Level 15 Cold Morning Icebreaker twink: a Walkthrough

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Level 15 Cold Morning Icebreaker twink: a Walkthrough

Post by hahnsoo » Tue Jun 05, 2007 6:32 am

Recently, I had a Cold Morning Icebreaker drop from a Leet Dyna in Newland Desert. I figured that I should make a twink based around this weapon. After doing some calculations, I found out that I can keep it out of OE at level 15. For some odd reason, I decided to document my path in creating this twink so that other folks at AOFroobs can look at my work and see how it was done. I consider this one of the most elementary of twinks out there (lord knows, I've seen enough of them in low level tower battles...), but much of what I do here will apply to ANY level 15 twink.

In this walkthrough, I will be twinking a Cold Morning Icebreaker on a level 15 Froob Atrox Enforcer. I will also show the steps in twinking on QL 70-75 implants (for the most part), and slapping on some CAS Symbiotic armor. I will also show how to twink on a Guardian Tank Armor, although I will note that I did NOT do this on my twink (not really fond of sitting around camping for a GTA all day).

Some terms:
* 2HB - 2 Handed Blunt weapons
* Behe - Essence of Behemoth
* BM - Biological Metamorphoses
* CMI - Cold Morning Icebreaker
* IC - Iron Circle
* OE - Over-equipped. Definition
* PS - Prodigious Strength
* Rollable - Able to receive this item as a mission reward

The Weapon
The Cold Morning Icebreaker is an excellent 2HB weapon that drops from low level Dynas at around QL 50. Its younger cousin, the Icebreaker, comes in QLs 40-49, from similar Dyna bosses. As of this time, the Icebreaker and the CMI retails on the shopping channel for 2-8m on Atlantean.

The requirements for a Cold Morning Icebreaker are as follows:
2h Blunt >= 248 (198 needed to keep out of OE)
Fast attack >= 125 (100 needed to keep out of OE)
Brawl >= 149 (119 needed to keep out of OE)
Dimach >= 50 (40 needed to keep out of OE)

Note that while in this twinking process, I used a Cold Morning Icebreaker. You can use a lower QL Icebreaker to make the twinking a bit easier. The Cold Morning Icebreaker is top of its line, so the requirements will not get any higher than what is shown above.

The Character
The character is a level 15 Atrox Enforcer. If you cannot raise an Atrox Enforcer to level 15, there is no hope for you. *grin* If you really need a hint, after Newbie Island (which should get you to level 9-11), hit the subway Filth Fleas until you ding 15.

I have raised him to the following abilities (only relevant ones shown):
Base Abilities:
Strength 60 (Maxed)
Agility 51 (Maxed)
Stamina 55 (Maxed)
Intelligence 48 (Maxed)
Sense 37
Psychic 16

Body:
Brawl 79
Dimach 40

Ranged:
Pistol 16 (no IP invested)
Rifle 16 (no IP invested)
Aimed Shot 14 (no IP invested)

Melee:
1HB 19 (no IP invested)
2HB 79 (Maxed)
Fast Attack 70 (Maxed)

Nano and Aiding:
BioMet 63 (Maxed)
Treatment 70 (Maxed)

Trade and Repair:
Comp Lit 70 (Maxed)

The Buffs
You will need folks who can cast the following buffs:

Agent
* Feline Grace, 17 NCU, +25 Agility

Doctor
* Iron Circle, 26 NCU, +20 Strength/Stamina
* Superior First Aid, 37 NCU, +80 Treatment
* Specialist Treatment, 11 NCU, +35 Treatment

Enforcer
* Essence of Behemoth, 47 NCU, +27 Strength/Stamina
* Prodigious Strength, 42 NCU, +40 Strength
* You will also self-cast Threat of the Bully and Thug's Delight (both of which can be obtained at Newbie Island)

Fixer
* Blood Makes Noise, 36 NCU, +107 Perception
* Karma Harvest, 47 NCU, +130 Perception

Trader
* Various Skill Wranglers

You will also NEED an experienced tradeskiller with a lot of Nano Programming (I suggest at least 600). This is because of the complicated custom implants that you will need to have for this twink.

