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Thread: The MP Wishlist

  1. #21

    Changes to Pet Root/Snare Reduction Line

    Changes to Pet Root/Snare Reduction Line
    ===============================

    In order to keep both attack and defence effective the MP has to maintain two pets at any one time. Assuming an eventual fix for the Psychosis pet, this would entail maintaining three pets at any one time. The MP root breaking nano also reduces the root/snare for less time than any other pet root breaker, resulting in the MP having to cast the nano more often per pet for more pets.

    With the prevalence of area roots and snares in the game this often means that the MP would be needing to cast the present root-breakers up to 9 times in order to free his pets. Given the attack and recharge times on these nanos and the number of casts, this represents a major reduction in available casting time for an MP - which thus also reduces casting time available for both nukes and defensive debuffing nanos.

    The MP community would like to propose a change to the MP pet Root/Snare reduction line, that makes the nano affect all of the owners pets that are in range at once (whether they are rooted or not).

    Succor of Expedium QL163
    • Nanocost: 727
      Range: 30 metres

      hit all pets health 150 .. 150
      text chat Your manifestation moves more freely.
      reduce all pets nano strain 145 756s
      reduce all pets nano strain 146 756s

    Modulate Manifestation QL120
    • Nanocost: 727
      Range: 30 metres

      text chat Your manifestation moves more freely.
      reduce all pets nano strain 145 547s
      reduce all pets nano strain 146 547s

    Fluctuate Manifestation QL88
    • Nanocost: 639
      Range: 30 metres

      text chat Your manifestation moves more freely.
      reduce all pets nano strain 145 417s
      reduce all pets nano strain 146 417s



    General Desires
    ============

    On the whole the MP community would rather see the top of the line nano hit the pets' health for minus 150 and break breakable roots/calms/debuffs.






    This proposal was designed in the MP Wishlist: Changes to AMS buffs and pet rootbreakers Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Last edited by XtremTech; Jan 7th, 2003 at 12:15:43.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  2. #22

    Pet Targetting Shortcuts

    Pet Targetting Shortcuts
    ==================

    With the implementation of more in-combat nanos that need to be cast on pets and the rise in situations where manually targeting the pets can take a considerable amount of time such as mass PvP and Unique high content mob group battles, the MP has begun to see more and more of his casting time and effectiveness disappear.

    Since the MP in particular has all of his attack and defence strength focussed in casting and has 3 pets, this lack of ability to swiftly target the pets has begun to seriously affect the viability of the profession in these situations.

    There are a variety of proposed solutions regarding the improvement of this situation:
    • 1) Have a function key assigned to pet targetting. First hit should target attack pet/bot. Following hits should cycle through the other pets then back to the attack pet. The F7 key has been suggested for this purpose.

      2) Change F1 so that it cycles from Self => Attack Pet/Bot => Last Target

      3) Add a script command like /selectself that selects the pet instead. Something like /selectpet would work. For pet owners who have more than one pet, you could also do /selectpet "Pet_Name" to choose the right pet. We could then macro this and have it on a shortcut

      4) Make pet buffs, trimmers etc auto-target on the attack pet/bot so there is no need to select them. Simply cast the nano or use the item and it automatically works on the right pet






    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  3. #23

    Emotes for MP Demon Pets

    Emotes for MP Demon Pets
    ====================

    MPs need some fun to lighten our days while giving buffs at the mission terms and would enjoy the ability to have our demon pets do social emotes. The following emotes have been specifically requested:
    • /prostrate
      /flip
      /ballet
      /adjust
      /itch
      /moon
      /backflip
      /apachi

    but there's no reason at all why it should be limited. Perhaps an attack emote that made the demon behave as though it were attacking a target would be a nice touch too.







