The MP Toolset
Version: 1.03
Mirrored from: http://www.gameguides.ws/games/ao/MP%20Toolset.htm
Section
1 - Offensive Weaponry
Shadowlands
Specialisation Attack Pets
Attack Pet Armour
Class Values
The Direct Damage
nano or 'nuke'
Shadowlands
Specialisation Damage Debuffs
1 Hand Blunt
Creation Weapon Table
2 Hand Blunt
Creation Weapon Table
1 Hand Blunt Blue
Creation Shield Table (Nanopool/Nanocost)
1 Hand Blunt
Creation Shield Table (HP/Parry)
1 Hand Blunt
Creation Shield Table (DMS/Reflect Fire AC)
MP Sharp Object
“Specials” Weapons
Section 2 - DEFENSE
CAPABILITIES
Heal Pet Hitpoint
and Nanopool Values
First Tier Metaphysicist Armour Int/Psy based (Shadowlands)
Second Tier Metaphysicist Armour Int/Psy based (Shadowlands)
Faithful Metaphysicist Armour Int/Psy
based (Shadowlands)
Chosen Metaphysicist Armour Int/Psy
based (Shadowlands)
Control Unit Armour Int/Tutor
based (Shadowlands)
Exterminator Unit Armour Int/Psy
based (Shadowlands)
Supply Unit Armour
Psy/Stam based (Shadowlands)
Ectoplasm Tattoos
Agi/Sense (Shadowlands - omni)
Entophagous Tattoos Agi/Sense
(Shadowlands - clan)
Sombreous Tattoos
Agi/Sense (Shadowlands - omni)
Yellow Force Tight Agi/Str based (Shadowlands)
Luxurious Rubber Armour Psychic
based
Yearning Armour
Psy/Psy Mod based (not clan)
Pilgrim Visionary Armour Psy/Stamina
based (clan)
Blackshirt of Zuwadza Comp
Lit based
Inferno Dragon Boss
Armour Int/Psy Based
Mystical Green Hood Sense Based
Fanatic's Jacket Int/Sta Based
Root and Snare
reducing pet buffs:
MP Rubika Teachings
(+25), Masteries (+50), Infuses (+90) and Mocham’s Gifts (+140)
Shadowlands
Nanoskills buffs – The Composites
Nanocost Reduction
Buff Details
Nano Interrupt
Reduction Buff Details
Shadowlands Garden
Portal Buffs
Channel Notum Vein
Nano Details
Section 4 - MP
Specific Perk Details
Soothing Spirits
Specials – Heal Pet Improvements
Soothing Spirits
Specials – Heal Pet Improvements
Soothing Spirits
Specials – Heal Pet Improvements
Soothing Spirits –
Spirit of Blessing Perk Special
Soothing Spirits –
Spirit of Purity Perk Special
Nano Doctorate Perk
Specials – Shutdown Removal 1
Nano Doctorate Perk
Specials – Shutdown Removal 2
Notum Source Perk
Specials – Access Notum Source
Notum Source Perk
Specials – Blast Nano
Notum Source Perk
Specials – Stop Notum Flow
Notum Source Perk
Specials – Notum Overflow
Starfall Perk
Specials – Dazzle with Lights
Starfall Perk
Specials – Combust
Starfall Perk
Specials – Thermal Detonation
Starfall Perk
Specials – Supernova
Theoretical
Research Perk Specials – Quark Containment Field
Theoretical Research
Perk Specials – Accelerate Decaying Quark
Theoretical
Research Perk Specials – Knowledge Enhancer
Pistol Mastery Perk
Specials – Quick Shot
Pistol Mastery Perk
Specials – Double Shot
Blunt Mastery Perk
Specials – Quick Bash
This section of the guide takes a look at the combat tools available to the MP.
The main attack pets are cast from nanos. They require Matter Creation and Time and Space skills and will nearly always be your main damage dealers. These attack pets do Melee damage. They are commonly referred to as the “meatball” pets because that’s a little what they look like: floating meatballs with tentacles.
The meatball attack pets come in 7 lines:
· Anger
· Fury
· Rage
· Wrath
· Frenzy
· Enmity
These pets come in 7 strengths. With the Anger pets as an example these are:
· Lesser Anger Manifestation
· Inferior Anger Manifestation
· Anger Manifestation
· Superior Anger Manifestation
· Greater Anger Manifestation
· Supreme Anger Manifestation
· Transcendent Anger Manifestation
Each step up gets you a stronger pet that has more hitpoints and does more damage.
The Anger, Fury and Rage Nano lines are available in shops. Generally, it's not worth buying every single one. The differences in damage and hitpoints between each pet are really quite small. As a result, you will often find that you often hardly even notice the difference between each attack pet. If you're short on money it is probably best to aim for 2 angers, 3 furies, 2 rages, and 3 wraths. The attack pet nanos, up to and including the Wrath line, are available in shops.
For the Frenzy line and higher you will have to do missions or buy them from other players.
The meatball pets use two fists. The QL of each fist weapon is equal to the level of the pet itself. The basic fist weapons are:
The increase in damage from dual wielding these two fists is a little over 30% extra damage compared to single wielding one of the fists.
Most attack pets are the flying meatball with tentacles types that you have when you start as an MP. The demon types are different. They are named:
· Lemur
· Fiend
· Demon
· Cacodemon
The main difference between the demons and the meatballs is hit points. Demon type attack pets have high hitpoints. Whereas the meatballs will quite often die in battle with a mob, leaving you with little between yourself and a beating, the demons die less easily in battle.
A slight downside to the demons is that they can only hit with one fist. The QL of the fist weapon equipped is equal to the level of the pet. The fist weapon used by the demon type pets is:
It may seem odd, but the Transcendent Enmity meatball pet will often do more damage than the demon types. This is particularly true compared to the Lemur demon type (which is the weakest demon). The reason for this is that the meatballs hit (in terms of game mechanics) with both 'fists' rather like Martial Artists do. As a result, although their damage per hit is lower, they can do more damage over time hitting with both 'fists' at once (or maybe they're hitting with two tentacles at once...). The demon types do more damage per hit, but usually get fewer hits in as they hit with only one hand.
The Demons are meant to be used as 'tanks'. Their AMS is a little higher than the enmity line and as a result they should be able to keep the attention of a mob better. This means that the mob should be hitting the demon instead of hitting you or your team mates. The higher hit-points enable the demon to stand up to the beating better than the enmity line. Unfortunately, in many situations the demons are in reality unable to hold the attention of the mob, so this benefit is less than effective.
The urn pets are special pets that can be found in the Temple of the Three Winds dungeon and the Inner Sanctum dungeon.
These pets are cast using a nano that creates a packet of energy in your inventory. By combining this energy (shift-Right Click) with a "Funeral Urn”, you create a stack of 10 "Energised Funeral Urns". These energised urn is then 'used' by right clicking on the stack to spawn a pet. Once all ten charges are used up, you will need to get a new urn and energise it in order to be able to spawn a new pet.
There are three pets created in this way:
· Praetorian Legionnaire
· Revenant
· Tormented Revenant
Praetorian
Legionnaire
The nano called "Lien's Crystallizer" drops from a mob called Lien in the Temple of the Three Winds Dungeon. The urn for this pet is the “Crumbling Funeral Urn” which drops from Lien and "The Reanimator" mob.
The Praetorian Legionnaire pets do cold damage. They can also use a Fast Attack special attack. In all likelihood the Legionnaire weapon is this weapon:
Frost Scythe of the Legionnaire
Revenant and
Tormented Revenant
These pets’ urns are energised using the crystallized energy created by the nano "Saemus Crystallizer". The "Revenant" pet is created using an Iron-Bound Funeral Urn and the "Tormented Revenant" using a Rusted Iron-Bound Funeral Urn. These items drop in the Inner Sanctum dungeon. The Crystallizer drops principally from Archdeacon Saemus in the first room. The Iron-Bound Funeral Urn drops mostly in the second room and the Rusted Iron-Bound Funeral Urn drops mostly in the third room.
The two Revenant pets do a mixture of cold and melee damage, hitting with two fists and their Scythe as well as using a Fast Attack special. The Revenant Scythe also has a chance of stunning the opponent. In all likelihood the Revenant Scythe is this weapon:
One key element of the make-up of the urn pets is that their Nano Resist is extremely high for a pet.
In general, the Praetorian Legionnaire is not a useful pet. It is considerably weaker in almost all ways than a meatball pet of similar casting requirements. Even the higher nano resist is not very useful for most MPs at the level at which this pet can be cast.
The Revenant has excellent damage and strong nano resist – but unfortunately lacks in hit points. In teams, when you can keep aggro away from the pet, the Revenant can be a useful tool.
The Tormented Revenant is the best non-Shadowlands pet available to the MP. Extremely good damage, strong hitpoints and massive nano resist combine to make this an excellent pet for all situations. The major downside is that the urns drop in the third room of the Inner Sanctum which requires a very strong team or two teams to tackle it. It can also be difficult to build teams to go to the Inner Sanctum repeatedly to collect urns.
The above attack pets last longer as the QL of the nano goes up. Your first pet will last only 600 seconds whereas the highest level demons last near 2000 seconds. The urn pets last for 2 hours making them the longest lasting of all of the pets.
In Shadowlands, MPs get access to four new attack pets.
· Biazu the Vile (3rd Specialisation)
· Urolok the Rotten (3rd Specialisation)
· Ettu the Cursed (4th Specialisation)
· Zhok the Abomination (4th Specialisation)
These pets are cast from nanos. They can only be cast once you have completed the relevant Specialisation quests which enable the MP to use them.
These attack pets are generally better than all of the other MP attack pets in terms of damage dealing capability. They at least dual wield their weapons and so have a good hit-rate. The Urolok pet is seen as being something of a “Tanking Pet” due to its very high hitpoints, whereas the other SL pets are more seen as primarily damage dealers, due to their high damage for their level and low hitpoints. Ettu the Cursed though, is something of a mix of tank/damage dealer, with relatively high HP for an MP pet and excellent damage.
The damage ratings on the SL pets scale in line with the QL and level of the pet though. Minimum damage per hit values when buffed with the top of the line buffs are:
· Biazu the Vile: Min Dmg per hit – 796
· Urolok the Rotten: Min Dmg per hit – 898
· Ettu the Cursed: Min Dmg per hit – 927
· Zhok the Abomination: Min Dmg per hit – 986
MPs who are able to cast the SL pets will usually have the skills required to cast the top buffs.
The weapons that the SL pets use are suspected as being:
With the QL of the weapon interpolated at the level of the pet. It’s not entirely clear whether the pets equip more than one weapon type – or possibly use different weapons in different situations.
The following table gives details on the attack ratings of several of the MP attack pets.
|
Attack Rating / level of pet |
Pet Name |
Pet Level |
Critical Hit Value |
Attack Rating |
|
7.019 |
Zhok the Abomination |
212 |
2265 |
1488 |
|
5.876 |
Tormented Revenant Scythe Weapon |
202 |
2523 |
1187 |
|
4.911 |
Tormented Revenant Fist Weapon |
202 |
1496 |
992.5 |
|
6.950 |
Ettu the Cursed |
201 |
2049 |
1397 |
|
2.925 |
Cacodemon |
200 |
1716 |
585 |
|
2.944 |
Demon |
197 |
1680 |
580 |
|
6.91 |
Urolok the Rotten |
195 |
1937 |
1348 |
|
3.145 |
Transcendent Enmity |
179 |
1507 |
563 |
|
6.99 |
Biazu the Vile |
175 |
1571 |
1224 |
|
3.305 |
Greater Enmity |
167 |
1393 |
552 |
|
5.785 |
Revenant Fist |
160 |
1133 |
926 |
|
5.75 |
Revenant Scythe |
160 |
1718 |
920 |
|
3.597 |
Inferior Enmity |
149 |
1229 |
536 |
|
4.024 |
Greater Frenzy |
125 |
1002 |
503 |
|
4.042 |
Superior Frenzy |
119 |
934 |
481 |
|
4.079 |
Frenzy |
113 |
867 |
461 |
|
4.121 |
Inferior Frenzy |
107 |
805 |
441 |
|
4.158 |
Lesser Frenzy |
101 |
744 |
420 |
|
4.200 |
Transcendent Wrath |
95 |
683 |
399 |
|
4.190 |
Superior Wrath |
79 |
528 |
331 |
|
4.167 |
Inferior Rage |
72 |
462 |
300 |
|
7.428 |
Praetorian Legionnaire Scythe Weapon |
70 |
354 |
520 |
|
4.113 |
Transcendent Rage |
62 |
378 |
255 |
|
4.070 |
Supreme Rage |
57 |
338 |
232 |
|
3.958 |
Superior Rage |
48 |
270 |
190 |
|
3.950 |
Inferior Rage |
40 |
219 |
158 |
|
3.861 |
Lesser Rage |
36 |
193 |
139 |
|
3.760 |
Greater Fury |
25 |
131 |
94 |
The following table gives the hitpoints of most MP attack pets:
|
Pet Name |
Hitpoints |
|
Zhok the Abomination |
~42,000 |
|
Ettu the Cursed |
33,996 |
|
Urolok the Rotten |
30,077 |
|
Cacodemon |
24411 |
|
Biazu the Vile |
22,504 |
|
Tormented Revenant |
21503 |
|
Demon |
17836 |
|
Fiend |
13053 |
|
Lemur |
12454 |
|
Transcendant Enmity
Personification |
11854 |
|
Greater Enmity Personification |
10656 |
|
Lesser Enmity Personification |
8258 |
|
Transcendant Frenzy Embodiment |
7659 |
|
Supreme Frenzy Embodiment |
7059 |
|
Frenzy Embodiment |
5609 |
|
Revenant |
9956 |
|
Inferior Frenzy Embodiment |
5132 |
|
Lesser Frenzy Embodiment |
4655 |
|
Transcendant Wrath Incarnation |
4179 |
|
Pretorian Legionnaire |
3955 |
|
Supreme Wrath Incarnation |
3725 |
|
Superior Wrath Incarnation |
3159 |
|
Inferior Wrath Incarnation |
2763 |
|
Lesser Wrath Incarnation |
2480 |
|
Transcendant Rage Materialization |
2192 |
|
Supreme Rage Materialization |
1915 |
|
Rage Materialization |
1271 |
|
Lesser Rage Materialization |
940 |
|
Supreme Fury Externalization |
609 |
|
Superior Fury Externalization |
419 |
|
Fury Externalization |
352 |
|
Inferior Fury Externalization |
286 |
|
Lesser Fury Externalization |
219 |
|
Transcendent Anger Manifestation |
152 |
|
Supreme Anger Manifestation |
122 |
|
Greater Anger Manifestation |
92 |
|
Lesser Anger Manifestation |
17 |
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC |
|
Zhok the Abomination |
15,950 |
|
Ettu the Cursed |
15,850 |
|
Urolok the Rotten |
8010 |
|
Cacodemon |
3190 |
|
Biazu the Vile |
5390 |
|
Transcendant Enmity Personification |
2590 |
You can improve your attack pets' performance by buffing the pet. There are five lines of nanos that are MP only and can be used effectively on your attack pets. There is also one Shadowlands perk special which can be used to improve your attack pets.
