The MP Toolset

 

Version: 1.03

Mirrored from: http://www.gameguides.ws/games/ao/MP%20Toolset.htm

Section 1 - Offensive Weaponry   5

Attack Pets  5

Meatball Attack Pets  5

Demon Type Attack Pets  6

Urn Pets  7

Shadowlands Specialisation Attack Pets  8

Attack Pet Attack Ratings  9

Attack Pet Hitpoints  11

Attack Pet Armour Class Values  12

Attack Pet Buffs  13

Attack Nanos  15

The Direct Damage nano or 'nuke' 15

Damage/init Debuffs  16

Shadowlands Specialisation Damage Debuffs  17

Nano Skill Debuffs  18

Nano-Cost Increase Debuff 19

Attack Perk Specials  19

Creation Weapons  21

1 Hand Blunt Creation Weapon Table  23

2 Hand Blunt Creation Weapon Table  24

1 Hand Blunt Blue Creation Shield Table (Nanopool/Nanocost) 26

1 Hand Blunt Creation Shield Table (HP/Parry) 27

1 Hand Blunt Creation Shield Table (DMS/Reflect Fire AC) 28

MP Specific Weapons  29

MP Bows  29

MP Crystal Weapons  30

MP Superior Skylight Shield  31

MP Melee Energy Shields  31

MP Sharp Object “Specials” Weapons  32

MP Requirement Weapons  33

Shank of Maze  33

The Argument 33

Notum Animal Bone  33

Section 2 - DEFENSE CAPABILITIES   35

Heal Pet line  35

Heal Pet Healing Values  36

Heal pet Buffs  36

Using the Heal Pet 38

Heal Pet Hitpoint and Nanopool Values  39

Heal Pet Armour Class Values  39

Mez Pet Line  39

Mez pet Calm Vs Mob  39

Mez Pet Root Vs Player 40

Types of Mez Pet 40

Mez Pet Buffs  41

Mez Pet Armour Class Values  42

The Stun Nano  42

Evades  43

Nano Resist 43

Armour  43

First Tier Metaphysicist Armour     Int/Psy based (Shadowlands) 44

Second Tier Metaphysicist Armour     Int/Psy based (Shadowlands) 44

Faithful Metaphysicist Armour     Int/Psy based (Shadowlands) 44

Chosen Metaphysicist Armour     Int/Psy based (Shadowlands) 44

Control Unit Armour      Int/Tutor based  (Shadowlands) 45

Exterminator Unit Armour      Int/Psy based  (Shadowlands) 45

Supply Unit Armour      Psy/Stam based (Shadowlands) 45

Ectoplasm Tattoos    Agi/Sense  (Shadowlands - omni) 45

Entophagous Tattoos    Agi/Sense (Shadowlands - clan) 45

Sombreous Tattoos    Agi/Sense (Shadowlands - omni) 45

Yellow Force Tight    Agi/Str based (Shadowlands) 45

Zealot Armour     Stam/Int based  45

Luxurious Rubber Armour       Psychic based  46

Yearning Armour     Psy/Psy Mod based (not clan) 46

Pilgrim Visionary Armour       Psy/Stamina based (clan) 46

Blackshirt of Zuwadza     Comp Lit based  46

Inferno Dragon Boss Armour    Int/Psy Based  46

Mystical Green Hood      Sense Based  47

Fanatic's Jacket       Int/Sta Based  47

Root and Snare reducing pet buffs: 47

Quantum Wings  48

Section 3 – MP Buffs   48

Rubi-Ka Nano skills buffs  48

Trader Rubika wrangles  49

MP Rubika Teachings (+25), Masteries (+50), Infuses (+90) and Mocham’s Gifts (+140) 49

