Keeper symbs

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Marcus_Storm
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Keeper symbs

Post by Marcus_Storm » Fri Sep 14, 2007 12:03 pm

I find it very difficult to determine what i would get/lose when choosing between inf/sup symbs, so i made a list to help me out. Figured someone else might be having same problem so here it is:

Head

support

Intelligence
Psychic
Electrical engineering
Nano pool
Trap disarming
Nano init
Quantum physics
Max nano

infantry

Melee energy
Bow special attack
Mechanical engineering
Map navigation
Weapon smithing

Eye

support

Intelligence
Bow
Map navigation
Nano init
Pharmaceuticals
Chemistry
Concealment

infantry

Multi melee
Sharp objects
Sneak attack
Aimed shot
Weapon smithing

Ear

support

Intelligence
Nano cost modifier

infantry

Concealment
Vehicle ground

Rt Arm

support

Nano delta
Nano range

infantry

h Blunt
h Edged
2h Edged
Piercing
2h Blunt
Heavy weapons
Bow
Brawl
Riposte
Fast attack
Offense modifier

Body

support

Sense
Psychic
Nano pool
Nano init
Max nano
Nano interrupt chance

infantry

Strength
Poison AC
2h Blunt
Dimach
Body development

Lt Arm

support

Bow
Breaking and entry
Defense modifier
Nano cost modifier
Nano range

infantry

2h Edged
Piercing
2h Blunt
Bow
Brawl
Offense modifier
Defense modifier

Rt Wrist

support

NCU memory
Nano delta

infantry

Multi melee
h Blunt
h Edged
Sharp objects
Bow special attack
Riposte
Sneak attack
Melee damage modifier
Fire damage modifier

Waist

support

Agility
Nano pool
Nano cost modifier

infantry

2h Edged
Piercing
Melee init
Adventuring
Brawl
Dimach
Body development
Duck explosives
Dodge ranged
Evade close

Lt Wrist

support

Nano resist

infantry

Multi melee
Melee energy
Rifle
Shield melee damage
Shield chemical damage
Shield cold damage
Shield poison damage
Melee damage modifier
Radiation damage modifier
Fire damage modifier

Rt Hand

support

Pharmaceuticals

infantry

h Blunt
h Edged
Sharp objects
Heavy weapons
Bow special attack
Fast attack
Weapon smithing
Melee damage modifier
Chemical damage modifier
Fire damage modifier
Poison damage modifier

Legs

support

Agility
Skill lock modifier
Nano interrupt chance

infantry

Melee init
Adventuring
Swimming
Body development
Duck explosives
Dodge ranged
Evade close
Heal delta

Lt Hand

support

First aid
Nano range
Skill lock modifier
Nano interrupt chance

infantry

Ranged energy
Fast attack
Shield projectile damage
Shield melee damage
Shield energy damage
Shield chemical damage
Shield radiation damage
Shield cold damage
Shield fire damage
Shield poison damage

Feet

support

Heal delta
Nano delta

infantry

Martial arts
Melee init
Sneak attack
Duck explosives
Dodge ranged
Evade close
Shield melee damage
Shield chemical damage
Shield cold damage
Shield poison damage
Offense modifier

All info comes from Auno.org using ql 1 symbs.
I've assumed that no new abilities are added at higher ql's.
Please check Aopocket or other guide to determine in-game availablity of symbiants at various ql's before deciding on a particular symbiant set up.
If anyone notices anything wrong with this, please let me know.

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Post by itninja » Mon Sep 17, 2007 11:54 am

The general rule in most Keeper setups is to have support symbs for head, eye, and ear and then infantry for the rest.

If later on in levels you become more PvP oriented, then you might be rethinking this setup.
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Marcus_Storm
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Post by Marcus_Storm » Fri Sep 21, 2007 12:45 pm

for the int buff u mean?

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Post by Haloer » Mon Sep 24, 2007 2:04 am

Marcus_Storm wrote:for the int buff u mean?
well, I guess that too, as every point in abilities will come in handy, and support symbs tend to give those more in top row, and also otherwise the skills present in infantry eye,head and ear are not that useful for keepers, whereas support has advantages, like -nanocost, +nanoinit and of course those int/psy boosts, as keeper nanos need high nanoskills. But generally higher demand also means higher prices, which is why I'm using an infantry brain, might even switch it to the syndicate brain soon.
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Post by Hacre » Fri Nov 30, 2007 5:21 pm

I've found the best all around setup for end game at least is support brain/ear and infantry everywhere else.

Nanocost/nanoinit doesn't matter, since with token boards and various other items you'll be able to cast your nanos without a drop of IP spent in nanopool.

If you're PVP'ing then obviously there might be some slots you'll want to change out for refineds, whether that's run speed/nr in the wrists or even aimed shot in the right wrist (inf symbs don't have AS in the wrist).

My setup is here:

http://auno.org/ao/equip.php?saveid=86334

Syndicate brain is nice until you can get growing or better support equipped (by equipped I mean getting your hands on one too). Much past that QL you'll really start to feel the difference in nanoskills/comp lit/base stats. Handy item to have though looking at the mods.

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