MP IP Choices
Version: 1.02
Advanced IP Distribution
IP distribution is an essential skill to learn in order to build your character well. In order to make decisions about where to put IP, you need to understand what skills and abilities are really for and how they will affect your play and the development of your character. There's a lot of information here - but once you are able to really understand the choices you make when distributing IP you'll find that all of the choices you make over your 220 levels are made correctly for your play and your character and that you'll know for yourself which skills are most important for your character goals and playstyle.
This guide details the information that you need in order to learn about the skills and make informed choices about distributing your IP. We strongly recommend that you take the time to really absorb and understand it. For each skill it tells you what the skill does, which abilities contribute to that skill, how important it is for MPs and gives suggestions on prioritising them. While weapons skills will be included here along with recommendations regarding IP investment, there is another section of this guide that deals with “Choosing Weapons for the MP” which will go into much more depth about the decisions as to which weapons to use and hence which weapons skills to raise.
If you're beginning AO and have reached level 15 already, you may have noticed that your skills sometimes max out and you can't increase them for a few levels. This is known as Title capping. You are only allowed a certain level of skill in each title and once you have reached that skill you need to wait until you get a new title before you can once again raise that skill. So for a few levels you won't be able to put IP into your key skills but still have IP left over.
The first time this happens is around level 11 or 12. You'll find that you couldn't add more to your key maxed skills. Then once you get your first title at level 15, you'll be able to raise them again. Whenever you are in a period just before a title cap begins, you'll find that IP seems to get incredibly tight but during your title cap period then you'll find you have a chance to raise some skills that you neglected during that title because you've already reached your max on your key skills. It may even seem that you have far more IP than you need at times during title caps.
So the trick is to decide which skills/abilities are High priority and max them all the time until they cap out. Then decide which are medium priority and put points into them when you can - you'll often find that you can then raise some of them during the next title cap with the spare IP left over. A few skills you may leave as low priority to be raised only when absolutely necessary for specific reasons.
If you have Shadowlands then you'll still need to be careful because level 200-220 soaks up huge amounts of IP and it's worth trying to save some for that period or to plan one or two IP resets at that time to regain some invested IP. Since IP resets are limited in number, you need to be very careful about planning to use your IP resets.
The title levels are:
AO is a complex game that gives you many choices throughout your character's life that will strongly affect the future of your character. The choices are often interdependent - so once you make one choice, other choices will need to adjust in order to fit. It's almost impossible to offer simple answers to questions of how to develop and equip a character because of this. Most good answers to such questions begin: "Well it depends...".
You'll have choices about whether you want to PvP, whether you want to solo more or team more, whether you want to focus on pets or be directly involved in battle, whether you want to focus on social elements of the game, which weapons you want to use, whether you want to be in a big org, small org or prefer to play alone etc etc etc... all of these choices will directly affect the choices you need to make in developing your character which means that standard answers to these questions of what to do are almost impossible to give.
The section is divided into the same high level categories as you will find the in Skills Window (hit U key to enter skills window).
Quoted with each Skill Sub-title is a “IP Cost Factor”. The IP cost factor relates the the IP you need to invest in the skill in order to raise it 1 point. The basic measure for this is that the cheapest skill cost (for a pure green skill) has a factor of 1. Since the amount of IP used in raising a point of skill goes up the higher the skill level is, each time you raise your skill the IP cost will change. The IP cost factor tells you how much more expensive it would be to raise a skill for a point compared to the amount it would have cost you to raise a green skill for that point.
If it costs me 100 IP to raise a green skill from 50 to 51,
Then raising a skill with a factor of 1.4 from 50 to 51 would cost me
1.4 x 100 = 140 IP.
And raising a skill with a factor of 4.0 from 50 to 51 would cost me
4.0 x 100 = 400 IP.
This IP Cost Factor gives you an idea of the relative IP cost of a skill for an MP.
Impact of Armour Choices on your Ability decisions
Choices of Armour for lower level MPs
Key to IP Distrubution Colour Coding
How you manage your abilities section will depend to a large extent on what breed you are. First, here’s a list of the MP related skills each ability affects and an assessment of the breed or playstyle of MP that will find the ability particularly useful based on trickledown. Note: these trickledown values are not exhaustive. This listing focuses on the effects on skills that are particularly useful to the MP. For a complete skills trickledown listing please refer to:
Anarchy Lore Skills Costs Table at http://www.anarchylore.com/AO_skillscomp.asp
Later we’ll look at the impact of armour choices on IP distribution in the Abilities section.
100% Int. based: 1 point of skill for every 4 points of Intelligence raised
· Computer Literacy
· Nano Programming
80% Int. Based: 1 point of skill for every 5 points of Intelligence raised
· Bio Met
· Matter Metamorphosis
· Matter Creation
· Sense Imp
· Psych Modi
· Time and Space
70% Int. Based: ~1 point of skill for every 6 points of Intelligence raised
· Tutoring
50% Int. Based: 1 point of skill for every 8 points of Intelligence raised
· Treatment
40% Int. Based: 1 point of skill for every 10 points of Intelligence raised
· Multi-Ranged
30% Int. Based: ~1 point of skill for every 14 points of Intelligence raised
· First Aid
20% Int. Based: 1 point of skill for every 20 points of Psychic raised
· Dodge Ranged
· Duck Explosions
· Evade Close Combat
· Nano Resist
10% Int. Based: 1 point of skill for every 40 points of Intelligence raised
· Nanopool
· Melee Initiative
· Ranged Initiative
· Physical Initiative
As you can see, Intelligence is a major contributor to most of the key skills for an MP. For the level 200 MP, Intelligence can contribute as much as 124 points of skill to Comp. Lit. At level 220, the nanomage MP might expect 250 points of Comp Lit skill from his Intelligence alone compared to an Atrox’s 200 points.
The contribution to the Evades and Nano Resist is by no means insignificant either.
Also note that the Multi-Ranged skill is reasonably strongly affected by Intelligence. MPs have an affinity for Pistols as weapons, which should certainly be dual-wielded for best effect. At level 200, a nanomage MP would have an extra 50 points in Multi-Ranged from Intelligence alone compared to only 39 for an Atrox from Intelligence alone. Those 11 points in Multi-Ranged can make a sizeable difference.
Recommendation:
· Always Max your Intelligence as an MP whatever your breed.
80% Psy. Based: 1 point of skill for every 5 points of Intelligence raised
· Nano Resist
70% Psy. Based: ~1 point of skill for every 6 points of Psychic raised
· Nanopool
20% Psy. Based: 1 point of skill for every 20 points of Psychic raised
· Matter Metamorphosis
· Bio Metamorphosis
· Melee Initiative
· Ranged Initiative
· Physical Initiative
10% Psy. Based: 1 point of skill for every 40 points of Intelligence raised
· Tutoring
As you can see, Psychic does not contribute strongly to many key MP skills. The most important effect of Psychic is on the Nanopool of the MP. At level 200 Psychic will give ~89 extra skill points to nanopool. At level 220 it may be as much as 180.
For an MP whose playstyle is very strongly focussed on casting, Psychic is an important ability to raise. Since most strongly casting focussed MPs are nanomages and the Psychic ability is green for the nanomage, Psychic is a key ability for them.
For MPs who focus more on weapons fire and only cast occasionally, nanopool is far less of an issue despite the 20% contribution to weapons initiative skills. The secondary benefits of Matter Met and Bio Met skills increases are relatively low and nano resist, while useful is not an immensely powerful defensive skill for the MP. Breeds that have few issues with IP to spare for abilities such as Solitus, might decide to max Psychic when IP was free. However, Opifex MPs who tend to struggle with freeing up IP for abilities may well choose to save the IP for their Stamina.
Atrox MPs, who tend to cast very little and have dark blue Psychic will put Psychic as a low priority on their list.
Recommendation:
· Nanomage: Always max your Psychic.