The Equipment
In this process, I use the following equipment:
* 16-31 NCU Memory, QL 67. I used QL 67, but you can also use QL 66 or higher.
* 8-15 NCU Memory, QL 33. You can go higher, but I would go no lower than this.
* Belt Component Platform 300X, QL 30. QL 30 is the lowest QL, but you can go higher.
* Belt Component Platform 4IX, QL 60 is the lowest, and is required.
* Carbonum Armor, QL 16. This is the lowest QL for the 2 NCU breakpoint. I actually used a QL 21 for my process.
* Collar Casero de la Cripta, possibly the 2nd most misspelled item in the game (after the Shades of Lucubration), a UNIQUE item from Crypt of Home, common drop.
* Concrete Cushion, +8 to Stamina/Strength each. You will need a pair.
* Modified Omni-Armed Forces Training Helmet, a great low level helmet that buffs Intelligence and Stamina by 3.
* Omni Med Suit, absolutely essential for any twinking
* Omni Special Executive Suit, Quest from OT Tailor, for bits of Rollerrat Flesh. Nanomage only quest, but anyone can wear it. Adds +6 to Nano Skills for a full suit.
* Omni Special Grey Suit, Quest from OT Tailor, for bits of Rollerrat Flesh. Solitus only quest, but anyone can wear it. Adds +6 to Computer Literacy for a full suit.
* Targeting Scope - Vision Enhancer, used at QL 120 for an Aimed Shot buff. Shop buyable, Rollable.
* Tsakachumi PTO-HV.2 Counter-Sniper Rifle, QL 40. Rollable, Shop-buyable, provides +20 Agility
* Ring of the Nucleus Basalis, drops from the bosses in the Subway, provides extra NCU, Right Finger only.
* Second-Hand Old English Trading Co., QL 1. Rollable, Shop-buyable, provides +5 each, +10 for a pair.
* White Sack, drops from J00 the leet in Omni Forest. Adds +5 BioMet
* Worn Soft Pepper Pistol, QL 51, Tradeskilled from a Sealed Weapon Receptacle, which drops inside missions (but is not rollable), provides a +14 to BM.
Last edited by hahnsoo on Sat Aug 11, 2007 1:56 pm, edited 17 times in total.
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Step One: Equipping a 4-slot belt

Post by hahnsoo » Tue Jun 05, 2007 6:33 am

Step One: Equipping a 4-slot belt
To do ANY twinking, you will need more NCU, because there are many essential buffs that you will need to receive. I first started out with a QL 30 3-slot Belt with 3 chips (NCU 7 each), for a total NCU of 29. Not much at all, but enough for what we are going to do.

The first thing I do is create custom Computer Literacy implants (from readily available shop-buyable parts):
* QL 51 Head, Shiny Comp Lit
* QL 51 Eye, Bright Comp Lit
* QL 52 Right Hand, Bright Assault Rifle, Faded Comp Lit
All of these implants require Agility of 106-108 and Treatment of 247-252.

I also put in some QL 30 "temp" implants in Waist, Leg, and Feet. They provided a total of +24 Agility, and were trivial to equip with just an Omni Med Suit and Surgery Clinic.

In order to get these implants on, I will need the following buffs:
* Feline Grace, +25 Agility
* Agility Boost, +12 Agility

This gives me an Agility of:
51 (Base) + 25 (FG) + 12 (boost) + 24 (implants) = 112.
More than enough to equip the Comp Lit implants.

In case you were wondering about the treatment requirements:
70 (Base) + 20 (Expertise) + 78 (Omni Med Suit) + 100 (Surgery Clinic) = 268.
More than enough for QL 50-52 implants.

After this, I canceled the buffs and put on these:
* QL 1 Second-Hand Old English Trading Company Pistols x2, for +10 Intelligence
* Intelligence Boost
* Computer Literacy Expertise
* Omni Special Grey outfit (+6 Computer Literacy)

With those Comp Lit implants in, we have:
70 (Base) + 20 (Expertise) + 61 (Implants) + 3 (Intelligence Boost) + 2 (OET Pistols) + 6 (Omni Special Grey) = 162
Barely more than enough needed for a QL 60 4-slot belt (161 Comp Lit) and some QL 67 Chips (160 Comp Lit). Note that you can put in an Intelligence implant in the Ear for more Trickledown (about 2 points) and possibly use a pair of low QL Rings of Presence to add a few more points (kill a lot of team mission bosses), so this process does not necessarily need the Omni Special Grey outfit (but it helps). If you are STILL having trouble getting the requisite Computer Literacy, you can add a Faded Tutoring cluster to the Head implant and use Tutoring Expertise to get about 40 Tutoring, which is enough to use a QL 8 Computer Literacy Tutoring Device, for another +2 Comp Lit. Finally, if you bump the Head Implant once with a Faded Cluster (then cleaning it) before putting in the Comp Lit Shiny and the Tutoring Faded cluster, you will end up with a QL 53 implant, which is still easily implantable, but comes with an extra point of Computer Literacy.

This gives me a total of 88 NCU to play with. Not bad for a level 15 character.
Last edited by hahnsoo on Wed Jun 06, 2007 1:41 am, edited 8 times in total.
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Step Two: Equipping an Agility Rifle

Post by hahnsoo » Tue Jun 05, 2007 6:33 am

Step Two: Equipping an Agility Rifle
Believe it or not, we will need even MORE Agility to get where we want to be. To do this, we will need to equip a QL 40 Tsakachumi rifle. It requires a Rifle skill of 193 and an Aimed Shot skill of 97. We only have 14 Rifle and 16 Aimed Shot on our poor little Trox. Impossible? Not really.

Most folks use the buffs Unexpected Attack and Take the Shot to equip Rifles on non-Agent characters. However, I anticipated that I might need the NCU (not to mention the buffs combined total 89 NCU... yeah, I can easily get more, but saving NCU is always good, yes?), so I decided to go with an alternative route.

The first thing we need to do is take care of the Aimed Shot requirement. To do this easily, you can implant, or you can simply slap on a Targeting Scope - Vision Enhancer. I used a QL 120 in this case, which requires 222 Perception.

