Droid Engineer Archive

Thread: Which skills to take early?

Andriko
Sat Aug 30, 2003 12:00 am
#1

Right now I'm 1-0-0-2, and I'm about to start banging out some more advanced frames, so I was wondering what anyone would afvise for the next skill. I was thinking fill out 2-2-2-2 and the go up blueprints until 4 and work on the rest after that. Although refinement is pointless ATM, are they planning on increasing the effects of experimentation? Otherwise I'll just work on the other trees and leave that one alone until I'm 4-4-0-4. Any tips/input is appreciated



Andriko Starwalker


Anchorhead, Tatooine, Ahazi


Novice DE/Novice Rifleman/Master Artisan





Andriko Starwalker - Master Swordsman | Master Brawler - Rebel Ace Pilot
Paladin - Light Jedi Knight
Akeli - Master Weaponsmith | Doctor
RIP
Ackis
Sat Aug 30, 2003 12:01 am
#2

I went 0/0/0/4 than 2/1/0/4, than 3/3/0/4 and now I'm at 4/4/0/4. I'd suggest getting to 0/0/0/3 before doing anything else, than improving x/x/0/3 anyway you want.



Imperial Captain Ackis Losackego - Über f335h

Wepps
Sat Aug 30, 2003 12:23 am
#3

I am at 1-0-1-1 at this time. I did this in the hope of getting the +5 experimentation, but I only still have 1 exp to use, and the level 1 droid armor modules for the adv mousies.


I intend to go straight across each level like this, starting with blueprints each time.




------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


Fig
Sat Aug 30, 2003 12:23 am
#4

Yes, if you haven't read by now the refinement branch is the most useless the way the game currently is.
Niklut
Sat Aug 30, 2003 12:29 am
#5

Yeah I suggest getting 0-0-0-2 first so that you can get Advanced droid frame units, which are good for grinding xp, and then get to 4-4-0-4 in whatever order you want, and then get the custimization tree.



JKLM
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