· Solitus: Optionally max your Psychic
· Atrox and Opifex: Psychic is low priority
100% Sense Based: 1 point of skill for every 4 points of Intelligence raised
· Aimed Shot
60% Sense Based: ~1 point of skill for every 7 points of Psychic raised
· NanoC-Init
40% Sense Based: 1 point of skill for every 10 points of Intelligence raised
· Bow
· Bow Special
· First Aid
· Rifle
· Pistol
· Fast Attack
30% Sense Based: ~1 point of skill for every 14 points of Psychic raised
· Dodge Ranged
· Duck Explosions
· Evade Close Combat
20% Sense Based: 1 point of skill for every 20 points of Psychic raised
· Psych Mod
· Nanopool
· Treatment
· Tutoring
As you can clearly see from the above listing, Sense is an important element for various weapons skills. Still the contributions to First Aid, Nanopool, Treatment and the defensive skills are good. These match well with the MP in its purest form. In particular though, the 60% contribution to NanoC-Init, which increases the speed of casting nanos is a strong contribution to the MP tools.
On the weapons side, Pistol is the MPs strongest weapon skill with Bow in close second - and Rifle is another weapons skill often chosen by MPs. Since Bow and Rifle also often have an Aimed Shot requirement (100% Sense based), Sense should be a medium priority ability for most MPs.
Only the Atrox has dark blue Sense and will struggle to find the IP to raise sense a great deal. Also, Atroxes have an affinity for melee weaponry and so many Atrox MPs choose a melee weapon to hold in their hand rather than a ranged weapon like Bow or Rifle.
Recommendation:
· Nano, Opi and Solitus: Invest IP in Sense with medium priority and when IP is available.
· Atrox: Invest IP in Sense with a low priority
100% Agi. Based: 1 point of skill for every 4 points of Intelligence raised
· Flingshot
60% Agi. Based: ~1 point of skill for every 7 points of Psychic raised
· Fast Attack
· Multi-Melee
· Multi-Ranged
· Pistol
· Rifle
50% Agi. Based: 1 point of skill for every 8 points of Intelligence raised
· Bow Special
· Burst
· Dodge Ranged
· Duck Explosions
· Evade Close Combat
40% Agi. Based: 1 point of skill for every 10 points of Intelligence raised
· Bow
· NanoC-Init
· Runspeed
30% Agi. Based: ~1 point of skill for every 14 points of Intelligence raised
· Treatment
· First Aid
20% Agi. Based: 1 point of skill for every 20 points of Psychic raised
· Time and Space
10% Agi. Based: 1 point of skill for every 40 points of Intelligence raised
· 1 Hand Blunt
· Ranged Initiative
· Melee Initiative
Agility is an interesting one for an MP. The strong contribution to defensive skills, NanoC-Init, Bow, Pistol, Rifle, Multi-Ranged, Treatment and First Aid – all make agility an interesting skill for an MP in particular those MPs who choose to wield a weapon.
For the Opifex, Agility is green and for the Nanomage agility is dark blue.
Recommendation:
· Opifex: Always max Agility
· Solitus and Atrox: Invest IP in Agility with a medium priority when IP allows.
· Nanomage: Agility takes a low priority for the Nanomage MP unless the MP has a period (such as 150+) when they have enough IP spare to invest heavily in it.
60% Str. Based: ~1 point of skill for every 7 points of Psychic raised
· 2 Hand Edged
· Brawling
50% Str. Based: 1 point of skill for every 8 points of Intelligence raised
· 1 Hand Blunt
· 2 Hand Blunt
30% Str. Based: ~1 point of skill for every 14 points of Intelligence raised
· Burst
· MG/SMG
· Multi-Melee
20% Str. Based: 1 point of skill for every 20 points of Psychic raised
· Sense Imp
· Bow
· Runspeed
10% Str. Based: 1 point of skill for every 40 points of Intelligence raised
· Bow Special
Strength is certainly the least influential of the abilities on the MP. The most important contributions are to 2 Hand Edged, which is one of the MPs strongest weapons skills and to 1 Hand Blunt which is used for the MP’s favourite Creation Weapons.
The contribution to MG/SMG and Burst is smaller, but certainly an aid in the cheapest of MP Gun skills.
Given the Opifex’s IP difficulties in the abilities section and the Nanomage’s dark blue Strength, these breeds will gain relatively little from Strength.
Recommendation:
· Atrox: From the point of view of skills trickledown, Strength has a medium priority.
· Solitus: For a weapon wielding Solitus, particularly an MG/SMG MP, Strength is a medium priority. Otherwise it’s a low priority
· Opi, Nano: Very low priority ability
100% Sta. Based: 1 point of skill for every 4 points of Intelligence raised
· Body Development
50% Sta. Based: 1 point of skill for every 8 points of Intelligence raised
· 2 Hand Blunt
40% Sta. Based: 1 point of skill for every 10 points of Intelligence raised
· Runspeed
· 1 Hand Blunt
· 2 Hand Edged
· Brawling
· Full Auto
30% Sta. Based: ~1 point of skill for every 14 points of Intelligence raised
· MG/SMG
20% Sta. Based: 1 point of skill for every 20 points of Psychic raised
· Matter Creation
· Burst
10% Sta. Based: 1 point of skill for every 40 points of Intelligence raised
· Multi-Melee
· Nanopool
Stamina’s main importance to any MP is its 100% contribution to Body Development which directly affects your hitpoints. Because of the breed multipliers for hitpoints mentioned earlier in this guide, the Atrox gets to take best advantage of that contribution with 5 times the Body Dev skill adding to hitpoints. The Nanomage gets the least out of Stamina at only 3 times the body dev skill being added to his hitpoints.
The Opifex gets a 4 times multiplier like the Solitus – but has dark blue Body Dev skill and so often needs to stop short of maxing Body Dev. This means that adding points to body dev through raising stamina isn’t very cost effective.
Recommendation:
· Atrox: Always max your Stamina
· Solitus: Max your Stamina whenever you can
· Opifex: Stamina has a medium priority but should be maxed whenever your Body Dev is already maxed
· Nanomage: Stamina has a medium priority.
(IP Cost Factor: 2.4)
Your hitpoints are based on your Body Development skill. The MP has a dark blue Body Dev. skill, which means it has a low maximum compared to the other skills and costs a lot of IP to raise.
Your hitpoints are based on your Body Development skill. The Body Development skill is based entirely on the Stamina ability (100%). Breeds with excellent Stamina will have slightly better hitpoints than breeds with low stamina. The MP has a dark blue Body Dev. skill, which means it has a low maximum compared to the other skills and costs a lot of IP to raise. Additionally, you get a certain number of hitpoints added on to this total each time you level.
The base amount per level for an MP is defined by the following table:
|
Hitpoints per Level: by Title Level |
|||||
|
TL1 |
TL2 |
TL3 |
TL4 |
TL5 |
TL6 |
|
6 |
6 |
6 |
6 |
6 |
6 |
Then for each breed this base amount is modified using the “Level Modifier in the table below.
|
Breed |
Skill Multiplier |
Level Modifier |
Begin Value |
|
Nanomage |
2 |
-1 |
10
|
|
Solitus |
3 |
0 |
10
|
|
Opifex |
3 |
-1 |
15
|
|
Atrox |
4 |
0 |
25
|
So for a Title Level 5 Opifex MP, you’d get a base of 6 hitpoints per level. You’d then subtract the Opfiex Level Modifier giving you 5 hitpoints per level. Then you’d multiply your Body Dev Skill by the Opifex skill multiplier: 3 and finally add the Opifex begin value.
This means that with all abilities at their maximum values for their breeds, the Atrox has a considerable lead in hitpoints and the Nanomage has the smallest htipoints. Solitus and Opifex have approximately the same hitpoint values.
Hitpoints are a very important factor for all players in AO. It is always a goal for all MPs to have as much hitpoints as they can muster. However, with excellent evades, good implants and good armour you can reduce the need for having having high Body Dev in PvM play. In PvP hitpoints are king.