Instill Line
The Instill line of nanos adds to the damage that your attack pet does with each hit. Its effect lasts 30 minutes.
Chant Line
The Chant line of crystals adds to the Init skill of your pet and increases the 'agg def' of the pet.
The improved init means that your pet will hit faster. The 'agg def' increase is like sliding the pets agg/def bar slider up towards the agg end. It also enables the pet to hit a little faster and increases the chances of a hit and of a critical hit. The pet will also be more likely to get hit and be critted as a result.
The Chant line raises the pets’ aggro profile as a result of these changes which means that the pet will be more likely to be attacked by a mob. Generally, for an MP, who wants his pets to be taking a beating rather than have the mobs hit the owner, this is a very good thing. However, in some situations such as when the pet is dying too quickly, stealing aggro from a tank it may be better not to use the Chant buff on the pet.
Anima Line
The anima line adds to the damage of the pet. It adds quite a lot more than the instill line does... but it only lasts for 20 to 24 seconds depending upon the QL of the anima. You will generally buff the attack pet with the instill line when you create the pet, but the Anima line is cast in battle. The anima line of nanos is an old line that has now essentially been replaced by the Evocation line of nanos. There are very few situations where the MP should use the anima line of nanos any more.
As a very low level MP, you will be able to reach the first anima before you can get an evocation nano and so you might want to use the anima then. At higher levels, the longer duration and better effect of the evocation makes the anima line obsolete. If you’re unable to find the evocation suitable to your skills levels, then you might make do with an anima for a period, but with the short duration and thus awkward usage and higher nanocost of the animas, you will want to find the up to date Evocation as soon as possible.
Evocation Line
The evocation line adds damage to the attack pet and additionally adds to "Add All Offence" (sometimes called AMS). This stat makes your pet hit a little faster and have a better chance of hitting targets with good evades. It will also increase the chances of a 'crit' - an unusually high damage hit.
The evocation line of buffs last between 2 and 7 minutes and are an essential part of any MP’s toolset.
Channel Rage
Perk Special
The Channel Rage perk special is essentially like a short duration evocation. The special gives good damage add but is weak on the Add All Off buff compared to the evocations. The effect of the buff is dependent upon how many perks you have trained in the Channel Rage perk line. See the “MP Specific Perk” section below for details of the perks and their specials.
Anticipation of
Retaliation
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
General Buffs
There are several General nanos that will successfully buff stats on the MP attack pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Weapon Enhancement (small damage add +5)
· Weapon Augmentation (small damage add +2)
· Regeneration (small heal delta buff)
· Quickness (small run buff +30)
· Adrenaline Pump (small run buff +20)
· Swiftness (small run buff +10)
Most of the MP buffing nanos are not available in the shops and can only be found in missions or as loot on dead mobs. The instill and evocation lines up until QL125 are in the MP nano shops. Anticipation of Retaliation is in the MP shop. Animas are found as mission rewards and mob loot. The higher evocations are found from Dyna-Camp boss mobs. All of the lines make a big difference to pets cast from nanos of a similar QL. These buffs are very useful tools in the MPs toolset.
There are four types of attack nano for the MP and several attacking perk specials. For a complete listing of MP nanos please refer to Anarchy Mainframe MP Nano Listing.
These nanos do direct damage to the target. Each step up in QL Nano does more damage. The nuke is the second main weapon for most MPs. As with all direct damage nanos, when cast, they will attract the attention of the target to you. At lower QLs the direct damage nanos are available in shops, higher QL versions are mission/drop only.
There are two lines of direct damage nano:
·
Cold Damage line
This line of nukes inflicts cold based damage on the target. It has a defensive skill rating of 85% Nano Resist making it easier to land these nukes on targets with high nano resist. As with all MP nukes, the Cold line has a relatively fast attack and recharge time. This makes it possible to chain cast the nuke at fast pace.
|
Cold Damage Line of Nukes (Damage per second values from Anarchy Mainfram Nuke Table) |
||||||||
|
Name |
Att/Rech |
Attack Skills |
Def Skills |
Range |
Nano Cost |
Damage |
Dmg/s Max Speed |
Nano/s Max Speed |
|
Frost Slivers |
3.2/1.35 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
31 |
30 – 65 Cold AC |
35.19 |
22.96 |
|
Frigid Blast |
3.45/1.47 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
110 |
160-288 Cold AC |
152.38 |
74.83 |
|
Chill Spear |
3.73/1.6 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
196 |
314-699 Cold AC |
316.56 |
122.5 |
|
Glacial Lance |
4.06/1.76 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
289 |
602-1268 Cold AC |
531.25 |
164.2 |
·
Mind Damage line
Inflicts energy based damage on the target and lowers the nano skills of the target for a few seconds. The amount of damage and the amount of nanoskill debuff rises with the QL of the nano. The top nanoskill debuff also carries with it a taunt which will make mobs more likely to choose to attack you.
As with the Cold line of nukes the Mind line of nukes has 54% Mat Cre and 46% Psych Mod as attack skills and a 20 metre range. It has defence skills of 100% Nano Resist though, making it somewhat harder to land against high nano resist opponents.
|
Mind Damage Line of Nukes (Damage per second values from Anarchy Mainfram Nuke Table) |
||||||||
|
Name |
Att/Rech |
Nano Cost |
Def Skills |
Taunt |
Nanoskill Debuff |
Damage |
Dmg/s Max Speed |
Nano/s Max Speed |
|
Mind Pain |
2.61/1.0 |
15 |
NR: 100% |
0 |
-5 to all nanoskills |
9 – 23 Energy AC |
16.00 |
15 |
|
Mind Scream |
3.31/1.4 |
78 |
NR: 100% |
0 |
-20 to all nanoskills |
78 – 146 Energy AC |
80.00 |
55.71 |
|
Mind Howl |
3.57/1.53 |
173 |
NR: 100% |
0 |
-38 to all nanoskills |
237 – 439 Energy AC |
220.92 |
113.07 |
|
Mind Quake |
4.19/1.82 |
377 |
NR: 100% |
1491 |
-100 to all nanoskills |
736 – 1515 Energy AC |
618.41 |
207.42 |
This range reduces the amount of damage of each hit that the target makes by a fair amount and in addition lowers the melee, ranged and physical init of the target. This means that the mob/player you cast this at will hit you less often due to slower weapon speed and when he does hit will do less damage.
This debuff line has one major drawback: as with all debuffs, the nano will taunt mobs when successfully cast. Used carefully the damage/init debuff can be a useful tool in particular at lower levels. Used in conjunction with the Shadowlands damage debuff and the debuffs of other professions this debuff can be quite powerful.
The lower QLs of this line are available in shops, higher QL versions are mission/drop only.
This range consists of paired damage debuffs. Each pair of nanos consists of a Primary Debuff “XXX of Will” and a Secondary Debuff “XXX of Resolve” – both of which stack together to form a large damage debuff. The debuff also stacks with the MP Damage/Init debuff effect and the debuffs of other professions. The pairs are as follows:
· Distortion of Will + Distortion of Resolve (Spec. 2)
· Corruption of Will + Corruption of Resolve (Spec. 3)
· Degredation of Will + Degredation of Resolve (Spec. 3)
· Perversion of Will + Perversion of Resolve (Spec. 4)
· Debasement of Will + Debasement of Resolve (Spec.4)
· Taint of Will + Taint of Resolve (Spec. 4)
· Defilement of Will + Defilement of Resolve (Spec. 4)
· Desecration of Will + Desecration of Resolve (Spec. 4)
In order to cast the Secondary “Resolve” debuff, the primary debuff must be running on the target. The Primary debuff lasts for 45 seconds and the Secondary debuff lasts for 10 seconds. Since the casting times on these nanos is relatively long, you will need to focus approx 85% of your casting time on the debuff pair in order to maintain the full effect.
The Primary “Will” debuff is relatively easy to land with a defence rating of 100% Nano Resist. The Secondary “Resolve” debuff is more difficult to land with a rating of 125% Nano Resist. Both have very long casting times which means that when one of them fails to land, you will have lost a lot of casting time to each failure.
The debuffs carry quite high taunt values which build up over time, so the more consistently you use the debuffs the more likely you are to be attacked by the mob your team is fighting.
For weapons focussed MPs, the very long attack times also mean that weapon firing rate will be negatively affected.
On the whole, MPs are unconvinced by these nanos so far. Very few MPs have had the chance to use many of them and so it’s hard to say at this time how the practicalities of the analysis done from the database will actually play out in real game play. On the whole, the feeling is that the amount of sacrifice in terms of casting other nanos and weapons fire combined with high taunt and high nanocost values makes this line of nanos less than desirable.
MPs have two lines of Nanoskill Debuff nano and one grand-daddy of a Nano Skill debuff nano. These are:
·
The Unmake Line
There are six of these, one for each of the Nano Skills. Each one when cast will reduce the particular nano skill by -75 points. The effect lasts for 5 minutes. The unmake line of nanos is available in shops.
These nanos have no effect on mob casting but can be useful in PvP at low levels. The nano is fairly easy to land in PvP with a Nano Resist factor of 100%.
·
The Dominate Line
There are six of these, one for each of the Nano Skills. Each one when cast reduces the particular nano skill by -125 points. The effect lasts for 5 minutes. This line of nanos is available only in mission/drop from mobs.
These nanos have no effect on mob casting but can be very useful in PvP. The nano is fairly easy to land in PvP with a Nano Resist factor of 100% and is perhaps the most useful debuff tool for PvP MPs.
·
Nano Shutdown (NSD)
Nano Shutdown reduces all six key nano skills of the target by -2000. The effect lasts for 1 minute. This nano is only available from missions/dropped by mobs.
Nano Shutdown is a difficult nano to land on an opponent. It has quite a long casting time and a high Nanoresist defence factor of 160% making it tough to land. In addition, the attack skills for NSD are: 35% Time & Space, 34% Bio Met and 31% Psych Mod. This makes it more difficult to raise the attack rating on this nano.
Nano Shutdown does affect the casting of mobs. However, due to the nature of nanos cast by mobs and the difficulty of landing NSD, there are relatively few mobs against whom it makes sense to use the nano. The main use of NSD is in PvP where its effects can be debilitating when successfully landed.
A single debuff called Notum Rejection which will increase the nanocost of every nano that its target tries to cast by 25%. The effect lasts for 4 minutes.
Notum Rejection is not an easy nano to land on an opponent. It has a relatively long casting time and a defence rating of 140% Nano Resist making it quite difficult to land effectively.
Notum Rejection is a rarely used nano. Against mobs the effect is negligible and not worth using. In PvP, the effect could be quite powerful, but most MPs would choose to use a Dominate rather than use Notum Rejection.
With a defence rating of 100% Nano Resist the dominate can be landed fairly easily and can be even more debilitating to a caster than a nanocost increase. The Dominate is also similar or faster in casting speed (depending upon your NanoC-Init value) and so all in all a more useful tool.
Shadowlands MPs have access to a series of ‘Perk Lines’ which enable various special actions that can be used as attacks. Further down in this document (and in the index) you will find the section “MP Specific Perks” that gives the full details of the MP perks and perk specials. The offensive perk specials are listed here for completeness with a brief description of the effect of each.
