21 twinks

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noobas
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21 twinks

Post by noobas »

Good job to all AP's starting new 21 twink projects!

Skorter -enforcer
Oli -keep
Denni - agent
Twad - enforcer
Crahmer - doctor
Ultra - engineer
Noobas - 2x enforcer


What a great turnout!


I built a cheap setup for enforcers here:

http://auno.org/ao/equip.php?saveid=201256


Here's a ubercheap setup I built (grumpydwarf) for a 29 keeper, could easily be adapted for a 21 keep (or go to level 29..)
http://auno.org/ao/equip.php?saveid=201268


Not entirely sure what to do with doctor crahmer, or engi ultra, but we can get an idea once you get to level 21.

Denni, there are many interesting setups for agent, but most of them are complex involving several complex twinking procedures that include forays into FP trader to twink CL. Your best bet, in my opinion, is to start with FP trader, get some CL buffs going, try to twink on a 6 slot belt - not because you'll want to use a compiler, but because agent can simply do it, and the extra NCU is a REAL help for keeping a big gun out of OE (AFAIK, level 30 agents can use a 200 SPS. I don't recommend going that route- a QL 100 will be sufficient I think for our needs). Your best combat setup should, without a shadow of a doubt, include FP MP for a heal pet and demon (or closest variant of), see post recently here: http://forums.anarchy-online.com/showth ... -200-demon

Remember!!!!!!! turn off XP gains once you hit 21. And if you are finding out that you're not entirely sure what to do, just remember this: everyone has their first twink... and trust me on this, nobody, EVER makes a good twink the first time around!

Here's a list of my failed twinks:

1. 86 soldier (jobe pistol+CDR)
2. 110 trader (couldn't make it work, IP was a mess)
3. 30 advy (used kyr axes, was pathetic overall)
4. 60 advy was getting better. Got 175ish imps on but still, was useless.
5. 150 keeper
6. 155 keeper
7. 160 keeper
8. 165 keeper
9. I'm sure there are more. The point is that it takes time to learn what does and doesn't work. Don't be surprised if you aimed for 100 implants but only got 75's on. Don't feel bad if you assumed you could get a 6 slot belt on but could only squeeze into a GCB.

But the first step in learning about twinking, is to turn off XP once you hit the desired level, everything else is exactly the same any time you equip a toon :D
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Re: 21 twinks

Post by Ultra »

Started a Engie omw

not sure about setup never done 21 twink ever
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Re: 21 twinks

Post by noobas »

To any AP's who have taken note of Clanside bonus XP (yes, it was 0.00% last night), feel free to join in.

We're not doing anything groundbreaking!

It's easiest to start off small, low cost, fairly easy, lots of IP, don't need to worry about complex damage mitigation...

level 21 is a great level to start twinking at: you've got exarch cloaks from TOTW, guardian circuit board belts, really easy to get gear which works really well (notum rings/platinum rings from TOTW, NCU's like dark dreams (SOM), or dark memories (TOTW), EXCELLENT weapon selection:

Cheap options:
stygian desolator - http://auno.org/ao/db.php?id=204755 (434 2he)
neleb battlerod - http://auno.org/ao/db.php?id=274955 (recovers nano) (351 2hb)
phase blades - haha just kidding, these suck, use nervejolter
nervejolter http://auno.org/ao/db.php?id=152025 (301 1he)
Fear forged blade http://auno.org/ao/db.php?id=151903 (301 pierce +MA for combined attacks)

Serious twink options:
QL100 tiig beater: http://auno.org/ao/db.php?id=246345 (500 1hb)
QL 100 perennium sniper: http://auno.org/ao/db.php?id=246410 (501 rifle)
QL 100 Perennium blaster: http://auno.org/ao/db.php?id=246424 (501 AR)
QL 100 Perennium beamer: http://auno.org/ao/db.php?id=246417 (501 SMG)
QL 140 JAME: http://auno.org/ao/db.php?id=245678 (701 AR/526 burst)

You'll notice how few varieties of "serious" twink options there are, and it's no coincidence that the VAST majority of successful low level twinks are enforcer/soldier/fixer/agent... the reason is obvious: DPS is king. There are a spattering of low level traders who manage to get a 140-141 JAME prototype on, but these weapons are extremely rare, and you'll notice there is a significant differentiating factor between the JAME and all the other "serious" options:

att/rec is 2/2 on JAME, vs 1/1 on other weaps. Speed is so incredibly important in factoring how fast you can dish damage. fling/burst/FA/fast attack are all dependent on the weapon speed, so, the lower the att/rech the less skill you need to cap recharge - notably, it's unlikely you'll cap recharge on any weapon at level <100, but you'll get faster recharge anyway. The other thing that is hugely important is cycles.