    This proposal was designed in the MP Wishlist: Social Emotes for Demons!!! Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  4. #24

    Manual /pet warp Command

    Manual /pet warp Command
    =====================

    The MP community would like to propose a /pet warp command that brings the pet to the owner's side from anywhere on a playfield with the following conditions:
    • 1) /pet warp should bring the pet to the owners side from anywhere on a playfield - even when the pet is in combat mode

      2) /pet warp should wipe the pet's hatelist and any standing commands

      3) /pet warp should not be possible while the pet is rooted/snared/charmed

      4) /pet warp should not be possible while the pet is in wait mode (/pet wait)



    In general, it's clear that pet pathing will never be of high enough quality to satisfy the needs of the community. While FC's efforts to make dynamically generated mission content less troublesome for pet pathing are welcomed - the realities of the entire pathing issue are:
    • 1) pets path badly outdoors too in many situations. Any incline, object on the ground, wall, ramp, tree or tower can and does get pets stuck.

      2) Static content is by no means perfect including even the brand new PvP dungeon that has many pet traps. Any new content is likely to have such issues in future too.

      3) Lag/Synch issues have a serious effect on pathing too. Even with perfect content and excellent pathing code, the issues caused by lag and synch problems would remain.

      4) Attack Pets most commonly get stuck when in combat mode. Since attack pets cannot warp themselves when in combat mode, any solutions that involve pets self-warping will fail for the key attack pet in combat situation.

      5) No content solution is future-proof. Even if present content changes work excellently, we can be reasonably sure that new content down the line will bring with it new issues raising the problem again

    As a result of the above limitations, the pet communities ask that the pet owners be given a means of getting the pets back under their control that they can manually control.

    Given the meta-physical nature of the MP's pets and the fact that the pets are themselves an extension of the MP's own emotions, there is no true 'role-playing' or 'storyline' issue with MPs being able to bring their pets to their side.

    The pet owner should not be able to hide a pet and then suddenly warp it to themself for combat, so the pets should not be warpable while in /pet wait mode.

    The pet owner should not be able to retrieve pets that have been disabled by other means such as roots/snares/charms as this might disturb game balance (note: MPs feel that the pets are too easy to disable as a separate issue that will be addressed elsewhere in the wishlist).

    The ability to warp pets while they are in combat mode has been seen by some as an imbalancing factor in PvP. Yet, since the introduction of Notum Wars the following points have become very clear:
    • Pets at very long range: During NW style/Mass PvP, attack pets are sometimes used at very long range. This isn't always because the pet has been commanded to do this. In NW for example, once a pet has been told to attack a player it may take aggro from a tower or another player. The pet will quite often switch targets without being commanded usually ending up attacking a tower.

      The only ways for a pet owner to retrieve that pet are:

      . (a) run close enough to the pet to command it. This means run into the enemy lines which pretty much = death for the MP

      . (b) terminate all pets for an MP (including heal pet) and recast them. This means seriously reducing all defences against weapons users and also seriously reducing defences against nanoskills users - since the recasting and rebuffing of pets takes so much time away from the MP's nano defences.

      Essentially then: for all pet owners, once a pet is attacking in NW it's absolutely lost to us and is probably already too far away for us to control its target - making it considerably less than effective. It would be comparable to choosing your first target with your gun and not being allowed to choose the next targets - the gun would just decide who to shoot and where.

      In NW, given the tower's long range the tower usually ends up with the attention of the pet which means the pet is basically lost.

      - For MPs there's an added issue that the only way to terminate at this range is using /pet terminate which will kill heal/mez pet too which could lead to their/somebody's death due to the heal disappearing.


    All in all then, this means that allowing /pet warp in while in combat mode should certainly not be seen as unbalancing. In fact it might well be seen as a fix to a mass PvP range issues for pet owners.






    This proposal is a summary of many threads over a long period time and in particular of the PvP Forum thread: Pet Warp command and PvP balance issues?.