We start with a Base Perception of 15 (ouch). However, Fixers have two buffs that add to Perception, and neatly fit in our 88 NCU:
* Blood Makes Noise, 36 NCU, +107 Perception
* Karma Harvest, 47 NCU, +130 Perception
This makes our Perception:
15 (Base) + 107 (Blood Makes Noise) + 130 (Karma Harvest)=245
Which is way over what we need for that scope. The good thing is that once the scope is equipped, we never have to disequip it until we are done twinking.

This raises our Aimed Shot to:
16 (Base) + 64 (Scope) + 20 (Aimed Shot Expertise) = 100
Just over what we need, with Aimed Shot Expertise.

Alternatively, you can temporarily triple implant Aimed Shot with three QL 51 implants in Eye, Right Wrist, and Right Hand (giving a bonus of 61). There are some cluster conflicts so you won't be able to just keep these implant in, but if you can't find a handy scope, this may be your only option.

As for the Rifle Requirement, we will need:
* Unexpected Attack
* Rifle Expertise
* Skill Wrangler (Inferior), +46
This raises our Rifle to:
14 (Base) + 120 (Unexpected Attack) + 20 (Expertise) + 46 (Skill Wrangler (Inferior)) = 200
200 Rifle is more than enough to equip this rifle.

Whew! Now that we have equipped the Rifle, we have +20 Agility. The good thing is that even if it is horribly-OE (ever see a 0% Effective weapon?), you'll still get the Agility bonus.
Last edited by hahnsoo on Wed Jun 06, 2007 1:46 am, edited 3 times in total.
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Step Three: Agility-based Implanting

Post by hahnsoo » Tue Jun 05, 2007 7:13 am

Step Three: Agility-based Implanting
Now let's see where we stand, as far as Agility. With a base Agility of 51, and the +20 bonus from the Tsakachumi Rifle, we have the following:
51 (Base) + 20 (Agility Rifle) + 12 (Boost) + 25 (Feline Grace) = 108
If you had been paying attention to Step One, that's enough Agility for QL 50-52 implants. However, we will want at least 150 Agility for QL 73 Implants, and ideally, we will want 154 to take advantage of the shop-buyable pre-mades (QL 75).

If we JUST use QL 50 shop-buyable basic implants and implant them with clusters, we will get:
* Leg - QL 52, Shiny Agility (+18 ), Bright Evade Close Combat
* Waist - QL 52, Bright Duck Exp, Faded Agility (+7)
* Feet - QL 51, Bright Agility (+11)

This adds a total of 36 Agility. 108+36 = 144, which is shy by about 10 points of Agility. This means we will have to do some Implant Laddering. It also means we need a tradeskiller who is an expert at getting Exact QLs of implants.

Just FYI: To find out the target QL of the base implant that I need, I simply subtract the number of clusters in the implant from the QL that I need of the final implant. For example, I need a QL 64 implant with 3 clusters, which means I will need a QL 61 (64-3) base implant. This rule applies to implants between QL 50-100. This is because each cluster will bump the QL of the implant by 1 in that QL range.

BEFORE we do all this, however, we need to implant some temp treatment implants and get an SFA or Specialist Treatment from a Doctor. I used:
* Head - QL 51, Shiny Treatment
* Eye - QL 51, Bright Treatment
* Right Hand - QL 52, Bright Pistol, Faded Treatment
For a total treatment bonus of 61.

Thus, we have the following Treatment:
70 (Base) + 20 (Expertise) + 61 (Implants) + 78 (Med Suit) + 100 (Surgery Clinic) + 35 (Specialist Treatment) = 363
Treatment needed for QL 75 implants is 361, so this is barely above what we need to implant all the things we want. Note, your treatment actually will be a bit higher from the Agility boosts (due to trickledown). Also, you can probably substitute a SFA for greater leeway (we will need this in a bit).

I happen to know that QL 51 is one of the breakpoints for Bright Agility clusters (after fiddling around with Nano Nanny for a while), so I decide to start my laddering with the Feet implant.
* The +11 bonus from the Feet gives us a total Agility of 108+11 = 119.
* Next, we put in a QL 57 Waist (again, breakpoint there at QL 57 for Faded Agility). This gives a +8 bonus for a total Agility of 119+8 = 127.
* Then we put in a QL 61 Leg implant for +20. This gives us 147. We have a net gain of 3 Agility points from this first cycle of laddering.
* Now we remove the Feet implant to bring us back down to 136 Agility, which is enough for a QL 66 Feet implant. This gives us +13, for a total of 149 Agility... almost there!
* Remove the Waist and replace it with a QL 68 Waist. This gives us a +9, which brings us up to 150 Agility. This is (barely) enough for QL 73 implants.
* You can replace the Leg implant with a QL 63 Leg for a net gain of 1 point, 151 Agility.
* Our laddering stops here, though, because the next Feet implant that you can put in does not increase your Agility any more. In other words, we are stuck.

