[ENGINEER] 60 Nanomage Froob twinking guide

If you’ve already read my froob twinking guide for 25 Nanomage MP’s, you’ll recognize a lot of the same text since the logic of twinking pet classes is very similar, if not identical.

Fair warning: this guide assumes you know very little (or nothing) about AO in general, or the process of twinking. This guide is meant to be a step by step guide of what is reasonably possible with twinking (but by no means exhaustive). If you are a veteran player, you will find some steps to be downright annoying to read, as you probably know faster/simpler ways of doing things, but this is intended for new twinks. You have been warned.

For the sake of brevity (though this guide is anything but brief), we’ll use abbreviations only after spelling out the name the first time.

But before we launch into the depths, I want to address a word that will be used throughout the guide that some may not be aware of…trickling. Trickle is the effect that increasing abilities has on other skills. Some skills, like Computer Literacy (CL), are 100% dependent upon your intelligence (int) level. Other skills have some split between dependencies, such as Treatment, which is dependent 50% on int, 30% on agility (agi), and 20% on sense. The way trickle basically works is that for every 4 points in an ability, there is a skill trickle-down of 1 total, so for every 4 points in int, you get 1 CL for free without spending any improvement points on CL, but treatment only gets 50%, or half a point, for 4 points in int. In order to get the other half point, you’d also need 4 points in agility AND 4 points in sense to come up with the additional 0.3 and 0.2 points to get the same treatment. Considering this, treatment is boosted the most by intelligence, but only at half the rate that CL is boosted. When trying to put improvement points into a skill, you will hit a low ceiling if you do not have enough points put into the dependency abilities. This guide assumes that all abilities are maxed, as discussed later.

This guide uses the following assumptions:

  1. You have a free (froob) account, no expansions or paid membership
  2. You have reached level 60 and are a nanomage (NM) engineer (Engi); make sure to go to Preferences->Behavior and check the box to disable experience gains. There is nothing worse than accidentally leveling a twink you’ve spent millions of credits and/or several hours preparing for.
  3. Gear actually used while creating this guide (you will need at least these to replicate what I’ve done):

A. Shades of Lucubration (these can be borrowed for the twinking stage but the trickle-down from +30 int/psy is hard to duplicate in the head slot, so I would recommend buying them so you can get nanoskills from the int trickle.
B. Collar Casero de la Cripta (CCC): gives a lot of evades/initiatives, but it’s really nice for the +30 NCU…not bad that it gives +30 body dev. and +30 nano pool too!
C. Full set of omni-med (obtainable in omni shops…if you’re clan, you might need to find someone who will buy for you, or create your own omni character), otherwise you can create a new character in arete and turn in the credit card to its owner to receive a full set.
D. An Advanced Scent Sensor will add +22 Sense, which is useful for the trickle to treatment (though only about 1.1 treatment total) and other skills, and it only has a low requirement of 166 nanoprogramming (NP) (which is easily achieved with a few low QL implants and the +92 NP buff from MPs and composite utility which adds another +20 NP).
E. Two +12 docaholic rings (You can get docaholic rings to add treatment to the finger slots (max per finger is +15 treatment if you get the highest QL, but these are expensive…you can likely get rings with +8 or +10 at a reasonable price, but I was fortunate to locate a couple with +12 which I am using for this guide)
F. Newcomer armor, purchased from Sarah in Arete. This armor’s only requirements are level, and at level 60 a full set of six pieces gives 24 NCU, 168 health/nano, and 48 first aid. This armor is useful for squeezing in some NCU for the large buffs we’ll be utilizing.
G. Personalized Robot Brain (crafting explained on Arete around level 5)
H. QL110 treatment library
I. A pair of QL10 concrete cushions which give +8 str/stam each
J. A pair of QL100 O.E.T. Jess pistols which give +20 int/psy each
K. A pair of Virral Triumvirate Eggs (VTEs) which give +15 int/psy each
L. Juggler’s Treat which gives +10 multi-melee/multi-ranged
M. A pair of Fractured Nightmare rings from Steps of Madness (+4 int/psy each)
N. Notum Splice from TOTW (drops from the Defender of Three), which is the only implant in the left wrist that gives nanoskills.
O. Neleb’s Nano-master Robe from Steps of Madness (gives +15 to all nanoskills)

An optional item you could get to make up for some treatment is a QL22 OT-Windchaser M06 Quartz, which adds +10 treatment and has low equipping requirements (aimed shot and rifle) which can be buffed, but for the purpose of this guide I did not use the Quartz. Another (but much harder) path would be to run all the quests in Foremans (BioMare) to get the Collar of Amplification neckpiece at the end which gives +15 NCU, +7 treatment/first aid, and +10 your choice of nanoskill, but I did not do this (much to my chagrin, it probably would have saved some headache).

