Assault Rifle Soldier Guide - Cookie-Cutter Version
Every profession has their strengths and reigns atop the feild in
their certain area of expertise. The soldier's specialty is his mastery of
assault rifles. This combined with the newer versions of the Hellspinner
and Hellfury have made assault rifle soldiers one of the more powerful types
of characters on Rubi-Ka and certainly one of the best types of soldiers
around.
This guide focuses on the well beaten path of a soldier wanting to end up
using a 100% assault rifle weapon, most probably the Hellspinner/Hellfury
weapons. This is mearly the authors opinion and quick guide. For a very in
depth look at soldiers in general it is recommended you also read
Poweredge's
Soldier Guide
Breed Choices
Even before you can pick a Soldier as a profession, you have to pick a breed
first. While all breeds can make potentially good soldiers in the end, it
is important to give a little thought before you choose. Atrox and Solitus
soldiers are by far the most popular breed choices. However just because
there are fewer Opifex/Nanomage soldiers (only one level 200 Nanomage soldier
exists, Letah's
Firerose)
does not mean they are necessarily bad choices.
-Atrox-
If maximum health is all that really matters to you, Atrox if the best choice
by far. You'll have about 1k more health then the next nearest breed. In
addition to the health you'll have a good deal more Str/Stamina more. The
extra Str/Stamina might not seem like much but some of the higher quality
armor such as Azure Reveries, Charred Abaddon Chassis, and Omni-AF/Superior
Sentinels requires a good deal of stamina to equip. By picking Atrox you'll
have a much easier time equipping these and won't have to implant stamina
to keep it non-OE.
Unfortunately most breeds have their downs, and the big burly atrox has a
little intelligence and nano problem. Atrox soldiers will lack about 80pts
in intelligence which will lower his final nano skills substantially. While
he'll still be able to eventually cast all his nanos, he'll need expertises
and he'll have to wait until Tl6 to get cast the top of the line buffs. Atrox
also lacks a large nanopool which can be annoying when trying to buff, or
if you choose to use OMHH that will put a good limit on how long you can
keep healing.
-Solitus-
Solitus is the game's all around breed and my personal choice. While a solitus
soldier won't really excel at anything, they have a good solid backing in
all areas. Their total health and nano pools will be second highest of all
the other breeds. Their final nanoskill values will mean they can cast almost
all the buffs pre-tl6 and by the time they are level 200 they will only need
Shining MC and Faded PM/SI implants for their nanos.
The only real disadvantage of a solitus soldier is that they have no outstanding
advantage.
-Opifex-
Opifex is kind of like a Solitus Jr. breed. His skills/stats will fall only
slightly behind that of the solitus and for the most part will play like
one. The only exception to this is the opifex's Agil/Sence and attack skills
are slightly higher. If you want to twink to the absolute highest attack
rating or just be a little different pick opifex.
-Nanomage-
High level nanomage soldiers are far and few between. To the date this guide
was written there is only one level 200 nanomage soldier and only two more
active level 140+. I would personally say that a Nanomage soldier is best
played by those who have the money and resources to get all the special equipment
and the experience to play a character who plays a bit harder in the early
levels. The main advantage to a nanomage soldier is that they can use special
equipment like Shades of Lucubration and Prof. Jones Vests to get their
nanoskills to sky rocket to the point where they are casting every nano way
before everyone else. Nanomage soldiers are also the only breed for a soldier
to self-cast Art of Peace without having to be in a huge high level guild
with high level towers. ( or those people without the Booster pack
upgrade).
The main thing about cute and cuddly nanomages is that they break easy ^_^
While their lower maximum health numbers can be made up with the bounds of
hp equipment out there, everyone else can wear that equipment as well so
in the end they still fall far behind in that area.
Skills
These are some of the main skills you'll want throughout your life as a soldier.
How you go around maxing them is up to you, obviously with the important
ones first, but in the end you should have all these skills maxed as much
as you can through most of your levels.
-Body Development-
The more health you have the longer you'll live.
-NanoPool-
While most soldier nanos are only used to buff, you'll want to keep this
reasonably high and eventually maxed. Soldiers have a lot to buff and when
it comes to handing out shields in teams, you'll wish you had 10k more nanopool
no matter what level you are. If you choose to use OMHH you'll need to keep
this as high as possible.
-Ranged Init-
The faster you shoot, the more damage you'll be doing. The more ranged init
you can get (especially once you use a Division 9) the better. Later once
you finally get to the uberness of using a Hellspinner you'll be able to
lower your agro bar down
-Nano Init-
You'll want at least 340 in this skill to instacast OMHH is you choose to
use it. Otherwise ignore it
-Evade Cls-
Needed to avoid shots from melee mobs and players.