Now, we have a dilemma... do we use QL 73 Implants (which is fine)? Or go all the way up to QL 75 by squeezing out just 3 more points of Agility? I went the latter route, by using a Filigree Ring with a Perfectly Cut Almandine. You can also use Nova Dillon armor at low QLs and make up the loss in treatment by raising your treatment implants or using SFA. Folks who are Clan have an advantage in this particular quest from Commander Brock.
EDIT: I lied. There is an easier way of implanting some of the Agility, involving some buff juggling. You will have to do Step 2 all over again, though, to slap on the rifle. All you have to do is equip two Concrete Cushions, get a Behe + IC + Stamina Boost, and implant some QL 50 Stamina implants in Chest and Waist (gives +24). You should have BARELY enough NCU to have the Treatment and Stamina buffs needed. If you need more NCU, use a Ring of Nucleus Basalis or Carbonum Armor during the buffing stage.

Then you implant a QL 75 Stamina-based Leg Implant with a Shiny Agility and Bright Stamina cluster (find this in the Soldier premades). Finally, Implant a QL 71 Stamina-based implant in the Waist with a Faded Agility Cluster. Makes it a LOT easier to get the Agility you need, as well as pre-implant a Bright Stamina Cluster in the legs for a later step. However, you will need to retwink the Agility Rifle on, as well as redo your Agility buffs. Suck.
In the end, I used the following implants:
* Head: QL 75 Shiny BioMet, Faded Sense (Enforcer booth pre-made)
* Ear: QL 75 Bright Concealment, Faded Intelligence (note: If you want to use Mongo, you'll probably need to swap this to a PM cluster)
* Eye: QL 75 Shiny Rifle, Bright Treatment, Faded Pistol (Pistol? Wha? Just wait and see...)
* Left Hand: QL 75 Shiny Fast Attack, Bright Trap Disarm, Faded First Aid (pre-made Adventurer/Keeper).
* Left Wrist: QL 75 Bright Run Speed, Faded Nano Resist (pre-made MA, NT, Fixer, Doc, Sol)
* Right Wrist: QL 75 Shiny Pistol, Bright Multi Ranged, Faded Fling Shot (Adventurer booth pre-made)
* Right Hand: QL 75 Shiny Trap Disarmament, Bright Pistol, Faded Treatment

EDIT: Before you do this, however, you might want to implant some Map Nav. I forgot to do this, and so I'm probably going to have to retwink some Map Nav. You can get enough points for the "People" upgrade, as well as get some low level maps.

Note that the Chest and Arms are still vacant. Also note that I have a LOT of Pistol Clusters in there. This is preparation for the next step.

Finally, again to prepare for the next step, I swap out the QL 68 Waist for a QL 71 Waist with Faded BioMet (+16) and Bright Duck Expl.
Last edited by hahnsoo on Sat Jun 09, 2007 10:16 pm, edited 13 times in total.
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Step Four: Equipping a Collar Casero de la Cripta

Post by hahnsoo » Tue Jun 05, 2007 7:14 am

Step Four: Equipping a Collar Casero de la Cripta
This step is the biggest pain in the butt, in my opinion. You will see why in a moment. The Collar Casero de la Cripta is one of the best neck slot items for a low level twink. Even if it is severely OE (will be 25% in this case), you get most of the benefits of the collar. The problem is that it will take 470 BioMet to equip the darn thing. This will take pretty much every buff in the game for BioMet, plus a lot of specialized equipment. The biggest advantage, though, is a whopping +30 NCU!

However, let's take a look at the buffs needed, shall we?
* BioMet Expertise: 4 NCU, +20 BM
* Mocham's Gift: BioMet: 51 NCU, +140 BM
* Team Skill Wrangler (Premium): 58 NCU, +132 BM
* Intelligence Boost: 3 NCU, +2-3 BM
This is 116 NCU! We only have 88 NCU. We can raise this a bit by attempting to ladder in higher Comp Lit implants and putting in slightly higher NCU chips. Another option is to put a Rebuilt NCU implant of low QL in the Left Wrist. I did not do this, however...

What I ended up doing is using a full suit of QL 21 Carbonum (you can use up to a suit of QL 16, and it is suggested that you get this as low as possible). I needed Stamina Boost to wear it, which further crunches my NCU. A full suit of Carbonum armor at that QL gives 2 NCU per piece, or 14 NCU total. This brings us to 102 NCU, which is still not enough. We need some extra help from a Ring of Nucleus Basalis. We can level this ring up with our treatment buffs to give us more than the NCU that we need (I leveled it to give the exact amount, +14).

Now, in the previous step, we implanted some BM in the head (+43) and waist (+16). We also will need a Chest BM implant. If you just have a BM cluster in the Chest, it will be based on Strength. Since the left and right arm slots are open, we can buff Strength by quite a bit, on top of Nano Program buffs.

Our base Strength is 60, which can be boosted by Prodigious Strength, Concrete Cushions (which you need to briefly cast Thug's Delight to equip), Essence of Behemoth, and Strength Boost. With the aforementioned NCU buffs, you should be able to hold it all. This gives us:
60 (Base) + 27 (Behe) + 40 (PS) + 12 (Boost) + 16 (CC) = 155
There is a wrinkle, though, of implanting that high. You won't be able to get enough treatment, because you don't have enough NCU for a treatment buff. (rawr!)
70 (Base) + 42 (Implants) + 78 (Med Suit) + 100 (Surgery Clinic) = 290
This IS high enough Treatment to put in QL 60 implants:
* Left Arm: QL 60 Shiny Strength, Bright Brawling, MatMet Faded
* Right Arm: QL 60 Shiny Brawling, Bright Strength