·
Quick Bash
Simple weapon type special usable when wielding 1 Hand Blunt weapons. Deals a small amount of damage
·
Blast Nano
Nanopool debuff (-1100) and Nanoskills debuff (-100). Stacks with Mind Line of nukes and with Nano based nanoskill debuffs. Requires “Affected by Zap Nano” to be running on the target.
·
Stop Notum Flow
Large Nano Resist debuff (-800). This is a particularly useful tool to use before trying to cast one of the difficult to land nanos on an opponent.
·
Notum Overflow
Increases the Nano Vulnerability of the target by 15. It’s uncertain what effect this has at time of writing the guide – but it will in some way increase the likelihood of landing hostile nanos on an opponent.
·
Quick Shot
Simple weapon type special usable when wielding Pistol weapons. Deals a small amount of damage
·
Double Shot
Simple weapon type special usable when wielding Pistol weapons. Deals a small amount of damage
·
Dazzle with Lights
Blinding attack which debuffs Add All Off and Weapons Inits. The amount of the debuff varies based on level of the perk trained. This effect stacks with the damage init debuff and is particularly useful used alongside the MP damage debuffs.
·
Combust
Direct Damage special essentially like a nuke. Runs an “Affected by Combust” program for a short period of time in the target’s NCU. The damage dealt can be increased while “Affected by Napalm Spray” is running on the target.
·
Thermal Detonation
Direct Damage special essentially like a nuke. Requires “Affected by Combust” to be running on the target. Runs an “Affected by Thermal Detonation” program for a short period of time in the target’s NCU. The damage dealt can be increased while “Affected by Napalm Spray” is running on the target.
·
Supernova
Direct Damage special essentially like a nuke. Requires “Affected by Thermal Detonation” to be running on the target.
·
Accelerate Decaying Quarks
Direct Damage special combined with a 12 second Nano Shutdown debuff (-2000 all nanoskills).
·
Knowledge Enhancer
Increases the damage done to the target by other nanos cast during its effect by 12%. The effect lasts 30 seconds. MP nukes do not benefit greatly from this due to the low minimum damage and small damage range. The effect would work well in team play with other nano damage casting professions (nukes, DoTs etc).
The creation weapons are MP only nanos, which when cast create a weapon or shield for the MP which will appear in your inventory. When you cast the creation line of nanos, your hit points and nano drop to nearly zero. Never do this in battle! Always cast them in a safe place and have your heal pet healing you before casting them.
The nanos are only available as mission reward, dropped by mobs in missions (especially team mission boss mobs) or in chests. The top three creations seem to only be available as Instruction Discs which need to be made up into crystals. As a result, they are not rollable as a mission reward and can only be found in chests or from mobs as loot.
There are two types of weapon and three types of shield. The shields count as 1 Hand Blunt weapons that do no damage and require weapons skills to wield them, so I have included them here too. It should also be noted, that FunCom have committed to revamping the creation weapons at some point in the near future (at time of writing this guide).
The different types of creation weapon are:
·
2 Hand Blunt Staves
Glittering blue long staves which require 2 Hand Blunt skill to wield them. They reduce your nano cost when casting nanos by an amount and increase your max nano pool by an amount. They do poison damage when they hit and additionally have a chance of doing a Damage over Time attack which will poison the target repeatedly for a smaller amount of damage for a certain number of hits.
·
1 Hand Blunt Staves
Short Sticks which require 1 Hand Blunt skill to wield them. They too reduce your nano cost when casting nanos and increase your max nano pool by an amount. They also do poison damage when they hit and additionally have a chance of doing a Damage over Time attack.
·
Red Shield
Large black shield with a fire red design (e.g. Solar Guard). Requires 1 Hand Blunt skill to wield. Increases your Armour Class (AC) and increases your "Add All Defence" sometimes called DMS. The "AddAllDef" should allow you to avoid attacks more easily, so making it harder for Mobs to hit you.
·
Gold Shield
Small round golden shield (e.g. Living Shield of Evernan). Requires 1 Hand Blunt skill to wield. Increases your armour Class (AC) and in addition adds points to your parry skill and to our MaxHP. The extra hit points from this type of shield can be quite useful.
·
Blue Shield
Large black shield with a glinting blue design (e.g. Wave Breaker). Requires 1 Hand Blunt skill to wield. Increases you armour class (AC), reduces Nano Cost and increases your nano pool.
It is possible to wield both a 1HB weapon and a shield as long as you satisfy the dual wield requirements of the item in your left hand. This uses the Multi-Melee skill which is also dark blue. Unfortunately, the nano crystal description only tells you that the creation will be cast but tells you none of the details of the weapon or the requirements.
The general opinion in the MP community is that the weapons are not really very useful in terms of damage. Certainly, the damage is not particularly high with any of the weapons. The MP has dark blue skills for all of the combat requirements for the summoned weapons, which means that the MP rarely raises the skill higher than is absolutely necessary in order to wield them. Most MPs choose either 1 hand blunt weapons as these enable usage of both the weapons and the shields and give both better buffs and better damage together.
MPs generally try to avoid melee combat. The attack pet is good at melee and can be sent to battle far away from you, so for most of the time you won't be close enough to hit the mob with your stick. By keeping your distance the mobs will generally hit you a lot less.
Still the weapons do in fact do some damage and are better than nothing in those situations when you are up close and personal with a mob, whether by choice or out of desperation!
The weapons are prized though by many low to medium level (up to 125) MPs for their secondary modifiers. The reductions in nano cost and the increase in nano pool make a very real difference to certain play styles for the MP. Most MPs do not spend many IPs in the required combat skills though, preferring often to use implants to gain the required skill to wield the weapons and shields.
At higher levels, most of the creations are not used. The MP playstyle lends itself best to ranged weaponry and the need at higher levels to add more damage with weapons mean that most MPs beyond around level 100 no longer use the creations. Some MPs who have chosen to use melee weaponry still use the creation shields – in particular the Red Add All Def shields.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”. Below are tables detailing the specifications and buffs of all Creation Nanos, Weapons and Shields.
|
The Creation Nanos and Weapons |
||||||
|
1 Hand Blunt Creation Weapons |
||||||
|
Item Name |
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: The Crotalus (QL 48) |
BM: 236 MC: 236 TS: 236 Nano: 431 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
The Crotalus (QL 45) |
1 HB: 156 T&S: 236 |
1.0/3.0 |
18–47 (26) Poison AC |
5% Chance DoT: -20 Poison AC (6 ticks @ 4 secs) |
Max Nano +38 Nanocost -1% |
|
|
Nano Creation: Coplan’s Hand Taipan (QL 90) |
BM: 458 MC: 458 TS: 458 Nano: 858 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Coplan’s Hand Taipan (QL88) |
1 HB: 302 T&S: 458 |
1.5/3.0 |
30-81 (49) Poison AC |
6% Chance DoT: -52 Poison AC (6 ticks @ 4 secs) |
Max Nano +77 Nanocost -2% |
|
|
Nano Creation: Bitis Striker (QL 136) |
BM: 692 MC: 692 TS: 692 Nano: 1314 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Bitis Striker (QL 133) |
1 HB: 457 T&S: 692 |
1.5/3.0 |
42-117 (74) Poison AC |
7% Chance DoT: -110 Poison AC (6 ticks @ 4 secs) |
Max Nano +118 Nanocost -3% |
|
|
Nano Creation: Gold Acantophis (QL190) |
BM: 972 MC: 972 TS: 972 Nano: 1632 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Gold Acantophis (QL 187) |
1 HB: 641 T&S: 972 |
1.5/3.0 |
57-160(103) Poison AC |
8% Chance DoT: -195 Poison AC (6 ticks @ 4 secs) |
Max Nano +146 Nanocost -4% |
|
|
General: |
||||||
|
Weapon Duration: |
2 hours |
|||||
|
Weapon Attack Skills: |
80% Time & Space 20% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC |
|||||
|
DoT Attack Skills: |
100% Matter Creation |
|||||
|
DoT Defence Skill: |
100% Nano Resist |
|||||
|
2 Hand Blunt Creation Weapons |
||||||
|
Item Name |
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Viper Staff (QL 66) |
BM: 328 MC: 328 TS: 328 Nano: 625 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Viper Staff (QL 63) |
2 HB: 156 T&S: 328 |
3.0/12.0 |
42-148 (3) Poison AC |
20% Chance DoT: -23 Poison AC (8 ticks @ 2 secs) |
Max Nano +374 Nanocost -2% |
|
|
Nano Creation: Asp of Semol (QL 116) |
BM: 604 MC: 604 TS: 604 Nano: 1167 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Asp of Semol (QL116) |
2 HB: 399 T&S: 604 |
3.0/12.0 |
60-310 (6) Poison AC |
27% Chance DoT: -99 Poison AC (8 ticks @ 2 secs) |
Max Nano +700 Nanocost -4% |
|
|
Nano Creation: Wixel’s Notum Python (QL 160) |
BM: 816 MC: 816 TS: 816 Nano: 1435 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Wixel’s Notum Python (QL 157) |
2 HB: 538 T&S: 816 |
3.0/12.0 |
42-117 (74) Poison AC |
34% Chance DoT: -80 Poison AC (8 ticks @ 2 secs) |
Max Nano +1435 Nanocost -8% |
|
|
Nano Creation: Azure Cobra of Orma (QL 215) |
BM: 1030 MC: 1030 TS: 1030 Nano: 1702 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Azure Cobra of Orma (QL 198) |
2 HB: 680 T&S: 1030 |
3.0/12.0 |
89-558 (10) Poison AC |
40% Chance DoT: -227 Poison AC (8 ticks @ 2 secs) |
Max Nano +1021 Nanocost -6% |
|
|
General: |
||||||
|
Weapon Duration: |
2 hours |
|||||
|
Weapon Attack Skills: |
80% Time & Space 20% 2 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC |
|||||
|
DoT Attack Skills: |
100% Matter Creation |
|||||
|
DoT Defence Skill: |
100% Nano Resist |
|||||
|
1 Hand Blunt Creation Shields – Blue
Shield |
||||||
|
Item Name |
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Notum Defender (QL 72) |
BM: 354 MC: 354 TS: 354 Nano: 686 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Notum Defender (QL 68) |
1 HB: 233 T&S: 354 Multi Melee: 116 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Max Nano +370 Nanocost -3% Nano Resist +10 All ACs +104 |
|
|
Nano Creation: Wave Breaker (QL 129) |
BM: 651 MC: 651 TS: 651 Nano: 1268 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Wave Breaker (QL 125) |
1 HB: 430 T&S: 651 Multi Melee: 214 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Max Nano +684 Nanocost -6% Nano Resist +24 All ACs +191 |
|
|
Nano Creation: Mocham’s Guard (QL 187) |
BM: 936 MC: 936 TS: 936 Nano: 1588 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Mocham’s Guard (QL 180) |
1 HB: 618 T&S: 936 Multi Melee: 308 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Max Nano +857 Nanocost -10% Nano Resist +37 All ACs +276 |
|
|
General: |
||||||
|
Weapon Duration: |
2 hours |
|||||
|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC |
|||||
|
1 Hand Blunt Creation Shields – Gold
Shield |
||||||
|
Item Name |
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Vital Buckler (QL 59) |
BM: 292 MC: 292 TS: 292 Nano: 542 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Vital Buckler (QL 68) |
1 HB: 193 T&S: 292 Multi Melee: 96 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Parry +10 Max HP +170 All ACs +72 |
|
|
Nano Creation: Living Shield of
Evernan (QL 112) |
BM: 568 MC: 568 TS: 568 Nano: 1089 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Living Shield of Evernan (QL 109) |
1 HB: 375 T&S: 568 Multi Melee: 187 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Parry +24 Max HP +342 All ACs +142 |
|
|
Nano Creation: Death Ward (QL 177) |
BM: 913 MC: 913 TS: 913 Nano: 1520 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Death Ward (QL 171) |
1 HB: 602 T&S: 913 Multi Melee: 300 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Parry +37 Max HP +481 All ACs +224 |
|
|
General: |
||||||
|
Weapon Duration: |
2 hours |
|||||
|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC |
|||||
|
1 Hand Blunt Creation Shields – Red
Shield |
||||||
|
Item Name |
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Solar Guard (QL 85) |
BM: 427 MC: 427 TS: 427 Nano: 807 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Solar Guard (QL 82) |
1 HB: 282 T&S: 427 Multi Melee: 140 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Add All Def +100 Reflect Fire AC +15% All ACs + 169 |
|
|
Nano Creation: Belthior’s Flame Ward (QL 147) |
BM: 749 MC: 749 TS: 749 Nano: 1370 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Belthior’s Flame Ward (QL 144) |
1 HB: 494 T&S: 749 Multi Melee: 246 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Add All Def +160 Reflect Fire AC +23% All ACs + 297 |
|
|
Nano Creation: Shield of Asmodian (QL 205) |
BM: 1035 MC: 1035 TS: 1035 Nano: 1708 |
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Shield of Asmodian (QL 199) |
1 HB: 683 T&S: 1035 Multi Melee: 341 |
1.0/8.0 |
1-1 (1) Melee AC |
N/A |
Add All Def +210 Reflect Fire AC +30% All ACs + 410 |
|
|
General: |
||||||
|
Weapon Duration: |
2 hours |
|||||
|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC |
|||||
Beyond the start-up Metaphysicist Shield, there are several types of weapons that have an MP requirement to wield them. Most of these weapons are ‘shared’ with another profession and are usually more suited to the other profession than to the MP. There are however three sets of weapons that are designed only for the MP which no other profession may wield: MP Crystal Weapons, MP Melee Energy Shields and MP Bows.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide.
