MP Toolset
Version: 1.03
Section 1 - Offensive Weaponry
Shadowlands Specialisation Attack Pets
Attack Pet Armour Class Values
The Direct Damage nano or 'nuke'
Shadowlands Specialisation Damage Debuffs
1 Hand Blunt Creation Weapon Table
2 Hand Blunt Creation Weapon Table
1 Hand Blunt Blue Creation Shield Table (Nanopool/Nanocost)
1 Hand Blunt Creation Shield Table (HP/Parry)
1 Hand Blunt Creation Shield Table (DMS/Reflect Fire AC)
MP Sharp Object “Specials” Weapons
Section 2 - DEFENSE CAPABILITIES
Heal Pet Hitpoint and Nanopool Values
First Tier Metaphysicist Armour Int/Psy based (Shadowlands)
Second Tier Metaphysicist Armour Int/Psy based (Shadowlands)
Faithful Metaphysicist Armour Int/Psy based (Shadowlands)
Chosen Metaphysicist Armour Int/Psy based (Shadowlands)
Control Unit Armour Int/Tutor based (Shadowlands)
Exterminator Unit Armour Int/Psy based (Shadowlands)
Supply Unit Armour Psy/Stam based (Shadowlands)
Ectoplasm Tattoos Agi/Sense (Shadowlands - omni)
Entophagous Tattoos Agi/Sense (Shadowlands - clan)
Sombreous Tattoos Agi/Sense (Shadowlands - omni)
Yellow Force Tight Agi/Str based (Shadowlands)
Luxurious Rubber Armour Psychic based
Yearning Armour Psy/Psy Mod based (not clan)
Pilgrim Visionary Armour Psy/Stamina based (clan)
Blackshirt of Zuwadza Comp Lit based
Inferno Dragon Boss Armour Int/Psy Based
Mystical Green Hood Sense Based
Fanatic's Jacket Int/Sta Based
Root and Snare reducing pet buffs:
MP Rubika Teachings (+25), Masteries (+50), Infuses (+90) and Mocham’s Gifts (+140)
Shadowlands Nanoskills buffs – The Composites
Nanocost Reduction Buff Details
Nano Interrupt Reduction Buff Details
Shadowlands Garden Portal Buffs
Channel Notum Vein Nano Details
Section 4 - MP Specific Perk Details
Soothing Spirits Specials – Heal Pet Improvements
Soothing Spirits Specials – Heal Pet Improvements
Soothing Spirits Specials – Heal Pet Improvements
Soothing Spirits – Spirit of Blessing Perk Special
Soothing Spirits – Spirit of Purity Perk Special
Nano Doctorate Perk Specials – Shutdown Removal 1
Nano Doctorate Perk Specials – Shutdown Removal 2
Notum Source Perk Specials – Access Notum Source
Notum Source Perk Specials – Blast Nano
Notum Source Perk Specials – Stop Notum Flow
Notum Source Perk Specials – Notum Overflow
Starfall Perk Specials – Dazzle with Lights
Starfall Perk Specials – Combust
Starfall Perk Specials – Thermal Detonation
Starfall Perk Specials – Supernova
Theoretical Research Perk Specials – Quark Containment Field
Theoretical Research Perk Specials – Accelerate Decaying Quark
Theoretical Research Perk Specials – Knowledge Enhancer
Pistol Mastery Perk Specials – Quick Shot
Pistol Mastery Perk Specials – Double Shot
Blunt Mastery Perk Specials – Quick Bash
This section of the guide takes a look at the combat tools available to the MP.
The main attack pets are cast from nanos. They require Matter Creation and Time and Space skills and will nearly always be your main damage dealers. These attack pets do Melee damage. They are commonly referred to as the “meatball” pets because that’s a little what they look like: floating meatballs with tentacles.
The meatball attack pets come in 7 lines:
· Anger
· Fury
· Rage
· Wrath
· Frenzy
· Enmity
These pets come in 7 strengths. With the Anger pets as an example these are:
· Lesser Anger Manifestation
· Inferior Anger Manifestation
· Anger Manifestation
· Superior Anger Manifestation
· Greater Anger Manifestation
· Supreme Anger Manifestation
· Transcendent Anger Manifestation
Each step up gets you a stronger pet that has more hitpoints and does more damage.
The Anger, Fury and Rage Nano lines are available in shops. Generally, it's not worth buying every single one. The differences in damage and hitpoints between each pet are really quite small. As a result, you will often find that you often hardly even notice the difference between each attack pet. If you're short on money it is probably best to aim for 2 angers, 3 furies, 2 rages, and 3 wraths. The attack pet nanos, up to and including the Wrath line, are available in shops.
For the Frenzy line and higher you will have to do missions or buy them from other players.
The meatball pets use two fists. The QL of each fist weapon is equal to the level of the pet itself. The basic fist weapons are:
The increase in damage from dual wielding these two fists is a little over 30% extra damage compared to single wielding one of the fists.
Most attack pets are the flying meatball with tentacles types that you have when you start as an MP. The demon types are different. They are named:
· Lemur
· Fiend
· Demon
· Cacodemon
The main difference between the demons and the meatballs is hit points. Demon type attack pets have high hitpoints. Whereas the meatballs will quite often die in battle with a mob, leaving you with little between yourself and a beating, the demons die less easily in battle.
A slight downside to the demons is that they can only hit with one fist. The QL of the fist weapon equipped is equal to the level of the pet. The fist weapon used by the demon type pets is:
It may seem odd, but the Transcendent Enmity meatball pet will often do more damage than the demon types. This is particularly true compared to the Lemur demon type (which is the weakest demon). The reason for this is that the meatballs hit (in terms of game mechanics) with both 'fists' rather like Martial Artists do. As a result, although their damage per hit is lower, they can do more damage over time hitting with both 'fists' at once (or maybe they're hitting with two tentacles at once...). The demon types do more damage per hit, but usually get fewer hits in as they hit with only one hand.
The Demons are meant to be used as 'tanks'. Their AMS is a little higher than the enmity line and as a result they should be able to keep the attention of a mob better. This means that the mob should be hitting the demon instead of hitting you or your team mates. The higher hit-points enable the demon to stand up to the beating better than the enmity line. Unfortunately, in many situations the demons are in reality unable to hold the attention of the mob, so this benefit is less than effective.
The urn pets are special pets that can be found in the Temple of the Three Winds dungeon and the Inner Sanctum dungeon.
These pets are cast using a nano that creates a packet of energy in your inventory. By combining this energy (shift-Right Click) with a "Funeral Urn”, you create a stack of 10 "Energised Funeral Urns". These energised urn is then 'used' by right clicking on the stack to spawn a pet. Once all ten charges are used up, you will need to get a new urn and energise it in order to be able to spawn a new pet.
There are three pets created in this way:
· Praetorian Legionnaire
· Revenant
· Tormented Revenant
Praetorian Legionnaire
The nano called "Lien's Crystallizer" drops from a mob called Lien in the Temple of the Three Winds Dungeon. The urn for this pet is the “Crumbling Funeral Urn” which drops from Lien and "The Reanimator" mob.