-Dodge Rng-
Needed to avoid shots from ranged mobs and players. A good 75% of indoor
mobs are ranged users.
-Duck Exp-
Another evade skill, not as important as the rest unless you pvp, but important
none the less
-Runspeed-
Max as needed, but in the end its nice to have fully maxed.
-Computer Lit-
Soldiers almost more then any profession eat through ncu like it was cheap
candy. High enough computer lit to get in the most NCU is highly recommended.
Also used in Notum Wars to place towers.
-Psychology-
Needed later on for taunters and Decranum's MK2 armor if you choose to wear
that. Used in Notum Wars as a requirement for some towers.
-Assault Rifle-
In the end this will be your main attack skill, which is enough reason alone
to keep it maxed.
-Ranged Energy Weapons-
You'll most likely need this until level 175 and to keep up the damage and
high level weaponry you'll have to keep this maxed. Once you switch to a
Hellspinner/Hellfury you can IPR it.
-Flingshot-
Raise it as much as you need to put those weapons on. No point in really
raising it more then that because you'll be IPRing it along with.
-Burst-
Since burst is usually the limiting stat when trying to equip a weapon at
lower level and a high burst skill makes a big difference when using a Hellfury
and Division 9 you should keep this maxed
-Full Auto-
Ignore it until you have your Hellspinner at level 175+, then max it. With
maxed skill and a medium FA buff you should hit with 13 bullets max on a
Hellspinner's full auto.
-Matter Met-
Used for AC buffs. Not important until later on, but helpful once you have
the spare IP to max
-Bio Met-
Used for OMHH which is very helpful for healing yourself, especially once
you start fighting at lower agro settings.
-Psycho Mod. / Sensory Imp.-
Needed to cast your buffs, most importantly your weapon masteries. To save
IP for other skills, its recommended you raise only as much as you need to
to cast AR/RE masteries then ignore it until tl5 caps when you have the spare
IP to bring them up to 635 pts each to cast TF. This will save your IP so
you can keep other skills like evades and weapon skills maxed all the time.
-Time & Space / Matter Creation-
Shields are the bread and butter of any soldier's nanoskills and in the end
should definitially be maxed so that you can cast RRFE and TMS MK10 but early
on they won't make that much of a difference. Don't get me wrong, they arn't
something you should ignore, but if you get up to TMS MK 3-4 that should
be enough to save yourself in an emergency. If you start to slack off a bit
that isn't a big problem.
-First Aid-
Stims will definitially help you along the way, but until making your own
ql125+ stims,raising it above what is needed for shop bought stims is almost
useless..
-Treatment-
Need it maxed to get in those best implants.
Weapons
Obviously since they are some of the best ranged weapons currently in the
game, an AR soldier will be working towards using Augmented Hellspinner and
Hellfury guns. On the way there most people will use a few weapons such as
E-beamers, Novaflows, Division 9s until such a time they can switch fully
to a good 100% AR weapon. How they use those weapons vary, but those are
the best and most commonly used items on the way. Most people follow a general
layout though.
Early on it may be hard to find low level novaflows. You can buy a few at
the backyard peddler but they won't last long. A common alternative until
yu can find/afford some novaflows is to use E-Beamers which are common shop
guns. After that Novaflows are the popular choice. Some people like to jump
quick to Division 9s but until you can get a higher level of Ranged Init.
you'll get more damage out of a Novaflow. With good implants and buffs,you
should be able to get a ql200 Division9on by level110-115. Once you've acquired
and switched to Division 9s, force yourself to like them, because for now
you'll be using them until your level 175. thats a long time for people to
use a single gun, but it really is the best out there until your 175+. Once
you can use Hellspinners/Hellfurys you've reached the end. They are the bests
weapons out there atm for soldiers. The Hellspinners are more suited for
PvM and Hellfury's PvP, but both can be effective in either area. The augmented
Hellspinner part has a very low drop rate and is hard to get, but with some
good friends and some effort, the other parts are not all that impossible
to get.
** Note Nophex's are very hard to obtain for your average joe-soldier. If
you can however get one, it is a far superior gun for levels 100-175. With
some twinking you should be able to equip one around level 100 no problem.
Keep in mind that soldiers are good with the majority of guns, this route
is mainly a suggestion based on what others most commonly do. See the Gun
Rack for a wider selection of possible weapons and stats.
Equipment
Again there is a whole section in this site devoted to showing you the various
useful pieces of equipment. They are good for all soldiers. You should stick
to a good solid set of armor like Omni Elite, Flowers, or Carbonum. After
you hit the high levels your ultimate goal should be Azure Reveries or
Omni-AF/Superior Sentinels.
As far as other equipment goes, definitially get a T.I.M. Hud for extra Ranged
Init and a couple Virral Eggs for extra health/nano and +6 nanoskills. Modified
Aggression Multipliers, Range Extenders are also quite useful later on.
