Engineer Weapons

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Post by EDTA » Tue Oct 14, 2008 4:55 am

If you can take off your right hand without the need of twinking it back on, I'd say that this is another way of getting your AR of your left hand...
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Post by gonzales » Tue Oct 14, 2008 5:04 am

I'm doing a risky thing here...

Since the engy pistol need weap smith to upg lvl, I max it at every ding.
Stop me if you think this is terribly wrong, as I'm currently at pre-lvl15.

I'm still struggling between bot and weapon. :?
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Post by EDTA » Tue Oct 14, 2008 5:14 am

gonzales wrote:I'm doing a risky thing here...

Since the engy pistol need weap smith to upg lvl, I max it at every ding.
Stop me if you think this is terribly wrong, as I'm currently at pre-lvl15.

I'm still struggling between bot and weapon. :?
Tradeskills are usually not advised pre-lvl100 or something. Though as engy you can focus on your bot and you might have enough IP for it... as long as you keep it to only 1 tradeskill at least and make sure you have enough IP to get a good bot.
Also: you might want to regulate your IP more tightly and only improve Weapon smithing as you need it for example; and never get more of it then your pistol skill (Or at least never get a better pistol then what you can equip!!!).
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Post by TigerDragon » Tue Oct 14, 2008 6:20 am

Don't forget to get Maestro Weapon Smithing from a friendly trader, and add items such as the Omni-Tek Technical Library for minor item boosts to weapon smithing if you want to go the engineer pistol route. :)

Also, temporary implanting the tradeskills needed (including WS) isn't a bad idea to get your gun up to a decent effective quality level compared to your level.
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Post by Tehsummoner » Tue Oct 14, 2008 6:29 am

Raising Weapon Smithing too much might not be a good thing. I would advise you to use the IP to raise Mechanical Engineering, Computer Literacy, Field Quantum Physics and a bit of Nanoprogramming, as those skills are the ones used by the trimmers that enhance your bot.
Regarding WS, traders have a nice line on buffs that can raise it temporarily, in order to upgrade your pistol.

If i was to prioritize, i would say bot first (MC/TS), followed by trimmers (CL, ME, FQP, (bit of) NP), MM (needed by animas, damage shield, some auras and various other goodies) and then your weapon skill of choice.
Also, don't forget to raise the abilities that trickle into the above skills: inteligence, agility, stamina. Those skills are also good for easier implant design and twinking.

This priority list is well suited for the type of the engie that lets the bot do the talking, but with some modifications could suit a more offensive one, i would think.

PS: I only played the above mentioned type of engie, so you might want to take this info with a bit of salt.

Edit: confused a skill.
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Post by gonzales » Tue Oct 14, 2008 4:28 pm

Oh, thanks for the reminder from Tehsummoner and TigerDragon, I totally forgot about external buffs, afterall, weap smth only needed for upg and fitting the pistol on. :P

And I also forget about the trimmers. May be my level is too low, iirc, you use those at lvl 50/60ish onwards right?

I think I'll concentrate on MC/TS for the bot then. Afterall, I got a levelling gun, lazy ppl FTW. :lol:
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Post by Vabla » Tue Oct 14, 2008 5:07 pm

The most important trimmer is the Positive agg/def one but luckly it goes up to only QL 100 and don't need much tradeskills.
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Re: Engineer Weapons

Post by Enfokiller15 » Tue Jul 13, 2010 12:28 pm

I would start with the intel pistols untill like lvl 60-70 when you can get a CDR.

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Re: Engineer Weapons

Post by jato » Tue Aug 10, 2010 2:21 am

just as a quick note:

you can get about 170ish Weaponsmithing without having to use a single point of IP

2x construction sleeves (+6)
Maestro buff from a trader (+125)
Generic Buff (+20)
Omni-tek Technical Library (+15)
Ability boosts for a few points of trickledown

That alone (with maybe one or two points of IP, can't remember how much you start with) is enough to get the pistol up to the first upgrade point.

and as you get higher level theres even more things you can equip:

Repairmans hat (+10), or a neutral skinchip if you're neutral (upto about 20 i think, depending on QL)
Dirty Bioplast Overalls (+25)
Bow-Tie (+12)
breastplate of ceremonies (+20)
Funneling Devices (+45 or something, going from memory here)

you can possibly also get some org/tower bonuses as well. (or the +160 machine in the org basement if you have expansions)

So overall you probably don't need to put too much IP in WS to keep the pistol upgraded.
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Re: Engineer Weapons

Post by Ar1z » Thu Aug 12, 2010 9:51 am

I started my Engineer as a Tradeskiller so I always maxed a lot of those skills in order to make credits and it's doable. You can even focus only on casting the best bot you can and hide in the corner without using weapons at all.
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Re: Engineer Weapons

Post by Llie » Thu Aug 12, 2010 5:04 pm

jato wrote: Funneling Devices (+45 or something, going from memory here)
+150 if you have 3 focus devices from CoH, upgraded with 3 Focus-Funneling Spirit from Ely Imp Dynabosses and 2 Spirit Training Program.

but, WTB a raid team to get breastplate of ceremonies? =P

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