The Praetorian Legionnaire pets do cold damage. They can also use a Fast Attack special attack. In all likelihood the Legionnaire weapon is this weapon:
Frost Scythe of the Legionnaire
Revenant and Tormented Revenant
These pets’ urns are energised using the crystallized energy created by the nano "Saemus Crystallizer". The "Revenant" pet is created using an Iron-Bound Funeral Urn and the "Tormented Revenant" using a Rusted Iron-Bound Funeral Urn. These items drop in the Inner Sanctum dungeon. The Crystallizer drops principally from Archdeacon Saemus in the first room. The Iron-Bound Funeral Urn drops mostly in the second room and the Rusted Iron-Bound Funeral Urn drops mostly in the third room.
The two Revenant pets do a mixture of cold and melee damage, hitting with two fists and their Scythe as well as using a Fast Attack special. The Revenant Scythe also has a chance of stunning the opponent. In all likelihood the Revenant Scythe is this weapon:
One key element of the make-up of the urn pets is that their Nano Resist is extremely high for a pet.
In general, the Praetorian Legionnaire is not a useful pet. It is considerably weaker in almost all ways than a meatball pet of similar casting requirements. Even the higher nano resist is not very useful for most MPs at the level at which this pet can be cast.
The Revenant has excellent damage and strong nano resist – but unfortunately lacks in hit points. In teams, when you can keep aggro away from the pet, the Revenant can be a useful tool.
The Tormented Revenant is the best non-Shadowlands pet available to the MP. Extremely good damage, strong hitpoints and massive nano resist combine to make this an excellent pet for all situations. The major downside is that the urns drop in the third room of the Inner Sanctum which requires a very strong team or two teams to tackle it. It can also be difficult to build teams to go to the Inner Sanctum repeatedly to collect urns.
The above attack pets last longer as the QL of the nano goes up. Your first pet will last only 600 seconds whereas the highest level demons last near 2000 seconds. The urn pets last for 2 hours making them the longest lasting of all of the pets.
In Shadowlands, MPs get access to four new attack pets.
· Biazu the Vile (3rd Specialisation)
· Urolok the Rotten (3rd Specialisation)
· Ettu the Cursed (4th Specialisation)
· Zhok the Abomination (4th Specialisation)
· Rihwen (4th Specialisation)
Except for Rihwen, 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.
Rihwen is cast from a cube which is the result of a tradeskill process using items that can be found in the Biodome Zone. See Cromfelli's Guide to the Rihwen here: http://forums.anarchy-online.com/showthread.php?t=373962 for details.
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
· Rihwen: Min Dmg per hit – 1250
MPs who are able to cast the SL pets will usually have the skills required to cast the top buffs.
The weapons that the SL pets use are suspected as being:
With the QL of the weapon interpolated at the level of the pet. It’s not entirely clear whether the pets equip more than one weapon type – or possibly use different weapons in different situations.
The following table gives details on the attack ratings of several of the MP attack pets.
|
Attack Rating / level of pet |
Pet Name |
Pet Level |
Critical Hit Value |
Attack Rating |
|
10.277 |
Rihwen
|
220 |
3293 |
2261 |
|
7.019 |
Zhok the Abomination
|
212 |
2265 |
1488 |
|
5.876 |
Tormented Revenant Scythe Weapon |
202 |
2523 |
1187 |
|
4.911 |
Tormented Revenant Fist Weapon |
202 |
1496 |
992.5 |
|
6.950 |
Ettu the Cursed |
201 |
2049 |
1397
|
|
2.925 |
Cacodemon |
200 |
1716 |
585
|
|
2.944 |
Demon |
197 |
1680 |
580
|
|
6.91 |
Urolok the Rotten
|
195 |
1937 |
1348 |
|
3.145 |
Transcendent Enmity |
179 |
1507 |
563
|
|
6.99 |
Biazu the Vile
|
175 |
1571 |
1224 |
|
3.305 |
Greater Enmity |
167 |
1393 |
552
|
|
5.785 |
Revenant Fist |
160 |
1133 |
926
|
|
5.75 |
Revenant Scythe |
160 |
1718 |
920
|
|
3.597 |
Inferior Enmity |
149 |
1229 |
536
|
|
4.024 |
Greater Frenzy |
125 |
1002 |
503
|
|
4.042 |
Superior Frenzy |
119 |
934 |
481
|
|
4.079 |
Frenzy |
113 |
867 |
461
|
|
4.121 |
Inferior Frenzy |
107 |
805 |
441
|
|
4.158 |
Lesser Frenzy |
101 |
744 |
420
|
|
4.200 |
Transcendent Wrath |
95 |
683 |
399
|
|
4.190 |
Superior Wrath |
79 |
528 |
331
|
|
4.167 |
Inferior Rage |
72 |
462 |
300
|
|
7.428 |
Praetorian Legionnaire Scythe Weapon |
70 |
354 |
520
|
|
4.113 |
Transcendent Rage |
62 |
378 |
255
|
|
4.070 |
Supreme Rage |
57 |
338 |
232
|
|
3.958 |
Superior Rage |
48 |
270 |
190
|
|
3.950 |
Inferior Rage |
40 |
219 |
158
|
|
3.861 |
Lesser Rage |
36 |
193 |
139
|
|
3.760 |
Greater Fury |
25 |
131 |
94
|
The following table gives the hitpoints of most MP attack pets:
|
Pet Name |
Hitpoints
|
|
Rihwen
|
55687 |
|
Zhok the Abomination
|
~42,000 |
|
Ettu the Cursed |
33,996
|
|
Urolok the Rotten
|
30,077 |
|
Cacodemon |
24411
|
|
Biazu the Vile
|
22,504 |
|
Tormented Revenant |
21503
|
|
Demon |
17836
|
|
Fiend |
13053
|
|
Lemur |
12454
|
|
Transcendant Enmity Personification |
11854
|
|
Greater Enmity Personification |
10656
|
|
Lesser Enmity Personification |
8258
|
|
Transcendant Frenzy Embodiment |
7659
|
|
Supreme Frenzy Embodiment |
7059
|
|
Frenzy Embodiment |
5609
|
|
Revenant |
9956
|
|
Inferior Frenzy Embodiment |
5132
|
|
Lesser Frenzy Embodiment |
4655
|
|
Transcendant Wrath Incarnation |
4179
|
|
Pretorian Legionnaire |
3955
|
|
Supreme Wrath Incarnation |
3725
|
|
Superior Wrath Incarnation |
3159
|
|
Inferior Wrath Incarnation |
2763
|
|
Lesser Wrath Incarnation |
2480
|
|
Transcendant Rage Materialization |
2192
|
|
Supreme Rage Materialization |
1915
|
|
Rage Materialization |
1271
|
|
Lesser Rage Materialization |
940
|
|
Supreme Fury Externalization |
609
|
|
Superior Fury Externalization |
419
|
|
Fury Externalization |
352
|
|
Inferior Fury Externalization |
286
|
|
Lesser Fury Externalization |
219
|
|
Transcendent Anger Manifestation |
152
|
|
Supreme Anger Manifestation |
122
|
|
Greater Anger Manifestation |
92
|
|
Lesser Anger Manifestation |
17
|
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC
|
|
Rihwen
|
~20,000 |
|
Zhok the Abomination
|
15,950 |
|
Ettu the Cursed |
15,850
|
|
Urolok the Rotten
|
8010 |
|
Cacodemon |
3190
|
|
Biazu the Vile
|
5390 |
|
Transcendant Enmity Personification |
2590
|
You can improve your attack pets' performance by buffing the pet. There are five lines of nanos that are MP only and can be used effectively on your attack pets. There is also one Shadowlands perk special which can be used to improve your attack pets.
