Fixer messed up

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arpe
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Fixer messed up

Post by arpe » Sat Feb 14, 2009 12:07 am

I just started playing AO again and made a fixer, but starting to have problems now soloing.

I'm level 124 and can't seem to kill things. This is my equipment. http://auno.org/ao/equip.php?saveid=127247" onclick="window.open(this.href);return false;

Stats are:

Strength 204
Agility 405
Stamina 390
Intelligence 378
Sense 386
Psychic 64
Body dev. 527
Nano Pool 172
Mg/Smg 624
Burst 570
Ranged Init. 533
Dodge-Rng 758
Evade-Clsc 736
Run Speed 488
Comp Lit 455
MM 511
BM 300
PM 345
MC 423
TS 424
SI 475
Treatment 601
B&E 380

That's with no buffs but GA2 equipped with implants. And about 224k IP left.

I can put in Ql200 Implants in right now but I don't have any implants or know of any one that can make some. I'm not sure what to do with the IP. Would like some help or any thoughts if possible to improve my soloing capability. I can't seem to kill things fast enough and the mobs are hitting through the GA. I only have 3.1k Health.

twoshots
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Re: Fixer messed up

Post by twoshots » Sat Feb 14, 2009 1:05 am

Two things I noticed from your equipment: you only have ql100 implants and you have no TIM scope (+180 ranged init ftw!).

As a comparison, Selzip (lvl 123 and is incidentally my highest alt) is dual wielding two 102 Blackbirds (time to upgrade at least one as well), has 150ish implants (I'm starting to look at getting 200s on) and has a TIM scope equipped. Fights at around 10% agg/def and has no problems killing his way through 60-70% missions. I don't use GA (although at this level I'd be looking to use at least GA3) but instead have prowler armor, shapeshifter's vest and 400 token board. Has a +13 AAD ring and a ring of haste (va va voom) which could be improved no end. Still using Biosign Rejuvenator and Detail Medical Claim, both which are starting to suck :D

I should put an equip thing together so the nice people here can tell me how much I suck :lol:
Rolled a little alt on RK4. Just dinged level 1!
[unPaid]Reetzor 150/9 soli soldier, Hypocentre 131/3 soli NT, Didistick 112/2 opi kipur, Hypotheses 100/5 nano MP,
[unPaid]Yakovbok 57/2 opi fixer, Didisticks 50/2 opi MA, Wristflick 50/2 soli advy, Riddor 32/2 soli crat.
[Froob]Selzip 167 trox fixer, Selgran 111 trox enfo, Selrobi 108 nano NT, Selforms 100 trox crat, Selmedi 95 soli doc,
and far far too many other time/credit sinks that never made it out of TL1/2.

Agentcrt
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Re: Fixer messed up

Post by Agentcrt » Sat Feb 14, 2009 1:06 am

ql100 implants are the reason you cant keel a thing. I was keeling mish mobs with GA1 and ql200 implants easily with some kitage. That GA2 aint all that fantastic, but if you consider doing ql140 mishs for GA4 it will do enough. Just improve implants. For rest of stats - I dont know how much you have maxed and what not but evades seem to be rather low, that could be cuz of low implants + you missed duck-exp on your evades count. CL on other hand if you ask me is way way way 2 high (you could save some IP there)

arpe
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Re: Fixer messed up

Post by arpe » Sun Feb 15, 2009 3:53 am

http://img264.imageshack.us/img264/6162/a53rs3.jpg" onclick="window.open(this.href);return false;

Working on implants; And for the Tim scope I just haven't equipped it yet. The Duck-exp hasn't really been a problem yet, only like 2 mobs use those evades. GA4 will be a while before I find or buy one if I can afford it. The CL is needed for mochams and wrangles on.

Okay, I updated some of the implants but I still feel kind of weak. Level 128 now and put the Tim scope on.

http://auno.org/ao/equip.php?saveid=127247" onclick="window.open(this.href);return false;
http://img14.imageshack.us/img14/8103/a54my1.jpg" onclick="window.open(this.href);return false;

The damage improved but I still have a hard time soloing. The implants were done in a quick fashion so they aren't really optimal and missing a cluster on some of them.
Last edited by arpe on Sun Feb 15, 2009 1:54 pm, edited 2 times in total.

twoshots
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Re: Fixer messed up

Post by twoshots » Sun Feb 15, 2009 5:42 am

I can't say I ever had any trouble with NCU space as a fixer. I don't think I've increased CL since I equipped a GCB. But then I don't ever run mochams, or even masteries, unless it's for the next suppressor to get my Blackbirds on.
Rolled a little alt on RK4. Just dinged level 1!
[unPaid]Reetzor 150/9 soli soldier, Hypocentre 131/3 soli NT, Didistick 112/2 opi kipur, Hypotheses 100/5 nano MP,
[unPaid]Yakovbok 57/2 opi fixer, Didisticks 50/2 opi MA, Wristflick 50/2 soli advy, Riddor 32/2 soli crat.
[Froob]Selzip 167 trox fixer, Selgran 111 trox enfo, Selrobi 108 nano NT, Selforms 100 trox crat, Selmedi 95 soli doc,
and far far too many other time/credit sinks that never made it out of TL1/2.