Implants
Your implants early on should focus mainly on your weapon skills and abilities
for your armor. At the lower levels these are the most important in making
your life easier. As your level progresses and your skills get higher, you
should slowly switch focus towards nanos while keeping your attack rating
high as possible. Your ultimate goal for implants should contain as many
of the 'special' refined clusters such as Add Off and Def, but some of those
are hard to get and in some cases unmakable. Here is a good AR setup for
higher level soldiers with all the core 'normal' clusters. Anything that
is left blank is really up to the individual person to decide what to stick
in. If you are lower in level you'll probably have to put in some MC/TS clusters
or if your level 175+ you can ignore the Ranged Energy clusters since you
should be using a Hellspinner or Hellfury by then.
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Implants:
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Clusters:
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Suggestions:
|
Eye |
Shining:
Bright: Rng. Energy Weapon
Faded: Assault Rifle |
S: EE for range extenders. S: Vehicle Air B: Intel for extra nanoskills.
F: T&S for shields |
Head |
Shining: Matter Creation
Bright: Ranged Init.
Faded: |
F: Sence for dribble down. F: Perception. |
Ear |
Shining:
Bright:
Faded: Psycho Mod. |
S: Perception B: Concealment B: Psychology for agro enhancers or MK2
armor |
L-Arm |
Shining:
Bright: Strength
Faded: Matter Metamorph |
F: Chemical AC |
Chest |
Shining: Max Health
Bright: Matter Metamorph.
Faded: Sensory Imp. |
B: Bio Metamorph. B: Projectile AC |
R-Arm |
Shining: Assault Rifle
Bright:
Faded: |
B: Chemical AC F: Radiation AC |
L-Wrist |
Shining:
Bright: Run Speed
Faded: Nano Resist |
|
Waist |
Shining:
Bright: Max Health
Faded: Dodge Rng Attacks |
S: Chemical AC F: Evade Cls Combat |
R-Wrist |
Shining: Ranged Init.
Bright: Burst
Faded: Fling Shot |
B: Nano Resist |
L-Hand |
Shining:
Bright:
Faded: Rng. Energy Weapon |
F: First Aid |
Legs |
Shining: Dodge Rng Attacks
Bright: Evade Cls Combat
Faded: Max Health |
|
R-Hand |
Shining:
Bright: Assault Rifle
Faded: Ranged Init. |
B: T&S or MC for shields. F: Treatment for getting in ql200 implants. |
Feet |
Shining: Evade Cls Combat
Bright: Dodge Rng Attacks
Faded: Duck Explosions |
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Levels
- 1 to 15 -
The beginning life to an AR soldier should be spent like all other professions.
For the most part you can level very quickly by yourself in the backyards
then moving out to small in-town missions or in close by areas where monsters
spawn in town. Skill wise you'll want to raise all your abilities, weapons
skills like AR, RE, Fling shot, Burst. Ranged Init and Runspeed should be
maxed for obvious reasons. As far as nanoskills go raise MC / T&S until
you can use TMS MK1 and PM / SI until you can self cast the expertise nanos.
Treatment will always be a must and First Aid is a real helper. Computer
literacy should be raised as you need it. If you can get it to 251 by level
100ish that is great because no doubt you'll be doing lots of Broken Shore
missions by then and you'll need the use of the grid for that.
Now for weaponry. As soon as you can get there, visit the secondhand peddler
and buy yourself a couple low level nova flows and use those to level yourself
until your ready to leave the backyards. Your next choice comes in if you
have some startup equipment. If you happen to be able to afford ( or have
) an assortment of low level novaflows you should use them. If you are unable
to obtain some and are looking for a good substitute you can pick up E-beamers
from the shops. Unlike the novaflows they are fairly common shop guns and
it should be easy to obtain. I recommend using them until no later then level
30ish. After that they arn't all that good.
Another nice trick to save yourself time/money. Rather then wear armor, get
yourself a set of Omni-med treatment clothes. With the large boosts to First
Aid and Treatment that those give you'll be able to use first aid stims and
treatment kits of such a level that you'll be healing the vast majority of
your health bar instantly. This can probably be kept up until your around
level 20 or so. After that the returns become to low to be worth using. Then
you'll be wanting to get some real armor then.
Don't concern yourself too much with implants at this level, you'll outgrow
them too quick and its hardly worth the time/effort/cost. You'll also want
to pretty much avoid putting VERY little or any IP into Bio Metamorph or
Matter Metamorph until you are level 160+. Health and AC buffs are not useful
enough to be spending your IP on until then.