Instill Line
The Instill line of nanos adds to the damage that your attack pet does with each hit. Its effect lasts 30 minutes.
Chant Line
The Chant line of crystals adds to the Init skill of your pet and increases the 'agg def' of the pet.
The improved init means that your pet will hit faster. The 'agg def' increase is like sliding the pets agg/def bar slider up towards the agg end. It also enables the pet to hit a little faster and increases the chances of a hit and of a critical hit. The pet will also be more likely to get hit and be critted as a result.
The Chant line raises the pets’ aggro profile as a result of these changes which means that the pet will be more likely to be attacked by a mob. Generally, for an MP, who wants his pets to be taking a beating rather than have the mobs hit the owner, this is a very good thing. However, in some situations such as when the pet is dying too quickly, stealing aggro from a tank it may be better not to use the Chant buff on the pet.
Anima Line
The anima line adds to the damage of the pet. It adds quite a lot more than the instill line does... but it only lasts for 20 to 24 seconds depending upon the QL of the anima. You will generally buff the attack pet with the instill line when you create the pet, but the Anima line is cast in battle. The anima line of nanos is an old line that has now essentially been replaced by the Evocation line of nanos. There are very few situations where the MP should use the anima line of nanos any more.
As a very low level MP, you will be able to reach the first anima before you can get an evocation nano and so you might want to use the anima then. At higher levels, the longer duration and better effect of the evocation makes the anima line obsolete. If you’re unable to find the evocation suitable to your skills levels, then you might make do with an anima for a period, but with the short duration and thus awkward usage and higher nanocost of the animas, you will want to find the up to date Evocation as soon as possible.
Evocation Line
The evocation line adds damage to the attack pet and additionally adds to "Add All Offence" (sometimes called AMS). This stat makes your pet hit a little faster and have a better chance of hitting targets with good evades. It will also increase the chances of a 'crit' - an unusually high damage hit.
The evocation line of buffs last between 2 and 7 minutes and are an essential part of any MP’s toolset.
Channel Rage Perk Special
The Channel Rage perk special is essentially like a short duration evocation. The special gives good damage add but is weak on the Add All Off buff compared to the evocations. The effect of the buff is dependent upon how many perks you have trained in the Channel Rage perk line. See the “MP Specific Perk” section below for details of the perks and their specials.
Anticipation of Retaliation
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
General Buffs
There are several General nanos that will successfully buff stats on the MP attack pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Weapon Enhancement (small damage add +5)
· Weapon Augmentation (small damage add +2)
· Regeneration (small heal delta buff)
· Quickness (small run buff +30)
· Adrenaline Pump (small run buff +20)
· Swiftness (small run buff +10)
Most of the MP buffing nanos are not available in the shops and can only be found in missions or as loot on dead mobs. The instill and evocation lines up until QL125 are in the MP nano shops. Anticipation of Retaliation is in the MP shop. Animas are found as mission rewards and mob loot. The higher evocations are found from Dyna-Camp boss mobs. All of the lines make a big difference to pets cast from nanos of a similar QL. These buffs are very useful tools in the MPs toolset.
There are four types of attack nano for the MP and several attacking perk specials. For a complete listing of MP nanos please refer to Anarchy Mainframe MP Nano Listing.
These nanos do direct damage to the target. Each step up in QL Nano does more damage. The nuke is the second main weapon for most MPs. As with all direct damage nanos, when cast, they will attract the attention of the target to you. At lower QLs the direct damage nanos are available in shops, higher QL versions are mission/drop only.
There are two lines of direct damage nano:
· Cold Damage line
This line of nukes inflicts cold based damage on the target. It has a defensive skill rating of 85% Nano Resist making it easier to land these nukes on targets with high nano resist. As with all MP nukes, the Cold line has a relatively fast attack and recharge time. This makes it possible to chain cast the nuke at fast pace.
|
Cold Damage Line of Nukes (Damage per second values from Anarchy Mainfram Nuke Table)
|
||||||||
|
Name |
Att/Rech |
Attack Skills |
Def Skills |
Range |
Nano Cost |
Damage |
Dmg/s Max Speed |
Nano/s Max Speed |
|
Frost Slivers
|
3.2/1.35 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
31 |
30 – 65 Cold AC |
35.19 |
22.96 |
|
Frigid Blast
|
3.45/1.47 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
110 |
160-288 Cold AC |
152.38 |
74.83 |
|
Chill Spear
|
3.73/1.6 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
196 |
314-699 Cold AC |
316.56 |
122.5 |
|
Glacial Lance
|
4.06/1.76 |
MC: 54% PM: 46% |
NR: 85% |
20 m |
289 |
602-1268 Cold AC |
531.25 |
164.2 |
· Mind Damage line
Inflicts energy based damage on the target and lowers the nano skills of the target for a few seconds. The amount of damage and the amount of nanoskill debuff rises with the QL of the nano. The top nanoskill debuff also carries with it a taunt which will make mobs more likely to choose to attack you.
As with the Cold line of nukes the Mind line of nukes has 54% Mat Cre and 46% Psych Mod as attack skills and a 20 metre range. It has defence skills of 100% Nano Resist though, making it somewhat harder to land against high nano resist opponents.
|
Mind Damage Line of Nukes (Damage per second values from Anarchy Mainfram Nuke Table)
|
||||||||
|
Name |
Att/Rech |
Nano Cost |
Def Skills |
Taunt |
Nanoskill Debuff |
Damage |
Dmg/s Max Speed |
Nano/s Max Speed |
|
Mind Pain
|
2.61/1.0 |
15 |
NR: 100% |
0 |
-5 to all nanoskills |
9 – 23 Energy AC |
16.00 |
15 |
|
Mind Scream
|
3.31/1.4 |
78 |
NR: 100% |
0 |
-20 to all nanoskills |
78 – 146 Energy AC |
80.00 |
55.71 |
|
Mind Howl
|
3.57/1.53 |
173 |
NR: 100% |
0 |
-38 to all nanoskills |
237 – 439 Energy AC |
220.92 |
113.07 |
|
Mind Quake
|
4.19/1.82 |
377 |
NR: 100% |
1491 |
-100 to all nanoskills |
736 – 1515 Energy AC |
618.41 |
207.42 |
This range reduces the amount of damage of each hit that the target makes by a fair amount and in addition lowers the melee, ranged and physical init of the target. This means that the mob/player you cast this at will hit you less often due to slower weapon speed and when he does hit will do less damage.