Shadowlands brought with it 2 lines of bows that are designed for the MP and the MP only. These 2 lines – one for Clan MPs and one for Omnitek MPs - consist of one bow in QLs up to and including 299 with a final, differently named bow at QL300. Although these bows are found in the Shadowlands, you do not need to have Shadowlands to wield them.
Clan MP Bow
Line
The Clan MP bow line consists of Sprite Bow up to QL299 and culminates in the Seraph Bow at QL300. The Sprite bows add a small amount of HP while the Seraph Bow buffs Intelligence (+22), Max HP (+260) and Nano Resist (+80).
The Clan MP bows do Cold AC damage and are excellent weapons.
Omnitek MP Bow
Line
The Omni MP bow line consists of Bow of Sympathy up to QL299 and culminates in the Bow of Solace at QL300. The sympathy bows add a small amount of HP while the Solace Bow buffs Intelligence (+25), Max HP (+300) and Nano Resist (+90)
The Omni MP bows do Fire AC damage and are excellent weapons.
MPs have an affinity for Bows and for ranged weapons in general, so these weapons fit well with an MP playstyle. As pure bow weapons, these bows use physical init and can be used together with Bow Special Arrows.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
The MP Crystal weapons are mostly Melee Energy (67%) and Piercing (33%) based weapons except the Deluxe Crystals which are Melee Energy only (100%).
MPs have no affinity at all for Melee Energy weapons or Piercing. The skills are expensive, low in level and very difficult to implant for well. There are also no MP perk lines that buff these skills. These weapons should generally not be considered as good weapons for damage purposes. However, the crystal weapons also have some buffs for MP skills – though relatively small buffs.
·
Robinson Crystal I
Available in QLs 1 to 49 these crystals buff Bio Met and Matter Met for +1 and runspeed for +10
·
Robinson Crystal II
Available in QLs 50 to 99 these crystals buff Bio Met +3, Matter Met +2 and runspeed for +20
·
Robinson Crystal III
Available in QLs 100 to 149 these crystals buff Bio Met +5, Matter Met +3 and runspeed for +30
·
Robinson Crystal IV
Available in QLs 150 to 199 these crystals buff Bio Met +7, Matter Met +5 and runspeed for +40
·
Robinson Crystal V
Available in QLs 50 to 99 these crystals buff Bio Met +3, Matter Met +2 and runspeed for +20
·
Robinson Crystal De Luxe
Available in QLs 140 to 149 these crystals buff Energy Damage for +5 (but themselves do Radiation damage), Max Health for +75 and Nano Programming for +10.
·
Robinson Special De Luxe
Available in QLs 140 to 149 these crystals buff Energy Damage for +15 (but themselves do Radiation damage), Max Health for +225 and Nano Programming for +20.
Essentially, these weapons are largely useless with the Robinson Special De Luxe being the only one that gives sufficient buffs to make up for the difficulties associated with Melee Energy and Piercing as attack skills. However, the skills investment to use the De Luxe crystals would be prohibitive for the level of buff received.
All of the crystals are Right Hand only and so not dual wieldable to double the buffs – though they can all be dual wielded alongside a creation shield or other weapon.
A very nice shield weapon carried in the Left Hand. It gives Energy, Melee and Projectile AC of +999 and also Max Health Buff of +333. In addition it has good damage of 160-160(160) and an attack rating based on 1 Hand Blunt (67%) and Time and Space (33%) – MBS value is 1000.
This is an excellent MP weapon to go alongside either a 1 Hand Blunt creation or some other 1 handed weapon.
A small selection of Melee Energy shields for the MP are listed in the database at low QLs. They are based on Melee Energy, Fast Attack and Brawl. With the exception of Brawl, MPs have little affinity for these skills. In particular, the attack skill (100% Melee Energy) is expensive, low in level and very difficult to implant for well.
·
Jupiter Aegis
Available in QLs 40 to 49 these shields also buff Add All Def +10, and Radiation AC +40.
·
Gift of Jupiter
Available in QL 50 this shield also buffs Add All Def +20, NanoC-Init +20 and Radiation AC +80.
As with the melee energy crystals, these weapons should not be viewed as weapons that MPs would like to wield.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
These odd weapons are the very first weapons yet to be seen in the AO database that use the Sharp Objects skill. They don’t seem to be searchable in the database – though they are clearly there. These weapons are items that are used by right clicking on them. As such, they are similar to the Bow Special Arrows and can be used alongside any other weapon as an additional special attack without disturbing any attack or recharge cycles.
They have varying power and skill lock times ranging from 100 – 300 damage at 8 sec skill lock up to 2K plus damage and 20 second skill lock times. The interesting thing about these “specials” is that they have a defensive skill check of Dodge Ranged 50%. In effect then your attack rating with these weapons will be twice your actual skill level in Sharp Objects.
The Items included in this range are:
·
Capsule of
Fulminating Novictum
·
Poison Darts
of the Deceptor
·
Aluminum
Throwing Dagger
Circus Throwing Dagger
These items at present only exist in the database so it cannot be
certain that they are actually in game at this time.
The big downside with these items is that the lowest requirement is
750 Sharp Objects and you’d still need to raise a normal weapon skill and
weapon init for use as your primary weapon – since the damage and recycle time
on these ‘specials’ makes them unsuitable for use as a main weapon. As such
these weapons would really only be usable at the very high level players and
even then the investment in IP would be hard to justify, especially in the
Shadowlevels where IP becomes very scarce.
On the whole, these weapons are not suitable for the MP.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
There are three lines of weapons with an MP requirement that are shared with other professions.
The Shank of Maze line of weapons are 1 Hand Edged based weapons designed for Adventurers. They include Sneak Attack, Fast Attack and Brawl specials. The line includes QL1 to 299 Shank of Maze - which give a small Strength and Agility buff at the higher QLs (max +5) - and the Ql300 Sleek Shank of Maze which buffs Strength and Agillity for +15 and Perception for +25.
It is unlikely that the highest QLs of this line of weapons can be equipped by an MP. The MP has little affinity with 1 Hand Edged although it is a weapon skill that can be implanted reasonably well. The specials skills are all high cost low maxing skills. These weapons should not be considered as strong MP weapons.
The Argument exists in the database from QL 150 to QL200 and is shared with the Enforcer. They are Melee Energy based weapons with Dimach special. MPs have little affinity for Melee Energy as it is expensive, low in level and very difficult to implant for well.
The Argument buffs Duck Exp (+30 to +40), Intelligence (+15 to +20) and Max HP (+150 to +300). These weapons should not be considered as strong MP weapons and it is unlikely that the investment required for the buffs given would make these weapons worthwhile.
The Notum Animal Bone line of weapons comes in two versions. The Notum Saturated Animal Bone which exists from QL 1 to 299 and the Notum Studded Animal Bone at QL 300. They are Melee Energy based weapons with Sneak Attack, Fast Attack, Brawl and Dimach specials. MPs have little affinity for Melee Energy as it is expensive, low in level and very difficult to implant for well and the large number of specials requires an immense investment of IP in order to equip and use this weapon for an MP.
The Notum Animal
Bones buff Add All Off (+2 to +6), Evade ClsC (+10 to +30) and Nano Resist (+10
to +30). These weapons should not be considered for the MP.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
There are seven main elements to the MP’s defense capabilities:
· Heal Pet line
· Mez Pet line
· Stun Nano
· Evades and Nano Resist
· Armour
· Root/Snare reducing Pet Buffs
· Quantum Wings
Heal pets are very useful things indeed and a core part of the MP toolset. The only heal nano an MP can use is the general +25 HP nano which after level 10 is already fairly useless. The heal pet is the MPs' replacement for healing power. The heal pet can be told to heal your attack pet, making it last longer and more able to kill mobs outright. The heal pet can also heal other players' pets including crat bots and engineer bots. Furthermore, the heal pet can be told to heal other players. Used mostly in teams to heal the tank (the person supposed to take most of the damage) and to heal players in trouble who are near death. Once told to heal a target, the heal pet will follow that target around healing them when necessary.
The higher the QL of the heal pet nano, the more healing your pet will do in each hit. The higher QL heal pets also have considerably more hit points than the lower QL ones. All of the heal pets are meatball type pets and last from 1200 seconds to 2800 seconds.
The heal pet nanos are all called "Calling of..." and have a Time and Space and Bio Metamorphosis requirement to cast them. There are 9 heal pets available to the MP and one Heal Pet available only to Shadowlands MPs who have completed their 4th Specialisation quest.
·
Calling of Medinos
·
Calling of Salvinous
·
Calling of Valentyia
·
Calling of Sanoo
·
Calling of Restite
·
Calling of the Vivificator
·
Calling of Altumus
·
Calling of Curatem the Grand
·
Caling of Belamorte
·
Calling of Mortificant the
Eternal (Shadowlands Spec)
The heal pet healing values without any buffs or perks are as follows:
|
|
Mortificant |
Belamorte |
Curatem |
Altumus |
|
Base Heal Nano (no perks) |
746 – 1055 Average: 900 |
457 – 820 Average: 638 |
432 – 820 Average: 626 |
400 – 675 Average: 537 |
|
|
Vivificator |
Restite |
Valentyia |
Sanoo |
|
Base Heal Nano (no perks) |
346 – 620 Average: 483 |
291 – 493 Average: 392 |
177 – 253 Average: 215 |
259 – 348 Average: 303 |
|
|
Salvinous |
Medinos |
|
|
|
Base Heal Nano (no perks) |
92 – 168 Average: 130 |
44 – 79 Average: 61 |
|
There are no specific nano buffs available for the heal pet. The heal pet can be buffed with:
Anticipation
of Retaliation:
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
The Nano Cost
Reduction Line:
These nanos reduce the cost of casting nanos. Heal pets have limited nano and will eventually run out. Using /pet report will display the heal pet's nano status. When the heal pet runs out of nano, it will stop healing until it has enough nano to cast 2 or 3 heals. Using the Nano Cost reducing buffs on the heal pet ensures that it runs out of nano more slowly and that whne it has run out of nano, the healing pause will be shorter. Nano Cost reduction nanos up until QL125 are in the shops.
Soothing
Spirits Perk Line:
This Shadowlands perk line increases the healing power of the heal pet for each perk trained in the line. It does this by affecting the nano equipped by the heal pet when you cast it. As a result, you don’t have to actively buff the pet – you need only train the perk line to get the ‘buff’.
For details of the effects of the Soothing Spirits perk line on the heal values please refer to the table in the perk section below.
Interrupt
Decrease Buff Line
Since the heal pets cast a nano and sometimes get interrupted by being attacked, you may want to use the Interrupt Decrease buff line on the Heal pet to try to ensure that a heal arrives even when the heal pet is under attack.
General Buffs
There are several General nanos that will successfully buff stats on the MP heal pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Regeneration
Small heal delta buff
· Nano Restoration
Small nano delta buff
· Bot Mass Migration
Transfers enough nano to the heal pet to give one more heal when the pet has run out of nano
· Quickness
Small run buff +30
· Adrenaline Pump
Small run buff +20
· Swiftness
Small run buff +10
Although you can command the heal pet to heal a particular target, you cannot command it to actually make a healing stroke. That is, the pet will say "Commencing healing process" when you tell it to heal a target, but will not necessarily directly raise the target's hitpoints.
Heal pets can only do a heal once every so many seconds. For the lower QL heal pets this is around once every 10 seconds. For the higher QL heal pets it's around once every 8 or 9 seconds. When the heal pet actually does the healing stroke is not controllable by you. It happens when it happens. In order to actually heal its target, the heal pet executes a nano program in the NCU of the target.
The heal pet has few disadvantages. The main one is the difficulty of switching the heal pet from one target to another.
The main difficulty with changing targets is line of sight. Every pet can only attack or heal a target, when the pet itself has line of sight to the target. That is, there must be a path through to the target from the pet's point of view and the target must be close enough to the pet for the pet to 'see' it. Range can also affect this. If your heal pet is not close enough to the target to be able to ‘see’ the target, then the heal pet may refuse to move to the target to heal it.
Another difficulty with changing targets is that the heal pet is only as fast as you are. It has a certain runspeed and can only heal from a certain range. As a result, if you switch the heal pet to a target a long way from its present target, then it will take some time to get there. This combined with the pauses the heal pet takes between heals means that when you switch a heal pet it will not be an instant heal. As a result it is important to command the heal pet to switch earlier rather than later as somebody is losing health.
|
Heal Pet Hitpoint and Nanopool |
||
|
Pet Name |
Hitpoints |
Nanopool |
|
Belamorte |
9815 |
13310 |
|
Curatem the Grand |
8101 |
11231 |
|
The Vivificator |
4779 |
7169 |
|
Restite |
3356 |
5327 |
|
Sanoo |
2274 |
3807 |
|
Valentia |
1345 |
2404 |
|
Salvinous |
609 |
1234 |
|
Medinos |
181 |
414 |
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC |
|
Mortificant |
3450 |
|
Belamorte |
590 |
The Mez Pet is the third pet that an MP can cast at the same time as the attack pet and the heal pet. As of patch 15.0.1 the Mez Pet now has two different functions for Player vs Mob/pet and Player vs Player.