For boosting abilities using weapon slots, Explosif’s Polychromatic Pillows (EPPs) are really nice if you can get them, since they give +10 int/psy, str/stam, or agi/sense combinations each. If you do not have access to the EPPs (they are nearly 2 billion credits on the GMI as of July 2024 due to inflation of the market, but you might be lucky enough to have an org-mate let you borrow some for the twinking phase).

Once all of these assumptions have been met. It is also helpful if you have access to a variety of high level class buffs (doctor for Iron Circle (IC)/Superior First Aid (SFA), enforcer for Essence of Behemoth (behe), Agent for Feline Grace (FG)/Enhance Senses (ES), trader for 131 wrangle, fixer for +NCU buff, etc.). A nanoprogrammer that can create implants would be useful for getting very specific QL of customized implants, as the premade implants available in Fair Trade (FT) stores only come in increments of QL10, QL20, QL30, QL50, QL75, QL100, and QL125, so if you’re needing anything in between or above, a nanoprogrammer is very useful.

To start the twinking process, assuming you have nothing equipped (if you do already have items equipped, you may find some of these steps pointless):

  1. Max all abilities (you end up with 183 str, 183 stam, 186 sense, 183 agi, 195 int, and 190 psy, before buffs)
  2. Max treatment and CL (after maxed abilities, treatment should be 271 and CL is at 303)

Buff composite attributes (+12 to all), composite utility (+20 to treatment/first aid/etc.) and equip the Shades of Lucubration , 8/8 NCU used (195 str, 195 stam, 198 sense, 195 agi, 237 int, and 232 psy, as well as 298 treatment and 334 CL.

*Note: before going further, I want to point out that once you get an item inserted that you’re going to keep, lock the slot so you don’t accidentally unequip it partway through the twink and have to start over.

The idea is to start expanding our limited NCU to make room for powerful buffs before we get into any kind of serious laddering of implants. I put on Newcomer Armor for the +24 NCU mentioned earlier. The Ring of the Nucleus Basalis is an upgradeable right-finger ring that can be upgraded to provide up to +20 NCU at 421 treatment, which you can already reach with the surgery clinic buff of +100 treatment. On the left finger, equip any color Notum Ring (+6 NCU each) from TOTW, which only has a level requirement of 21 and no stat requirement. You can also get a fixer in your team to provide an NCU buff, but I skipped it for this guide. I now have 50 free NCU (8/58) with only the items mentioned in this paragraph.

If you check your NP, it’s at 64, only 102 off from what’s needed to equip the Adv Scent Sensor, and the MP buff gives 92. Between that buff and the Hacked Technical Library from Arete (which gives +15NP), you have all the NP needed to equip the sensor (If you didn’t get the hacked technical library from Areta, you could also buy five Nano Programming Interfaces from the tradeskill shop (engineering supplies) in FT, as they only require 13 int and each give 2 NP, and can be equipped in any of the three HUD slots and any of the three Utils slots…since the Adv Scent Sensor goes in Hud2, equip the interfaces into Hud1, Hud3, Utils1, Utils2, and Utils3). Now equip the Adv Scent Sensor. We now have 220 sense and 299 treatment. Feel free to unequip and dispose of the interfaces, they’ve served their purpose.

Cancel your NP buff and get the SFA buff from a doc for the +80 treatment so we can equip the highest possible CL implants. Now that we don’t need the NCU space for SFA, equip the full omni-med suit and we end up with 557 treatment…with 237 int and 556 treatment, we can equip QL116 implants (requiring 236 int and 554 treat, so QL116 really is the sweet spot for this stage). If we really want to squeeze more in, we could put in an ear implant with intelligence which might give us another point or two of treatment/CL and allow for a QL117 or QL118 implant, but the gains are minimal compared to the time spent on it and for the purposes of this guide I am simply going to get QL116 head, eye, and rhand implants to boost CL.