This debuff line has one major drawback: as with all debuffs, the nano will taunt mobs when successfully cast. Used carefully the damage/init debuff can be a useful tool in particular at lower levels. Used in conjunction with the Shadowlands damage debuff and the debuffs of other professions this debuff can be quite powerful.
The lower QLs of this line are available in shops, higher QL versions are mission/drop only.
This range consists of paired damage debuffs. Each pair of nanos consists of a Primary Debuff “XXX of Will” and a Secondary Debuff “XXX of Resolve” – both of which stack together to form a large damage debuff. The debuff also stacks with the MP Damage/Init debuff effect and the debuffs of other professions. The pairs are as follows:
· Distortion of Will + Distortion of Resolve (Spec. 2)
· Corruption of Will + Corruption of Resolve (Spec. 3)
· Degredation of Will + Degredation of Resolve (Spec. 3)
· Perversion of Will + Perversion of Resolve (Spec. 4)
· Debasement of Will + Debasement of Resolve (Spec.4)
· Taint of Will + Taint of Resolve (Spec. 4)
· Defilement of Will + Defilement of Resolve (Spec. 4)
· Desecration of Will + Desecration of Resolve (Spec. 4)
In order to cast the Secondary “Resolve” debuff, the primary debuff must be running on the target. The Primary debuff lasts for 45 seconds and the Secondary debuff lasts for 10 seconds. Since the casting times on these nanos is relatively long, you will need to focus approx 85% of your casting time on the debuff pair in order to maintain the full effect.
The Primary “Will” debuff is relatively easy to land with a defence rating of 100% Nano Resist. The Secondary “Resolve” debuff is more difficult to land with a rating of 125% Nano Resist. Both have very long casting times which means that when one of them fails to land, you will have lost a lot of casting time to each failure.
The debuffs carry quite high taunt values which build up over time, so the more consistently you use the debuffs the more likely you are to be attacked by the mob your team is fighting.
For weapons focussed MPs, the very long attack times also mean that weapon firing rate will be negatively affected.
On the whole, MPs are unconvinced by these nanos so far. Very few MPs have had the chance to use many of them and so it’s hard to say at this time how the practicalities of the analysis done from the database will actually play out in real game play. On the whole, the feeling is that the amount of sacrifice in terms of casting other nanos and weapons fire combined with high taunt and high nanocost values makes this line of nanos less than desirable.
MPs have two lines of Nanoskill Debuff nano and one grand-daddy of a Nano Skill debuff nano. These are:
· The Unmake Line
There are six of these, one for each of the Nano Skills. Each one when cast will reduce the particular nano skill by -75 points. The effect lasts for 5 minutes. The unmake line of nanos is available in shops.
These nanos have no effect on mob casting but can be useful in PvP at low levels. The nano is fairly easy to land in PvP with a Nano Resist factor of 100%.
· The Dominate Line
There are six of these, one for each of the Nano Skills. Each one when cast reduces the particular nano skill by -125 points. The effect lasts for 5 minutes. This line of nanos is available only in mission/drop from mobs.
These nanos have no effect on mob casting but can be very useful in PvP. The nano is fairly easy to land in PvP with a Nano Resist factor of 100% and is perhaps the most useful debuff tool for PvP MPs.
· Nano Shutdown (NSD)
Nano Shutdown reduces all six key nano skills of the target by -2000. The effect lasts for 1 minute. This nano is only available from missions/dropped by mobs.
Nano Shutdown is a difficult nano to land on an opponent. It has quite a long casting time and a high Nanoresist defence factor of 160% making it tough to land. In addition, the attack skills for NSD are: 35% Time & Space, 34% Bio Met and 31% Psych Mod. This makes it more difficult to raise the attack rating on this nano.
Nano Shutdown does affect the casting of mobs. However, due to the nature of nanos cast by mobs and the difficulty of landing NSD, there are relatively few mobs against whom it makes sense to use the nano. The main use of NSD is in PvP where its effects can be debilitating when successfully landed.
A single debuff called Notum Rejection which will increase the nanocost of every nano that its target tries to cast by 25%. The effect lasts for 4 minutes.
Notum Rejection is not an easy nano to land on an opponent. It has a relatively long casting time and a defence rating of 140% Nano Resist making it quite difficult to land effectively.
Notum Rejection is a rarely used nano. Against mobs the effect is negligible and not worth using. In PvP, the effect could be quite powerful, but most MPs would choose to use a Dominate rather than use Notum Rejection.
With a defence rating of 100% Nano Resist the dominate can be landed fairly easily and can be even more debilitating to a caster than a nanocost increase. The Dominate is also similar or faster in casting speed (depending upon your NanoC-Init value) and so all in all a more useful tool.
Shadowlands MPs have access to a series of ‘Perk Lines’ which enable various special actions that can be used as attacks. Further down in this document (and in the index) you will find the section “MP Specific Perks” that gives the full details of the MP perks and perk specials. The offensive perk specials are listed here for completeness with a brief description of the effect of each.
· Quick Bash
Simple weapon type special usable when wielding 1 Hand Blunt weapons. Deals a small amount of damage
· Blast Nano
Nanopool debuff (-1100) and Nanoskills debuff (-100). Stacks with Mind Line of nukes and with Nano based nanoskill debuffs. Requires “Affected by Zap Nano” to be running on the target.
· Stop Notum Flow
Large Nano Resist debuff (-800). This is a particularly useful tool to use before trying to cast one of the difficult to land nanos on an opponent.
· Notum Overflow
Increases the Nano Vulnerability of the target by 15. It’s uncertain what effect this has at time of writing the guide – but it will in some way increase the likelihood of landing hostile nanos on an opponent.
· Quick Shot
Simple weapon type special usable when wielding Pistol weapons. Deals a small amount of damage
· Double Shot
Simple weapon type special usable when wielding Pistol weapons. Deals a small amount of damage
· Dazzle with Lights
Blinding attack which debuffs Add All Off and Weapons Inits. The amount of the debuff varies based on level of the perk trained. This effect stacks with the damage init debuff and is particularly useful used alongside the MP damage debuffs.
· Combust
Direct Damage special essentially like a nuke. Runs an “Affected by Combust” program for a short period of time in the target’s NCU. The damage dealt can be increased while “Affected by Napalm Spray” is running on the target.
· Thermal Detonation
Direct Damage special essentially like a nuke. Requires “Affected by Combust” to be running on the target. Runs an “Affected by Thermal Detonation” program for a short period of time in the target’s NCU. The damage dealt can be increased while “Affected by Napalm Spray” is running on the target.
· Supernova
Direct Damage special essentially like a nuke. Requires “Affected by Thermal Detonation” to be running on the target.