The mez pet effect is to stop the mob from moving and hitting its target. The effect lasts for 12 seconds and the mez pet will continue to try to land the attack on the mob, holding the mob calm for as long as the effect itself continues to land. The effect is shown graphically by a yellow-orange haze around its target.
If the mez pet attack fails to land, then the mob will be free again to move and hit at least until the next successful mez pet attack.
The Mez effect is 100% breakable - that means that any nano cast on the mezzed mob and any weapon hit to the mob will break the effect and free the mob to move and hit again.
The Mez pet effect is different to the calms and mezzes of other professions in that it does not wipe the hatelist of the mob. This means that the mob will still be trying to attack its target and will still be working out which player/pet it should be attacking. As a result, you may still see the "Mob attacking" messages in your chat even while the mez effect is running.
The main function of the mez pet then is to keep a single mob 'mezzed' while you deal with another mob. It is designed to be used on adds that nobody is attacking, just to keep them out of the battle.
In PvP the mez pet is designed to have a rooting effect on the player. When the effect lands on the player, the mez pet will stop the player from moving. The player will be able to continue attacking and hitting their target.
Once again, the mez pet effect is 100% breakable, so unlike the roots that other professions have in the game, every hit or nano cast on the rooted target will break the effect and set the player free.
The mez pets come in three main groups:
Distracting Spheres:
· Lesser Distracting Sphere
· Distracting Sphere
· Greater Distracting Sphere
· Supreme Distracting Sphere
Deranged Mindreavers:
· Lesser Deranged Mindreaver
· Deranged Mindreaver
· Greater Deranged Mindreaver
· Supreme Deranged Mindreaver
Summoning of...:
· Summoning of Absuum
· Summoning of Ignatus Mind-Clouder
· Summoning of Duoco
· Summoning of Distral
· Summoning of Confane
· Summoning of Balbuto the Gibberer
· Summoning of Tumulten
All of the Mez pet nanos are mission item or mob loot only.
There are no specific nano buffs available for the Mez pet however, the Mez pet performance can be improved by using Psych Mod and Sense Imp buffs on the pet, as these are the skills used for its mez effect. The Mez pet can be buffed with:
Psych Mod and
Sense Imp Buffs
All of the PM and SI buffs that an MP can cast will improve its performance. So that would include the Composites and PM/SI Expertises, Teachings, Masteries, Infuses and Mocham’s Gift.
Anticipation
of Retaliation:
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
General Buffs
There are several General nanos that will successfully buff stats on the MP heal pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Regeneration
Small heal delta buff
· Quickness
Small run buff +30
· Adrenaline Pump
Small run buff +20
· Swiftness
Small run buff +10
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC |
|
Tumulten |
950 |
There is only one stun nano in the MPs arsenal and it is called The Curse of Chronos (CoC). The effect of this nano is that it roots the target to the spot completely freezing them, so that they are unable to perform any actions of any kind including attacks, using kits and using tools. The effect lasts only 5 seconds while the recharge on the nano is 10 seconds, so the maximum that you can stun a target without help is 50% of the time (assuming that the nano lands every time).
Curse of Chronos is not an easy nano to land on an opponent. With a defence rating of 130% Nano Resist and attack skills of 52% Time & Space and 48% Sense Imp, it can be a challenge to land the nano against high nano resist targets. Also, some mobs and players are either partially or fully immune to stuns. CoC carries a very high taunt value which means that when you use it against a mob you are very likely to attract the aggro of the mob to yourself – still it can be a very useful tool.
This nano is only available from missions/dropped by mobs.
There are three skills that are generally called "evades". These are:
· Evade Close Combat
· Dodge Ranged
· Duck Explosions
These skills enable you to avoid being hit by weapons and in particular reduce the likelihood of being hit with a critical hit (very high damage hit).
The first two skills are light blue for an MP and are also the most useful. The third is dark blue and less useful, being effective only agains Shotguns, Support Beam type weapons and explosion weapons like grenades.
As an MP you have a single buff called Anticipation of Retaliation which will buff all three skills by +60. It is a very useful buff and you get it a quite a low level so can be popular with many other players in your team too. At higher levels other professions (MAs, Fixers and NTs) have better evades buffs which you should seek out.
The Nano Resist skill gives you a chance of 'evading' a nano. Essentially, the higher your nano resist, the less likely it is that an enemy will succeed in casting a hostile nano on you. Nano attacks are ranged attacks and as a result the MP is vulnerable to them even when staying back and letting the pets do the work. MPs are also particularly vulnerable to debuffing nano attacks which may well kill their ability to nuke or debuff mobs at all.
With regard to Profession Specific Armours, the MP has never been particularly well served. The very highest level profession specific armours: Chosen and Faithful armours found in the Shadowlands by completing several long and difficult quests are probably the best MP armour in the game though. They are based on Int and Psy and thus strongly favour the high level nanomage MP.
MP Profession Specific Armours include:
The first tier MP armour from Shadowlands is a first step towards making the 2nd tier and Chosen and Faithful armours. In itself, this armour is not particularly good compared to other armours that you may be able to equip by the time you are able to wear it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The second tier MP armour from Shadowlands is a second step towards making the Chosen and Faithful armours. In itself, this armour is not particularly good compared to other armours that you may be able to equip by the time you are able to wear it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The Faithful armour is much better armour than it’s predecessor 1st and 2nd tier versions. It’s excellent armour although quite difficult and time consuming to achieve the quest steps to gain it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The Chosen Armour is the best MP specific armour in the game. It gives excellent protection and excellent skills boosts. It’s unclear at this time whether other choices may not be a better bet for MPs. It’s clearly biased to Nanomage MPs with its Int Psy requirements and it’s as yet unclear as to whether the other breeds of MP will be able to equip this armour.
It is created via a quest received from the IPS MP representative.
The Shadowlands Tattoos are probably not a particularly good choice for most MPs, though Opifex MPs might like to try it. The tattoos are more designed for Shades and the skills buffs given by the armour show this.
The Shadowlands Tattoos are probably not a particularly good choice for most MPs, though Opifex MPs might like to try it. The tattoos are more designed for Shades and the skills buffs given by the armour show this.
The Shadowlands Tattoos are probably not a particularly good choice for most MPs, though Opifex MPs might like to try it. The tattoos are more designed for Shades and the skills buffs given by the armour show this.
Yellow Force Tight armour is designed primarily for Martial Artists. However, the skills buffed by this armour (Phys Init, bow, Evade, Add All Def) might very well suit a bow specialist MP. In general though, there are more interesting armour choices available.
The Zealot Armour is unusual armour and perhaps most suited to Atrox MPs. The Stamina and Int requirements and the addition of a melee init and Space Time buff make this armour potentially quite useful to Atrox Melee MPs who struggle to find the last TS points for some of the highest MP nanos.
On the whole though, there are better non-MP specific armours available with similar casting requirements – though perhaps not as easy to acquire as the Zealot armour.
The Luxurious Rubber armour is only lootable from some of Ian Warr’s associates – amongst the hardest mobs to kill in Rubika. The armour itself is uninspiring and most MPs would prefer to equip the Azure armour that is dropped by those same mobs.
Some MPs find the First Aid benefits from the luxurious rubber useful and may wear one or two pieces in a mixed armour setup.
The Yearning Armour is quite nice armour for an MP and relatively easy to come by. It’s biggest drawback is the low levels of Melee and Projectile AC – both the most common damage types in particular in PvM. For non-Clan MPs who are looking for easily available and decent armour, this may well be a nice choice.
The odd Psy/Stamina requirements on this armour make it a hard fit for most MPs though nanomages might enjoy it. The AC and skills buffs are pleasant if not awe inspiring. Not a high priority choice for most MPs but certainly not a useless armour.
The Blackshirt of Zuwadza is a single body piece looted from Elian Zuwadza. The AC on this armour piece is virtually non-existent but the addition of a good MC/TS buff makes this a useful tool for many MPs who are struggling to reach a higher attack pet. Zuwadza is on an 18 hour timer and usually heavily camped so it’s not easy to get this item – but many MPs are willing to put in the effort.
This set of armour drops from a series of 7 small Dragon bosses just south-west of Inferno Frontier:
This item is a key item for all MPs wishing to use bow. Bow lacks buffs in game and the +75 Bow and Bow Special buffs on this hood make it one of the more important items in the game for Bow wielding MPs. The extra evades are also excellent.
A nice piece of Chest armour, perhaps particularly suited to the Atrox MP who can get the best out of the Body Development buff and might need the few extra Psych Mod points for a higher Composite Mocham’s buff.
The Root and Snare reducing pet buffs are cast on the pets when they have been rooted or snared by a player or mob. Every root and snare nano has a duration which is the time that the root or snare will keep working against its target. The three root and snare reducing nanos for the pets will reduce that duration by a certain amount each time they are cast, thus freeing up your pets more quickly than they would normally be free. The top reducer also heals the pet for a small amount.
The three nanos are:
·
Fluctuate Manifestation:
Reduces the duration of roots and snares on your pets by 6 minutes 57 seconds.
· Modulate Manifestation:
Reduces the duration of roots and snares on your pets by 9 minutes 7 seconds.
· Succor of Expedium:
Reduces the duration of roots and snares on your pets by 12 minutes 36 seconds and also heals the pet for 150 points.
The pet root and snare reducers are available in shops except the top one which is available only as loot from Dynacamp Bosses.
Quantum Wings is a single nano that the MP can cast which enables the MP to fly. During flight the normal forward backwards and sideways arrows will control your direction. In order to angle yourself upwards or downwards, you need to right click on the screen and while holding the mouse button down, move your mouse up and down. During flight with quantum wings you will move quite a lot faster than you would if you were running on the ground as flying gives you a speed increase.
Quantum Wings counts as a defensive nano because unlike Yalmahas, you can cast quantum wings and fly even when you are under attack. As a result, casting quantum wings and flying away can often be a good way to escape a situation that has gone wrong. You can get quite quickly out of range of any mob/player who is attacking you.
Quantum Wings does not work at all while you are in the Shadowlands playfields.
This section covers the MP specific buffs.
The most important buffs that the MP has are the nanoskills buffs. AO is a game in which the primary differences between professions are defined by the Nano Formulae available to the profession. Although there are items and armour available with profession specific requirements, the thing that defines any profession is its nano formulae. The nanoskills are the skills that enable those profession defining elements and as such are pretty much the most important skills in the game.
Two professions are blessed with the ability to buff the nanoskills of others beyond the general expertise buffs: The MP and the Trader. The MP also has a single Self-Only nanoskills buff called Odin’s Missing Eye.
The trader Rubika wrangles are powerful but very short lasting buffs that buff all six nano skills and all the core weapons skills (not including weapon specials skills). Primarily useful for uploading nanos, equipping weapons and short term usage of a nano, the trader Rubika wrangles are generally used only as a short term buff. Some traders are able to provide a continual team wrangle by recasting it regularly – but this is not a common tactic as the trader himself is strongly debuffed by this tactic.
The MP nanoskills buffs are much longer lasting than the trader wrangles, lasting from 30 minutes for Teachings to 1 hour for Mocham’s Gifts. They do not debuff the MP and as such are the prime source for in combat nanoskills buffs. For each of the six nanoskills there is a separate buff in each of the categories. This means that although the buffs last much longer, the NCU cost of buffing all six skills is considerably higher than with a trader wrangle.
The MP nanoskills buffs ‘stack’ with the Trader wrangles and with the general nanoskills buffs (Proficiencies and Expertises) giving a maximum buff of 140 (Mochams) + 132 (Premium Team Wrangle) = 20 Expertises = +292 total buff.