Kuegen
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Re: Fixer messed up

Post by Kuegen » Mon Mar 23, 2009 10:57 am

with your QL 200 implants, put add all def clusters in them and prioritize evades. If your gonna use GA, you better go all out evades...

are you fighting full def? That's pretty important, if your fighting full agg then GA is useless..

get a level or two, max Multi range and try to get 2 blackbirds on.

Token farm... some people may like to do it later, but the sooner the better imo. with 2 BBs you should breeze through missions pretty quickly.

since you have that high CL, put on better NCUs. its not gonna really make you a lot better, but might as well.

higher QL skin chip would help as well i suppose...

and ofc GA III or IV would be better, but with the costs of GA, your fine i think.


you didnt screw up your fixer, theres still time for saving hehe. Just try not to powerlevel too fast.
RK 2
Kuegen - 166 Trox 1he enfo
Pryceless - 144 NM trader
Logicfallacy - 103 NM MP
Alsaqri - 88 NM Agent
Wugger - 103 Opi fixer
and various others

RK1:
Priceless- RE trader experiment

BigMx
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Re: Fixer messed up

Post by BigMx » Mon Mar 23, 2009 12:22 pm

I don't have any specific advice for improving your setup...however, I'm more curious to know what is it that your fighting and can't solo? A lot of the times you have to be sure to pick on the right mobs to fight because some of them are very tough solo. There are certain mobs that you should simply leave alone when soloing if you can't kill them fast.....High level lasersnipers, bully's, or any mob with Ace in their name, Mech Dogs, Slayers and Medusa's....just to name a few.


Like everyone else said though, get those imps improved....my belief is if your imp QL is lower than your own level then GA or not, your gimp. At level 128, you should have 200's on. Probably good idea to get some blackbirds too...as I understand, not much better SMG's out there than BB's for a fixer.

Sferykal
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Re: Fixer messed up

Post by Sferykal » Fri Mar 27, 2009 11:16 pm

Kuegen wrote:since you have that high CL, put on better NCUs. its not gonna really make you a lot better, but might as well.
I dunno how anyone can live with GCB at this level, seriously. Yes, fixers have NCU buffs, but it's not NCU alone. Going more towards defensive stance also increases casting times for everything, and something like a Recomiler (resides in slot #6) helps to get that faster, but also saves IP (and the higher QL ones buff nanoc-init quite a lot). Also, with higher QL NCU chips you can screw one of the remaining five NCU slots over and go with a CPU Upgrade, to get a somewhat lower nano cost on everything you cast. This can be the difference between life and death and it also helps a bit while buffing up, especially in teams or even worse, raids. All this requires a 6 slot belt, obviously (they start at QL160, 351 CL).

Without giving too much thought in the whole thing when twinking into this gear, you will get more NCU in the end, and have a CPU Upgrade and a Recompiler in the package for increased fun. Getting these takes a bit time, if you want to blitz them; the other way is to buy them.
Image

arpe
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Re: Fixer messed up

Post by arpe » Mon Mar 30, 2009 9:26 pm

Not much has improved but yeah my fixer is still useless...

http://auno.org/ao/equip.php?saveid=127247" onclick="window.open(this.href);return false; level 158 now

Implants will need to be redone maybe when I hit 175 and put on another bbb.
I'll start token farming then and maybe ga3 or ga4 will drop.

I'm still ashamed of my fixer.

Eden
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Re: Fixer messed up

Post by Eden » Wed Apr 08, 2009 3:39 am

I have AO ennui at the moment so I'm gonna spend a little time to see if i can't help a little with this fixer issue.

I think that there are two areas where you've room for improvement. First of all your implant setup needs to be augmented with jobe clusters AAD for feet and both arms and since you're going to be using blinded blackbirds most of the time % Add Radiation Damage jobe clusters would also add a little more to your damage output. The ADD is mandatory tho get them asap (in fact if you're kicking about RK2 my new slooby fixer Wyoh2 can let you have her old ones). I've only glanced at your implant layout but shiny body dev in chest seems a bit iffy, are you atrox? if you're not I'd strongly recommend you use add health if you must (my personal prefrence is sense or stamina) to give you some ideas for implant layouts check out Wyoh, Deety, Finesse or Babel17 in my sig.