· Accelerate Decaying Quarks
Direct Damage special combined with a 12 second Nano Shutdown debuff (-2000 all nanoskills).
· Knowledge Enhancer
Increases the damage done to the target by other nanos cast during its effect by 12%. The effect lasts 30 seconds. MP nukes do not benefit greatly from this due to the low minimum damage and small damage range. The effect would work well in team play with other nano damage casting professions (nukes, DoTs etc).
The creation weapons are MP only nanos, which when cast create a weapon or shield for the MP which will appear in your inventory. When you cast the creation line of nanos, your hit points and nano drop to nearly zero. Never do this in battle! Always cast them in a safe place and have your heal pet healing you before casting them.
The nanos are only available as mission reward, dropped by mobs in missions (especially team mission boss mobs) or in chests. The top three creations seem to only be available as Instruction Discs which need to be made up into crystals. As a result, they are not rollable as a mission reward and can only be found in chests or from mobs as loot.
There are two types of weapon and three types of shield. The shields count as 1 Hand Blunt weapons that do no damage and require weapons skills to wield them, so I have included them here too. It should also be noted, that FunCom have committed to revamping the creation weapons at some point in the near future (at time of writing this guide).
The different types of creation weapon are:
· 2 Hand Blunt Staves
Glittering blue long staves which require 2 Hand Blunt skill to wield them. They reduce your nano cost when casting nanos by an amount and increase your max nano pool by an amount. They do poison damage when they hit and additionally have a chance of doing a Damage over Time attack which will poison the target repeatedly for a smaller amount of damage for a certain number of hits.
· 1 Hand Blunt Staves
Short Sticks which require 1 Hand Blunt skill to wield them. They too reduce your nano cost when casting nanos and increase your max nano pool by an amount. They also do poison damage when they hit and additionally have a chance of doing a Damage over Time attack.
· Red Shield
Large black shield with a fire red design (e.g. Solar Guard). Requires 1 Hand Blunt skill to wield. Increases your Armour Class (AC) and increases your "Add All Defence" sometimes called DMS. The "AddAllDef" should allow you to avoid attacks more easily, so making it harder for Mobs to hit you.
· Gold Shield
Small round golden shield (e.g. Living Shield of Evernan). Requires 1 Hand Blunt skill to wield. Increases your armour Class (AC) and in addition adds points to your parry skill and to our MaxHP. The extra hit points from this type of shield can be quite useful.
· Blue Shield
Large black shield with a glinting blue design (e.g. Wave Breaker). Requires 1 Hand Blunt skill to wield. Increases you armour class (AC), reduces Nano Cost and increases your nano pool.
It is possible to wield both a 1HB weapon and a shield as long as you satisfy the dual wield requirements of the item in your left hand. This uses the Multi-Melee skill which is also dark blue. Unfortunately, the nano crystal description only tells you that the creation will be cast but tells you none of the details of the weapon or the requirements.
The general opinion in the MP community is that the weapons are not really very useful in terms of damage. Certainly, the damage is not particularly high with any of the weapons. The MP has dark blue skills for all of the combat requirements for the summoned weapons, which means that the MP rarely raises the skill higher than is absolutely necessary in order to wield them. Most MPs choose either 1 hand blunt weapons as these enable usage of both the weapons and the shields and give both better buffs and better damage together.
MPs generally try to avoid melee combat. The attack pet is good at melee and can be sent to battle far away from you, so for most of the time you won't be close enough to hit the mob with your stick. By keeping your distance the mobs will generally hit you a lot less.
Still the weapons do in fact do some damage and are better than nothing in those situations when you are up close and personal with a mob, whether by choice or out of desperation!
The weapons are prized though by many low to medium level (up to 125) MPs for their secondary modifiers. The reductions in nano cost and the increase in nano pool make a very real difference to certain play styles for the MP. Most MPs do not spend many IPs in the required combat skills though, preferring often to use implants to gain the required skill to wield the weapons and shields.
At higher levels, most of the creations are not used. The MP playstyle lends itself best to ranged weaponry and the need at higher levels to add more damage with weapons mean that most MPs beyond around level 100 no longer use the creations. Some MPs who have chosen to use melee weaponry still use the creation shields – in particular the Red Add All Def shields.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”. Below are tables detailing the specifications and buffs of all Creation Nanos, Weapons and Shields.
|
The Creation Nanos and Weapons
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1 Hand Blunt Creation Weapons
|
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|
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:
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Weapon Duration: |
2 hours
|
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|
Weapon Attack Skills: |
80% Time & Space 20% 1 Hand Blunt |
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|
Weapon Defence Skill: |
100% Evade-ClsC
|
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DoT Attack Skills: |
100% Matter Creation
|
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DoT Defence Skill: |
100% Nano Resist
|
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|
2 Hand Blunt Creation Weapons
|
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|
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:
|
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|
Weapon Duration: |
2 hours
|
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|
Weapon Attack Skills: |
80% Time & Space 20% 2 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC
|
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|
DoT Attack Skills: |
100% Matter Creation
|
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DoT Defence Skill: |
100% Nano Resist
|
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1 Hand Blunt Creation Shields – Blue Shield
|
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|
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:
|
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|
Weapon Duration: |
2 hours
|
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|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC
|
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1 Hand Blunt Creation Shields – Gold Shield
|
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|
Item Name
|
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Vital Buckler (QL 59) |
BM: 292 MC: 292 TS: 292 Nano: 542
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Vital Buckler (QL 68) |
1 HB: 193 T&S: 292
Multi Melee: 96
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A |
Parry +10 Max HP +170 All ACs +72
|
|
|
Nano Creation: Living Shield of Evernan (QL 112) |
BM: 568 MC: 568 TS: 568 Nano: 1089
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Living Shield of Evernan (QL 109) |
1 HB: 375 T&S: 568
Multi Melee: 187
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A |
Parry +24 Max HP +342 All ACs +142
|
|
|
Nano Creation: Death Ward (QL 177) |
BM: 913 MC: 913 TS: 913 Nano: 1520
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Death Ward (QL 171) |
1 HB: 602 T&S: 913
Multi Melee: 300
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A
|
Parry +37 Max HP +481 All ACs +224
|
|
|
General:
|
||||||
|
Weapon Duration: |
2 hours
|
|||||
|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC
|
|||||
|
1 Hand Blunt Creation Shields – Red Shield
|
||||||
|
Item Name
|
Reqs |
Att/Rec |
Damage |
Poison DoT |
Modifiers |
|
|
Nano Creation: Solar Guard (QL 85) |
BM: 427 MC: 427 TS: 427 Nano: 807
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Solar Guard (QL 82) |
1 HB: 282 T&S: 427
Multi Melee: 140
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A |
Add All Def +100 Reflect Fire AC +15% All ACs + 169
|
|
|
Nano Creation: Belthior’s Flame Ward (QL 147) |
BM: 749 MC: 749 TS: 749 Nano: 1370
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Belthior’s Flame Ward (QL 144) |
1 HB: 494 T&S: 749
Multi Melee: 246
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A |
Add All Def +160 Reflect Fire AC +23% All ACs + 297
|
|
|
Nano Creation: Shield of Asmodian (QL 205) |
BM: 1035 MC: 1035 TS: 1035 Nano: 1708
|
40.0/5.0 |
N/A |
N/A |
N/A |
|
|
Shield of Asmodian (QL 199) |
1 HB: 683 T&S: 1035
Multi Melee: 341
|
1.0/8.0 |
1-1 (1) Melee AC
|
N/A
|
Add All Def +210 Reflect Fire AC +30% All ACs + 410
|
|
|
General:
|
||||||
|
Weapon Duration: |
2 hours
|
|||||
|
Weapon Attack Skills: |
8% Time & Space 2% 1 Hand Blunt |
|||||
|
Weapon Defence Skill: |
100% Evade-ClsC
|
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Beyond the start-up Metaphysicist Shield, there are several types of weapons that have an MP requirement to wield them. Most of these weapons are ‘shared’ with another profession and are usually more suited to the other profession than to the MP. There are however three sets of weapons that are designed only for the MP which no other profession may wield: MP Crystal Weapons, MP Melee Energy Shields and MP Bows.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide.