Note: 100 perennium blaster: Burst cycle 2500 Fullauto cycle 5000
vs.
100 tiig blaster: Burst cycle 6000 Fullauto cycle 6000

the 100 tiig blaster will have a 10s longer base FA recharge, and 35s longer base burst recharge - that means you'll have to wait a LOT longer to fire off your next round of specials. There are other factors that go into recharge, but the cycle is ideally small (note JAME, for instance, has a 1500 burst cycle.. but this is offset by the 2s attack time which significantly lengthens the burst recharge)
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Re: 21 twinks

Post by noobas »

It's important to keep in mind the objectives of building low level twinks.

1. getting enough NCU is vital (ideally 200+)
2. implants generally will provide the bulk of your skills, followed by buffs and finally armour
3. evade setups simply don't work for any prof except MP/trader
4. DPS is critical (see weapon choices above)
5. pet profs can do fine, but really, REALLY need strong NCU/comp lit twinking
6. normal hits will do 99% of your damage (other than pet profs), special recharge is very long so you can't rely on specials for damage
7. Kizzers are the most powerful item available to augment your DPS/offense
8. do not overextend yourself with nanoskills/nano usage - you should get 95% of your damage mitigation+healing from OSB's

Above all else, then, is NCU/CL twinking.

You want enough NCU that you can get RRFE, GSF and a HOT, and a weapon skill buff if you're 1HB/2HB (http://auno.org/ao/db.php?id=29630 is OSBable)
And behe if you're keen.

Brutal Thug = 24 NCU
RRFE = 44 NCU
GSF = 48 NCU
HnQ = 25 NCU
Behe = 47 NCU
weap comp = 4 NCU
weap spec comp = 4 NCU
combat comp = 4 NCU

So, all in this is 200 NCU, remove behe or RRFE and you're at ~150ish. You can do without RRFE+behe but it's not ideal.

This setup has 168 NCU - but if I swap in 4 memory loops, I'm at 220NCU which is ideal.
http://auno.org/ao/equip.php?saveid=201256

SO! farm your memory loops for best performance, but dark dreams/dark memories will suffice.

That's the broader scope objectives
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Re: 21 twinks

Post by noobas »

Here are some cheap/ and seriously useful items to help you twink.

I'm not kidding, with these items I can go from 0 implanted to 90% maxed out in under an hour, simply because they add such a huge amount of base skills In key areas.

1. 6 piece med suit
2. 2x polychromatic pillows (if you don't have these, consider investing.)
3. shades of lucubration (such a nice item for NM)
4. QL 240+ 2x platinum filigree ring with perfectly cut almandine (this is one of my favourite items in game)
4. QL 240+ 2x platinum filigree ring with perfectly cut red beryl (again, super favourite) http://auno.org/ao/db.php?id=244497


Other really useful twinking items are for other levels:
1. 2x Virral Triumvirate eggs (not needed at level 21, but very useful in general)
2. 2x QL 100 O.E.T. Jess http://auno.org/ao/db.php?id=123863 shop buyable occasionally.
3. 2x QL 44 Galahad t70's http://auno.org/ao/db.php?id=123950
4. flower guard triplate metal gauntlet http://auno.org/ao/db.php?id=207836
5. 2x alien augmentation hud (technical/medical)
6. highest treat adding SL key (nodrop)
7. alien reflex modifier (+5 agi)
8. stalker helmet
9. QL 275-300 Docaholic rings - stunningly useful
10. advanced scent sensor - a somewhat obvious one
11. a reasonable range of treatment libraries 50/100/150/200 is pretty reasonable but usually I can only find a 50ish/127ish/200
12. miy's cloak (various QL's)
13. 3 sets of 2x ring of divine teardrops (level 130 (TL4 req), level 196-199 (TL5 req), level 296-300 (TL7 req)
14. 3 sets of 2x ring of computing (level 130 TL4 req), level 196-199 (TL5 req), level 296-300 TL7 req)

