half of the healing nanos, and one-third of the morph
nanos. On both of those nanos, the Biological Metamorphoses skill is always
the highest requirement -- therefore, this should always be your highest Nano
skill.
Psychological Modifications
(Psycho Mod)
Avoid this until you have nothing better to spend IP on.
Matter Creation (Matter Crea)
Representing one-half of the AC-buffs and damage shields, you may want to
keep this high but not necessarily max. This skill should definitely be 2nd
priority, after your heals and morphs.
Time and
Space
(Time&Space)
Adventurers have no nanos using Time and Space, however, it is good to keep
this skill relatively high so that you can use higher QL Treatment Kits and
Nano Recharges.
Adventurers
are one-half Doctors, and like most Doctors, you will find that you "eat
through" your Nano pool when you're healing everybody constantly, and
when you do get a chance to sit down, you want to be able to recharge as much
Nano as you can in that short period of time. Using high-QL Nano Recharges
would make your job a lot easier. Don't necessarily max this skill, but raise
it every time you're ready to move up to a higher-QL Nano Recharge. This
skill is definitely last priority.
Sensory Improvement (Sensory Impr)
Representing one-third of your morphs, and one-half of the "buffs"
that we get. It is still quite important, and should be your next priority
after Biological Metamorphoses and Matter Metamorphoses. You should max this
skill every level.
First Aid
Not spectacular, but the real power in First Aid comes when you're using Nano
First Aid Kits. These recharge your Nano pool, instead of hit-points, which
allows Adventurers to heal more. That is a good thing. I admit to not keeping
up with First Aid very well until high levels, but I could see how I would
have had a much easier time if I did. I would recommend keeping First Aid
mid-max.
Treatment
One of our major Advantages is our green Treatment skill. Adventurers get a
green Treatment skill. You can do just fine without maximising this all the
time, but I would highly recommend keeping max, or close to it. Doing so will
give you a unique edge of being able to equip higher-QL implants before most
others. That is a good thing.
Always
max Biological Metamorphoses, Matter
Metamorphoses, Sensory Improvement and Treatment. Always max them when
you can. Your heals are what makes you powerful, and that should always be
your priority when dealing with Nano skills, with morphs after that.
Matter Creation is nice to invest
in for your AC buffs, but, unfortunately they stop after level 130ish, and
the damage shields aren't enough to justify spending more IP. I would keep up
with Matter Creation until you get
the highest Adventurer AC buff, and then it's entirely up to you whether or
not to continue investing in Matter
Creation or not. Stay away from Psychological
Modifications until you are high level.
Keep Treatment very high, but you
don't necessarily need to max it every level. First Aid is not extremely important -- if you are going to PvP a
lot, then you may want to max First Aid,
or keep it relatively high, since First
Aid is a big part of PvP.
Spying
Spying
skills are becoming ever more important as time goes by. Chest loot is
extremely nice now, making Breaking
& Entering a very useful and money-making skill (selling loot found
in chests!).
Let's run down each skill in this section and discuss the importance of it to
the Adventurer.
Concealment
While it's unclear whether we are supposed to be real good at Concealment or
not since our Leet morph buffs concealment +200 points, I would project to
say that at least 50% of Adventurers invest some IP in Concealment at some
point.
Break & Entry
A Break & Entry skill of 400 is high enough to open any chest in the
game. Also useful on some special items that will require Break & Entry
to "open" them. A good skill to be knowledgeable in.
Trap Disarm
You can search for traps, using the magnifying glass in the action menu,
before opening chests or unlocking door, ALWAYS check for traps. When a trap
is found, you can disarm it using a disarm kit. Not only you get XP for this,
but also you’ll avoid the nasty surprise of a high-level Roller Rat or an
explosion and HP damage.
I'd suggest raising Concealment scarcely. Even saving it until high levels
when you have nothing better to spend the IP on is suggested. Sneaking
missions are not all that important to Adventurers, however, if you think
you'd enjoy doing so, go for it!
Map Navigation
After
some investigation, I have found this skill very useful, for start you can
get upgrades, where you can see doors, monsters, direction you are facing,
people and sides (clan/omni/neutral), Have you ever wondered, why you have a
shitty map menu, that doesn’t display anything, and if it does, it is useless?
Well using this skill you can see a lot, and can plan an attack, or avoid
those annoying high level mobs.
Any
other navigation (Air/Vehicle/Water) is not necessary, when you are higher
level adventurer, you can get morph nanos that will buff your speed and even
make you fly, high in the sky, just like Yalm would.
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