For MPs with a passive playstyle, who tend to let their pets and ranged nukes do the talking while trying to keep aggro focussed on their pets, investing in Dark Blue Body Dev skill doesn’t always make sense.
For MPs with an aggressive playstyle who often take aggro away from their own pets, then either extremely good defences or maxed Body Dev is really a must. Preferably both defences and Body Dev should be high.
For Atrox MPs who gain the most from each point of body dev, there should be little question about maxing the skill.
For Opifex MPs, there’s a more difficult choice to be made. Often an Opifex MP has to choose between good armour stats or good body dev. The Opifex is also hampered by his dark blue stamina which is the 100% contributor to Body Dev. It’s a very difficult choice. The Opifex MP may need to prioritise these abilities and skills differently at different times during his development, based on the weapons skills he’s chosen, his playstyle, the type of mobs he’s fighting, the types of armours available to him and so on.
Recommendation:
· Atrox: Always max your Body Development
· Solitus: Max your Body Development whenever you can
· Opifex: Body Development has a medium priority and needs to be decided upon specifically for the player’s needs
· Nanomage: Body Development has a medium priority.
(IP Cost Factor: 1.0)
The MP has a green Nanopool skill, which means it can be maxed at a higher level than most other skills and costs relatively little in IP per point.
The Nanopool skill is based mostly on Psychic (70%). It is also based on Intelligence (10%), Sense (10%) and Stamina (10%). Breeds with excellent Psychic will have slightly higher nanopool skill than breeds with low Psychic. The MP has a green Nanopool skill, which means it can be maxed at a higher level than most other skills and costs relatively little in IP per point. Additionally, you get a certain number of nanopoints added on to this total each time you level.
The base amount per level for an MP is defined by the following table:
|
Nanopool Points per Level: by Title Level |
|||||
|
TL1 |
TL2 |
TL3 |
TL4 |
TL5 |
TL6 |
|
4 |
5 |
6 |
7 |
8 |
10 |
Then for each breed this base amount is modified using the “Level Modifier in the table below.
|
Breed |
Skill Multiplier |
Level Modifier |
Begin Value |
|
Nanomage |
4 |
+1 |
15
|
|
Solitus |
3 |
0 |
10
|
|
Opifex |
3 |
-1 |
10
|
|
Atrox |
2 |
-2 |
8
|
So for a Title Level 5 Opifex MP, you’d get a base of 8 Nanopoints per level. You’d then subtract the Opifex Level Modifier giving you 7 nanopoints per level. Then you’d multiply your Body Dev Skill by the Opifex skill multiplier: 3 and finally add the Opifex begin value.
This means that with all abilities at their maximum values for their breeds the Nanomage has a considerable lead in Nanopool and the Atrox has the smallest Nanopool. Solitus and Opifex have approximately the same nanopool values.
High Nanopool can be very important for a high level MP. Many of the higher level pets and combat nanos have very large nanopool requirements. With breed caps for Nanocost reduction, the higher level MPs also need to manage their nano much more closely. Certainly, you should always make sure that you have sufficient Nanopool to cast and buff your best attack pet and heal pet without having to recharge your nano.
The biggest deciding factor with regards to the Nanopool skill though, is playstyle. If you’re a very aggressively casting MP who casts continually during combat and relies upon the effects of your combat nanos, then nanopool will be an essential factor in particular at higher levels.
If you’re a weapons focussed MP, who casts relatively little during combat, then you’ll find you have little need for very high Nanopool skill. In particular the Atrox MPs tend to choose such a playstyle no doubt in part due to their very low multiplier on Nanopool.
Recommendation:
· General: Always have enough nanopool to cast and buff your best attack and heal pets without recharging.
· Atrox: Nanopool skill is Medium to Low priority.
· Weapons Focussed MPs: Nanopool Skill is medium priority
· Casting Focussed MPs: Nanopool skill is Medium to High Priority.
Armour is worn in AO to reduce the amount of damage done to you by others. Many types of armour also include "buffs" which are increases for your skills which you get when you wear the armour. There are many different types of armour in the game. Nearly all armour has at least one requirement based on a basic ability and most armour is based on two basic abilities. Different types of armour require different abilities to equip them. To equip the armour you need that level of the ability or abilities.
As such then, the choices of armour that are available to you will affect your decision as to whether to raise a skill or lower it – over and above the considerations mentioned above with regard to trickledown skills.
There are 5 basic groupings of armour in AO:
Nanomage Armour:
With Intelligence and Psychic requirements, Int/Psy armour is designed for use by Nanomages.
Atrox Armour:
With Strength and Stamina requirements, Str/Sta armour is designed for use by Atroxes.
Opifex Armour:
With Sense and Agility requirements, Sense/Agi armour is designed for use by Opifexes.
Profession Specific Armour
With a profession requirement, this type of armour is always specifically designed for the profession. It usually buffs more than just armour class stats and will contribute to the specific skills and abilities needed by that profession.
Profession specific armour is usually tailored to the ‘intended’ breed for a profession. For MPs the ‘intended’ breed is the Nanomage breed, so most MP specific armours require Intelligence and/or Psychic to equip them.
Special Armours
These armour types usually include special skills, abilities and stat buffs over and above excellent Armour Class. They are often, but not always, boss mob loot or Unique mob loot. Special Armours sometimes have unusual mixtures of Abilities and Skills requirements to equip them.
Another major factor in Armour choice is the ability to get buffs from other players or from items, that enable you to equip a higher QL of an armour type. The buffs available to the MP for Int/Psy armour are actually pretty much as good as the buffs available for most other dual ability armour types. The issues come more with regard to the level at which those buffs become available.
The major buff for an MP is Odin’s Missing Eye – which buffs both Int and Psy for +40 points. Odin’s is a self-only buff which can usually only be cast by MPs of around level 120. Unfortunately, it’s at around this time that most players begin to move away from using normal Breed Armours and towards using Special Armours. The majority of sought after special armours are not Int/Psy based. This means that just at the time when the MP becomes able to really equip higher QLs of Int/Psy armours – he finds that he doesn’t want to equip Int/Psy armours any more.
However, for Sta/Str armours, there are plenty of buffs available from other players which will raise your Strength and Stamina by +47 or more. So at lower levels, it’s often possible to get into a better QL of Sta/Str armour and so get more AC as a result – as long as you have enough NCU for them (which is easy for an MP to get).
Having said that, the point at which the MP starts looking towards Special Armours is often the point at which he has more IP available to begin maxing some of the under-performing abilities. This most often happens during the 125-150 Title Cap.
On the whole the choices of normal armour are straight-forward for most breeds of MP up to around level 125:
Nanomage: Stick with Int/Psy armours
Atrox: Use Str/Sta armours
Solitus: Use Str/Sta armours
Only the Opifex has some hard choices to make. As an MP the Opifex really has to max his Intelligence. Since the Opifex has hard choices to make on armour, he also needs to keep his dark blue stamina up high to support better hitpoints. This leaves him with relatively few points to max both Sense and Agility. For the Opifex, one of the best choices is usually the Special Armour: Carbonum Armour - which is based on Stamina and Agility. By choosing this armour, he can maintain his Stamina and only needs to max one more green ability: Agility. From the breakdown above, you can also see that Agility is a very strong skill for an MP to have, so this usually makes the best Opifex choice.
Carbonum Armour is also very useful for non-nanomage MPs because it raises NCU, Nanopool and NanoC-Init and since it’s made from sheets that are freely available in the shops, it’s not too hard to get hold of. It can also be upgraded with an “Omnifier” to make excellent omni only armour and with a “Clanalizer” to make somewhat less sought after clan only armour.
An alternative to Int/Psy armours for nanomages is the Special Armour: Biomech Armour. Biomech is based on Psychic and Stamina. As a result, it can fit quite well with the nanomage development. Biomech adds to First Aid and Treatment, both of which can help a nanomage MP heal both HP and nano a little better in battle.
