Tips on how to spend IP points


#1

If you’re new to this game, then chances are spending IP points is a little bit overwhelming and confusing.

Eventually you will be able to max all the skills your profession needs and more, but between the levels of 1 - 130 points are quite precious, so you want to spend them wisely. Here are my suggestions for levels 1 - 130.

Skills to max out every level:

All base abilities (intel, sense, agility, psychic ect)

Body Dev. Increases your max health so quite important.

Your weapon skill. If you’re unsure of what weapon skill your profession uses, check the colour the the skill. Dark blue means your profession should not be using that skill and colours closer that are green or greenish suggest that they are something your profession should use.

The closer the colour is to green the less IP points it costs. For example for a Doctor most weapon skills are dark blue, however Pistol and Martial Arts are not, so this suggests that this is what a Doctor should use. Doctors can also use Pistol Mastery which adds 40.

Some skills require more points even if they are the same colour (for a Doctor, Shotgun requires 12 points to improve at lvl 1, however Assault Rifle requires 20, even though they are both dark blue)

If you’re a pet class, healer or nano technician, make this your last priority and make nano skills your first priority. I would suggest only increasing your weapon skill if you have spare IP that you’re willing to use.

Runspeed. Always nice to move faster in the game as this literally saves you real life time.

Computer Literacy. Stop increasing at 180 because at this point you can equip Dark Memories and travel to most places in the grid and then you can use implants to increase this further when equipping new NCUs and belts.

Treatment. Keep around 50% maxed and then increase as needed.

Skill to increase temporarily:

Nano pool. Increase this until you have have enough nano to cast your nanos (spells/buffs). If you’re a Nano Technician or a healer, you should increase this a little bit more, but don’t increase it more than you have to.

First Aid. This is especially important for professions with very little healing.

Nano skills. Increase only the nano skills your profession requires. If you’re a Nano Technician or a pet profession, you will want to keep your nano skills maxed or at least close to maxed as this is your primary source of damage. Traders and healers will also want these skills quite high.

Weapon special attack. (Fling Shot, Fast Attack, Burst, Full Auto ect) Increase when required for new weapons.

Nano init. This is mainly for healers and Nano Technicians. If you increase this to around 200 it will make a decent difference on how fast you cast nanos. You can increase it further if you wish.

Multi Ranged/Multi Melee. Increase only when required for new weapons and be sure to use implants to increase this skill first, and then IP points afterwards.

At this point you will have free points, my suggestion would be to some points (not all) in First Aid so that you’re able to use first aid kits in battle to help keep you alive. After this I would suggest putting some points into Computer Literacy, then your nano skills, but again I don’t suggest using all of your IP points, it’s always good to have spare just in case. Of course you can spend your free points anywhere you wish.


New player here
#2

When would you recommend putting points i to your evades as opposed to relying on AC? I’ve been spoilt by playing obviously specified classes (MA, Fixer and Enf), and am a little torm with my new Agent.


#3

I recommend keeping dodge/evade close at about 75% to avoid getting crit chained by mobs. Few mobs you run in to at that level check duck.


#4

@Knave

I’ve updated a bit of my post as it was outdated.

I would suggest increasing evades at 130 - 150 as you get title capped at 130 and have lots of spare IP.


#5

If froob you can ignore duck explosion for a pretty long time because very few RK mission and outdoor mobs use shotguns and grenade launchers. A few mobs in temple of three winds use shotguns and once in a great while you may encounter traders in RK human missions. SL mobs tend to be more diverse as far as checking evade and ac holes.

I agree with the 75% of max figure posted above.


#6

I never put any ponts in first aid before I’m around level 100 no matter what I’m playing. Before that, if you heal up between fights you are fine (unless you make a pvp carracter, then first aid is a must have). Also I aways max computer literacy so I can sell my stuff for more money in terminals (I don’t like transfering money all the time). Other than that it’s a good guide


#7

I would say that you would want to keep treatment MAXED at all times, just in case you want to upgrade your implants at any given time. It is likely going to be maxed or near-maxed by end game, similar to abilities. First aid is incredibly useful and should be prioritized early. There is a reason you used to see people leveling in medsuits around subway and totw: Stims are OP. Now the newcomers armor offers some first aid.