This gives a total bonus of 32 Strength. This is more than enough to implant a QL 75 Chest. I killed Behe and used SFA instead:
* Chest: QL 75, Bright BioMet (+25)

Still, even with all of those buffs, we will come up short:
63 (Base) + 84 (Implants) + 140 (Mocham's) + 20 (Expertise) + 132 (Wrangle) + 3(Int Trickledown) = 442
Now here's where the Pistol implanting comes into play. There is a gun called the Soft Pepper Pistol which adds 14 to BioMet at QL 51. This pistol requires 251 Pistol to equip. Our pitiful Pistol skill is 16. However, with our implants, we raised it another 85 points, to 101. This means with Pistol Expertise and a Wrangle, we can equip this pistol. This is what I used:
16 (Base) + 20 (Pistol Expertise) + 85 (Implants) + 131 (Wrangle) = 252
Great! That's 14 more points. We also can get another point of trickledown from equipping a QL 1 Second-Hand Old English Trading Co. pistol in the Right Hand.

That still brings us to 442+15=458 points. We need 12 more points from somewhere. Let's look at armor, shall we? (ignoring the fact that we have Carbonum armor on that we need for NCU buffs). I used a White Sack, which drops from J00 the Leet in Omni Forest, and gives +5 BioMet (you need 16 Psychic to equip this... interesting that I raised my Psychic to 16, eh?). I also used the Omni Special Executive Suit, which is obtained by a Nanomage-only quest from the OT Tailor, and gives us +6 more BioMet. This leaves us with 458+11=469, one stinkin' point off from 470. You can use a pair of low QL Ring of Presence for those remaining points, OR you can turn to the BioMet buffing rings from SL (which are usable by froobs), an Emerald or a Sapphire embedded in a Filigree ring. If you are clan, you NEED these items because you won't have access to the Omni Special Executive.

However, we ARE using our Carbonum Armor for buffing NCU. The trick is, of course, that you still keep your buffs even if you lose the NCU from the Carbonum Armor from disequipping it. So in order to make this work, we have to:
* Receive our buffs, Mocham's Gift: BioMet, BioMet Expertise, Intelligence Boost, 132 Wrangle
* Equip the White Sack
* Equip the Rings
* Equip the full Omni Special Executive
* Finally, equip the Collar Casero de la Cripta, before the Wrangle runs out.

It's a LOT of hot swapping. But after you succeed, you'll have 30 more NCU to play with, along with a ton of nice buffs for PvP.
Last edited by hahnsoo on Fri Jun 29, 2007 12:20 pm, edited 9 times in total.
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Step Five: Equipping a Guardian Tank Armor

Post by hahnsoo » Tue Jun 05, 2007 7:15 am

Step Five: Equipping a Guardian Tank Armor
I did NOT do this step, as I don't have the time to sit and camp GoT for hours on end. However, the Guardian Tank Armor is probably one of the better backslot items for a level 15 Twink (there are other contenders, but you'll be doing a similar twink for those as well). It's certainly one of those "bragging rights" things, and I've seen more than my fair share of GTA-wearing level 15 tower/PvP twinks.

We start out with a base Strength 60 and Stamina of 55. Guardian Tank Armor requires 191 of each.

Strength is fairly trivial to get, since you have 5 more points of Base ability than Stamina and Prodigious Strength (which overwrites IC) gives far more Strength. Because we have a LOT more NCU now to play with from the Collar twinking, we can hold all of those buffs.
60 (Base Strength) + 16 (Concrete Cushions) + 12 (Boost) + 27 (Behe) + 40 (PS) = 155
This should get you 155 Strength, which allows you to get to QL 75 implants for the Right/Left arm (+38 Strength), more than enough to equip the GTA. However, you will replace PS with IC again for the Stamina twinking, so you should probably ladder into QL 80s via Chest implant.

With the following bonuses:
55 (Base Stamina) + 16 (Concrete Cushions) + 12 (Boost) + 27 (Behe) + 20 (IC) = 130
We get 130 points of Stamina. You will need to ladder into QL 80s, using a similar process as the Agility laddering shown above. Since I have not done this, I don't have the math work done yet. I may lay it out at a later date.

You will need 6 pieces of Nova Dillon Armor (all but the helmet) at low QL (because of your pitiful Sense ability), which will give +1 to both Abilities for each piece. You will also need a Modified Omni-Armed Forces Training Helm (if you are Omni), which will give +3 Stamina. If you are Clan, you get a tremendous advantage with the Nodda Gregg Bronto Burger quest, with gloves and pants that give +4 Strength and +5 Stamina respectively. Also, the ring from Commander Brock once again proves to be useful.

Finally, you will need at least one Red Beryl ring (again, the Filigree Rings that are tradeskilled from SL gems), which adds to Stamina. This also helps with the laddering process above. An Almandine ring also helps with Strength, to shore up a few more points.

Note that you can also use this step to twink on a Barrow Strength or Withered Flesh from ToTW as well.
Last edited by hahnsoo on Thu Jun 07, 2007 4:53 am, edited 3 times in total.
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Step Six: Finishing Touches

Post by hahnsoo » Tue Jun 05, 2007 7:29 am

Step Six: Finishing Touches
So let's equip the darn Icebreaker already! But first, we need some Left/Right Arm implants.