If your QL116 CL implants only have the CL cluster (shiny for head, bright for eye, and faded for rhand), the requirement for the head and eye will be agi instead of int, so we’ll need to add clusters. Choose whichever additional clusters you want, but for this guide I used multi-ranged (MR) in the faded cluster on the eye and Electrical Engineering (EE) for the bright cluster in the head. These three implants add 126 CL, giving us a total of 460 CL, which is plenty to equip a QL110 treatment library, which adds 7 first aid and 11 treatment (every drop counts, especially when it’s simple). QL120 treatment library gives an additional treatment, but we’d have to find more CL for that one extra point, so I don’t feel it’s worth it for the purposes of this already long guide.

Now the next step, boards and NCU memories, is largely dependent upon your preference in playstyle. We have plenty of CL to get a low QL 6-slot belt. Alternatively you can grab one of the 5-slot boards (+70 nano from TOTW or +100 HP from SOM), but for this guide I’m going with the highest possible NCU, so the 6-slot is the only way to go. For memories, try to find a QL150 “32 - 63 NCU Memory” which requires 456 CL and gives 44 NCU each. Buy six of them and equip them after equipping the 6-slot belt. I was only able to find QL146 or QL153+, the QL146 gives +42 NCU, so the numbers that I use for this guide will be based on having six of those. I now have a total capacity of 286 NCU using only the Ring of Nucleus Basalis, a Notum Ring, and the six memories I just equipped.

Next, let’s see what can be done to equip the CCC for another +30 NCU. To equip it, we need only 470 BM. At the moment with only composite attributes and composite utility, we have 84 BM. With a 131 wrangle and a Mochams BM buff (+140), we are only 115 BM short. While we may actually put IPs into BM for some Engi nanos later, I’m trying not to commit skill points where we can avoid it since they’re limited in number. Can you guess where I’m going to get 115 BM without spending a single IP? Well, since we recently added 126 CL via implants, we know it’s possible to get the same number of BM if we swap out some implants (since we only needed the CL implants long enough to equip the belt and memories, we can remove those implants now). We still need the brain for the shiny cluster BM, but instead of eye and rhand that we had for CL, the implants we need are bright chest and faded waist for BM. To make the chest implant int-based, put a shiny sense cluster in as well. The waist alone is already int-based with just the faded BM cluster. Go ahead and equip the collar after getting the BM mochams and premium wrangle.

Congratulations! With only our collar and +42 memories, you are at 290 max NCU, which is plenty to get not only our 131 wrangle + both MC/TS mochams buffs for the highest possible pet, but also some room for Hack N Quack (HnQ) and other beneficial buffs when we’re ready to start killing things (and most likely we’ll be running Notum rings eventually which gives us another 12 NCU, but for now we should put in some docaholic rings for our laddering of implants. (You might also consider the option of getting crafted rings which give stats with no wear requirements, one example would be to get a pair of QL234+ Platinum Filigree Ring set with a Perfectly Cut Red Beryl rings, which will add +5 stam/+5 int…this could help meet requirements for higher implant needs. Also consider getting Aban Fala bracers (omni) or Grand Armbands (clan) which each give +4 of an ability…they can be worn on either wrist, so a complete twinking set would consist of 12 bracers, but at least get the abilities you need. These items drop from newer missions in Inferno (SL area), so as a froob you would need to rely on the GMI or org-mates to help you obtain these. This walkthrough does not use these stat-boosting plat filigree rings or bracers/armbands, as they are quite expensive).

If you really want more NCU at this stage, you do have the option of putting your CL implants back in and adding some QL116 r-arm, r-wrist, and waist implants with full auto and attempt to equip a QL44 Beyer to add +20 CL (or dual wield for +40, but requires 303 multi-ranged) by acquiring some pistol and burst skill, but the amount of effort to arrange this for 1-2 more NCU per memory (6-12 more NCU total) just doesn’t seem to be the best use of time, so I am ignoring this option for this walkthrough.

This next section could be a point of contention with AO veterans. Serious twinksters would probably have deep discussions at length regarding the next part about treatment libraries and laddering implants, but as the skills that are available at lower levels (or rather, lower QL items which give lower stats), I don’t want to burn too much time on it. As mentioned earlier, we settled on a QL110 treatment library since the QL120 treatment library required a significant increase in CL that would likely require.

Side note: If you are making the implants yourself, you should know that your nanoprogramming (NP) skill can bump up your implants an extra level or two (maybe three) if you have a lot more skill than is required for the task. The way to get the exact implant QL you want is to combine a sufficient level cluster with the implant you are trying to bump up (faded clusters require less skill and give a higher bump potential, and are far cheaper than bright/shiny clusters), then once the implant results in a higher QL implant with the cluster, use an implant disassembly clinic to clean out the clusters. Rinse and repeat this until the implant is at the QL you desire. Then carefully use the tradeskill window (default shift+T) to ensure that the implant does not bump up beyond the implant you want.