Shadowlands brought with it 2 lines of bows that are designed for the MP and the MP only. These 2 lines – one for Clan MPs and one for Omnitek MPs - consist of one bow in QLs up to and including 299 with a final, differently named bow at QL300. Although these bows are found in the Shadowlands, you do not need to have Shadowlands to wield them.
Clan MP Bow Line
The Clan MP bow line consists of Sprite Bow up to QL299 and culminates in the Seraph Bow at QL300. The Sprite bows add a small amount of HP while the Seraph Bow buffs Intelligence (+22), Max HP (+260) and Nano Resist (+80).
The Clan MP bows do Cold AC damage and are excellent weapons.
Omnitek MP Bow Line
The Omni MP bow line consists of Bow of Sympathy up to QL299 and culminates in the Bow of Solace at QL300. The sympathy bows add a small amount of HP while the Solace Bow buffs Intelligence (+25), Max HP (+300) and Nano Resist (+90)
The Omni MP bows do Fire AC damage and are excellent weapons.
MPs have an affinity for Bows and for ranged weapons in general, so these weapons fit well with an MP playstyle. As pure bow weapons, these bows use physical init and can be used together with Bow Special Arrows.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
The MP Crystal weapons are mostly Melee Energy (67%) and Piercing (33%) based weapons except the Deluxe Crystals which are Melee Energy only (100%).
MPs have no affinity at all for Melee Energy weapons or Piercing. The skills are expensive, low in level and very difficult to implant for well. There are also no MP perk lines that buff these skills. These weapons should generally not be considered as good weapons for damage purposes. However, the crystal weapons also have some buffs for MP skills – though relatively small buffs.
· Robinson Crystal I
Available in QLs 1 to 49 these crystals buff Bio Met and Matter Met for +1 and runspeed for +10
· Robinson Crystal II
Available in QLs 50 to 99 these crystals buff Bio Met +3, Matter Met +2 and runspeed for +20
· Robinson Crystal III
Available in QLs 100 to 149 these crystals buff Bio Met +5, Matter Met +3 and runspeed for +30
· Robinson Crystal IV
Available in QLs 150 to 199 these crystals buff Bio Met +7, Matter Met +5 and runspeed for +40
· Robinson Crystal V
Available in QLs 50 to 99 these crystals buff Bio Met +3, Matter Met +2 and runspeed for +20
· Robinson Crystal De Luxe
Available in QLs 140 to 149 these crystals buff Energy Damage for +5 (but themselves do Radiation damage), Max Health for +75 and Nano Programming for +10.
· Robinson Special De Luxe
Available in QLs 140 to 149 these crystals buff Energy Damage for +15 (but themselves do Radiation damage), Max Health for +225 and Nano Programming for +20.
Essentially, these weapons are largely useless with the Robinson Special De Luxe being the only one that gives sufficient buffs to make up for the difficulties associated with Melee Energy and Piercing as attack skills. However, the skills investment to use the De Luxe crystals would be prohibitive for the level of buff received.
All of the crystals are Right Hand only and so not dual wieldable to double the buffs – though they can all be dual wielded alongside a creation shield or other weapon.
A very nice shield weapon carried in the Left Hand. It gives Energy, Melee and Projectile AC of +999 and also Max Health Buff of +333. In addition it has good damage of 160-160(160) and an attack rating based on 1 Hand Blunt (67%) and Time and Space (33%) – MBS value is 1000.
This is an excellent MP weapon to go alongside either a 1 Hand Blunt creation or some other 1 handed weapon.
A small selection of Melee Energy shields for the MP are listed in the database at low QLs. They are based on Melee Energy, Fast Attack and Brawl. With the exception of Brawl, MPs have little affinity for these skills. In particular, the attack skill (100% Melee Energy) is expensive, low in level and very difficult to implant for well.
· Jupiter Aegis
Available in QLs 40 to 49 these shields also buff Add All Def +10, and Radiation AC +40.
· Gift of Jupiter
Available in QL 50 this shield also buffs Add All Def +20, NanoC-Init +20 and Radiation AC +80.
As with the melee energy crystals, these weapons should not be viewed as weapons that MPs would like to wield.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
These odd weapons are the very first weapons yet to be seen in the AO database that use the Sharp Objects skill. They don’t seem to be searchable in the database – though they are clearly there. These weapons are items that are used by right clicking on them. As such, they are similar to the Bow Special Arrows and can be used alongside any other weapon as an additional special attack without disturbing any attack or recharge cycles.
They have varying power and skill lock times ranging from 100 – 300 damage at 8 sec skill lock up to 2K plus damage and 20 second skill lock times. The interesting thing about these “specials” is that they have a defensive skill check of Dodge Ranged 50%. In effect then your attack rating with these weapons will be twice your actual skill level in Sharp Objects.
The Items included in this range are:
· Capsule of Fulminating Novictum
· Poison Darts of the Deceptor
·
Aluminum Throwing Dagger
Circus Throwing Dagger
These items at present only exist in the database so it cannot be certain that they are actually in game at this time.
The big downside with these items is that the lowest requirement is 750 Sharp Objects and you’d still need to raise a normal weapon skill and weapon init for use as your primary weapon – since the damage and recycle time on these ‘specials’ makes them unsuitable for use as a main weapon. As such these weapons would really only be usable at the very high level players and even then the investment in IP would be hard to justify, especially in the Shadowlevels where IP becomes very scarce.
On the whole, these weapons are not suitable for the MP.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
There are three lines of weapons with an MP requirement that are shared with other professions.
The Shank of Maze line of weapons are 1 Hand Edged based weapons designed for Adventurers. They include Sneak Attack, Fast Attack and Brawl specials. The line includes QL1 to 299 Shank of Maze - which give a small Strength and Agility buff at the higher QLs (max +5) - and the Ql300 Sleek Shank of Maze which buffs Strength and Agillity for +15 and Perception for +25.