Teachings Details  49

Masteries Details  50

Infuses Details  50

Mocham’s Gifts Details  51

Odin’s Missing Eye  51

Odin’s Missing Eye Details  51

Shadowlands Nanoskills buffs – The Composites  52

Composite Nanoskills Buffs  52

Nanocost Reducer Line  53

Nanocost Reduction Buff Details  53

Quantum Wings  53

Quantum Wings Details  54

Nano Interrupt Reducer Line  54

Nano Interrupt Reduction Buff Details  55

Nano Programming Skill Buffs  55

Odin’s Missing Eye Details  55

Evades Buff 56

Evades Buff Details  56

Shadowlands Garden Portal Buffs  56

Channel Notum Vein Nano Details  57

Boon of Ergo Nanos  57

Section 4 - MP Specific Perk Details   59

Soothing Spirits  59

Soothing Spirits – Buffs  59

Soothing Spirits Specials – Heal Pet Improvements  60

Soothing Spirits Specials – Heal Pet Improvements  60

Soothing Spirits Specials – Heal Pet Improvements  61

Soothing Spirits – Spirit of Blessing Perk Special 61

Soothing Spirits – Spirit of Purity Perk Special 62

Channel Rage  63

Channel Rage – Buffs  63

Channel Rage – Buffs  64

Nano Doctorate  66

Nano Doctorate – Buffs  66

Nano Doctorate Perk Specials – Shutdown Removal 1  66

Nano Doctorate Perk Specials – Shutdown Removal 2  66

Notum Source  67

Notum Source – Buffs  67

Notum Source Perk Specials – Access Notum Source  68

Notum Source Perk Specials – Blast Nano  68

Notum Source Perk Specials – Stop Notum Flow   69

Notum Source Perk Specials – Notum Overflow   69

Starfall 70

Starfall – Buffs  70

Starfall Perk Specials – Dazzle with Lights  70

Starfall Perk Specials – Combust 71

Starfall Perk Specials – Thermal Detonation  71

Starfall Perk Specials – Supernova  72

Theoretical Research  73

Theoretical Research – Buffs  73

Theoretical Research Perk Specials – Quark Containment Field  73

Theoretical Research Perk Specials – Accelerate Decaying Quark  73

Theoretical Research Perk Specials – Knowledge Enhancer 74

Pistol Mastery  74

Pistol Mastery – Buffs  74

Pistol Mastery Perk Specials – Quick Shot 74

Pistol Mastery Perk Specials – Double Shot 75

Blunt Mastery  75

Blunt Mastery – Buffs  75

Blunt Mastery Perk Specials – Quick Bash  75

 


Section 1 - Offensive Weaponry

 

This section of the guide takes a look at the combat tools available to the MP.

Attack Pets

 

Meatball Attack Pets

 

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:

 

MetapetCombatLeftFist

 

MetapetCombatRightFist

 

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.

 

Demon Type Attack Pets

 

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:

 

MetapetDemonWpn

 

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.

 

Urn Pets

 

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:

 

Permafrost

 

 

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.

 

Shadowlands Specialisation Attack 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:

 

·         SL_VeryLow_400 

 

·         SL_VeryLow2punch_400 

 

·         SL_VeryLowkick_400 

 

·         SL_VeryLowlsw_400 

 

·         SL_VeryLowUpcut_400 

 

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.

Attack Pet Attack Ratings

 

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

 

       

Attack Pet Hitpoints

 

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     

 

Attack Pet Armour Class Values

 

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

 

 

Attack Pet Buffs

 

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.

 

 

Attack Nanos

 

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.

 

 

The Direct Damage nano or 'nuke'

 

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

 

 

Damage/init Debuffs

 

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.

 

Shadowlands Specialisation Damage Debuffs

 

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.

 

Nano Skill Debuffs

 

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.

 

Nano-Cost Increase Debuff

 

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.

 

 

Attack Perk Specials

 

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).

Creation Weapons

 

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.

 

1 Hand Blunt Creation Weapon Table

 

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 Weapon Table

 

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 Blue Creation Shield Table (Nanopool/Nanocost)

 

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 Shield Table (HP/Parry)

 

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 Shield Table (DMS/Reflect Fire AC)

 

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

 

 

 

MP Specific Weapons

 

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.

 

MP Bows

 

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”.

 

MP Crystal Weapons

 

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.

 

MP Superior Skylight Shield

 

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.

 

MP Melee Energy Shields

 

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”.