After adding two +12 treatment rings and the agent ES/FG buffs to our SFA/composite attributes/composite utility/surgery clinic buffs, shades of lucubration/personalized robot brain/advanced scent sensor/docaholic rings/treatment lib, we are at 596 treatment. Since we have slightly more treatment relative to abilities to get implants higher than QL116, we will put in some lower QL treatment implants so treatment doesn’t become the limiting factor as we start buffing attributes. To push treatment just a little further, we can put a QL116 ear implant with +14 int so we can put all QL123 treatment implants for head/eye/rhand, we add 134 treatment to our max, so now we have 730 treatment fully buffed (QL153 implants require 729 treatment, so the limiting factor with better implants will be attributes like str/stam/agi, the only real problem comes when we want to equip the 3 slots which are occupied by treatment imps, as we lose the treatment when unequipping). Our ultimate goal is to get agility as high as possible, since head/eye/rhand implants which contain the clusters for MC/TS can be either agi or int-based, and agi is easier to buff due to FG, and int clusters share the same shiny head and bright eye as MC/TS, agi has no such overlap since the clusters are in waist/leg/feet.

Since stam/str are easily boosted with Iron Circle (IC), QL10 concrete cushions, and Essence of Behemoth (behe), I normally will try to ladder up stamina via the waist, legs, and chest as high as possible with the ultimate goal of increasing agility as high as I can, since agility’s shiny cluster is in the legs and the legs can be boosted by stamina, but we can also boost the waist with a few different base stats, and most feet implants require agi if you’re trying to further boost agi, but ultimately the goal of boosting agi is to equip head/eye/ear/rhand implants that use agility, rather than intelligence. This phase is particularly annoying because of all the trading of implants and the outside buffs (OSB) we need to keep up (well, at least annoying for me writing this guide because buffs expire while I type…I suppose if you have all of these implants ready to go before getting the buffs then it’ll take no time at all).

Feel free to do the math or ladder testing on this next one, but with the stamina-enhancing implant slots, I believe that the shortest and most effective laddering is to start with equipping the highest QL faded cluster (waist, in this case) possible, then the highest QL bright cluster (leg, in this case) next, in order to get a good QL shiny (chest) implant in (though you do need to fill other cluster slots to get dependence away from str or agi, it must be stam-based.

Starting from this point, we have 258 str/stam with the cushions equipped and IC/Behe, and we also have the 730 treatment. This will let us put in a QL127 waist with +15 stam, boosting stamina to 273. That additional 15 stamina allows the next implant with the bright cluster (the leg) to be QL134, which gives +23 stamina (going to use max health as the faded cluster in the leg since it’s cheaper than leveling the implant with the bright cluster…and while we’re at it, I’m going to throw in a shiny agility cluster since it will trickle-boost treatment slightly…just in case (be aware the QL200 shiny clusters cost 1M credits so if you’re on a budget, you may not want to throw in the extra, the stam cluster alone requires stam, so you only need the bright cluster). Now stam is 296, agi is 258, and treatment is 733, which allows us to put in our highest stam-giving cluster, the chest, at QL146, which gives 41 stam (the implant designer I used told me it would be 42 stam, but that’s not how it ended up in actuality, so be careful with using implant designers). I’m going to put in +17 str and +47 MM (str not only for other implants that may require it, but also trickle for SI), giving us 275 str and 337 stam. Be careful making assumptions as we upgrade the leg…as it stands right now, with 337 stam we might believe we can put in a leg implant at QL153, but that does not take into account the lost 23 stamina (and 3 treatment from the agi trickle), so once your chest is in, lock the chest implant slot and then remove the leg to see what the true stam/treatment number you’re working with is. When we remove the leg, we end up with 314 stam and 730 treatment. Ironically, since treatment is the limiting factor, we can thankfully still equip a QL153 leg implant, this is the point where you definitely want to put some creds into all the slots in the leg since we’re not going to be replacing this one. Now we have 340 stam, 263 agi, and 734 treatment.

Before we replace the stam waist, let’s take a look at the clusters in the arms and wrists to see if any have a stam requirement we can benefit from. In the left arm we can put in str/MM, no other stats are useful in the left arm, so let’s knock that out with a QL153 and move on to the next slot. The left hand doesn’t have many useful stats for us, only first aid, so we’ll make a QL153 left hand with first aid and FireAC to make it stam-dependent and equip it. We can also equip feet using agi (bright) and evade-clsc (shiny) that is stam-based as well, this’ll add 26 agi (and, in hindsight, had we done this sooner, we might have squeezed in another three points of treatment from agi trickle…but oh well, if you’ve read through this guide before starting your project, you can benefit from this hindsight).