It is unlikely that the highest QLs of this line of weapons can be equipped by an MP. The MP has little affinity with 1 Hand Edged although it is a weapon skill that can be implanted reasonably well. The specials skills are all high cost low maxing skills. These weapons should not be considered as strong MP weapons.
The Argument exists in the database from QL 150 to QL200 and is shared with the Enforcer. They are Melee Energy based weapons with Dimach special. MPs have little affinity for Melee Energy as it is expensive, low in level and very difficult to implant for well.
The Argument buffs Duck Exp (+30 to +40), Intelligence (+15 to +20) and Max HP (+150 to +300). These weapons should not be considered as strong MP weapons and it is unlikely that the investment required for the buffs given would make these weapons worthwhile.
The Notum Animal Bone line of weapons comes in two versions. The Notum Saturated Animal Bone which exists from QL 1 to 299 and the Notum Studded Animal Bone at QL 300. They are Melee Energy based weapons with Sneak Attack, Fast Attack, Brawl and Dimach specials. MPs have little affinity for Melee Energy as it is expensive, low in level and very difficult to implant for well and the large number of specials requires an immense investment of IP in order to equip and use this weapon for an MP.
The Notum Animal Bones buff Add All Off (+2 to +6), Evade ClsC (+10 to +30) and Nano Resist (+10 to +30). These weapons should not be considered for the MP.
For an in depth discussion of how to choose weapons for the MP please refer to the separate section of this guide “How to choose a weapon for the MP”.
There are seven main elements to the MP’s defense capabilities:
· Heal Pet line
· Mez Pet line
· Stun Nano
· Evades and Nano Resist
· Armour
· Root/Snare reducing Pet Buffs
· Quantum Wings
Heal pets are very useful things indeed and a core part of the MP toolset. The only heal nano an MP can use is the general +25 HP nano which after level 10 is already fairly useless. The heal pet is the MPs' replacement for healing power. The heal pet can be told to heal your attack pet, making it last longer and more able to kill mobs outright. The heal pet can also heal other players' pets including crat bots and engineer bots. Furthermore, the heal pet can be told to heal other players. Used mostly in teams to heal the tank (the person supposed to take most of the damage) and to heal players in trouble who are near death. Once told to heal a target, the heal pet will follow that target around healing them when necessary.
The higher the QL of the heal pet nano, the more healing your pet will do in each hit. The higher QL heal pets also have considerably more hit points than the lower QL ones. All of the heal pets are meatball type pets and last from 1200 seconds to 2800 seconds.
The heal pet nanos are all called "Calling of..." and have a Time and Space and Bio Metamorphosis requirement to cast them. There are 9 heal pets available to the MP and one Heal Pet available only to Shadowlands MPs who have completed their 4th Specialisation quest.
· Calling of Medinos
· Calling of Salvinous
· Calling of Valentyia
· Calling of Sanoo
· Calling of Restite
· Calling of the Vivificator
· Calling of Altumus
· Calling of Curatem the Grand
· Caling of Belamorte
· Calling of Mortificant the Eternal (Shadowlands Spec)
The heal pet healing values without any buffs or perks are as follows:
|
|
Mortificant |
Belamorte |
Curatem |
Altumus |
|
Base Heal Nano (no perks)
|
746 – 1055 Average: 900
|
457 – 820 Average: 638 |
432 – 820 Average: 626 |
400 – 675 Average: 537 |
|
|
Vivificator |
Restite |
Valentyia |
Sanoo |
|
Base Heal Nano (no perks)
|
346 – 620 Average: 483 |
291 – 493 Average: 392 |
177 – 253 Average: 215
|
259 – 348 Average: 303
|
|
|
Salvinous |
Medinos |
|
|
|
Base Heal Nano (no perks)
|
92 – 168 Average: 130
|
44 – 79 Average: 61
|
|
|
There are no specific nano buffs available for the heal pet. The heal pet can be buffed with:
Anticipation of Retaliation:
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
The Nano Cost Reduction Line:
These nanos reduce the cost of casting nanos. Heal pets have limited nano and will eventually run out. Using /pet report will display the heal pet's nano status. When the heal pet runs out of nano, it will stop healing until it has enough nano to cast 2 or 3 heals. Using the Nano Cost reducing buffs on the heal pet ensures that it runs out of nano more slowly and that whne it has run out of nano, the healing pause will be shorter. Nano Cost reduction nanos up until QL125 are in the shops.
Soothing Spirits Perk Line:
This Shadowlands perk line increases the healing power of the heal pet for each perk trained in the line. It does this by affecting the nano equipped by the heal pet when you cast it. As a result, you don’t have to actively buff the pet – you need only train the perk line to get the ‘buff’.
For details of the effects of the Soothing Spirits perk line on the heal values please refer to the table in the perk section below.
Interrupt Decrease Buff Line
Since the heal pets cast a nano and sometimes get interrupted by being attacked, you may want to use the Interrupt Decrease buff line on the Heal pet to try to ensure that a heal arrives even when the heal pet is under attack.
General Buffs
There are several General nanos that will successfully buff stats on the MP heal pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Regeneration
Small heal delta buff
· Nano Restoration
Small nano delta buff
· Bot Mass Migration
Transfers enough nano to the heal pet to give one more heal when the pet has run out of nano
· Quickness
Small run buff +30
· Adrenaline Pump
Small run buff +20
· Swiftness
Small run buff +10
Although you can command the heal pet to heal a particular target, you cannot command it to actually make a healing stroke. That is, the pet will say "Commencing healing process" when you tell it to heal a target, but will not necessarily directly raise the target's hitpoints.
Heal pets can only do a heal once every so many seconds. For the lower QL heal pets this is around once every 10 seconds. For the higher QL heal pets it's around once every 8 or 9 seconds. When the heal pet actually does the healing stroke is not controllable by you. It happens when it happens. In order to actually heal its target, the heal pet executes a nano program in the NCU of the target.
The heal pet has few disadvantages. The main one is the difficulty of switching the heal pet from one target to another.
The main difficulty with changing targets is line of sight. Every pet can only attack or heal a target, when the pet itself has line of sight to the target. That is, there must be a path through to the target from the pet's point of view and the target must be close enough to the pet for the pet to 'see' it. Range can also affect this. If your heal pet is not close enough to the target to be able to ‘see’ the target, then the heal pet may refuse to move to the target to heal it.