More Specialized twinking supplies
1. assorted QL's ring of endurance, ring of essense
2. Nova Dillon armour sets QL 110ish (+3), QL 55ish (+2)
3. miy's melee/ranged/tank/nano armour pieces: tank boots, nano hat, range/melee glove/pants, nano sleeve (those are most useful)
4. QL 240+ 2x platinum filigree ring with perfectly cut ruby pearl (http://auno.org/ao/db.php?id=244511) but I've never owned these so while I know they might be useful, tbh I've never needed them
5. 6x Xan stam/str NCU's QL 250
6. 6x Xan int/psy NCU's QL 250
7. 6x Xan sen/agi NCU's QL 250



Generally speaking, you can make a 95% effective twink at low level, with just the 6 items I listed at the top. If you do not have these... they are honestly the backbone of any sub TL4 twink effort. At almost any level you can in a matter of seconds go up 25-30 levels of implants just by equipping agi pillows+agi rings and a med suit prior to implanting agi leg/feet/waist.

If you don't have these items, don't worry, there are substitutes. But I would really highly recommend that anyone engaging on a twink project be aware of the value of having twink supplies: simply, on any toon I build, I stop at level 21 after collecting some crap in TOTW and after a couple hours of setup i'm ready for 80 levels of dinging.

In the meantime, if you don't have these items, we can make do with a loan/borrow from org bank or from myself or others who have.
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Re: 21 twinks

Post by noobas »

Step 1

Twinking for AGILITY

http://auno.org/ao/equip.php?saveid=201271
why is this important?

When twinking you want to set up to get the max boost for the prime base req for the SHINY slot of the base stat you're twinking

So, this implant has SHINY agi: http://auno.org/ao/db.php?id=113329&ql=100

So, we want to go to a reasonable extent in order to place the BIGGEST boost first.
Note: once the leg is in, swap the waist for a high QL agi/sense/cold AC (stam req)

Step 2

Once the biggest agi booster implant is in, we shift to agi.

http://auno.org/ao/equip.php?saveid=201272

Here, a high agi feet imp is added. All are 100ish (estimate).
Note that you may also need to boost the treatment imps as well.

Once we've got high agi imps in we're ready to twink the hard stuff:

comp lit and treatment

Step 3

Comp lit won't be very difficult because we only need 225. What you WANT is to have 112 with IP (121 if keeper: Then you can cast 20+ comp lit with simple combat comp buff, and have enough to swap around NCU's; also note that you don't want to IP nano pool so ideally you can swap dark dreams to get enough nanopool to cast all buffs, then swap to memory loops as needed to convert from nanopool boost to NCU boost). For enforcer you want 112 comp lit with IP, comp att, and all other trickle in final setup, note that this setup has no intel, no comp lit: http://auno.org/ao/equip.php?saveid=201256.

Then you can cast 20 CL buff and plant this: http://auno.org/ao/db.php?id=202920&ql=33 a QL 33 control tower.

So, that means we need to try to get 225-20-112=93 CL from setup+buffs (this is to get on the GCB, by the way)

Neuronal stimulator gets us 23 int for 6 trickle CL so that means we need 87 CL from setup.
We can:
Equip a +10ish intel ear (+10)
swap pillows to int (+20)
swap rings to int (+10)
swap armband to intel (+4)
equip AIT 1 bracer of focused attention (+3) https://aoitems.com/item/251768/48/brac ... entration/
equip low QL skinchip (+3 CL) http://auno.org/ao/db.php?id=160732&ql=40
that gives +47 intel and +3 CL

So, that's a total boost BEFORE direct CL implanting of: 47*0.25 +3 = 15 CL

That means we need only 87-15 = 72 from setup

if a 200 imp set gets us 210, then 72/210*200 = approximately triple implanted at QL 70 which is easymode.

here's what this looks like ready to equip GCB or dream mesh (I'd go with dream mesh since it adds 100 HP which is generally more useful than 100 nano, but the main thing is the 5 slot belt)

http://auno.org/ao/equip.php?saveid=201273


Note: there is certainly more than one setup to accomplish this without significant IP expenditures. You probably don't need to worry that much about the trickle, it should be fairly easy to implant higher than QL 70 CL but I only showed doing it this way because it's easy, simple to understand, and I have all these items available. It would be perhaps even easier to simply implant higher treatment RH/eye, then place a 90ish CL brain, which, on it's own would provide almost all the CL needed. however, sometimes it's difficult to find a TSer to build implants, or whatever, so it's a different method employed here (I sort of did it this way as well to show a different thought process - specifically a tricky way to back calculate what QL imp is needed).