As my ultimate hope is to be able to equip a pair of Virral Triumvirate Eggs (VTEs) which give health, nano, int/psy, and a damage buff, we’ll want to do our best to hit the 321 psy/int requirements, which is virtually impossible without equipping a pair of QL100 O.E.T. Jess pistols which give 20 int/psy each, and have only pistol/burst requirements in addition to the MR requirement to dual wield. Of those three stats, MR is the hardest to buff as a froob, Juggler’s Treat gives +10 MultiMelee/MR, but otherwise there aren’t any ways to buff this outside of the composite ranged and composite ranged special buffs which give +20 to each.

Now to replace the stam waist. Unequipping it gives us 325 stam (still plenty for QL153) and 734 treatment. Putting in an agi waist with max health and cold AC will make it stam-based, and give us 306 agi, which will let us put QL151 agi implants into the right arm and both wrists to get us closer to our fling shot, multi-ranged, and pistol goals without spending a single IP into these skills (yet)…let’s see how close we can get without allocating any points.

Build the following agi-based QL151 implants, and equip them:

  1. Right arm with fling shot, chemical AC and radiation AC
  2. Right wrist with Pistol, MR, and fling shot
  3. Left wrist with MR, Run Speed, and Nano Resist

Let’s pause on implants for the moment, since we really only have to update the head/eye/ear/rhand slots, but we can benefit from the int trickle from the Jess pistols and VTEs since we’re going to be losing a bit of treatment with every implant we remove, we don’t want to end up with QL120 implants when all the rest are in the QL~150 range.

With Offensive Steamroller from a soldier and the composite ranged and composite ranged special buffs, we have enough fling shot (244) for the Jess pistols (which require 236 fling), and we are only 3 points shy of the MR requirement to dual wield them (252 of 255), so equip the +10 MM/MR Juggler’s treat ring and then we only need to get the 471 pistol skill (175 of 471), which should be pretty easily with the +120 buff from Extreme Prejudice and 131 from wrangle, and +40 from pistol mastery (temporarily swap your rings and NCU armor if you don’t have the NCU capacity)…we only need 5 skillpoints from IP allocation. Equip both pistols and lock them in their slot. Now that we have some extra int/psy, we can go back to focusing on better int/psy implants that are based in the agility improvements we did earlier, we’ll lose some treatment but hopefully gain enough int/psy to equip the VTEs.

A QL151 ear implant with concealment and int is agi-based and adds 17 int (also giving 2 treatment from trickle). Now we are at 294 int and 272 psy (needing 27 int and 49 psy, but remembering that we get 8 of each from the Fractured Nightmares, so our target from implants needs to be 19 int and 41 psy. Now for the hard part…replacing the eye/head for int/psy, causing us to lose some treatment, so I’m going to replace the rhand first (remember our current imps are only QL123 for those three slots, so we can get some more treatment in the right hand before we replace the eye and head (which share cluster slots with the int/psy we need). After removing the 27 treatment from the rhand, we end up with 715 treatment, we can still equip a QL150 agi-based implant (martial arts, TS, and treatment clusters), which will give us 32 treatment (a gain of +5 from the int-based rhand implant we had) resulting in 747 treatment. Since we need more psy than int, we need to use the shiny cluster in the head for psy, leaving us with the bright cluster in the eye for int. The amount of skill provided by a shiny cluster varies more greatly than the bright cluster skill, so we should replace the head first, as keeping the treatment from the head will certainly give us plenty of int, but losing the treatment from the eye will devastate the amount of available psy from the head, so we swap out the head first. Removing the head takes our treatment from 747 to 680, allowing us to equip a QL142 psy implant with vehicle airborne in the faded cluster to make it agi-based…ironically leaving us 1 psy short of 41 psy we need. Finally, the eye is replaced with a QL134 rifle/int/TS implant, adding +23 int. We’re now at 317 int and 312 psy…putting on the Fractured Nightmares results in 325 int and 320 psy. Literally 1 psy away from the objective. Best suggestion is to find a very low QL kirch kevlar piece or nova dillon armor piece that gives that last 1 psy point, then equip the VTEs (while making this guide, I went farming dynabosses lvl 20-80 until I found a nova dillon sleeve that had low enough requirements).