From the previous step, you should know that you can easily achieve 155 implants in the Left and Right Arm for Strength. In case you forgot:
60 (Base Strength) + 16 (Concrete Cushions) + 12 (Boost) + 27 (Behe) + 40 (PS)
This means QL 75s for:
* Left Arm, QL 75 Shiny Brawling, Bright 2HB, Faded Mat Met (Enforcer booth, pre-made)
* Right Arm, QL 75 Shiny 2HB, Bright Brawling, Faded Fast Attack (Enforcer booth, pre-made)

Slap those suckers in. We also need a Chest implant. I went with a QL 75 Stamina based Chest as follows:
* Chest, QL 75, Shiny Max Health, Bright BioMet, Faded 2HB
You will probably need to continue with the Stamina Temp implants in the Legs and Waist to get this one on.

Now we need to get back into our Agility-based setup (back to Step Two and Three all over again!). After doing all that over again (ugh), we have the following implants:
* Head: QL 75 Shiny BioMet, Faded Vehicle Air (you can substitute Sense, and the enforcer Pre-made Head)
* Ear: QL 75 Bright Concealment, Faded Intelligence (note: If you want to use Mongo, you'll probably need to swap this to a PM cluster. The PM implant is also the Enforcer pre-made Ear)
* Eye: QL 75 Shiny Vehicle Air, Faded MC (You can substitute an Agent eye, if you'd like)
* Left Hand: QL 75 Shiny Fast Attack, Bright Trap Disarm, Faded First Aid (pre-made Adventurer/Keeper).
* Left Wrist: QL 75 Bright Run Speed, Faded Nano Resist (pre-made MA, NT, Fixer, Doc, Sol)
* Right Wrist: QL 75 Shiny Runspeed, Bright Nano Resist, Faded Multi Melee (Enforcer booth pre-made)
* Right Hand: QL 75 Shiny Trap Disarmament, Bright Fast Attack, Faded Treatment

Why the Vehicle Air? I actually intend on using a Yalm with this character, and the QL 75 implants get you pretty close to using a QL 30 without having to invest IP. However, this comes at a pretty hefty cost... I won't be able to Mongo without outside buffing because of the lack of PM buffs. You'll have to decide for yourself if it is worth it. I personally think I'll need to do a lot of flying with this character.

You can also substitute a Comp Lit cluster in the Right Hand to better facilitate using the Grid.

Because I'm close to being "finished", I slapped in some basic combat buffing implants for Melee Init and Max Health in the the Waist, Legs, and Feet:
* Waist, QL 53, Shiny Cold AC, Bright Max Health, Faded Melee Init
* Legs, QL 53, Shiny Agility, Bright Melee Init, Faded Max Health
* Feet, QL 53, Shiny Melee Init, Bright Agility, Faded Duck Explosions
Not the greatest, but Melee Init is now triple implanted and thus increases your attack speed with the rather slow Icebreaker.

Alright! Now we get into some nice armor by using the "Standard" Stamina/Strength buffs. For those of you who forgot:
60/55 (Base Strength/Stamina) + 16 (Concrete Cushions) + 12 (Boost) + 20 (IC) + 27 (Behe) = 135/130
This is sufficient for QL 45 CAS Symbiotic armor. Note that even the lowest CAS at QL 35 will be OE 75% with my basic configuration, so you might as well go as high as you can.

And finally, the moment of truth

2HB:
79 (Base) + 85 (Implants) + 14 (Threat of the Bully) + 20 (2HB Expertise) = 198
The exact amount needed to keep out of OE! All you need is a small wrangle of 50 points to equip it.

Fast Attack
70 (Base) + 85 (Implants) = 155
Way more than enough.

Brawl
79 (Base) + 68 (Implants) + 20 (Expertise) = 167
Enough.

Dimach
40 (Base) + 20 (Expertise) = 60
Enough.

Remember to disequip your Targeting Scope - Vision Enhancer!

Damage simulator link for Cold Morning Icebreaker
EDIT: I've made a couple of changes since I last updated this guide. I'm now using a QL 73 Chest with Stamina, BM, and 2HB instead of what I was using before. With the resulting Stamina upgrade, I'm able to implant a QL 73 Leg and QL 73 Feet. Also, I swapped the Ear implant for a QL 72 Ear with Concealment and PsyMod. I am now able to self-cast Mongo for a self-heal, and my QL 35 CAS Symbiotic is out of OE. Better protection all around, at the cost of about 100 Health, as well as being able to self-cast Mongo.
Variants

2-Handed Edged
If you substitute 2HE implants instead of 2HB:
* Left Arm (req. Agility) - QL 75, Bright 2HE, Faded MatMet
* Right Arm (req. Agility) - QL 75, Shiny 2HE, Bright Brawling, Faded Fast Attack
* Waist (req. Stamina) - QL 75, Shiny Cold AC, Bright Max Health, Faded 2HE

You can get the following numbers:
2HE
79 (Base) + 85 (Implants) + 14 (Skill of the Butcher) + 20 (2HE Expertise) = 198
Fast Attack
70 (Base) + 85 (Implants) + 20 (Expertise) = 175
This allows you to equip an Energy Scythe with the addition of a 112+ Wrangle. You will need 244 2HE skill, however, to keep this weapon out of OE, which probably isn't possible. The damage range of a 75% OE Energy Scythe is 69-168 (25ish?). You will also lose Dimach and Brawl for specials. Still, Energy Scythes are MUCH easier to come by than Cold Morning Icebreakers, being a relatively "free" drop in ToTW.