Teachings Details(Duration 30 minutes) |
||||
|
Name |
Reqs |
Buff |
Approx Level Cast |
NCU Req |
|
Teachings of Biological Metamorphose |
91 PM/SI |
+25 BM |
20 |
6 |
|
Teachings of Material Metamorphose |
96 PM/SI |
+25 MM |
20 |
6 |
|
Teachings of Time and Space |
100 PM/SI |
+25 T&S |
20 |
7 |
|
Teachings of Material Creation |
108 PM/SI |
+25 MC |
20 |
7 |
|
Teachings of Sensory Improvement |
112 PM/SI |
+25 SI |
20 |
7 |
|
Teachings of Psychological
Modification |
117 PM/SI |
+25 PM |
20 |
8 |
Masteries Details(Duration 45 minutes) |
||||
|
Name |
Reqs |
Buff |
Approx Level Cast |
NCU Req |
|
BioMet Mastery |
184 PM/SI |
+50 BM |
25 |
12 |
|
SpaceTime Mastery |
200 PM/SI |
+50 T&S |
25 |
13 |
|
MatCrea Mastery |
208 PM/SI |
+50 MC |
30 |
14 |
|
Sense Imp Mastery |
216 PM/SI |
+50 SI |
30 |
14 |
|
PsyMod Mastery |
226 PM/SI |
+50 PM |
35 |
15 |
|
MatMet Mastery |
236 PM/SI |
+50 MM |
35 |
16 |
Infuses Details(Duration 50 minutes) |
||||
|
Name |
Reqs |
Buff |
Approx Level Cast |
NCU Req |
|
Infuse with Knowledge: Biological
Metamorphose |
569 PM/SI |
+90 BM |
100 |
38 |
|
Infuse with Knowledge: Material
Metamorphose |
584 PM/SI |
+90 MM |
100 |
39 |
|
Infuse with Knowledge: Material
Creation |
599 PM/SI |
+90 T&S |
105 |
40 |
|
Infuse with Knowledge: Time and Space |
607 PM/SI |
+90 MC |
105 |
40 |
|
Infuse with Knowledge: Sensory
Improvement |
615 PM/SI |
+90 SI |
110 |
41 |
|
Infuse with Knowledge: Psychological
Modification |
624 PM/SI |
+90 PM |
110 |
42 |
Mocham’s Gifts Details
(Duration 60 minutes) |
||||
|
Name |
Reqs |
Buff |
Approx Level Cast |
NCU Req |
|
Mocham’s Gift: SpaceTime |
745 PM/SI |
+140 T&S |
125 |
50 |
|
Mocham’s Gift: MatMet |
752 PM/SI |
+140 MM |
125 |
50 |
|
Mocham’s Gift: BioMet |
759 PM/SI |
+140 BM |
125 |
51 |
|
Mocham’s Gift: MatCrea |
766 PM/SI |
+140 MC |
130 |
51 |
|
Mocham’s Gift: Sense Imp |
770 PM/SI |
+140 SI |
130 |
51 |
|
Mocham’s Gift: PsyMod |
775 PM/SI |
+140 PM |
130 |
52 |
Odin’s Missing Eye is a self-only buff cast by the MP which buffs Intelligence, Psychic and all six nanoskills by 40. Due to the trickledown effects from the Intelligence and Psychic the actual amount of nanoskills buffed is:
· BioMet and MatMet: +50
· MatCre, TimeSpace, PsychMod, SenseImp: +48
Additionally this buff reduces your Max HP by 250. You sacrifice this health in order to get the buff.
Odin’s Missing Eye is a key step towards reaching your mocham’s. Once you have the infuses the extra nanoskills from Odin’s will usually get you to your first Mocham’s within a relatively short time.
Odin’s Missing Eye Details
|
||||
|
Name |
Duration |
Cast Reqs |
Effect |
NCU Req |
|
Odin’s Missing Eye |
45 mins |
786 BM 714 PM |
+40 Int/Psy +48 PM/SI/MC/TS +50 BM/MM -250 Max HP |
51 |
With Shadowlands some new nanoskills buffs came into the game. These new Shadowlands nanos buff all six nanoskills in about the same amount of NCU as a single skill Rubika buff of the same size. The Composite Nano Expertise nano buffs all six nano skills for +20 and stacks with the MP Composite Versions. Most of the Composite MP nanoskills buffs have a very much extended duration up to a maximum of 8 hours.
The Traders too have a Shadowlands version of their Wrangles: The Penumbral Wrangles. These new wrangles no longer debuff the trader and run as a self-refreshing aura on their team mates. This means that the Trader Penumbral Wrangles are more useful as an in combat buff for their teams – while the MP buffs still have a much longer duration and the MP does not need to be present for the buff to remain.
These new nanoskills buffs are tied to the Specialisations and you must complete the relevant Specialisation Quest in order to be able to cast the nano. Your target must also have Shadowlands to receive the buff and be of a certain level or higher.
Composite Nanoskills Buffs |
|||||
|
Name |
Cast Reqs |
Target Reqs |
Duration |
NCU Req |
Buff |
|
Composite Teachings |
Level 25 152 PM/SI First Spec |
Level 15 |
4 hours |
6 |
+25 to all 6 Nanoskills |
|
Composite Mastery |
Level 50 292 PM/SI First Spec |
Level 40 |
4 hours |
13 |
+50 to all 6 Nanoskills |
|
Composite Infuse with Knowledge |
Level 100 633 PM/SI First Spec |
Level 90 |
4 hours |
25 |
+90 to all 6 Nanoskills |
|
Composite Mochams (1 hour) |
Level 185 1029 PM/SI Third Spec |
Level 175 |
1 hour |
48 |
+140 to all 6 Nanoskills |
|
Composite Mochams (2 hours) |
Level 205 1227 PM/SI Fourth Spec |
Level 201 |
2 hours |
51 |
+140 to all 6 Nanoskills |
|
Composite Mochams (4 hours) |
Level 215 1576 PM/SI Fourth Spec |
Level 205 |
4 hours |
54 |
+140 to all 6 Nanoskills |
|
Composite Mochams (8 hours) |
Level 219 1715 PM/SI Fourth Spec |
Level 209 |
8 hours |
55 |
+140 to all 6 Nanoskills |
The Nanocost Reducer line of buffs is a key buff for the MP and often for team mates too. These buffs reduce the nanocost of each nano cast while the buff is running in your NCU by a percentage amount. The MP line of buffs maxes at 24% reduction. NTs also have a line of these buffs maxing at 28% reduction, though on the whole the MP buff takes up a little less NCU space and the MP tends to reach a better version for much of the line. The MP buffs do not stack with the NT buffs.
Since patch 15.0 each breed has a hard cap on Nanocost Reduction. This means that no matter how many buffs or items you have that change this stat you cannot exceed the following maximum percentages: Atrox 45%, Solitus and Opifex 50% and Nanomage 55%.
Nanocost Reduction Buff Details
|
|||
|
Name |
Amount Buffed |
Casting Reqs |
NCU Reqs |
|
Ease of Execution |
7% |
118 MM/BM 100 PM |
8 |
|
Notum Attunement |
12% |
284 MM/BM 252 PM |
19 |
|
Coherent Notum Web |
15% |
422 MM/BM 379 PM |
28 |
|
Neuron-Notum Interface |
19% |
616 MM/BM 554 PM |
40 |
|
Mocham’s Neural Interface-Web |
24% |
743 MM/BM 672 PM |
49 |
In Rubika, many players use air vehicles called Yalms to fly around the landscape. You are able to move faster from place to place using a Yalm and tend to be safer as you can fly high out of range of possible attack. For MPs, there is another option. MPs can self-cast a buff called Quantum Wings which allows them to fly without the aid of a vehicle. Quantum Wings doesn’t actually buff your runspeed but you will fly much faster than you can run.
Once cast in your NCU you can right-click and hold on the screen and move your mouse around to change your attitude in the sky (pitch and roll). Normal movement forwards and backwards is done using your directional keys.
Quantum Wings will only continue in your NCU for a certain duration. You need to be sure to land and refresh the buff before it runs out or you will find yourself falling from the sky – sometimes a very long way indeed. Also, if you use equipped item buffs in order to cast Quantum Wings (not including implants) then you may find that your wings fail when you zone.
One advantage Quantum Wings has over Yalms is that you can cast QW while you are being attacked whereas a Yalm cannot be equipped while you are under attack. This means that Quantum Wings can be useful as a get away nano when you are in deep trouble.
While Quantum Wings is running the MP is unable to attack, unable to cast nanos and unable to command their pets. Quantum Wings is solely for travel and while you are flying any pets that you have will automatically follow you. If your pets are attacked by an aggro mob while you are flying, the pet will not even defend itself.
The buff cannot be cast on others and can only be cast oudoors. Going indoors will cancel the buff.
Quantum Wings Details
|
||||
|
Name |
Duration |
Cast Reqs |
Effect |
NCU Req |
|
Quantum Wings |
30 mins |
480 BM 480 MM 480 TS |
Fly |
32 |
It is possible to interrupt the casting of a hostile nano by hitting the caster with a melee attack during the casting time. When you are casting a nano that takes time to cast while being hit by a melee weapon, there is a certain chance of your being interrupted. This chance is calculated taking into account your defensive skills, Agg/Def setting and the attack skills of your opponent. It is possible to reduce the chances of being interrupted by buffing with the Nano Interrupt Reducer line. The buff is expressed as being a %age reduction in chance of being interrupted.
In general, the chances of being interrupted during casting a rather low in AO. Also, the faster you cast your nanos the less likelihood there is of being interrupted – until at instacast (0 casting time) it is impossible to be interrupted. Most of the MP nanos are relatively fast casting with the notable exceptions being Nano Shutdown and the Shadowlands Damage Debuff Pairs.
In situations where you are likely to be hit a lot by a melee opponent and are going to be casting very long casting nanos – then using this buff might be a good idea. Tanks sometimes like having this buff as they spend all their time getting hit but still need to cast nanos in battle. Also, at lower levels when the MP has less NanoC-Init it may make sense to use one of these buffs if you have space for it.
Nano Interrupt Reduction Buff
Details
|
|||
|
Name |
Amount Buffed |
Casting Reqs |
NCU Reqs |
|
Internal Focus |
27% |
61 PM/SI 74 TS |
5 |
|
Engrossing Activity |
34% |
208 PM/SI 233 TS |
15 |
|
Ignore External Events |
41% |
399 PM/SI 440 TS |
28 |
|
Dedication of Thought |
51% |
635 PM/SI 706 TS |
45 |
|
One Mind, One Purpose |
57% |
706 PM/SI 778 TS |
50 |
The MP is an excellent tradeskiller in the field of Nano Programming. The two Nano Programming skills buffs contribute well to the level of the MP’s skills in this area and can also be given to others. As a result, this buff can be quite sought after by several Tradeskilling professions including Engineers and Traders.
The buff stacks with the General Nano-Programming Expertise nano but does not stack with any other nanoprogramming buffs giving a total buff of +112.
Odin’s Missing Eye Details
|
||||
|
Name |
Duration |
Cast Reqs |
Effect |
NCU Req |
|
Symbol Helper |
30 mins |
61 SI 61 PM |
+20 Nano Prog |
4 |
|
Advanced Symbol Manipulation |
30 mins |
439 PM 439 SI |
+92 Nano Prog |
29 |
The MP is able to cast his single evades buff at quite a low level. This buff gives +60 to Dodge Ranged, Evade-ClsC and Duck Explosions. At lower levels this can be a very sought after buff in teams as the MP is able to buff more than most other professions at the same level. At higher levels beyond level 80 or so, other professions are able to cast better evades buffs and the MP one is less sought after.
The Evades buff can also be cast on the MP’s own pets.
Evades Buff Details
|
||||
|
Name |
Duration |
Cast Reqs |
Effect |
NCU Req |
|
Anticipation of Retaliation |
30 mins |
247 BM 247 PM |
+60 Dodge Ranged +60 Evade ClsC +60 Duck Exp. |
16 |
In Shadowlands, much of the normal travel options used in Rubika simply do not work. Yalms and Quantum Wings, Warp Nanos, Grid nanos – all of the usual swift transport options do not work in the Shadowlands. Instead, special travel options only usable in the Shadowlands were introduced including 3 nanos for the MP which transport the MP and his team to the Unredeemed or Redeemed Gardens in the target playfield.
In order to upload these nanos, the MP must first be in a Shadowlands Playfield, select himself, have enough Guardian Faction, have the required level and nanoskills and have the Key to the target garden equipped in his HUD1 slot. In order to transport himself and his team mates, everyone who wishes to travel must have the key equipped in their HUD1 slot when the nano casts, they must have the required Guardian Faction rating and they must also be in range of the MP.
On successful casting, the team will find themselves next to the Garden to Garden transport statue in the target garden. The casting itself takes 2 minutes.
Channel Notum Vein Nano Details
|
|||
|
Name |
Cast Reqs |
Target Reqs |
Effect |
|
Channel Notum Vein: Adonis |
Key to Garden of Gilthar/Dalja Equipped GoS Faction >= 5000 540 PM/SI 584 MM Level 75 In Shadowlands |
Key to Garden of Gilthar/Dalja Equipped GoS Faction >=5 000 In range of MP |
Transport to the Garden corresponding to the equipped Key |
|
Channel Notum Vein: Scheol |
Key to Garden of Ocra/Roch Equipped GoS Faction >= 1000 533 PM/SI 577 MM Level 75 In Shadowlands |
Key to Garden of Ocra/Roch Equipped GoS Faction >= 1000 In range of MP |
Transport to the Garden corresponding to the equipped Key |
|
Channel Notum Vein: Elysium |
Key to Garden of Enel/Shere Equipped GoS Faction >= 0 527 PM/SI 571 MM Level 75 In Shadowlands |
Key to Garden of Enel/Shere Equipped GoS Faction >= 0 In range of MP |
Transport to the Garden corresponding to the equipped Key |
The Boon of Ergo Nanos are buffs that create an item in the Inventory of the MP. The item created is an Unpolluted Crystal which is used in the Tradeskill process that makes Blueprint Pocket Bosses. The nano crystals can be found at some of the Garden/Sanctuary Shadowlands vendors and also drop from Hecklers in some playing fields.
There are a series of different Boon of Ergo Nanos that create crystals of different QL.