From this point, everything is pretty easy: with the GCB in, you can plug in higher NCU's which will allow you to get SFA+FG+ES+behe+IC+NS all at once which basically makes the rest of the twinking a total breeze.

simply follow the same procedures, to max out each slot, with shiny being the priority.
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Re: 21 twinks

Post by noobas »

Denni

I put this together for you.

http://auno.org/ao/equip.php?saveid=201279

It might be a little bit imbalanced - I'm really not very clear on everything you'd need for nanoskills, but this setup has a broad base from which to work:


303 NCU (not sure if you can get all this) probably will turn out lower - and you might just go for 6x memory loops and save a big chunk of IP in CL.
Now, Ideally, I think, you always log off with a SFA+near a surgery booth. and here's why.

First thing you do is swap your rings to 2 nucleus basilisk: http://auno.org/ao/db.php?id=202718&ql=75 (level 75, say), for another 38 NCU.

Pop a fixer NCU perk for a total of 303+38+10=351. This amount of NCU will allow you to:

1. Get TS/PM mochams (52+50NCU)
2. FP trader (100NCU)
3. Drain up to advanced drains (this is already a pretty ridiculous buffing procedure, but you probably don't need advanced drains but I haven't done the math - you can also jumpstart this with a temporary 131 wrangle which temp uses 58NCU)
https://aoitems.com/item/85817/plunder- ... -transfer/ (41 NCU)
https://aoitems.com/item/85818/divest-s ... -transfer/ (40 NCU)
4. FP MP
5. Cast ODIN'S MISSING EYE (this is a key buff because it has long duration) (51) (334 total NCU here, add 4 for comp nano is 338)
5.a. delete PM/TS moch, replace with MC moch/rebuff TS moch
6. pop demon, replace MC with BM moch, pop heal pet belamorte (not shitting you, it's possible)
7. when FP MP runs out, FP trader
8. use drains as necessary to maintain pets out of OE
9. Also receive unexpected attack + take the shot (120 rifle, 165 AS buffs)

clearly, this is the "I am insane, watch that I can do, but you have to stand there watching for 40 minutes while I buff" thing, which, quite frankly is a bit ridiculous, however, it's meant to show you how incredibly useful agents are at low level.

Here's the fast buff route:

1. get TS/MC/BM moch 131
2. FP MP
3. pop highest pets you can keep out of OE once the 131 terms
4. 131 runs out, pets still like you, get UA/TTS/RRFE whatever else fits
5. go lay waste with insane DPS, insane healing and like level 75-120 pets I mean, really, you don't need a bloody demon to do well here.

Just a note though, if you can buff up and go thru the FP trader insanity then swap to FP MP... always pop a odins missing eye because it'll make rebuffing and stuff way easier. Also, if you want to get anywhere near this type of capacity, you will have to use FP trader to cast the comp lit buffs to allow you to stick in the higher NCU's.

Honestly though, even on my 39 trader I had some problems sorting out how to get comp lit at the same time as enough nanoskills to cast all this stuff. Agent can't be any easier, so if you end up just deciding to go with the uber easymode setup (i.e 200 NCU with mem loops, and get RRFE+GSF+hot+UA+TTS) and stick with the 100ish rifle... I won't blame you one bit. It'll still be effective, just not retarded insanity mode where you need 1 hour to buff.
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Re: 21 twinks

Post by Malosar »

Thanks for this awesome info. I think I want to try out that 29 Keeper. I just made an Enforcer but I'm planning on leveling him all the way to help out with AP raids. Almost finished my 150 MA so I'll start on the Keeper soon.

What about breeds? Or does that not matter as much given the low level?

I also have a 76 Soldier I never really did anything with and was thinking of twinking him out for PvP.
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Re: 21 twinks

Post by Denni »

really nice setup, Noobas ty :)
but, i can just use 1 NCU ring sence it only goes in R-hand
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Re: 21 twinks

Post by noobas »

Just a note on this:

The setups and steps I posted for doing agi/treat/comp lit are pretty much exactly what I did on my 21 enforcer.

