Keenedge - 75 Trox Adv

A place to discuss and compare items, armors, weapons, etc., and see how to combine them
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Sillanto
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Keenedge - 75 Trox Adv

Post by Sillanto »

Overview:

This is either a lesson in what / what not to do, and ill only find out when i finish. The basic idea was for an adv with survivability, the main enemy being agents. My initial thought were to go with 1he, a chirop (specials) and uklesh tear (nice stun proc). After a little thinking this turned out to be not such a hot idea, while having great self buffed AR 1he specials are really quite poor. So i started to look at the JSPP, with FA it gave me a nice special attack plus i can easily boost AR with EP from my engi. Then dock turned the world upside down by telling me about the DKP being theoretically possible to equip.
So the adv went from being a long lasting fighter to a medium length fighter with alot of alpha potential.

Pro's:
-DKP checks against duck which is fairly neglected at tl3
-3 specials (Fling, Burst, FA) - All doing quite alot of damage if they land
-Easy to buff AR

Con's
-Equiping both is a huge IP sink and steals ip from pretty much every other skill i will need.
-Both FA and Burst are right on the theoretical limits of a 75 toon, MR is also very close as well.
-Expensive (This will require borrowing a ql75 css set and require most of a ql100 CSS set for the final setup)
-Keeping the DKP 100% will require always having RC from a sol.

Setup:

- Tartgets
Agil/Sense 270+
Other abilites 150 (unless needed)
Sharp Obj 301+
Pistol 721+
Shotgun 481+
Fling 401+
Burst 601+
FA 505+
Range Init 600~ (1/1 full agg on both)
Nano Init 500~ (insta cast heals)
Dodge 750~
Close 700~
Duck 500+
BM 426+
MM 384+
PM 316+
SI 355+

This is the planned setup: Keenedge

Im still not sure about the shapeshifters vest as it may require too much ip in Int. The recondite bracer is there to make it easier to eat through enf’s cocoon. It also gets both weapons onto a damage type buffed by wit of the trox (+60dam)

Items List (These are the more important items that are needed)

Required before lvl25
- Vagabond Cloak (Useful if you cant get the one in the setup) [done]

Required before lvl60
- Totw phatz (GCB, Barrow, Rings etc) [done]

Other
- Enel Sanc Key
- HUD Upgrade [done] - Thanks Dockarts
- Collar of Amplification (Maybe) - Didnt bother with this
- Bio-Material Defense Shield
- Comm Relay [done] - Thanks Dockarts
- JSPP [done]
- DKP [done]
- (Borrow) ql75 CSS set [done] -Thanks Sirs
- ql100 CSS set - Have 4xsupple bots and 4x obs - Will make the rest pred
- Bracer of Recondite [done] - Thanks Mytefe
- Clan Pad [done]
- CoH Collar [done] - Thanks Mytefe
- ql76 Exterm Occular Symb [done] - ql73! Thanks Dockarts
- Helpful Engi to do imps [Never Going to find one]
- ql100 Conductor of Ransacking [done]
- Shapeshifters Vest [done] - Thanks Darksuperman
Last edited by Sillanto on Wed Feb 28, 2007 10:26 am, edited 9 times in total.
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Sillanto
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Post by Sillanto »

Twinking:

Ok well here goes nothing..(ill try to add more detail as i go)

1) Fit NCU [done]
- Putting on a GCB and 5mems should be fairly easy to do without using much ip.

2) Map Nav [done]
- I ended up putting on ql100~ imps, giving me a total of 170 map nav, as i wasnt really that worried about getting every map. Ive got all but the side upgrade uploaded.

3) More NCU [done]
- This breaks down into 4 steps:

Code: Select all

1. Twink treatment
Ended up with 127 head/ 154~ eye/ 165~ hand
2. Twink agil 
Ended up with 163 leg/ 171 feet/ 167 waist
3. Treatment again
Got the treat imps upto about 160 
4. CL
At this point i sort of skipped out of sequence and dropped in the jspp imps to save time, i also found that none of the CL clusters clashed with the jspp imps so i combined them. (See step 5 to see what i put in)
I got aprox ql154 CL imps in.
Total CL: 597 (fully buffed) + 20 from ncu perkline this allows me to put in ql 175~ normal ncu, 170~ ai mems, ql200 Hardcore NCU, 215~ Viral Compiler
4) 75 CSS on [done] - Thanks Sirs (Daddy)

5) JSPP imps [done]
JSPP Equip

6) JSPP on [done]

7) DKP imps [done]
DKP Equip
- Due to being lazy ive only gone for 189 imps instead of 200 as the 200's would require some rare items like treat pistols to get on and a week of perk resets. The difference is 5 on the shiny. Also i have used an eye imp as i havent found an ai eye yet :/

9) DKP on [done]
- Just a quick note: The Fangs of the Snake (Multi Range buff) is a dyna only nano so expect to pay 500k-1mil for the nano. To cast it with minimul ip i got pm/si mochies, a +132 wrangle and threw on a neleb cloak (not needed)
- With EP, RC, OS, comps, Fangs of the Snake and Ballad of Smoke i am now easily over the reqs to get the DKP on.