Damage Simulator link for Energy Scythe

A far more appealing option would be to use a Frost Scythe of the Legionnaire. This, again, would still probably be OE, but the damage is excellent due to the extremely high minimum damage. With a 132 Wrangle, you would need 27 more points of 2HE and 16 more point of Fast attack. I'm not quite sure where you would get these points, other than possibly laddering Agility even higher (using a pair of +4-+5 Almandine Rings) to squeeze into QL 85-90 implants, and making judicious use of buffing items like the Omni-Armed Forces Assault Pack and perhaps the upcoming Rhino Armors in patch 17.4. This is left as an exercise for the reader.

Assuming that you COULD achieve this monumental feat of twinking, you would only be OE by 75% if you can achieve at least 215 skill:
Damage Simulator link for Frost Scythe of the Legionnaire

1-Handed Blunt
If you substituted 1HB implants for 2HB:
* Right Arm (req. Strength) - QL 75, Shiny 1HB, Bright Brawling, Faded Fast Attack
* Right Wrist (req. Agility) - QL 75, Shiny Runspeed, Bright 1HB, Faded Multi-Melee
* Left Wrist (req. Agility) - QL 75, Shiny Multi-Melee, Bright Runspeed, Faded Nano Resist
* Right Hand (req. Agility) - QL 75, Bright Fast Attack, Faded 1HB

One of the advantages in the 1HB configuration is that you open up the Left Arm clusters, so that you can implant Strength. This allows you to squeeze in a slightly higher Right Arm implant, so you may be able to get more attack rating out of it. For this example, we are using QL 75, though.

You can get the following numbers:
1HB
79 (Base) + 85 (Implants) + 14 (Thug's Delight) + 20 (Expertise) = 198
Fast Attack
70 (Base) + 85 (Implants) + 20 (Expertise) = 175
You can equip a pair of Howling Skulls, again with a 112+ Wrangle. These weapons would be 75% OE, again, with a damage range of 21-79. They would attack a LOT faster, though, than the 2-Handed weapons, with lots of little hits. It's interesting, but probably not as much of a contender as either the Energy Scythe or the CMI due to the much lower minimum damage. It's cheap and different, however, and if you can get an outside buff of "Brutal Thug", you'd be able to swing these at full effectiveness.

Another interesting note is that supposedly Brutal Thug STACKS with Thug's Delight, further increasing your attack rating. I have not confirmed this, but it would be an interesting wrinkle.

Without Brutal Thug
Damage Simulator link for Howling Skulls (Note: Time is increased to 40s to simulate dual-wield damage)

With Brutal Thug
Damage Simulator link for Howling Skulls (with Brutal Thug) (Note: Time is increased to 40s to simulate dual-wield damage)

Another option would be a pair of QL 49 Schiacciamento Vento clubs from the Tsunayoshi Smith in Central Artery Valley. These are SLOW with an attack time of 2.5/1.7, but they deal 12-115 (57) and can be kept out of OE.

Damage simulator link for Schiacciamento Vento (Note: Time is increased to 40s to simulate dual-wield damage)

Finally, in theory, if you get both Brutal Thug AND a 132 wrangle (assuming Brutal Thug stacks with Thug's Delight), you would have 417 skill, which is just barely enough to wield a Skull of Lamentation and a Skull of Woe. However, the Fast Attack requirement is 201, which means you need to make up 26 points there. You MIGHT be able to squeeze a few more out of implants, but there are no practical items (at least, for a level 15 froob) that you can use to buff Fast Attack (other than the Omni-Armed Forces Assault Pack) and there are no outside buffs. Even with the upcoming 17.4 Rhinoman armors, you will still come up short. I'm going to shelve this idea as "impossible" for now for froobs, but folks with expansions certainly have a LOT more options.

Assuming that you could eventually do this, the Skulls would be at least 75% OE even WITH Brutal Thug, which places it at 39-105 (8 ) damage.

Damage Simulator link for Skulls of Lamentation - Woe (with Brutal Thug) (Note: Time is increased to 40s to simulate dual-wield damage)

1-Handed Edged
If you substituted 1HE implants for 2HB:
* Right Arm (req. Agility) - QL 75, Shiny 1HE, Bright Chemical AC, Faded Fast Attack
* Right Wrist (req. Agility) - QL 75, Shiny Runspeed, Bright 1HE, Faded Multi-Melee
* Left Wrist (req. Agility) - QL 75, Shiny Multi-Melee, Bright Runspeed, Faded Nano Resist
* Right Hand (req. Agility) - QL 75, Bright Fast Attack, Faded 1HE

Again, with 1HE, you open up the Left Arm clusters for implanting Strength. Unlike in 1HB, though, this does NOT help you with a higher implant, because the Right Arm is Agility based.