But the really sought after Special Armour types at the higher levels are:
Sentinel Armour: Strength/Agility based
Azure Reveries Armour: Stamina based
CAS Symbiotic Armour: Stamina/Strength based
Omni Armed Forces: Stamina/Strength based
As you can see, the majority of Special Armours are Stamina or Strength based at least in part. Most of these armours are either very difficult to get because they drop off Unique mobs which are very hard to kill – or they are tradeskill armours that require very rare items to build them.
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:
Tier 1 Armour: Int/Psy based (Shadowlands)
Tier 2 Armour: Int/Psy based (Shadowlands)
Chosen Armour: Int/Psy based (Shadowlands)
Faithful Armour: Int/Psy based (Shadowlands)
Control Unit Armour: Int/Tutor based (Shadowlands)
Exterminator Unit: Int/Psy based (Shadowlands)
Supply Unit Armour: Psy/Stam based (Shadowlands)
Ectoplasm Tattoos: Agi/Sense (Shadowlands - omni)
Entophagous Tattoos: Agi/Sense (Shadowlands - clan)
Sombreous Tattoos: Agi/Sense (Shadowlands - omni)
Yellow Force Tight: Agi/Str based (Shadowlands)
Zealot Armour: Stam/Int based
Luxurious Rubber: Psychic based
Yearning Armour: Psy/Psy Mod based (not clan)
Pilgrim Armour: Psy/Stamina based (clan)
Blackshirt of Zuwadza: Comp Lit based
|
Colour |
Details
|
|
Green
|
Cheapest IP cost skills (1.0 to 1.5) |
|
Light Blue
|
Medium IP cost skills (1.6 to 2.4) |
|
Medium Dark Blue |
Expensive IP cost skills (2.5 to 3.5) |
|
Dark Blue
|
Very Expensive IP cost skills (3.6 and higher) |
|
Red
|
Skills with strongly negative recommendations |
|
Yellow
|
Skills with medium recommendations or more than one recommendation based on circumstances
|
|
Light Green
|
Skills with strongly positive recommendations |
The body section includes 4 Martial Arts and Melee related skills along with Adventuring and Swimming.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Martial Arts |
2.8 |
Martial Arts is one of the cheapest of MP weapons skills. A few MPs chose Martial Arts as a high level secondary damage skill before the release of Shadowlands. The complete Martial Arts toolset spreads over a very wide range of skills. It’s possible to raise 10 skills or more in order to complete a full set of Martial Arts weaponry. This made Martial Arts an interesting choice for many MPs who focus more on gameplay than on relentlessly seeking the highest possible damage.
Unfortunately, with the arrival of Shadowlands and the extension of levels from 200 to 220, it is unlikely that any MP will have enough spare IP to maintain the broad range of skills needed to take full advantage of the Martial Arts skillset.
With this change, the viability of Martial Arts as a secondary damage source for high level MPs has taken a huge blow and this guide cannot recommend Martial Arts for MPs any longer.
|
Invest in this skill only for using a specific weapon
|
|
Brawling |
2.8 |
Brawling is a skill that is often a requirement on melee weapons. These weapons add a Brawl special, which will increase in damage the higher you raise the skill. |
Invest in this skill only for using a specific weapon. |
|
Dimach |
2.5 |
Dimach is a skill that is often a requirement on melee weapons. These weapons add a Dimach special, which will increase in damage the higher you raise the skill. |
Invest in this skill only for using a specific weapon. |
|
Riposte |
3.2 |
Riposte is a melee defensive skill that gives a chance of blocking a melee attack and at the same time scoring an immediate free hit on the attacker. It does not disturb the attack and recharge on your own melee weapon. The Riposte effect is disabled at this time in AO. |
Do not invest IP in this skill |
|
Adventuring |
2.0 |
Apart from being a requirement on some of the Protection gear that allows you safe access to some of the playfields in Shadowlands, Adventuring serves no real purpose for the MP at this time. |
Invest in this skill only in order to equip items without which you cannot live. |
|
Swimming |
2.0 |
The Swimming skill increases your speed of swimming through water. There are very, very few situations in the game when this could ever be an advantage. The result simply would not justify the investment.
|
Do not invest IP in this skill
|
The Melee Section of the skills window includes 10 skills which relate to the use of Melee weaponry. On the whole, the MP is not well suited to melee combat – in particularly in PvP. In PvM a melee fighter needs to get much closer to the mobs which increases the chances of that player getting aggro from the mobs. Since the MP has the weakest hitpoints in the game, getting aggro from mobs is generally not the best situation.
Ranged weapons have an advantage since their specials cannot be evaded and because you are at range, you are less likely to get aggro from a mob.
Having said that, some MPs find that melee combat is very enjoyable and prefer it to ranged combat. It’s certainly possible to build an MP that is capable of dealing with most PvM content as a melee fighter. In PvP, it’s rare to see an MP using melee, as the difficulties of melee – in particular in mass or group PvP – begin to weigh heavily against such a choice.
Choice of weapons and weapons skills is covered in a later chapter of this guide.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
1 Hand Blunt |
2.6 |
The 1 Hand Blunt skill can be an important one for the MP. The most useful of the MP’s Creation Weapons and Shields all use the 1 Hand Blunt skill. The creations are primarily buffing items, that also serve as weak weapons, and are mostly used by some lower level MPs up to around level 100.
On the whole, it’s only necessary to raise the 1 Hand Blunt skill so that it is just high enough for you to equip the Creation Weapon or Shield that you wish to wield. Before investing IP in this skill, the MP should implant as much as possible for the skill. You may even want to take into account the 1HB buffs available from Enforcers, which will buff up to +89 points on your 1 Hand Blunt.
Certainly, if you are going to use the 1 Hand Blunt creations you should invest as few points as possible into the skill.
1 Hand Blunt is also a relatively cheap weapons skill for the MP. If you have chosen to wield a 1 Hand Blunt weapon for the purpose of doing damage, then you should raise this skill as high as possible in order to get the most out of your weapon. |
Invest only the very minimum of points in order to wield the creation weapons.
Or:
Invest as required for your damage weapon choice. |
|
1 Hand Edged |
4.0 |
1 Hand Edged is a basic weapon skill. It is required in order to wield 1 Hand Edge based weapons. |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill. |
|
Piercing |
3.2 |
Piercing is a basic weapon skill. It is required in order to wield piercing based weapons. |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill. |
|
2 Hand Blunt |
4.0 |
The 2 Hand Blunt skill is not an important one for the MP. The least useful of the MP’s Creation Weapons use the 2 Hand Blunt skill. The creations are primarily buffing items, that also serve as weak weapons, and are mostly used by some lower level MPs up to around level 100. Most MPs prefer to use the 1 Hand Blunt Creations above the 2 Hand Blunt ones.
On the whole, it’s only necessary to raise the 2 Hand Blunt skill so that it is just high enough for you to equip the Creation that you wish to wield. Before investing IP in this skill, the MP should implant as much as possible for the skill. You may even want to take into account the 2HB buffs available from Enforcers, which will buff up to +89 points on your 2 Hand Blunt.
Certainly, if you are going to use the 2 Hand Blunt creations you should invest as few points as possible into the skill.
2 Hand Blunt is also a relatively expensive weapons skill for the MP. Still, if you have chosen to wield a 2 Hand Blunt weapon for the purpose of doing damage, then you should raise this skill as high as possible in order to get the most out of your weapon. |
Invest only the very minimum of points in order to wield the creation weapons.