- I can always break the chain here and throw on a few imps and go testing in bor :P

10) Final Armor
- I am in the process of doing this now, due to being poor i am having to limit myself to 4 pieces of CSS.

11) Final Symbs (The 200 R.wrist and Eye are the hardest but will have been put on at step 7) - I didnt get the eye till 10)

12) Final Perks

13) Kill
Last edited by Sillanto on Mon Feb 26, 2007 11:31 am, edited 8 times in total.
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Alphacenta
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Post by Alphacenta »

Ok.. this looks good. Can you swap the DKP and the JSPP so the DKP is in right-hand? The right-hand, which is this main hand, will hit more often than the secondary hand, left-hand. Your DKP damage > JSPP, and also it checks against duck so you might want more DKP hits than JSPPs :)
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Post by Sillanto »

im still not sure yet about hands yet. The dkp actually hits for less than the jspp. Fully buffed the JSPP will have about 880 AR and the DKP will have 760 AR. Also should i got to full def the JSPP will be doing almost twice the damage of the DKP. If the dkp gets a crit then it will pretty much Cap (so i might have to think aobut running round with MoP, this would then put the dkp ahead in DD :P

DKP
Stats

JSPP
Stats
Last edited by Sillanto on Wed Jan 10, 2007 9:39 am, edited 1 time in total.
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Post by Mortus »

If you can pull this off it looks as it would kick some major ass.
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cutiecub
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Post by cutiecub »

i have shapeshift vest, bracer of recondite flames you can borrow and several COH collars , so i can help out iff needed.

give me a tell on cutiecub or nightwalk9 iff you still need this gear.

Also i believe that you have a big strong main which can get this stuff easy in COH. Have atm a engie at COH who can warp you inn iff needed :-).
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Post by core »

There was a trox toon that had this setup (almost) sometime ago and it worked pretty well against non evade targets.

Worst adversary would be a ga fixer with AS for you.
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Post by Sillanto »

Yeah fixers are definately a problem but im hoping that they skimp on duck evades so i can scare them off with the dkp. That or they will get bored trying to hi me with anything but AS.
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Post by Sillanto »

*Updated*

Updated the posts above to refelct the 6hours of custom implants i made and fitted :P

During the cl twinking i hit 384 agil and 900 Treament im pretty sure that by using more twinking items i could hit ql 200 imps
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Post by Sillanto »

*Updated*

DKP imps are now in. This ended up being a relativly easy step as i was able to reuse a few of the imps from the jspp setup.

All that i need to do now is camp a dkp (as im now pretty broke and cant afford to buyone :P) and then ive got to go camp Sirs for css :)


All in all the twinking is going really well, i have been getting good results and altho its a bit rush and not quite perfect i can see no problems ahead except getting all the symbs/armor collected and on.

/Dream
Depending on how this goes and how easy i can keep the burst/fa up i want to look into if its possible to somehow hotswap one of the guns. then see how well i can hotswap a onehander :P
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Post by cutiecub »

Pitty you cant use metalic matis armour since it well kicks ass on the DD scale, i understand you need ai to keep all gear non oe offcourse.


MM set ql 120 could add 35 dmg per bullet, in terms of FA this can count.

Also dark has some neat back item
http://auno.org/ao/db.php?id=204990&ql=100

adds another 20 dmg per bullet.

This stuff combined gives 55dmg per bullet added.
I dont nothing about pvp but seems like evades are everything?

Tried your layout with mm and the tank stuff, evades drop quitte much but your alpha would be sky high, maybe no need to evade after that :D
Adds 50 proj dmg to your layout
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Post by Sillanto »

Going add damage is certianly a thought, but the biggest problem is that only the dkp does proj damage. So what im going for is the wit of atrox perk that gives +320 dodge ranged but also gives +60 damage. using this with the bracer of recondrite flames means that i end up with both weapons doing fire damage and get a boost of +60 1/3rd of the time.

Nice back armor. pity its sol only :/
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Post by cutiecub »

Ah darn indeed was thinking to much of my sol, being froob makes it very hard to equip the backarmour and the mantis max QL 112 non OE.
The mantis adds proj damm AND energy dmg btw Sil.
Even my lvl totw sol kinda rocks with a Customized desert reet and a Sol k 91, ODed a full team lvl 50-55 :-) (no not only docs 8) )
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Post by Alphacenta »

cutiecub wrote:Ah darn indeed was thinking to much of my sol, being froob makes it very hard to equip the backarmour and the mantis max QL 112 non OE.
The mantis adds proj damm AND energy dmg btw Sil.
Even my lvl totw sol kinda rocks with a Customized desert reet and a Sol k 91, ODed a full team lvl 50-55 :-) (no not only docs 8) )
The point is, Bio Shielding perkline classes get a very big absorb, think of 2000 or so, that cycles quite fast. If you have just one damage type, you can eat through it MUCH faster. But, if you have two damage types, they get spread out on the cocoon :( So the absorbed damage becomes 2000+2000=4000 damage :evil:
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cutiecub
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Post by cutiecub »

Does the mantis add Dmg to proj and energy and then truned to fire? Or does it become first fire dmg and then all is added.
Because in the first scenaria it adds dmg to both the weap then turned to fire dmg which will eat cocoon like pie.
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