Computer literacy is very important, but as mentioned you can sit on a 5 slot belt with NoDrop ncus for a long time as a new player with a total of 225 computer literacy. This will also allow access to most of the grid. Complit should still be raised until this point since ncu is very important. Buff durations are now 4 hours so if you have the ncu, leveling up can be a breeze with a few nice buffs. More ncu = more buffs. Find a fixer, they have the best buffs for leveling, and can boost your ncu as well.

Body development should be maxed on anyone leveling up, since health pool is often your best defense at early levels. Nano pool should be raised as needed, and only maxed for heavy nano-dependant classes such as NT, trader, doctor, and agent (for the %cost increases on false profession). Check to see how much nano you are really using in combat. for enforcers, add the cost of your rage, challenger, mongo, taunts and add 100, then stop there. For soldiers, take the current cost of your total mirror shield and double it. Any other class can comfortably rest around 75% without nano-issues.

Also, 90% of the mobs you will encounter in both SL and RK are melee and thus check evade-close, so it is totally reasonable to ignore the other evade stats on a non evade profession.

For nano skills, you should only raise nano skills to the exact level you need them for the nanos you use. There is no point in going overboard with nano skills, the exceptions are Matter Creation for Nanotechnician/Bureaucrat/Metaphys, and Psymod/Timespace for Trader since they rely on attack/defense check for their damage.

as a rule, you should only put IP into one initiative skill. if you highly value nano init., then you should leave ranged init. and melee init. alone. You don’t get a lot of value from extra points dumped into these, except in cases where you are using a slow weapon with few special attacks. all weapon attack/recharge speeds are capped at 1 second, regardless of initiatives. Nano initiative is special, because at a certain point you will be able to instant cast your abilities. Any points beyond these threshholds are wasted points.

As for weapon skills, you want to just want to max your attack rating, that is your main weapon skill, and have specials as high as they need to be to equip your weapon. The exception to this is Martial artist’s brawl special, which should be maxed. Later on you will have the IP needed to dump points into special attacks for lower cooldowns and better damage, but for much of the time early on, specials dont matter nearly as much as the other stuff listed above. your basic attacks will be most of your damage and boosting them high is the best route. Aimed shot can be fun to have high on agent so you can one-shot mobs every once in a while, But it’s still barely worth it until you have a targeting scope.

And yes, max run speed. It’s worth it.


#8

During the first four title levels, it may not always be the best idea to max every ability. I recently leveled a froob engineer, and from level 1 to 160, I didn’t allocate a single point of IP into strength; Why would I? Body Dev., evades, pistol, MM, TS&MC, treatment, first aid, computer literacy, mechanical engineering - essential skills for an engineer, and none are dependent on strength. The same strength IP distribution was used with a froob doctor and (pistol) mp; most essential skills independent of strength.

Not saying to ignore some abilities completely, as they may still have a small dependence, just don’t max them. Take armor requirements into consideration, as well as implants. When you have plenty of IP to spare (usually around TL5 (level 150-190)), you can safely max everything that your profession needs.

Of course, you cannot go wrong with maxing every ability, but if you would like a bit of spare IP, check what your profession’s main skills are dependent on, and distribute your IP into abilities accordingly.

I always max intelligence, stamina, and agility, no matter the profession. Body development and treatment too.


#9

To advice about always maxing treatment on every profession, i would make an exception on shade and max first aid instead treatment. HP+Nano kits require xx Treatment OR xx First Aid to use and locks treatment. That way you can save a nice amount of IP’s on shade just by skipping treat as shades cant use implants/symbiants anyway.


#10

I got away with not maxing treatment on all of my characters and was still able to equip fairly high implants. New players are unlikely to twink on super high implants.