Now there are some things I expected to see in your setup, but they're not there, which leads me to suspect that you're neglecting an essential part of your toolset. Weapon and nano range, no movement predictor or deck range increaser leads me to think you've been gimped by GA and never developed your crowd control abilities to anywhere near their potential. Lets face it, for fixers past a certain level armor is incidental, unless you're trapped toe to toe in a tiny room you can snare and kite your target to oblivion without ever getting in harms way, from level 135-140 the 180-200ish PW and Belial dynabosses should be a doddle no matter what you're wearing.

So new things to consider, nano range and weapon range, you want your area of influence to be as large as possible, regularly I've found it possible to snare, debuff and attack ranged NPC's without them being able to return fire because I was out of their nano/weapon range. When the snare breaks and they start running towards you to get in range they cannot return fire until they have finished running to where you are firing at them from, so hit em with a new snare as they run towards you and then change your position. When you reach your new position they'll still be trying to reach the spot you used to be at - so pop a few more bullets in em whilst they're trying to wade through treacle. This is where your skill comes in, depending on your spacial accuity when your target eventually reaches where you used to be and stops one of 4 things may happen.

1. Neither of you are within weapon range. (you must approach target to attack)
2. Both you and the target are within weapon range. (with the snare active and the target stationary the target will return fire) - your call, attack with the chance of breaking the snare setting the target in motion or backpedal a bit.
3. The target is within range but unable to return fire because you are outside its weapon range - go to the top of the class!
4. The snare breaks or fails to land - Snare 'em again, pop a few in 'em, change position. But always try to snare when the target is in motion and give them as much room to run as possible. The longer it takes for 'em to get from "A" to "B" means more time for you to put bullets into them without sustaining return fire.

Okay so back to the case in point, a QL 200 Movement Predictor & Deck Range Increaser for equipment and also the shiny Jobe nano cost waist cluster for your implant setup. Aimed shot in the eye is ok as a filler to turn the implant to agility requirement but again there are better options avalable. Again check my sig for ideas.

What happened to your left hand? It fall off? First aid, (can't be arsed getting out implant designer but think there's skill lock modifier cluster that goes there too) every little bit of first aid helps. Incidentally check out Advanced Restoration Kits, expensive to make but very nice. Get someone to make for you, or even make yourself as you'll have spare ip soon with nothing to spend it on till TL6 and even then you always have a heap spare, think it's pharmatech so you cah do monster parts too .... hehehe.

With the exception of crats perhaps, fixers are the kings of crowd control, with the long aoe snare that breaks easily on attack and the single snare that is harder to break combined with our speed, evades and Heal Over Time they have an awesome toolset. But they have to be played and they will never be big hitters. Wyoh got her GA4 for 100m or there abouts (yeh I've been around a while - nowadays 500m is crazy money for froobs). She was my first toon and it was the first Grid Armor she'd ever had, she got it when she was level 199, because that's when she could finally afford it! So she didn't have that up close and personal invunerability that it affords until her final level. In a way I'm glad because it made me a better fixer than it did Wyoh. What I'm saying is that perhaps a poor fixer played well is better than an excellent fixer played poorly.

**BAH to the 8 URL limit that prevents me from updating my sig - not impressed**
100% Pure Froob since 2005 (possibly even earlier but that's as far back as I can remember!)
Wyoh (200 Fixer) http://auno.org/ao/equip.php?saveid=25135
Kleer (200 Agent) http://auno.org/ao/equip.php?saveid=76718
Laphroaig (200 Soldier) http://auno.org/ao/equip.php?saveid=75803
Docfixit (200 Doctor) http://auno.org/ao/equip.php?saveid=60732
Deety (199 Fixer) http://auno.org/ao/equip.php?saveid=116848
Rrrrs (192 Enforcer) http://auno.org/ao/equip.php?saveid=80283
Ayer (180 NanoTech) http://auno.org/ao/equip.php?saveid=113396
Srynx (180 Adventurer) http://auno.org/ao/equip.php?saveid=92305
Iillonell (151 Trader) http://auno.org/ao/equip.php?saveid=116596

Finesse (100 Fixer)
Lesliebean (60 Doctor)
Focu2 (60 Agent) http://auno.org/ao/equip.php?saveid=87187
Babel17 (60 Fixer) http://auno.org/ao/equip.php?saveid=105575
Oomo0 (24 Fixer)
Privateparts (24 Soldier) http://auno.org/ao/equip.php?saveid=111094
Butsechz (24 Enforcer)


"I blew all my cash on booze, drugs and prostitutes - the rest I wasted!"

jstudrawa
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Re: Fixer messed up

Post by jstudrawa » Fri Sep 18, 2009 9:13 am

This breakdown is just really well done. Hell, I don't even know if it is even true, but it SOUNDS good and it's tucked neatly alongside my printout of Ye Olde Fixer Guide as well as Hansoo's 8million page game guide.
Drahnil - 101 Fixer (QL101 & QL100 Dual-wield Blackbirds)
Loforce - 102 Enforcer (QL100 Panther)
Lotrade - 25 Trader (shop mule)

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