QUOTE (Trollered @ Jan 8 2013, 06:39 PM)
Well there is another technomancer in the group who is a full on hacker, so it's not as necessary to have too many hacking skills that's why this build will focus on the rigging. How necessary is cybercombat for the technomancer rigger then?
i don't consider cybercombat a major thing for a rigger (at least, not offensively), and especially if you have another technomancer in the group who's going full-on hacker.
my point was not for your character, which is what i meant when i said "for this specific scenario i'll agree he doesn't want to specialize in cybercombat". you specifically don't need cybercombat. the rest of that side note was merely to point out that while cybercombat is generally very low value for a hacker (mostly because it alerts people to your presence and offers very little benefit most of the time, even if you win) it can do wonderful things for a technomancer both because you can get higher ratings that will one-shot enemies, and because you can customize your complex forms perfectly for the scenario. the qualities you can inflict using psychotropic programs are in many cases game-changers. addiction and mania/phobia, in particular, are very powerful ways to manipulate people (of course, you won't be doing yourself any favours in terms of convincing people technomancers are not going to hack their brains that way, but sometimes it will be worth it).
you can do the psychotropic part without being a technomancer, mind you... it's just that technomancers do it extremely well and can very easily adapt to a specific set of needs.
anyways, i still stand by my original list of suggestions:
command (i know you said you didn't want to remote control too much, but really, most of the time this is your best option)
analyze (as has been said, you need to know when someone is attacking you)
stealth (you need to be hard to spot, so that people have a harder time spoofing you)
spoof (this will let you quickly do something about enemy drones, but only temporarily until your opponent has time to react)
exploit (you want to be able to hack into enemy systems on a more permanent basis as well)
i do agree that it seems a bit of a shame for a technomancer to not go all out on CFs in BP chargen (it is actually so good of a BP-karma ratio that it's actually worth the cost to put logic to 6 so you can afford more CFs at maximum, and normally hard-maxing attributes is a very inefficient use of BPs).
that said, if you don't want more CFs, don't take them. you're sure to have plenty of other things you *could* spend your BP on (i've learned that for myself at least the key to making an effective technomancer is to not spend BPs on other things unless you absolutely need to... even things you *think* you need, like the full electronics group, when really you only need 2 of those skills at a good rating and the others can sit at 1, tops).
but i will also say that if you're thinking "well, i'm going to eventually want to have the ______ CF", the time to make that investment is
now, immediately, while still in character generation. there will never ever ever be a more efficient time to get a CF to a high rating. and frankly, what with submersion and echoes, you are not going to have a lot of karma to spare for raising CFs later.