·
Nano Crystal (Boon of Ergo -
Enel-Xum) : Creates a QL300 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Enel-Roch) : Creates a QL250
Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Enel-Thar) : Creates a QL200 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Enel-Bhotaar) : Creates a QL175 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Ocra-Shere) : Creates a QL150 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Ocra-Xum) : Creates a QL125
Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Ocra-Roch) : Creates a QL100
Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Ocra-Thar) : Creates a QL75 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Ocra-Bhotaar) : Creates a QL50 Unpolluted Crystal
·
Nano Crystal (Boon of Ergo -
Aban-Shere) : Creates a QL25 Unpolluted Crystal
Once the crystal
is cast it will last for only a few minutes before disappearing again, unless
you first fill the crystal with ‘the source’. In order to fill the crystal you
need to find a Notum Wars base with a control tower that is at least the same
QL as the crystal you wish to fill. Target the control tower and right click on
the crystal and the crystal item will change into a Crystal
Filled by the Source .
You can find
details on the entire process here at Anarchy Arcanum: Shadowlands Pocket Bosses
For an Analysis
of the perks and recommendations as to how to choose which perks to train,
please see the separate section “Choosing MP perks with Shadowlands”.
Soothing Spirits – Buffs
|
||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|
Soothing Spirits 1 |
30 |
5 Max HP 15 Nanopool |
5 Max HP 15 Nanopool |
720 Heal Pet Nano |
|
Soothing Spirits 2 |
60 |
7 Max HP 17 Nanopool |
12 Max HP 32 Nanopool |
Spirit of Blessing |
|
Soothing Spirits 3 |
90 |
8 Max HP 18 Nanopool |
20 Max HP 50 Nanopool |
722 Heal Pet Nano |
|
Soothing Spirits 4 |
110 |
10 Max HP 20 Nanopool |
30 Max HP 70 Nanopool |
Spirit of Purity |
|
Soothing Spirits 5 |
130 |
10 Max HP 20 Nanopool |
40 Max HP 90 Nanopool |
724 Heal Pet Nano |
|
Soothing Spirits 6 |
150 |
15 Max HP 20 Nanopool |
55 Max HP 110 Nanopool |
|
|
Soothing Spirits 7 |
170 |
25 Max HP 35 Nanopool |
80 Max HP 145 Nanopool |
726 Heal Pet Nano |
|
Soothing Spirits 8 |
190 |
30 Max HP 45 Nanopool |
110 Max HP 190 Nanopool |
|
|
Soothing Spirits 9 |
SL 1 |
35 Max HP 45 Nanopool |
145 Max HP 235 Nanopool |
728 Heal Pet Nano |
|
Soothing Spirits 10 |
SL 3 |
55 Max HP 65 Nanopool |
200 Max HP 300 Nanopool |
729 Heal Pet Nano |
The above “Heal Pet Nanos” refer to the nano that is equipped by the heal pet that you cast once you have trained the respective perk. The following tables detail the heal range and average heal for each heal pet and Heal Pet Nano Number combination.
To find the average heal that you will receive, check which number heal pet nano is enabled for your MP then find the corresponding field for your pet in the tables below.
Soothing Spirits Specials – Heal
Pet Improvements
|
||||
|
Heal Pet Nano |
Mortificant |
Belamorte |
Curatem |
Altumus |
|
Base Heal Nano (no perks) |
746 – 1055 Average: 900 |
457 – 820 Average: 638 |
432 – 820 Average: 626 |
400 – 675 Average: 537 |
|
720 Heal Nano |
798 – 1182 Average: 990 |
566 – 837 Average: 701 |
519 – 768 Average: 643 |
477 – 705 Average: 591 |
|
722 Heal Nano |
873 – 1267 Average: 1070 |
619 – 898 Average: 758 |
557 – 808 Average: 682 |
511 – 742 Average: 626 |
|
724 Heal Nano |
933 – 1377 Average: 1155 |
662 – 977 Average: 819 |
584 – 862 Average: 723 |
537 – 792 Average: 664 |
|
726 Heal Nano |
1027 – 1469 Average: 1248 |
728 – 1041 Average: 884 |
631 – 902 Average: 766 |
580 – 829 Average: 704 |
|
728 Heal Nano |
1134 – 1561 Average: 1347 |
804 – 1107 Average: 955 |
684 – 941 Average: 812 |
628 – 864 Average: 746 |
|
729 Heal Nano |
1216 – 1694 Average: 1455 |
862 – 1201 Average: 1031 |
719 – 1002 Average: 860 |
661 – 921 Average: 791 |
Soothing Spirits Specials – Heal
Pet Improvements
|
||||
|
Heal Pet Nano |
Vivificator |
Restite |
Valentyia |
Sanoo |
|
Base Heal Nano (no perks) |
346 – 620 Average: 483 |
291 – 493 Average: 392 |
177 – 253 Average: 215 |
259 – 348 Average: 303 |
|
720 Heal Nano |
428 – 634 Average: 531 |
348 – 514 Average: 431 |
191 – 282 Average: 236 |
269 – 398 Average:
333 |
|
722 Heal Nano |
459 – 667 Average: 563 |
373 – 541 Average: 457 |
205 – 297 Average: 251 |
289 – 419 Average: 354 |
|
724 Heal Nano |
482 – 721 Average: 601 |
391 – 578 Average: 484 |
215 – 317 Average: 266 |
303 – 447 Average: 375 |
|
726 Heal Nano |
521 – 745 Average: 633 |
423 – 604 Average: 513 |
232 – 332 Average: 282 |
327 – 468 Average: 397 |
|
728 Heal Nano |
565 – 777 Average: 671 |
458 – 630 Average: 544 |
251 – 346 Average: 298 |
355 – 488 Average: 421 |
|
729 Heal Nano |
594 – 828 Average: 711 |
482 – 672 Average: 577 |
264 – 368 Average: 316 |
373 – 520 Average: 446 |
Soothing Spirits Specials – Heal
Pet Improvements
|
||||
|
Heal Pet Nano |
Salvinous |
Medinos |
|
|
|
Base Heal Nano (no perks) |
92 – 168 Average: 130 |
44 – 79 Average: 61 |
|
|
|
720 Heal Nano |
115 – 171 Average: 143 |
55 – 81 Average: 68 |
|
|
|
722 Heal Nano |
124 – 179 Average: 151 |
59 – 85 Average: 72 |
|
|
|
724 Heal Nano |
130 – 192 Average: 161 |
61 – 91 Average: 76 |
|
|
|
726 Heal Nano |
140 – 200 Average: 170 |
66 – 95 Average: 80 |
|
|
|
728 Heal Nano |
152 – 209 Average: 180 |
72 – 99 Average: 85 |
|
|
|
729 Heal Nano |
160 – 223 Average: 191 |
76 – 105 Average: 90 |
|
|
Soothing Spirits – Spirit of Blessing Perk Special
|
|||
|
Perk Item |
Effect |
Recycle Time |
Attack Time |
|
Spirit of Purity (2
perks trained) |
Team Nano Heal +125 |
40 secs |
1 sec |
|
Spirit of Purity (3
perks trained) |
Team Nano Heal +250 |
40 secs |
1 sec |
|
Spirit of Purity (4
perks trained) |
Team Nano Heal +375 |
40 secs |
1 sec |
|
Spirit of Purity (5
perks trained) |
Team Nano Heal +500 |
40 secs |
1 sec |
|
Spirit of Purity (6
perks trained) |
Team Nano Heal +625 |
40 secs |
1 sec |
|
Spirit of Purity (7
perks trained) |
Team Nano Heal +750 |
40 secs |
1 sec |
|
Spirit of Purity (8
perks trained) |
Team Nano Heal +875 |
40 secs |
1 sec |
|
Spirit of Purity (9
perks trained) |
Team Nano Heal +1050 |
40 secs |
1 sec |
|
Spirit of Purity (10
perks trained) |
Team Nano Heal +1300 |
40 secs |
1 sec |
Soothing Spirits – Spirit of Purity Perk Special
|
|||
|
Perk Item |
Effect |
Recycle Time |
Attack Time |
|
Spirit of Purity (4
perks trained) |
Team Nano Heal +375 |
40 secs |
1 sec |
|
Spirit of Purity (5
perks trained) |
Team Nano Heal +500 |
40 secs |
1 sec |
|
Spirit of Purity (6
perks trained) |
Team Nano Heal +625 |
40 secs |
1 sec |
|
Spirit of Purity (7
perks trained) |
Team Nano Heal +750 |
40 secs |
1 sec |
|
Spirit of Purity (8
perks trained) |
Team Nano Heal +875 |
40 secs |
1 sec |
|
Spirit of Purity (9
perks trained) |
Team Nano Heal +1050 |
40 secs |
1 sec |
|
Spirit of Purity (10
perks trained) |
Team Nano Heal +1300 |
40 secs |
1 sec |
Channel Rage – Buffs
|
||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|
Channel Rage 1 |
10 |
5 Max HP 5 Add All Def 10 Nano Resist 3 Mat Cre 3 T&S |
5 Max HP 5 Add All Def 10 Nano Resist 3 Mat Cre 3 T&S |
Channel Rage Pet Buff 1 |
|
Channel Rage 2 |
60 |
9 Max HP 5 Add All Def 10 Nano Resist 4 Mat Cre 4 T&S |
14 Max HP 10 Add All Def 20 Nano Resist 7 Mat Cre 7 T&S |
Channel Rage Pet Buff 2 |
|
Channel Rage 3 |
90 |
10 Max HP 6 Add All Def 12 Nano Resist 5 Mat Cre 5 T&S |
24 Max HP 16 Add All Def 32 Nano Resist 12 Mat Cre 12 T&S |
Channel Rage Pet Buff 3 |
|
Channel Rage 4 |
110 |
10 Max HP 7 Add All Def 13 Nano Resist 6 Mat Cre 6 T&S |
34 Max HP 23 Add All Def 45 Nano Resist 18 Mat Cre 18 T&S |
Channel Rage Pet Buff 4 |
|
Channel Rage 5 |
130 |
14 Max HP 7 Add All Def 14 Nano Resist 7 Mat Cre 7 T&S |
48 Max HP 30 Add All Def 59 Nano Resist 25 Mat Cre 25 T&S |
Channel Rage Pet Buff 5 |
|
Channel Rage 6 |
150 |
18 Max HP 8 Add All Def 16 Nano Resist 8 Mat Cre 8 T&S |
66 Max HP 38 Add All Def 75 Nano Resist 33 Mat Cre 33 T&S |
Channel Rage Pet Buff 6 |
|
Channel Rage 7 |
170 |
22 Max HP 9 Add All Def 18 Nano Resist 9 Mat Cre 9 T&S |
88 Max HP 47 Add All Def 93 Nano Resist 42 Mat Cre 42 T&S |
Channel Rage Pet Buff 7 |
|
Channel Rage 8 |
190 |
37 Max HP 11 Add All Def 22 Nano Resist 10 Mat Cre 10 T&S |
125 Max HP 58 Add All Def 115 Nano Resist 52 Mat Cre 52 T&S |
Channel Rage Pet Buff 8 |
|
Channel Rage 9 |
SL 1 |
37 Max HP 15 Add All Def 30 Nano Resist 13 Mat Cre 13 T&S |
162 Max HP 73 Add All Def 145 Nano Resist 65 Mat Cre 65 T&S |
Channel Rage Pet Buff 9 |
|
Channel Rage 10 |
SL 3 |
48 Max HP 27 Add All Def 50 Nano Resist 20 Mat Cre 20 T&S |
210 Max HP 100 Add All Def 195 Nano Resist 85 Mat Cre 85 T&S |
Channel Rage Pet Buff 10 |
Channel Rage – Buffs
|
|||||
|
Perk Item |
Duration |
Attack Pet Buffs |
Recycle Time |
Attack Time |
Range |
|
Channel Rage Pet Buff 1 |
30 secs |
+1 Add All Off +15 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 2 |
30 secs |
+2 Add All Off +30 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 3 |
30 secs |
+3 Add All Off +50 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 4 |
30 secs |
+4 Add All Off +75 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 5 |
30 secs |
+5 Add All Off +105 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 6 |
30 secs |
+8 Add All Off +140 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 7 |
30 secs |
+10 Add All Off +175 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 8 |
30 secs |
+15 Add All Off +210 Damage |
3 mins |
1
sec |
40
m |
|
Channel Rage Pet Buff 9 |
30 secs |
+20 Add All Off +250 Damage |
3 mins |
1 sec |
40 m |
|
Channel Rage Pet Buff 10 |
30 secs |
+30 Add All Off +300 Damage |
3 mins |
1 sec |
40 m |
Nano Doctorate – Buffs
|
||||||||||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
||||||||
|
Nano Doctorate 1 |
50 |
+ 5 All Nano Skills |
+ 5 All Nano Skills |
|
||||||||
|
Nano Doctorate 2 |
80 |
+ 6 All Nano Skills |
+ 11 All Nano Skills |
|
||||||||
|
Nano Doctorate 3 |
120 |
+ 7 All Nano Skills |
+ 18 All Nano Skills |
|
||||||||
|
Nano Doctorate 4 |
160 |
+ 8 All Nano Skills |
+ 26 All Nano Skills |
|
||||||||
|
Nano Doctorate 5 |
200 |
+ 9 All Nano Skills |
+ 35 All Nano Skills |
|
||||||||
|
Nano Doctorate 6 |
SL 2 |
+ 10 All Nano Skills |
+ 45 All Nano Skills |
|