- 15 to 50 -
Probably more then any other levels, here is where you'll be feeling the
biggest IP crunch. Ease off your ability skills (you'll want to keep stamina,
strength high for armor and agility for implants). You could almost not raise
Intel/Psychic/Sence if you wanted to. Treatment for implants and body development
for health is always a must, so are your core weapon skills. If you havn't
been raising evades by now you should really think about it. Evades will
both help you cut down on how often you get critted and how many times you
evade attacks all together. If your doing just missions like everyone else
to get your exp, you can probably keep off the duck explosions as the only
NPC mob that uses that are traders.
Obviously just by now your probably already short on IP and you havn't even
touched nanoskills yet. To make it easier on themselves, some soldiers forgot
getting better shield nanos until later and only put in enough PM/SI to cast
weapon buffs if any at all. If you do feel the need for weapon buffs, just
go until you can cast "A Sergeant's Knowledge" and "Laser Surgery"
You should be thinking about getting a good set of implants. They don't have
to be perfect, but should at least focus on your Health, Weapon skills, Evades
and perhaps abilities for armor. With some planning you can get your entire
set to work off Agility and Stamina. With good weapon skills in your implants
(especially AR and Burst) you can easily continue to use weapons 2x ql then
what you are.
- 51 to 100 -
Now that your at a new title level you'll have a little morel leniency towards
IP spending. Start to catch up on skills that are by now no doubt falling
behind. Get yourself some better shields and raise PM/SI enough to cast
masteries. You could keep raising PM/SI but your next big buffs "Total Focus"
and you won't be casting that until level 160ish. There is "Automatic Targeting"
but to lock up all that IP when it could be used elsewhere just for +23 attack
rating would be a waste.
Continue to upgrade your weapons and armor as you deem necessary and can
afford to. Think about buying a set of secondhand armor of someone if you
have the spare credits. Anything that is solid in the three primary ACs is
good.
- 101 to 175 -
Now is the time to switch weapons. If you have the fortune to have some how
obtained a Nophex then put that on. With some twinking, wrangle and implant
it should be too much of a problem. If not then get your hands on a Division
9. Either way you'll be much much better of then a normal Nova Flow. Until
you get to level 175+, these are the weapons of choice.
You should be able to get ql200 equipment, weapons and implants (with a faded
treatment cluster) on by level 125 easily. Ql200 armor will come later though.
If you have the time and love HP, consider camping the Smuggler's Den for
some Decranum's Mk2 armor.
IP will become more abundant, start raising PM/SI again when you can afford
it. By the time you hit level 160 all of the skills including your main
nanoskills should be getting near maxed. Now, if you so desire, you should
have the IP to raise the extra skills like MM and BM for shields and HP buffs,
Perception, etc.
- 175+ -
Wewt!! Rejoice now that your finally here. These levels are the best as a
soldier. You have all your skills maxed and will soon be looking for places
to spend IP. Your equipment will be of the best ql and the best part is.
Your finally of high enough level to use a Hellspinner or Hellfury. So if
you havn't gotten either by now, go get one! They are far superior then anything
else. Don't forget to dump the Ranged Energy Weapon clusters in your
implants.
Since you should be using a Hellspinner and your ranged init is 1k+, lower
your agro bar down whenever you can. As far as which weapons to use damage
wise, a Boosted Hellfury > Boosted Hellspinner > Augmented Hellfury
>= Augmented Hellspinner. Hellspinners are better suited for situations
where having a low agro bar is of benefit (Such as unique raids, or PvM).
Hellfurys are better in PvP because of their quick burst recharge and special
abilities. If you are going to be PvPing definitially use an Augmented Hellfury.
If you have only a boosted one, consider using a Boosted Hellspinner at lower
agro instead. The damage of a boosted Hellfury just isn't that good.
You'll want to think about picking up an additional weapon with good specials
on it for PvP. Flashpoints, Caterwauls and Omni-Flamers work well as switching
weapons. [*edited* April 18th, AS will eventually be changed in PvP so that
you have to sneak. Although this nerf is likely a while off, possibly
Shadowlands, it should be something you take into consideration]
Most of your time from here on in will probably be spent PvPing, Running
BS missions for xp, Having fun with friends and obtaining the high high end
equipment. I suggest doing whatever is fun. However you will definitialy
benefit largely from a full or even partial set of Azure / Omni-AF / Superior
Sentinels armor. If you are a Clan member, then definitially go out and get
some "Kaehler Uniform Sleeves" if you havn't already.
Whatever it is you end up doing, you should be a very useful part of that
and having fun. Soldiers are definitally their most versatile and most enjoyable
at the higher levels as by now you should already know since you've been
crazy enough to stick with them ^_^ By sticking with AR you'll get
the most bang for your buck as a soldier but still
be able to afford the IP to customize yourself from the
cookie-cutter could to make your soldier more suited to your play
style.
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