You can get the following numbers:
1HE
79 (Base) + 85 (Implants) + 14 (Edge of Steel) + 20 (Expertise) = 198
Fast Attack
70 (Base) + 85 (Implants) + 20 (Expertise) = 175
You can equip a pair of Phase Blades, again with a 112+ Wrangle. These weapons would be 75% OE, again (deja vu?), with a damage range of 27-80. It doesn't do much more damage than the Howling Skulls, and even worse, the speed is 2.0/2.0, giving this option the WORST of both worlds of slow speed and low damage.

Piercing
A personal favorite of mine, and we're going to explore how to get a high level Improved Tango Dirk/Newland Fish Knife combination.

If you substitute Piercing implants instead of 2HB:
* Left Arm (req. Strength) - QL 75, Shiny Brawling Bright Piercing, Faded MatMet
* Right Arm (req. Strength) - QL 75, Shiny Piercing, Bright Brawling, Faded Fast Attack
* Waist (req. Stamina) - QL 75, Shiny Cold AC, Bright Max Health, Faded Piercing
* Right Wrist (req. Agility) - QL 75, Shiny Runspeed, Bright Nano Resist, Faded Multi-Melee
* Left Wrist (req. Agility) - QL 75, Shiny Multi-Melee, Bright Runspeed, Faded Nano Resist

You can get the following numbers:
Piercing
79 (Base) + 85 (Implants) + 17 (Talon of the Hawk) + 20 (Expertise) = 201
Fast Attack
70 (Base) + 85 (Implants) + 20 (Expertise) = 175
Brawl
79 (Base) + 68 (Implants) + 20 (Expertise) = 167
Because we have the "luxury" of putting on any QL we'd like, I'd like to keep this weapon out of OE. Piercing requirement for the weapons can be up to 251 without going OE. This means a QL 42 Newland Fish Knife - One Star, which will do 21-92 (65) damage, slightly better than the ToTW weapons (which are 75% OE, of course), but most importantly they can easily be wielded at 1/1 at full aggressive. The multi-melee requirement is a pitiful 42, which can be reached by implants alone (read: No need to invest in Multi-Melee). However, it may take a LOT of dyna hunting before you find a suitable QL for this weapon. Personally, I have a load of them just sitting around, because of my many excursions looking for a Pump Trainee or an Icebreaker. Erm.

Damage Simulator link for Newland Fish Knives (Note: Time is increased to 40s to simulate dual-wield damage)

The other option is the QL 48 Improved Tango Dirk. It is a bit slow, at 1.75/2.00 speed, but deals a whopping 1-153 (71) damage. The multi-melee requirement will be a problem, at 198, so probably you will have dual this with a Newland Fish Knife. A good alternative if you can't get two Newland Fish Knives, although the rock-bottom minimum damage makes this weapon more viable in PvM than PvP (still, you see a lot of folks running around with Pumps and other min-damage 1 weapons).
Last edited by hahnsoo on Sat Jun 09, 2007 10:21 pm, edited 29 times in total.
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reids
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Post by reids » Tue Jun 05, 2007 7:34 am

nice guide :D
Reidstrader - 21 trader twink
Reidsadvy - 74 adv twink
Omglieklazer - 76 doc twink
Reidsmp - Retired 76 mp twink
Reidsagent - 91 Agent twink
Reidscrat - 114 crat twink
Reidsnt - 165 NT twink
Reidventurer - 192 adv (220 inc)
Ertist - 220 MA

All omni and on RK1, send me a tell ;D

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Post by itninja » Tue Jun 05, 2007 7:39 am

I don't recall seeing a low level step-by-step twinking guide like this. Lord knows there are several on "How I got in my end-game Symbs". Good stuff!

Have you had an opportunity to beat up on people hanging outside the subway yet? :-D
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Weeping Willow
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Post by Weeping Willow » Tue Jun 05, 2007 7:52 am

NCU ring is a nice addition on the early twinking stage ... medsuit + clinik + expertise => upgrade max then SFA + temp imps => re-upgrade ...

this can unlock the buff space for twink...
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Post by Antertus » Tue Jun 05, 2007 8:16 am

Very nice! I wish you had this made earlier when I made my lvl 16 cold morning twink :)
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Nukek(Nanomage nt)lvl 25 Sloob

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Post by jato » Tue Jun 05, 2007 9:28 am

yet another great guide from ferrell!, so many bookmarks of your guides now, i think i may just have to bookmark the thing where you click on your profile and its says "view all posts by" :P
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Post by Esdian » Tue Jun 05, 2007 11:17 am

Hmmm, this will be Very Very usefull. As I just picked up a QL 49 Icebreaker.
Thanks for the Great Guide!
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Post by hahnsoo » Tue Jun 05, 2007 11:54 pm

http://forums.anarchy-online.com/showth ... p?t=496283

Sounds like this guy needs to read this thread. Can someone with official forums access point the original poster here?
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." G.K.Chesterton
Years of experience means years of learning bad habits.
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Post by Kurse » Wed Jun 06, 2007 12:49 am

If you go on like this FC must hire you as game director or at least as dedicated froob game director. :lol:

Thanks to you F, to always share with every body your skill and knowledge of the game.
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