Invest as required for your damage weapon choice though it’s not recommended as a strong MP weapon skill. |
|
2 Hand Edged |
2.5 |
2 Hand Edged is a basic weapon skill. It is required in order to wield 2HE based weapons. 2 Hand Edged weapons are quite popular among Atrox MPs at very high levels as the 2HE skill itself is one the cheapest MP weapons skills. |
Invest in this skill only for using a specific weapon. |
|
Melee Energy |
4.0 |
Melee Energy is a basic weapon skill. It is required in order to wield Melee Energy based weapons |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill. |
|
Parry |
4.0 |
Parry is a melee defensive skill that gives a chance of blocking a melee attack while you are wielding a specific ‘parry flagged’ melee weapon type. The parry effect is disabled at this time in AO. |
Do not invest IP in this skill unless required to equip a weapon that you have chosen. |
|
Sneak Attack |
4.0 |
Sneak Attack is a skill that is often a requirement on melee weapons. These weapons add a Sneak Attack special, which will increase in damage and recycle faster the higher you raise the skill. |
Invest in this skill only for using a specific weapon. |
|
Multi Melee |
4.0 |
Multi-Melee is a skill that allows you to equip two single-handed melee weapons at the same time. Any weapon capable of being dual wielded in this way will have a “Dual Wield” requirement. The dual wield requirement of the weapon going into the left hand must be reach in order to successfully dual wield the weapon with another melee weapon. Additional Multi-Melee skill above the requirement will not affect the performance of the weapons. |
Invest in this skill only for using a specific weapon. |
|
Fast Attack |
4.0 |
Fast Attack is a skill that is often a requirement on melee weapons. These weapons add a Fast Attack special, which will increase in damage and recycle faster the higher you raise the skill. |
Invest in this skill only for using a specific weapon. |
The Misc Weapons section includes only 3 skills all of which are basic weapons skills.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Sharp Objects |
3.2 |
Sharp Objects is a basic weapon skill. There are some special attack items in the game for Sharp Objects skill – but these weapons are not really suited to the MP and Sharp objects has serious implant clashes and no external buffs available.
|
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill.
|
|
Grenade |
4.0 |
Grenade is a basic weapon skill. It is only used to wield certain weapons which do not really suit the MP playstyle or skills distribution.
|
Invest in this skill only for a specific weapon though it’s not recommended as a strong MP weapon skill.
|
|
Heavy Weapons |
4.0 |
Heavy Weapons is a basic weapon skill. It is required in order to wield certain weapons which do not really suit the MP playstyle or skills distribution. |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill.
|
Ranged weapons skills on the whole fit the MP the best.
Firstly, because you can stand at range while your attack pet is close to the mob, it’s easier to keep out of harm’s way when using a ranged weapon. This isn’t a guarantee of not getting aggro by any means and a lot will depend on your pet and pet buffs, but you stand more of a chance of avoiding getting aggro if you are at range.
Secondly, the ranged specials cannot be evaded and as a result, you get a certain amount of guaranteed damage out of a ranged weapon that you simply cannot rely on with a melee weapon. Especially for PvP, the ranged specials are an important factor in many players’ tactics.
Choice of weapons and weapons skills is covered in a later chapter of this guide.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Bow |
2.5 |
Bow is a basic weapon skill. It is only used to wield certain weapons. It is a skill that many MPs favour because it seems to ‘fit’ with the warrior priest idea of the MP. It is also one of the cheapest weapons skills for the MP and some MP specific armour buffs Bow for small amounts. There are even several MP only bows to be found in the Shadowlands. |
Invest in this skill only for a specific weapon. |
|
Pistol |
2.4 |
Pistol is a basic weapon skill. It is required in order to wield piercing based weapons. The MP has a natural affinity for pistol, since it’s our cheapest and highest maxing weapons skill. |
Invest in this skill only for using a specific weapon. |
|
Assault Rifle |
4.0 |
Assault Rifle is a basic weapon skill. It is required in order to wield certain weapons which do not really suit the MP playstyle or skills distribution. |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill. |
|
MG/SMG |
3.5 |
MG/SMG is a basic weapon skill. It is required in order to wield certain weapons. It is the cheapest of the Gun ranged weapon skills for the MP. |
Invest in this skill only for using a specific weapon. |
|
Shotgun |
4.0 |
Shotgun is a basic weapon skill. It is required in order to wield certain weapons. |
Invest in this skill only for using a specific weapon.
|
|
Rifle |
4.0 |
Rifle is a basic weapon skill. It is required in order to wield certain weapons. Although expensive, Rifle is easy to implant for an MP and so quite a popular choice. |
Invest in this skill only for using a specific weapon. |
|
Ranged Energy |
4.0 |
Ranged Energy is a basic weapon skill. It is required in order to wield certain weapons which do not really suit the MP playstyle or skills distribution. |
Invest in this skill only for using a specific weapon though it’s not recommended as a strong MP weapon skill. |
|
Fling Shot |
4.0 |
Fling Shot is a skill that is required in order to wield certain weapons. It adds a special to the weapon. Increasing the skill adds to the damage and reduces the recycle time on the special. |
Invest in this skill only for using a specific weapon. |
|
Aimed Shot |
4.0 |
Aimed Shot is a skill that is required in order to wield certain weapons. It adds a special to the weapon. Increasing the skill adds to the damage and reduces the recycle time on the special. |
Invest in this skill only for using a specific weapon. |
|
Burst |
4.0 |
Burst is a skill that is required in order to wield certain weapons. It adds a special to the weapon. Increasing the skill adds to the damage and reduces the recycle time on the special. |
Invest in this skill only for using a specific weapon. |
|
Full Auto |
4.0 |
Full Auto is a skill that is required in order to wield certain weapons. It adds a special to the weapon. Increasing the skill adds to the damage and reduces the recycle time on the special. |
Invest in this skill only for using a specific weapon. |
|
Bow Special Attack |
2.5 |
Bow Special Attack is a skill that is required in order to use ‘special arrows with a pure bow. Special Arrows act a little like a weapons special but are actually a special sort of ammo for the weapon. Your bow special attack will not affect the power of the special, you only need to meet the requirements to use the special. |
Invest in this skill only for using specific specials. |
|
Multi Ranged |
2.5 |
Multi-Ranged is a skill that allows you to equip two single-handed ranged weapons at the same time. Any weapon capable of being dual wielded in this way will have a “Dual Wield” requirement. The dual wield requirement of the weapon going into the left hand must be reach in order to successfully dual wield the weapon with another melee weapon. Additional Multi-Ranged skill above the requirement will not affect the performance of the weapons. |
Invest in this skill only for using a specific weapon. |
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Melee-Init |
4.0 |
Melee-Init is a skill which increases the speed of attack and recharge on a melee weapon. While the MP Creation weapons are melee weapons, their primary purpose is to buff certain stats and not to deal damage. As a result, it’s generally not a wise investment of IP to raise your Melee Init in order to make your creation weapons faster.
However if you have chosen to wield a melee damage weapon, raising your Melee-Init is likely to be an important factor in terms of your overall damage over time. |
Do not raise this skill for your Creation Weapons
Raise this skill only for using a specific damage oriented Melee weapon |
|
Ranged-Init |
4.0 |
Ranged-Init is a skill which increases the speed of attack and recharge on a melee weapon. This can be an important factor in terms of your overall damage over time with a weapon. |
Raise this skill only for using a specific ranged weapon |
|
Phys-Init |
3.2 |
Phys-Init is a skill which increases the speed of attack and recharge on MA fists, MA weapons and pure bows. This can be an important factor in terms of your overall damage over time with a weapon. |
Raise this skill only for using a specific MA weapon or Bow |
|
NanoC-Init |
1.0 |
The most important skill in this section is NanoC-Init. It affects your ability to cast nanos faster. The higher the NanoC-Init the faster you can cast. While this is particularly important for MPs who like to use direct damage nanos to attack, it is also key for passive style MPs.