Another difficulty with changing targets is that the heal pet is only as fast as you are. It has a certain runspeed and can only heal from a certain range. As a result, if you switch the heal pet to a target a long way from its present target, then it will take some time to get there. This combined with the pauses the heal pet takes between heals means that when you switch a heal pet it will not be an instant heal. As a result it is important to command the heal pet to switch earlier rather than later as somebody is losing health.
|
Heal Pet Hitpoint and Nanopool
|
||
|
Pet Name |
Hitpoints |
Nanopool
|
|
Belamorte |
9815 |
13310
|
|
Curatem the Grand |
8101 |
11231
|
|
The Vivificator |
4779 |
7169
|
|
Restite |
3356 |
5327
|
|
Sanoo |
2274 |
3807
|
|
Valentia |
1345 |
2404
|
|
Salvinous |
609 |
1234
|
|
Medinos |
181 |
414
|
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC
|
|
Mortificant
|
3450 |
|
Belamorte |
590
|
The Mez Pet is the third pet that an MP can cast at the same time as the attack pet and the heal pet. As of patch 15.0.1 the Mez Pet now has two different functions for Player vs Mob/pet and Player vs Player.
The mez pet effect is to stop the mob from moving and hitting its target. The effect lasts for 12 seconds and the mez pet will continue to try to land the attack on the mob, holding the mob calm for as long as the effect itself continues to land. The effect is shown graphically by a yellow-orange haze around its target.
If the mez pet attack fails to land, then the mob will be free again to move and hit at least until the next successful mez pet attack.
The Mez effect is 100% breakable - that means that any nano cast on the mezzed mob and any weapon hit to the mob will break the effect and free the mob to move and hit again.
The Mez pet effect is different to the calms and mezzes of other professions in that it does not wipe the hatelist of the mob. This means that the mob will still be trying to attack its target and will still be working out which player/pet it should be attacking. As a result, you may still see the "Mob attacking" messages in your chat even while the mez effect is running.
The main function of the mez pet then is to keep a single mob 'mezzed' while you deal with another mob. It is designed to be used on adds that nobody is attacking, just to keep them out of the battle.
In PvP the mez pet is designed to have a rooting effect on the player. When the effect lands on the player, the mez pet will stop the player from moving. The player will be able to continue attacking and hitting their target.
Once again, the mez pet effect is 100% breakable, so unlike the roots that other professions have in the game, every hit or nano cast on the rooted target will break the effect and set the player free.
The mez pets come in three main groups:
Distracting Spheres:
· Lesser Distracting Sphere
· Distracting Sphere
· Greater Distracting Sphere
· Supreme Distracting Sphere
Deranged Mindreavers:
· Lesser Deranged Mindreaver
· Deranged Mindreaver
· Greater Deranged Mindreaver
· Supreme Deranged Mindreaver
Summoning of...:
· Summoning of Absuum
· Summoning of Ignatus Mind-Clouder
· Summoning of Duoco
· Summoning of Distral
· Summoning of Confane
· Summoning of Balbuto the Gibberer
· Summoning of Tumulten
All of the Mez pet nanos are mission item or mob loot only.
There are no specific nano buffs available for the Mez pet however, the Mez pet performance can be improved by using Psych Mod and Sense Imp buffs on the pet, as these are the skills used for its mez effect. The Mez pet can be buffed with:
Psych Mod and Sense Imp Buffs
All of the PM and SI buffs that an MP can cast will improve its performance. So that would include the Composites and PM/SI Expertises, Teachings, Masteries, Infuses and Mocham’s Gift.
Anticipation of Retaliation:
This nano is the only truly defensive buff that an MP has for pets. It modifies the evade skills of the target by +60, thus reducing the chances of the target being hit. It is meant for use on player characters, but many MPs swear that it does work on pets, enabling them to stay alive longer.
General Buffs
There are several General nanos that will successfully buff stats on the MP heal pets. Due to the low level of these buffs, they are mostly useful only for the low level pets.
· Regeneration
Small heal delta buff
· Quickness
Small run buff +30
· Adrenaline Pump
Small run buff +20
· Swiftness
Small run buff +10
The following table gives the Energy AC value of some of the key MP pets:
|
Pet Name |
Energy AC
|
|
Tumulten
|
950 |
There is only one stun nano in the MPs arsenal and it is called The Curse of Chronos (CoC). The effect of this nano is that it roots the target to the spot completely freezing them, so that they are unable to perform any actions of any kind including attacks, using kits and using tools. The effect lasts only 5 seconds while the recharge on the nano is 10 seconds, so the maximum that you can stun a target without help is 50% of the time (assuming that the nano lands every time).
Curse of Chronos is not an easy nano to land on an opponent. With a defence rating of 130% Nano Resist and attack skills of 52% Time & Space and 48% Sense Imp, it can be a challenge to land the nano against high nano resist targets. Also, some mobs and players are either partially or fully immune to stuns. CoC carries a very high taunt value which means that when you use it against a mob you are very likely to attract the aggro of the mob to yourself – still it can be a very useful tool.
This nano is only available from missions/dropped by mobs.
There are three skills that are generally called "evades". These are:
· Evade Close Combat
· Dodge Ranged
· Duck Explosions
These skills enable you to avoid being hit by weapons and in particular reduce the likelihood of being hit with a critical hit (very high damage hit).
The first two skills are light blue for an MP and are also the most useful. The third is dark blue and less useful, being effective only agains Shotguns, Support Beam type weapons and explosion weapons like grenades.
As an MP you have a single buff called Anticipation of Retaliation which will buff all three skills by +60. It is a very useful buff and you get it a quite a low level so can be popular with many other players in your team too. At higher levels other professions (MAs, Fixers and NTs) have better evades buffs which you should seek out.
The Nano Resist skill gives you a chance of 'evading' a nano. Essentially, the higher your nano resist, the less likely it is that an enemy will succeed in casting a hostile nano on you. Nano attacks are ranged attacks and as a result the MP is vulnerable to them even when staying back and letting the pets do the work. MPs are also particularly vulnerable to debuffing nano attacks which may well kill their ability to nuke or debuff mobs at all.
With regard to Profession Specific Armours, the MP has never been particularly well served. The very highest level profession specific armours: Chosen and Faithful armours found in the Shadowlands by completing several long and difficult quests are probably the best MP armour in the game though. They are based on Int and Psy and thus strongly favour the high level nanomage MP.
MP Profession Specific Armours include:
The first tier MP armour from Shadowlands is a first step towards making the 2nd tier and Chosen and Faithful armours. In itself, this armour is not particularly good compared to other armours that you may be able to equip by the time you are able to wear it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The second tier MP armour from Shadowlands is a second step towards making the Chosen and Faithful armours. In itself, this armour is not particularly good compared to other armours that you may be able to equip by the time you are able to wear it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The Faithful armour is much better armour than it’s predecessor 1st and 2nd tier versions. It’s excellent armour although quite difficult and time consuming to achieve the quest steps to gain it. The armour itself is a levelling item and so can increase in QL as you gain the skills required.
It is created via a quest received from the IPS MP representative.
The Chosen Armour is the best MP specific armour in the game. It gives excellent protection and excellent skills boosts. It’s unclear at this time whether other choices may not be a better bet for MPs. It’s clearly biased to Nanomage MPs with its Int Psy requirements and it’s as yet unclear as to whether the other breeds of MP will be able to equip this armour.
It is created via a quest received from the IPS MP representative.