I was able to get on a dream mesh (225 CL) with only about 80% IP'd which was a nice savings.

The trick was this:

prior to putting in the dream mesh/GCB, put in a 4 slot belt (this is like seriously easy to do at 161 CL so no setup needed), BUT with the 4 slot belt in you got enough NCU with 4x dark dreams/dark mems to take:

1. comp abils
2. feline grace
3. SFA
4. comp combat expertise (20 CL/20 treat)
5. NS

with these buffs... you're gold, since at this point you can not only easily implant up to about QL 70 imps, but you can go right up to QL 90 (I put in a QL 90 comp lit brain, then a QL 90 comp lit RH, then finished with a QL 85ish comp lit eye.

The worst part was, for me... I had already over IP'd comp lit - I couldn't believe it. once I had the CL eye in I was at 228 CL, but I hadn't equipped the temperature patch, or swapped pillows, or put on rings, bracers for trickle. So all I I probably over IPd by about 20 points which was kinda irritating but a lesson I'll take with me on the next twink.
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Re: 21 twinks

Post by noobas »

Hi everyone

Just want to say thank you to all who participated in the 21 twink production.

I know some of you went all out and made sets of AIT1 combined mercs and equipped some pretty ridiculous level implants for your toon, and for that I congratulate you on a job well done.

It's (sometimes) an expensive challenge building a twink... but I hope all of you who are in the final stages will get to completion and be happy with your accomplishment.

Oli - thank you, you did a really nice job
Crahmer - also, very nicely done
Denni - I've yet to see your masterpiece but I trust it'll be completed soon
Skort - I know you've got a lot on your plate so I'm not expecting miracles, but try to finish it up so you can join the fun


I know I'm missing a few others - please carry on.

I'll just add this setup since I'm not entirely sure how many people want to do something that costs 250m+

This type of setup will get you a very solid chunk of 1HB as well as nicely balanced nanoskills: http://auno.org/ao/equip.php?saveid=201358

You won't be able to equip a tiig beater without AI armour, so there are a few other options if you were keen on 1HB (howling skulls from TotW are reasonable and cheap)

However, by converting this setup to 2HB - and opting for a notum battlerod - which is EASILY possible without AI armour, you can do reasonably well but not quite as fast DD.

http://auno.org/ao/equip.php?saveid=201387

Then equip the upgraded Battlerod and enjoy replenished nano - note that you don't even need headcracker or brutal thug to keep this out of OE with these implants.

Lack of strength means difficulty keeping AI armour out of OE so I've left the armour open - you can use simple stuff like rhinoman chest luxurious armour or newcomers and still be reasonable effective.

One final note:

You won't be able to cast Mongo's golem with comp nano+comp teachings... but with a very small wrangle you will be able to cast it (211 BM, 211 MC). If at all possible, get a small wrangle, and cast mongo's golem since it's a 4 hour buff.

I use the level 40 challenger on my enf and the lowest rage and lowest mongo. This is crappy healing, but pretty solid offense. Add GSF+hot and that's all I need to be effective.

The first aid stim you should aim for is 153 first aid (QL 20)... this will almost completely refill your nanobar which is very nice (basically you can chain challenger and stim to keep nano full for a huge whack of AR+27 add dmg.. that, paired with your level 1 LE proc makes you pretty decent DPS).


Good job everyone!

I'm going to start a new thread on a slightly higher toon a level 50 enforcer - and I'll discuss different builds for that.
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Re: 21 twinks

Post by Ultra »

Just got NCU in on my Engie been alot of other stuff this week and have not put tons of work on it.
But is there some guide for making lvl21 engies i would like to read em.

Guess you want alot nanoskills for pet, weapons i guess those ofab you find in subway.

Any tip would be nice :)
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Re: 21 twinks

Post by noobas »

Engi I really am not sure about.

I think you have to decide on whether you want to use weapons that buff nanoskills or trickle stats, or if you want to use something that will do damage.

I'd go notum battlerod then implant what you can for TS+MC and make sure you have enough NCU to get TS/MC mochams, then just go with a 100ish bot + battlerod and be pretty decent DD
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