Particularly at lower levels where your pets will quite often die before killing a mob(s), the speed at which you can cast new pets can be the difference between life and death. In addition, when you have very high NanoC-Init through implants and NCU hardware (Nanoformula Recompiler) you can cast most nanos instantaneously. This then allows you to pull your aggro bar right down and still cast very fast. |
Always max this skill |
|
Evade Close Combat (Evade Cls) |
1.6 |
Evade Close Combat is a defensive skill against melee weapons attacks and MA attacks. Evade has two main effects
• It reduces the chances of an attacker landing a hit on you
• It reduces the chances of an attacker landing a critical hit on you (a maximum damage hit). The normal hit may still land though.
Evade will not reduce the damage of a hit that lands though, other than by reducing the chances of a critical hit.
For many MPs the major benefit is in reducing the critical hits. As a result, it’s possible to raise the Evade skill only as far as is necessary to reduce the number of critical hits you receive from the mobs or players you are fighting at your level.
For other MPs – in particular MPs who have chosen melee weaponry – lowering the chances of normal hits as much as possible is desirable too. These players will max their Evade as much as is possible with the IP they have spare. |
Give evade close combat a medium priority and max it when you have the IP free
Or:
Raise evade close combat just far enough to reduce the critical hit chances against the content that you are fighting most at present. |
|
Dodge Ranged |
1.6 |
Dodge Ranged is a defensive skill against ranged weapons attacks. Dodge has two main effects
• It reduces the chances of an attacker landing a hit on you
• It reduces the chances of an attacker landing a critical hit on you (a maximum damage hit). The normal hit may still land though.
Dodge will not reduce the damage of a hit that lands though, other than by reducing the chances of a critical hit.
For many MPs the major benefit is in reducing the critical hits. As a result, it’s possible to raise the Dodge skill only as far as is necessary to reduce the number of critical hits you receive from the mobs or players you are fighting at your level.
For other MPs, lowering the chances of normal hits as much as possible is desirable too. These players will max their Dodge as much as is possible with the IP they have spare. In particular, PvP MPs will tend to try to max their Dodge where possible. |
Give dodge ranged a medium priority and max it when you have the IP free
Or:
Raise dodge ranged just far enough to reduce the critical hit chances against the content that you are fighting most at present. |
|
Duck Expl (Duck Explosions) |
2.4 |
Duck Explosions is a defensive skill against special weapons attacks such as Shotguns, Support Beams, Grenades and quite a few Shadowlands mob weapons.
• It reduces the chances of an attacker landing a hit on you
• It reduces the chances of an attacker landing a critical hit on you (a maximum damage hit). The normal hit may still land though.
Duck will not reduce the damage of a hit that lands though, other than by reducing the chances of a critical hit.
On the whole, MPs who focus on PvM in Rubika, will find that they don’t need very much Duck Exp. Most mobs in RK don’t use Duck based weaponry so you’ll only come across the need for this skill occasionally. MPs venturing into the Shadowlands may want to raise Duck Exp more in order to reduce the crit chances of some Shadowlands mobs.
In PvP, things are somewhat different. There are considerably more players who use Duck based weaponry in PvP and it is certainly worth raising Duck to a level where you reduce the chances of a critical hit significantly.
Duck Expl is quite an expensive skill for an MP so maxing it is a costly business. Not until the levels around 130+ are you likely to be able to afford to max the skill. |
For PvM focussed MPs, raise this skill only as the lowest priority.
Or:
For PvP focussed MPs, raise this skill far enough to prevent critical hits from landing on you too often. |
|
Nano Resist |
1.6 |
Nano Resist is a defensive skill against hostile nanos. It reduces the chances that an attacker will be able to land a nano on you.
In PvM, although mobs now cast more nanos on you than they used to, the actual benefit from raising Nano Resist seems relatively small. This may well be due to abnormally high skills levels on mobs – or to the nano casting mechanism that mobs use.
In PvP, you’ll find that you need quite high levels of nano resist in order to resist nanos consistently. However, nano resist is certainly very important in PvP – particularly at the higher levels. |
For PvM focussed MPs Nano Resist can take a low priority. You may never need to raise this skill at all.
Or:
For PvP focussed MPs you should try to max this skill with a medium priority. |
|
Runspeed |
2.4 |
Your runspeed skill determines how fast you can run. Runspeed does not affect your Walking speed.
Generally, at the lower levels, runspeed is not too important to an MP. You should in general raise runspeed enough to be able to run just a little bit faster than most of the mobs that you are fighting at your level. This means that when things go wrong during hunting and you just want to make a fast getaway, you stand a chance of getting away.
During the Medium Levels up to around level 135 a runspeed of up to around 360 should be sufficient for most of your needs. For times when you want to run long distances and would like to move faster, you can ask Fixers or Adventurers to give you a runspeed buff for the occasion.
At higher levels 135+ runspeed becomes somewhat more important and you may want to invest more points in it with a low priority.
For those players with Shadowlands though, things are a little different. Shadowlands doesn’t allow any flying whilst you are there. Also, a lot of the content in Shadowlands is linear in nature – that is you often have to move through long parts of the landscape in order to reach the area where you want to hunt. As a result, runspeed is a more important skill for Shadowlands players. Still, it’s a high cost dark blue skill and you won’t have the IP to max it all the time. |
For low level players in Rubika, raise runspeed just far enough to outrun most mobs
For medium level players in Rubika up to around level 135 raise your runspeed with a low priority when you have some IP spare, up to around 360
For high level players in Rubika of level 135+ you may want to invest more points in runspeed when you have the chance
Or:
For Shadowlands players of all levels raise Runspeed with a medium priority |
The Trade and Repair section deals with the Trade Skills. These are the skills primarily used for crafting items. Some of the Trade Skills are also useful for equipping items and getting to other places.
On the whole, MPs make middling tradeskillers with only 3 strong tradeskill related skills. The problem with tradeskills is that many tradeskill items require several steps to complete – usually involving tradeskills at which MPs do not shine. Since a customer will usually try to find a single person who can complete the whole process, MPs are rarely asked to complete Complex tradeskill items.
The main roles for MPs are in implant building and parts of some tradeskill processes in Shadowlands. Implant building in particular, being based on Nano Programming is a strong suit for the MP as long as the clusters are only normal clusters and not jobe or refined clusters which often require other tradeskills to assemble.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Mechanical Engineering |
2.0 |
Mechanical Engineering is a tradeskill often used for modifying and building solid objects. |
Do not raise this skill |
|
Electrical Engineering |
2.0 |
Electrical Engineering is a tradeskill used to create electronic parts of machines |
Do not raise this skill |
|
Quantum Field Theory |
2.4 |
Quantum Field Theory is a tradeskill that deals with the Quantum Level of tradeskilling. |
Do not raise this skill |
|
Weapon Smithing |
2.5 |
Weapon Smithing is a tradeskill used in the creation or modification of weaponry to improve them. |
Do not raise this skill |
|
Pharmaceutical Tech |
2.0 |
Pharmaceutical Tech is a skill used in the creation of healing items and the transformation of biological ingredients. |
Do not raise this skill |
|
Nano Programming |
1.0 |
This is the MPs strongest tradeskill. MPs also have a +92 buff for this skill which stacks with expertise to give a +112 buff to themselves. Nano Programming is used mostly for building clusters into normal implants. There are also several other small tradeskill processes that an MP can achieve with either Nano Programming or along with Computer Literacy. The skill has no other real uses other than being a requirement on a few very rare items that MPs might want to use.
Since this skill is green for MPs and we have a possible +112 buff in addition, we can make a tidy income using this trade. Adding in the new MP/NT perk line “Theoretical Research” which buffs the Nano Programming skill for a maximum of 200, the MP is certainly capable of being one of the leading Nano Programmers in the game.
If you have lots of money (from another character, ebay or wherever) then it's probably better to spend the points in one of your medium priority skills like evades or secondary abilities. If you aren't independently wealthy then imp building can be a useful source of income along with buffing people for tips. The higher the skill required for the imp the more money you will be tipped in general.