 

 

MP Sharp Object “Specials” Weapons

 

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

·        Chunk of Eternal Ice

·        Electric Bolts

·        Everburning Coal

·        Fallen Star

·        Heroes Discus

·        Koan Shuriken

·        Meteorite Spikes

·        Poison Darts of the Deceptor

·        Tear of Oedipus

·        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”.

 

MP Requirement Weapons

 

There are three lines of weapons with an MP requirement that are shared with other professions.

 

Shank of Maze

 

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

 

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.

 

Notum Animal Bone

 

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”.

 


Section 2 - DEFENSE CAPABILITIES

 

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 Pet line

 

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)

 

 

Heal Pet Healing Values

 

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

 

 

 

Heal pet Buffs

 

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

 

Using the Heal Pet

 

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 Values

 

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

 

Heal Pet Armour Class Values

 

The following table gives the Energy AC value of some of the key MP pets:

 

Pet Name

Energy AC

 

Mortificant

 

3450

Belamorte

590

 

 

Mez Pet Line

 

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.

 

Mez pet Calm Vs Mob

 

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.

 

Mez Pet Root Vs Player

 

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.

 

Types of Mez Pet

 

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.

 

 

Mez Pet Buffs

 

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

 

Mez Pet Armour Class Values

 

The following table gives the Energy AC value of some of the key MP pets:

 

Pet Name

Energy AC

 

Tumulten

 

950

 

The Stun Nano

 

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.

 

Evades

 

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.

 

Nano Resist

 

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.

 

Armour

 

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:

 

First Tier Metaphysicist Armour       Int/Psy based (Shadowlands)

 

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.

 

Second Tier Metaphysicist Armour   Int/Psy based (Shadowlands)

 

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.

 

Faithful Metaphysicist Armour         Int/Psy based (Shadowlands)

 

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.

 

Chosen Metaphysicist Armour         Int/Psy based (Shadowlands)

 

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.

 

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)

 

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.

 

Entophagous Tattoos              Agi/Sense (Shadowlands - clan)

 

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.

 

Sombreous Tattoos              Agi/Sense (Shadowlands - omni)

 

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               Agi/Str based (Shadowlands)

 

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.

 

Zealot Armour             Stam/Int based

 

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.

 

Luxurious Rubber Armour     Psychic based

 

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.

 

Yearning Armour                  Psy/Psy Mod based (not clan)

 

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.

 

Pilgrim Visionary Armour     Psy/Stamina based (clan)

 

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.

 

Blackshirt of Zuwadza            Comp Lit based

 

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.

 

Inferno Dragon Boss Armour    Int/Psy Based

 

This set of armour drops from a series of 7 small Dragon bosses just south-west of Inferno Frontier:

 

Armplates of Meteorite Assembly 

Boots of Stolen Comet Speed 

Gauntlets of Star Confabulation 

Moon Watcher Helmet 

Mystical Green Hood 

Overcoat of the Firmament 

Shoulderpads of Asteroid Calling 

Shroud of Darkest Night 

Vest of Torpid Sunrays 

 

Mystical Green Hood                     Sense Based

 

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.

 

 

Fanatic's Jacket                             Int/Sta Based

 

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.

 

Root and Snare reducing pet buffs:

 

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

 

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.

 

 

 

 

 

Section 3 – MP Buffs

 

This section covers the MP specific buffs.

 

Rubi-Ka Nano skills 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.

 

Trader Rubika wrangles

 

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.

 

MP Rubika Teachings (+25), Masteries (+50), Infuses (+90) and Mocham’s Gifts (+140)

 

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

 

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

 

 

Shadowlands Nanoskills buffs – The Composites

 

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

 

Nanocost Reducer Line

 

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

 

Quantum Wings

 

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

 

Nano Interrupt Reducer Line

 

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

 

 

Nano Programming Skill Buffs

 

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

 

Evades Buff

 

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

 

Shadowlands Garden Portal Buffs

 

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

 

 

Boon of Ergo Nanos

 

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   


Section 4 - MP Specific Perk Details

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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