(In theory, now that we have both the Jess pistols and the VTEs equipped, we could revisit CL implant laddering to be able to squeeze in higher QL memories (70 int trickles 17 CL by itself), but we have sufficient NCU to hold a lot of buffs, so this guide does not go down this road, as it would go longer than it already has…but if an extra 6+ NCU appeals to you that much, I wish you luck)

Now that we have some large amounts of int without the eye implant, we can remove it and re-equip treatment items, now we’re back to 324 int (with an empty eye socket) and 644 treatment, allowing a QL135 eye implant with tutoring/treat/TS (recall that our previous eye treatment implant was 123). This new implant gives 43 treatment (only a +3 improvement from the previous one), bringing us to 687 treatment as we build our final QL144 head implant with MC/nano pool/Vehicle Airborne.

Amazingly, this final implant gives us exactly 182 MC/TS (with all the twinking buffs, of course, most of which you won’t run with actively) before allocating a single IP. If we allocate full points (go ahead and do this now), we have 432 MC/TS, perfect balance. Once we equip the Notum Splice, we will have 434 MC and 433 TS, now slightly out of balance but higher than without it. Now to cancel the twinking buffs (FG/ES/behe/SFA/IC, the composite ranged/ranged special buffs aren’t necessary but also don’t take much NCU if you want to keep them). After removing the buffs, we have exactly 431 MC/TS (perfect again!). Now to equip the Neleb’s robe…we already have plenty of MC/TS, and a decent amount of MM, so we only need to get some mochams for BM/SI/PM, then top off MM/BM/SI/PM with a 131 wrangle, which now allows us to equip the robe. Now we are at 446 MC/TS, and with the 140 mocham buffs and 131 wrangle, we will have 717 MC/TS, which is enough to summon the military-grade warbot (QL156 nano which summons a level 145 pet). However, if you can squeeze in a few more MC/TS from rings (ring of presence plus the MC/TS notum ring, etc.), you can get 720 MC/TS which allows you to summon a feeble warmachine (QL156 nano which summons a level 148 pet). The next highest pet requires 729 MC/TS, so it is conceivable that we can hit that level as well with some of the items below:

  1. QL115 Miy’s Nano Gloves/Chest) gives 7 more MC/TS; equipping similar QL sleeves first may let you squeeze in high QL miy’s nano gloves/chest with the added int/psy…this will probably require a decent amount of Medusa farming in Eastern Foul Plains to get the right QL pieces.
  2. QL201-250 Platinum Filigree set with a Perfectly Cut Star Ruby can be worn on either finger, has no wear requirement and gives +4 MC/TS each

It took a lot of time and wife aggro to come up with this detailed guide (even though this was adapted from my previous 25 froob MP twink guide from a few years back, it still took a lot of steps to walk out this one and a lvl 60 has more options to explore than a 25), so please be considerate when providing critiques and corrections…I’m sure there’s something I missed with my 10+ year gap of playing. I hope at least one person benefited from it.

Redistribution of IP

Since several common (and necessary) engi nanos utilize MM (particularly beacon warp), I went ahead and put my full points in it, resulting in 450 MM (equal with MC/TS). I have 240,191 IPs left.

The rest of IP distribution is up to you and your preferred playstyle. PM and SI are used for several general nanos like pistol mastery/quick weapon and such, so that might also be an option for you (personally I set PM/SI to 200 each for quick weapon so I don’t need any other buffs to use). To use a Positive Aggressive-Defensive trimmer, you need 151 nanoprogramming and 301 Mechanical Engineering (ME)…we already have 95 ME and 101 NP, so we can allocate the necessary points and still have over 130K IP to spend.

If you want to add some decent damage with your guns (instead of having your pet do all the fighting for you), you can put points in pistol/fling shot/multi-ranged and ranged initiative, to make your Jess pistols that much more effective (without points, due to losing the weapon buffs from earlier, the pistols are only at 25% effectiveness, yet still give the full 40 int/psy). BM seems only useful for pet heal nanos (Rebuild Casing is the highest reasonable heal if we max BM and put a small MP buff to get the required 360 BM, or you can put points enough to reach 220 BM, then rely on mochams to get 360). Finally, you may want to put points in first aid so you can use the higher health and nano stims that drop off acolytes (can be a lifesaver in a pinch)…also, you might want to consider putting some body dev/nanopool points in for survivability in combat and the ability to heal your pets more before running out of nano.

Happy hunting!

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