While MPs are able to solo high QL missions for their level, this takes a long time and can be very hard work. Missioning for items to sell is not going to make an MP much money. Buffing people with the superb range of Nano Skill buffs will make you a decent living if you sell the skill, so you may choose not to raise this skill based on that fact. |
Raise this skill depending upon your financial situation and if you want to always build your own imps rather than get somebody else to build them. |
|
Computer Literacy |
1.0 |
Computer Literacy is one of the most important skills for any MP. It is the requirement you need to reach in order to equip both Computer Decks and NCU chips to increase your total NCU capacity. MPs can use very large amounts of NCU in normal play and so need the best possible NCU chips they can get.
Other Deck items such as Recompilers (which buff NanoC-Init) and CPU Upgrades (which buff Nanocost Reduction) are also key elements for the MP. For the PvP MP a Coolant Sink for range increase can also be essential. All of these require Comp. Lit. to equip them and since they take up space in your deck, you’ll also need the very best NCU chips in the other slots to keep your NCU up high enough.
Comp. Lit. is a requirement for using one of the main transport methods in Rubika: The Grid. In order to get around the various places and cities in Rubika as swiftly as possible you’ll need to raise your Comp. Lit.
Comp. Lit. is also an important requirement for putting up you’re the main Control Towers and your own Personal Towers in Notum Wars tower bases. |
Always max your Comp. Lit skill. |
|
Psychology |
1.6 |
Psychology is a tradeskill used in various unusual tradeskill process and is also a requirement to wear some unusual items. On the whole, an MP shouldn’t need to raise this skill unless they specifically want to use one of those unusual items.
Some Towers will require Psychology to place them which is probably the most likely reason for wanting to raise this skill for the MP at present. Also, Corona Armour is quite a popular armour with some MPs and will require some Psychology to equip it.
In the Shadowlands, it’s sometimes possible to disguise your faction alignment from NPCs by using the Bluffing action. Your success in bluffing depends upon your level of Psychology skill. On the whole, you will rarely actually need to bluff in the Shadowlands – but should you need to for some reason you may need to raise this skill in order to be successful. |
Only raise this skill for a specific purpose. Very low priority skill for most MPs |
|
Chemistry |
2.0 |
Chemistry is mostly used in processes together with Pharma Tech to create various healing devices. |
Do not raise this skill. |
|
Tutoring |
1.0 |
Tutoring is a skill that will enable you to use “Tutoring Devices”. These are items which when used, buff a particular tradeskill for a short period of time. You can only tutor one tradeskill at a time. There are tutoring devices for each of the skills you find in the Tradeskill section of the Skills Window.
The Tutoring devices range from QL1 to QL200 and will give a buff of up to 50 points. High level MPs might consider investing heavily in Tutoring in order to enable them to reach the very highest levels of Nano Programming and Computer Literacy for a specific tradeskill process. |
Only raise this skill if you have maxed both Comp Lit and Nano Programming and intend to sell your services as a Tradeskiller. |
This is the most important section for an MP.
The first six skills in this section are the Nanoskills. These are the basis for casting your nanos. Nanos form the basis of all of the core MP tools. All six nanoskills are used extensively as requirements on the MP nanos and all six nanoskills are as a result very important to the MP.
The last two skills in this section are Treatment and First Aid.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Matter Metamorphosis |
1.0 |
Matter Met. (MM) is the first of the nanoskills. It is most importantly a requirement for casting one of the three types of MP pets: the Psychosis or “Mez” pet. Matter Metamorphosis is also a requirement for a special nano that the MP has which allows the MP to fly through the air without a vehicle. Finally, Mat Met is also used as a requirement for casting some important buffs that the MP has. |
Always max this skill. |
|
Biological Metamorphosis |
1.0 |
Bio Met (BM) is also one of the nanoskills. It is most importantly used as a requirement for casting one of the three types of MP pets: the Heal pet. Bio Met is also a requirement for many other nanos that the MP casts including important pet buffs, creation weapons summoning nanos, certain debuffs etc. Bio Met counts as a requirement for casting the Creation nanos. |
Always max this skill. |
|
Psycho Modi |
1.6 |
Psycho Modi (PM) is also a nanoskill. Its main usage is in the casting of special buffs that the MP has which can raise the nanoskills or their target. Nanoskills buffs are a key element of MP play and as a result these buffs are very important. Psych Mod is also a key requirement in the casting of the MP nukes (direct damage nanos) and debuffs. As a result, Psych Mod is a very important skill.
During the period after you’re able to cast the nanoskills buffs called the masteries, it’s possible to save some IP for use elsewhere by not raising Psych Mod. The next major buffs that you will be able to cast with this skill are the Infuses and should come some 60 levels later. As a result, some MPs choose not to max Psych Mod during this period and wait until the level 85-100 title cap to begin maxing it again in preparation for casting the infuses.
This tactic has the downside that your debuffs and nukes will be less powerful than they could be during the period where you are not raising Psych Mod. Also, some attack pet buffs are based partly on Psych Mod and you may not be able to upgrade your pet buffs as a result. This is a choice that is usually made by MPs who have unusually chosen to use weapons for high damage during the early levels. The power that they lose on their nukes and debuffs is then offset by the extra damage they gain from using a weapon. |
Most MPs should always max this skill
Or:
MPs who have chosen to use damage weapons at low level may choose to raise this skill only occasionally between the levels of 30 and 100.
|
|
Matter Creation |
1.0 |
Matter Creation (MC) is a nanoskill. It is used in the creation of one of the MP pets: the attack pet. Mat Cre is also used in the casting of some hostile nanos - in particular the nukes (direct damage nanos). It is also a key element of some pet buffs. |
Always max this skill. |
|
Time & Space |
1.0 |
Time & Space (TS) is a nanoskill. It is most importantly a requirement for casting all three of the MP pets. The pets are the life-blood of the MP and as a result this is the most important skill of all for an MP. Time/Space is also used in the casting of some hostile nanos and some important pet and player buffs. Time/Space also acts as a requirement for casting the Creation nanos. |
Always max this skill. |
|
Sensory Improvement |
1.6 |
Sense Imp is a nanoskill. It is the least used of the nanoskills for an MP. It’s mostly used as a requirement of buffing and debuffing nanos. Still it’s an important part of the MP toolset.
During the period after you’re able to cast the nanoskills buffs called the masteries, it’s possible to save some IP for use elsewhere by not raising Sense Imp. The next major buffs that you will be able to cast with this skill are the Infuses and should come some 60 levels later. As a result, some MPs choose not to max Psych Mod during this period and wait until the level 85-100 title cap to begin maxing it again in preparation for casting the infuses.
Although some attack pet buffs are based partly on Sense Imp (the “Chant” buffs), the Chant buffs are widely spaced and as a result some MPs choose to raise this skill only when doing so will actually gain them a new Chant. This is a choice that is usually made by MPs who have unusually chosen to use weapons for high damage during the early levels. The power that they lose on their debuffs is then offset by the extra damage they gain from using a weapon.
Some other player buffs and also the Bind and Recall nanos from Shadowlands also use Sense Imp as a requirement. Although these are secondary elements of an MP’s toolset, they can still be important elements depending upon your playstyle and where you choose to hunt most.
|
Most MPs should always max this skill
But:
For MPs who have chosen to raise unusual skills and are in need of the IP, it may be possible to raise this skill only when required for the casting of a specific desired nano. |
|
First Aid |
1.6 |
First Aid is an Aiding skill. It is used mostly as a requirement on various stims and spindles in the game which can be used on yourself and on your team mates. Stims are tools that you can use for a variety of purposes including:
• To heal your hitpoints while in combat
• To heal your nanopool while in combat
• To remove snares and roots while in combat
• To buff your Body Dev while in combat
• To give yourself a burst of fast runspeed while in combat
For players involved in PvP, First Aid is a key skill. For players focussed only on PvM, First Aid is a matter of choice.