||||||||
|
Nano Doctorate 7 |
SL 5 |
+ 11 All Nano Skills |
+ 56 All Nano Skills |
Shutdown Removal 1 |
||||||||
|
Nano Doctorate 8 |
SL 10 |
+ 12 All Nano Skills |
+ 68 All Nano Skills |
|
||||||||
|
Nano Doctorate 9 |
SL 13 |
+ 17 All Nano Skills |
+ 81 All Nano Skills |
|
||||||||
|
Nano Doctorate 10 |
SL 16 |
+ 19 All Nano Skills |
+ 100 All Nano Skills |
Shutdown Removal 2 |
||||||||
Nano Doctorate Perk Specials – Shutdown Removal 1 |
||||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
|||||
|
1 secs |
N/A |
N/A |
N/A |
60 secs |
N/A |
3 m |
Reduce Nano Shutdown Line by 277 hours 46 mins 40 secs |
|||||
Nano Doctorate Perk Specials – Shutdown Removal 2 |
||||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
|||||
|
1 secs |
N/A |
N/A |
N/A |
60 secs |
N/A |
3 m |
Reduce Nano Shutdown Line by 277 hours 46 mins 40 secs |
|||||
Notum Source – Buffs
|
||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|
Notum Source 1 |
20 |
5 Max HP 15 Nanopool |
1 Intelligence 1 Psychic 40 Nanopool 3 Nano Delta |
Access Notum Source |
|
Notum Source 2 |
50 |
7 Max HP 17 Nanopool |
2 Intelligence 2 Psychic 90 Nanopool 6 Nano Delta |
|
|
Notum Source 3 |
80 |
8 Max HP 18 Nanopool |
3 Intelligence 3 Psychic 150 Nanopool 9 Nano Delta |
|
|
Notum Source 4 |
110 |
10 Max HP 20 Nanopool |
4 Intelligence 4 Psychic 220 Nanopool 12 Nano Delta |
Blast Nano |
|
Notum Source 5 |
140 |
10 Max HP 20 Nanopool |
5 Intelligence 5 Psychic 300 Nanopool 16 Nano Delta |
|
|
Notum Source 6 |
180 |
15 Max HP 20 Nanopool |
6 Intelligence 6 Psychic 395 Nanopool 21 Nano Delta |
|
|
Notum Source 7 |
SL 1 |
25 Max HP 35 Nanopool |
7 Intelligence 7 Psychic 495 Nanopool 27 Nano Delta |
Stop Notum Flow |
|
Notum Source 8 |
SL 3 |
30 Max HP 45 Nanopool |
9 Intelligence 9 Psychic 615 Nanopool 37 Nano Delta |
|
|
Notum Source 9 |
SL 7 |
35 Max HP 45 Nanopool |
11 Intelligence 11 Psychic 765 Nanopool 56 Nano Delta |
|
|
Notum Source 10 |
SL 10 |
55 Max HP 65 Nanopool |
15 Intelligence 15 Psychic 1000 Nanopool 86 Nano Delta |
Notum Overflow |
Notum Source Perk Specials –
Access Notum Source
|
|||||||||||
|
Perk Item |
Attack Time |
Recharge Time |
Effect |
||||||||
|
Access Notum Source 1 |
2 secs |
4 mins |
Team Nano Heal: 200 |
||||||||
|
Access Notum Source 2 |
2 secs |
4 mins |
Team Nano Heal: 300 |
||||||||
|
Access Notum Source 3 |
2 secs |
4 mins |
Team Nano Heal: 400 |
||||||||
|
Access Notum Source 4 |
2 secs |
4 mins |
Team Nano Heal: 600 |
||||||||
|
Access Notum Source 5 |
2 secs |
4 mins |
Team Nano Heal: 800 |
||||||||
|
Access Notum Source 6 |
2 secs |
4 mins |
Team Nano Heal: 1000 |
||||||||
|
Access Notum Source 7 |
2 secs |
4 mins |
Team Nano Heal: 1300 |
||||||||
|
Access Notum Source 8 |
2 secs |
4 mins |
Team Nano Heal: 1500 |
||||||||
|
Access Notum Source 9 |
2 secs |
4 mins |
Team Nano Heal: 2000 |
||||||||
|
Access Notum Source 10 |
2 secs |
4 mins |
Team Nano Heal: 2500 |
||||||||
Notum Source Perk Specials – Blast Nano(requires Zap
Nano running) |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
3 secs |
100% Matter Creation |
90% Nano Resist |
25 secs |
75 secs |
38 secs |
15 m |
-1100 Nanopoints -100 all nanoskills |
||||
Notum Source Perk Specials – Stop Notum Flow |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
4 secs |
100% Matter Creation |
100% Nano Resist |
40 secs |
90 secs |
45 secs |
15 m |
-800 Nano Resist |
||||
Notum Source Perk Specials – Notum Overflow |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
5 secs |
100% Matter Creation |
115% Nano Resist |
60 secs |
6 mins |
3 mins |
15 m |
15 Nano Vulnerability |
||||
Starfall – Buffs
|
||||||||||||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
||||||||||
|
Starfall 1 |
20 |
5 Max HP 15 Nanopool |
5 Max HP 10 Nanopool |
Dazzle with Lights |
||||||||||
|
Starfall 2 |
50 |
8 Max HP 15 Nanopool |
13 Max HP 25 Nanopool |
|
||||||||||
|
Starfall 3 |
90 |
10 Max HP 20 Nanopool |
23 Max HP 45 Nanopool |
Combust |
||||||||||
|
Starfall 4 |
120 |
13 Max HP 25 Nanopool 1 All Nano Skills |
36 Max HP 70 Nanopool 1 All Nano Skills |
|
||||||||||
|
Starfall 5 |
150 |
14 Max HP 30 Nanopool 1 All Nano Skills |
50 Max HP 100 Nanopool 2 All Nano Skills |
|
||||||||||
|
Starfall 6 |
190 |
15 Max HP 35 Nanopool 1 All Nano Skills |
65 Max HP 135 Nanopool 3 All Nano Skills |
Thermal Detonation |
||||||||||
|
Starfall 7 |
SL 2 |
20 Max HP 40 Nanopool 2 All Nano Skills |
85 Max HP 175 Nanopool 5 All Nano Skills |
|
||||||||||
|
Starfall 8 |
SL 5 |
20 Max HP 45 Nanopool 2 All Nano Skills |
105 Max HP 220 Nanopool 7 All Nano Skills |
|
||||||||||
|
Starfall 9 |
SL 10 |
22 Max HP 70 Nanopool 3 All Nano Skills |
127 Max HP 290 Nanopool 10 All Nano Skills |
|
||||||||||
|
Starfall 10 |
SL 14 |
33 Max HP 110 Nanopool 5 All Nano Skills |
160 Max HP 400 Nanopool 15 All Nano Skills |
Supernova |
||||||||||
Starfall Perk Specials – Dazzle with Lights |
||||||||||||||
|
Perk Trained |
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||||
|
1 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-20 Add All Off -50 Inits |
||||||
|
2 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-45 Add All Off -100 Inits |
||||||
|
3 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-60 Add All Off -150 Inits |
||||||
|
4 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-80 Add All Off -200 Inits |
||||||
|
5 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-105 Add All Off -300 Inits |
||||||
|
6 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-130 Add All Off -400 Inits |
||||||
|
7 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-150 Add All Off -500 Inits |
||||||
|
8 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-170 Add All Off -600 Inits |
||||||
|
9 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-200 Add All Off -700 Inits |
||||||
|
10 |
2 secs |
100% MC |
70% NR |
15 secs |
35 secs |
18 secs |
25 m |
-300 Add All Off -800 Inits |
||||||
Starfall Perk Specials – Combust(Requires Dazzle
with Lights running Enhanced by
Napalm Spray running) |
||||||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
|||||||
|
3 secs |
100% Matter Creation |
100% Nano Resist |
N/A |
60 secs |
30 secs |
35 m |
Direct Damage |
|||||||
Starfall Perk Specials – Thermal Detonation(Requires Combust
running Enhanced by
Napalm Spray running) |
||||||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
|||||||
|
3 secs |
100% Matter Creation |
100% Nano Resist |
N/A |
60 secs |
30 secs |
35 m |
Direct Damage |
|||||||
Starfall Perk Specials – Supernova(requires
Thermal Detonation running) |
||||||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
|||||||
|
4 secs |
100% Matter Creation |
100% Nano Resist |
N/A |
90 secs |
45 secs |
35 m |
Direct Damage |
|||||||
Theoretical Research – Buffs
|
|||||||||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|||||||
|
Theoretical Research 1 |
40 |
10 Nano Prog 25 Nanopool |
10 Nano Prog 25 Nanopool |
|
|||||||
|
Theoretical Research 2 |
70 |
10 Nano Prog 40 Nanopool |
20 Nano Prog 65 Nanopool |
|
|||||||
|
Theoretical Research 3 |
110 |
12 Nano Prog 65 Nanopool |
32 Nano Prog 130 Nanopool |
Quark Containment Field |
|||||||
|
Theoretical Research 4 |
140 |
13 Nano Prog 75 Nanopool |
45 Nano Prog 205 Nanopool |
|
|||||||
|
Theoretical Research 5 |
180 |
14 Nano Prog 90 Nanopool |
59 Nano Prog 295 Nanopool |
|
|||||||
|
Theoretical Research 6 |
SL 1 |
16 Nano Prog 110 Nanopool |
75 Nano Prog 405 Nanopool |
Accelerate Decaying Quark |
|||||||
|
Theoretical Research 7 |
SL 3 |
18 Nano Prog 130 Nanopool |
93 Nano Prog 535 Nanopool |
|
|||||||
|
Theoretical Research 8 |
SL 5 |
22 Nano Prog 145 Nanopool |
115 Nano Prog 680 Nanopool |
|
|||||||
|
Theoretical Research 9 |
SL 8 |
30 Max HP 160 Nanopool |
145 Nano Prog 840 Nanopool |
Knowledge Enhancer |
|||||||
|
Theoretical Research 10 |
SL 9 |
55 Max HP 160 Nanopool |
200 Nano Prog 1100 Nanopool |
|
|||||||
Theoretical Research Perk Specials – Quark Containment Field |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
3 secs |
100% Matter Creation |
90% Nano Resist |
60 secs |
2 mins 40 secs |
1 min 20 secs |
22 m |
Root |
||||
Theoretical Research Perk Specials – Accelerate Decaying Quark(Requires
Sabotage Quark Field running) |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
1 secs |
100% Matter Creation |
100% Nano Resist |
12 secs |
70 secs |
35 secs |
35 |
Direct Damage Nano Shutdown |
||||
Theoretical Research Perk Specials – Knowledge Enhancer |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
6 secs |
N/A |
N/A |
30 secs |
4 mins |
N/A |
10 m |
Nano Damage Multiplier 12% |
||||
Pistol Mastery – Buffs
|
|||||||||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|||||||
|
Pistol Mastery 1 |
10 |
10 Pistol 1 Flingshot 2 Damage Add |
10 Pistol 1 Flingshot 2 Damage Add |
|
|||||||
|
Pistol Mastery 2 |
30 |
10 Pistol 1 Flingshot 3 Damage Add |
20 Pistol 2 Flingshot 5 Damage Add |
Quick Shot |
|||||||
|
Pistol Mastery 3 |
60 |
12 Pistol 1 Flingshot 3 Damage Add |
32 Pistol 3 Flingshot 8 Damage Add |
|
|||||||
|
Pistol Mastery 4 |
90 |
13 Pistol 1 Flingshot 4 Damage Add |
45 Pistol 4 Flingshot 12 Damage Add |
|
|||||||
|
Pistol Mastery 5 |
120 |
14 Pistol 2 Flingshot 4 Damage Add |
59 Pistol 6 Flingshot 16 Damage Add |
Double Shot |
|||||||
Pistol Mastery Perk Specials – Quick Shot |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
1 secs |
100% Pistol |
100% Dodge Ranged |
N/A |
45 secs |
23 secs |
25 m |
Direct Damage |
||||
Pistol Mastery Perk Specials – Double Shot(Requires
Quick Shot running on target) |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
2 secs |
100% Pistol |
100% Dodge Ranged |
N/A |
55 secs |
28 secs |
25 m |
Direct Damage |
||||
Blunt Mastery – Buffs
|
|||||||||||
|
Perk Item |
Level Req |
Item Buffs |
Total Buffs |
Enables Specials |
|||||||
|
Blunt Mastery 1 |
10 |
1HB 10 |
1HB 10 |
|
|||||||
|
Blunt Mastery 2 |
30 |
1HB 10 |
1HB 20 |
Quick Bash |
|||||||
|
Blunt Mastery 3 |
50 |
1HB 12 |
1HB 32 |
|
|||||||
|
Blunt Mastery 4 |
80 |
1HB 13 |
1HB 45 |
|
|||||||
Blunt Mastery Perk Specials – Quick Bash |
|||||||||||
|
Attack Time |
Attack Skills |
Defence Skills |
Duration |
Success Recycle |
Failure Recycle |
Range |
Effect |
||||
|
1 secs |
100% 1 HB |
100% Evade ClsC |
N/A |
35 secs |
18 secs |
3 m |
Direct Damage |
||||