While First Aid clearly has lots of uses for a player, an MP who focuses on team play in PvM will often find that other players in the team can do a better job of healing hitpoints and nano during battle. Also, in Rubika it’s possible to heal nano quite quickly with a treatment based kit while the other team members are holding the attention of the mobs.
Some MPs enjoy playing a “support role” at the lower levels, by focussing on healing, debuffing and crowd control. Such MPs may prefer to increase their First Aid in order to be able to offer another support service by helping players in need with their stims, such as filling in the pauses between heals from their heal pets.
Some MPs have a very strongly casting focussed playstyle in PvM and often run out of nano. Having a nano stim available can add an all important nuke or two at the end of a battle for an MP – particularly I solo play.
Some MPs have a very aggressive playstyle when soloing and expect the mob to be hitting them more often than hitting their pet. For such MPs the extra healing of an HP stim can be a life saver.
MPs who play in the Shadowlands a great deal will find the First Aid based “Spindles” a very important tool. The treatment based “coils” in Shadowlands take a long time to fill up your nano and HP. This can lead to downtime between battles which is never enjoyable. As a result, for players who are often hunting in the Shadowlands, First Aid is certainly an important skill. |
Always max this skill.
Or:
MPs who only play in PvM teams in Rubika may decide to leave this skill untrained. |
|
Treatment |
2.0 |
Treatment is an Aiding skill. It is one of the most important skills for an MP.
Treatment is used as a requirement on many ‘heal’ kits that require you to sit while using them. These ‘kits’ are tools that you can use for a variety of purposes including:
• To heal your hitpoints
• To heal your nanopool
• To remove snares and roots
• To remove debuffs
Treatment is also the skill that defines what QL of implants you can equip. Since implants are a key source of skills and stat buffs, the quality of your implants will to a great extent define your power and ability in the game. Having good implants is an essential part of developing an MP well in AO and your treatment is key for this. |
Always max this skill. |
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Concealment |
2.5 |
Concealment is a skill that is used to hide from others. When used you enter sneak mode, where you can move slowly but undetected by others. Some weapons specials require you to be successfully concealed in order to use them during PvM combat.
In general, you need very high levels of concealment in order to hide from mobs of the levels that you will be fighting. It’s very difficult for an MP to ever reach such levels and as such, concealment is not too useful in PvM for MPs.
In PvP, quite a lot of players do not maintain a high Perception skill, which is the skill that allows players to see other concealed players. As a result, some MPs use the ability to conceal themselves as a tactic. They can conceal themselves and order their pets to attack another player. If that player is unable to detect the MP, then he is unable to attack the MP directly. It’s an unusual tactic and not one that most MPs will choose. |
Most MPs should not raise this skill
But:
Some PvP MPs may choose to raise this skill based on their own tactics |
|
Break and Entry |
2.4 |
Break and Entry is mostly used for opening locked doors and chests. Together with a lock-pick your skill will allow you to open progressively more difficult locked items. All mission doors and mission chests will require a certain amount of skill to open them which is dependent upon the difficulty of the mission, which most players quote using the QL of the mission reward items.
The items found in locked chests can often be very valuable items and as such opening chests can be a useful way to make money. Also, for MPs who solo a lot, the ability to open all the doors in a mission can be extremely useful. On the whole you should be successful in opening all of the doors and chests in a mission if your B&E skill is around 2 times the QL of the mission reward item.
B&E is also used in various tradeskill processes. Hacking using a Hacker’s Tool and cracking open items is usually based on the B&E skill. |
Solo MPs should raise this skill enough to be able to open doors and chests in missions.
Team focussed MPs may choose to raise this skill in order to make money from items found in chests.
B&E is a low priority skill for the MP |
|
Trap Disarm |
2.4 |
Trap Disarm is used – unsurprisingly – to disarm traps. Some mission chests, doors etc will be booby trapped. If your Trap Disarm skill isn’t high enough then you will set off these traps when you attempt to open them. Also in missions, there are hidden mines which can be revealed with Perception skill using the Search action and then disarmed using a Disarming tool. Some tradeskill items are also booby trapped.
On the whole, booby traps tend to be more annoying than deadly and the MP is weak in this skill, making it a less than important skill. |
Do not raise this skill. |
|
Perception |
2.4 |
The Perception skill is used to uncover hidden objects or players. This is done by using the “Search” action or automatically by the game. Mines and traps in missions may be uncovered by using the search action. Since mines and traps are rarely deadly in a mission, this skill is not a particularly important one – saving annoyance rather than lives.
The primary use for Perception for the MP would be in PvP. As mentioned in the section on the Concealment skill, perception can be used to uncover a hidden player. This skill may as a result be used by some PvP specialists to improve their ability to fight against the tactics of some others. |
Most MPs should not raise this skill
But:
Some PvP specialists may decide to raise this skill. |
The Navigation section includes 3 skills needed to drive certain vehicles in the game and the Map Navigation skill.
|
Skill |
IP Cost Factor |
Details |
Recommendations |
|
Vehicle Air |
2.5 |
Purist MPs never put any points into Vehicle Air. It is the skill required to use those lovely, sleek, silver Yalmahas that everybody flies around in. Flying is particularly useful at middle to high levels for getting to missions that are in the middle of nowhere with your team.
So what does the purist MP do? He casts Quantum Wings and flies under his own steam. Most MPs can cast Quantum Wings by around level 70, which is also around the level that you will begin needing to fly to reach missions. Yalmaha users typically fly a little bit faster than an MP using Quantum Wings but not so much that you'll have problems with it.
Yalmaha vehicles are available from QL30 with a Vehicle Air requirement of >=81. It can be a difficult business finding a Yalmaha of this exact QL in the shops. |
Raise this skill only high enough to be able to equip the lowest QL Yalmaha you can find
But:
For purist MPs – never raise the skill at all. |
|
Vehicle Ground |
2.5 |
Vehicle Ground is the skill required to use the runspeed increasing ground cars. Ground cars are not popular as the runspeed benefits they bring are not all that useful. |
Never raise this skill |
|
Vehicle Water |
2.5 |
Vehicle Water is the skill required to use Hydro Vehicles. Hydro Vehicles are not popular at all, as players very rarely need to move over water for great distances and all players can swim (if slowly) without the aid of a vehicle. |
Never raise this skill |
|
Map Navigation |
2.0 |
Map Navigation is used to equip Map Reader Upgrades and to upload maps for playfields where you commonly hunt. You should try to get the Monsters, Players, Arrow and Machines upgrades as soon as you can. In particular, the player upgrade will allow you to see where your pets are as dots on the mini-map which can be an important tool for the MP. The Monster upgrade helps you to distinguish which dots are your pets or other people – and which dots are mobs. 130 Map Nav (including implants) should be sufficient to upload the major upgrades.
Map Navigation is also used to upload the Mini-maps of Rubika which you see in your mini-map window. The requirements to upload some of these maps can reach quite high levels. Many players will use implant sets to upload Map reader upgrades and mini-maps. Once uploaded, the maps will still be accessible, even after your skill has dropped again. Important to note, is that Map Navigation cannot be reset using IP Reset points. So you should only ever invest points in Map Navigation when you’re absolutely certain that you need them.
On the whole mini-maps are not necessary for PvM hunting. They’re a ‘nice to have’. For PvP though, mini-maps are much more important. To be able to see where your opponents are in an area you need to have the mini-map. Since many PvP battles now occur at tower bases all over Rubika it’s important to have as many maps as you can if you are going to focus on PvP. Also, for PvP it’s important to have the “Side” Map Reader upgrade, which will show the players on your side as one colour and the players of the opposition as a different colour.
This is still a low priority skill though and you should only raise it when you have points to spare. |
PvM focussed MPs should only raise this as far as is necessary to upload the Arrow, People and Monster upgrades with implants. Map Navigation is a low priority for the MP.
Or:
PvP focussed MPs may choose to raise this skill somewhat further in order to get the Side upgrade and more of the mini-maps with higher requirements uploaded. |