    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  5. #25

    Change of Curse of Chronos: Short recharge and Skill Lock

    Change of Curse of Chronos: Short recharge and Skill Lock
    =======================================

    The MP community fully understands that the chain-casting of stun nanos should not be allowed. Nevertheless, much of the MP's ability to attack and defend himself can only be done by casting nanos in combat. Several of these nanos have long attack time and long recharge times, such as the debuffs, animas and evocations. At present, in particular in PvP, the MP is struggling a great deal as a result of spending a great deal of their time in battle either in the middle of long attack time casting, very long recharge time or difficult retargetting exercises to target the attack pet for animas/evocations.

    We'd like to propose a change to the Curse of Chronos nano that dramatically reduces its recharge time thus making it a more balanced defensive tool. At the same time, in order to prevent the overly powerful chain casting of the nano, we'd like to propose a skill lock that prevents usage of Curse of Chronos more than once every ten seconds (somewhat similar to the skill lock on Nullity Sphere).

    Proposed Nano:

    Curse of Chronos
    • QL 169
      NCU 52
      Nanocost 328
      School combat, strain 147
      Duration 5secs
      Attack time 2.35 s
      Recharge time 2.35 s
      Range 15 m

      Defense skills
      nano resist 130

      Attack skills
      time and space 52
      sensory imp 48

      Requirements
      To Use sensory imp >= 723
      time and space >= 795
      Quantum Physics >= 1
      visual profession == meta-physicist

      Effects
      On Use restrict target action combat, movement
      cast self Curse of Chronos Time and Space Distortion ( does -2000 Quantum Physics duration 10 seconds)
      taunt target 5663





    This proposal was designed in the MP Wishlist: Nanos and Weapons Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  6. #26

    Secondary Damage 1HB Creation Line of Weapons

    Secondary Damage 1HB Creation Line of Weapons
    =================================

    MPs value the present 1HB creation weapons strongly up until around level 125. They provide much needed nanopool and nanocost benefits. They were never intended for much use in combat, but were designed primarily as buffing items. Though the present 1HB creation weapons find very occasional use at higher levels the benefits that they give are no longer of particular benefit to the high level MPs who have massive nanopool and can secure extremely high nanocost reduction through other means without sacrificing a damage dealing weapon.

    After level 125 or so, there is a complete change in the gameplay of the average MP. The need to do reasonable damage with weapons becomes much stronger from that point on. Even at earlier levels, MPs with a strong interest in PvP cannot afford to lose the damage provided by a true damage dealing weapon. Yet many MPs would very much like to continue using their creation weapons in these situations - as they are seen as in some sense being "Class Defining" weapons.

    This proposal is for a new range of 1HB creation weapons that are primarily focussed on damage dealing. This new range should be in addition to the present set of creations providing an either/or option for the MP at all levels. The nano buffs have been stripped from them and a damage level set that will not overpower the core MP toolset of Pet and Nuke and yet make the 1HB a reasonable damage dealing weapon for those that prefer to use them.

    One notable change to the weapons in the following proposal, is that the defence skills to defend against these creations of nano would be Evade Clsc 50, Nano Resist 50. This emphasises the metaphysical and notum based nature of these weapons and adds a new and interesting dynamic to PvP play in particular.

    Staff of Anger
    • QL 45
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 12-107 (36) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Effects

      On Equip modify user evade clsc 12
      On Hit Cast Target Poisoned 15% Chance (poison ac -40 .. -40 6 hits 4s delay)

    Staff of Fury
    • QL 88
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 14-189 (54) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Effects

      On Equip modify user evade clsc 24
      On Hit Cast Target Poisoned 18% Chance (poison ac -104 .. -104 6 hits 4s delay)

    Staff of Frenzy
    • QL 133
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 16-273 (76) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Effects

      On Equip modify user evade clsc 40
      On Hit Cast Target Poisoned 21% Chance (poison ac -220 .. -220 6 hits 4s delay)

    Daemonic Staff
    • QL187
      Equip time: 2 s
      Attack time: 1.5 s
      Recharge time: 3 s
      Range: 3 m
      Init skill: melee init
      Clip: none
      Damage: 19-375 (101) -- Poison AC
      Multi melee: 303

      Defense skill: evade clsc 50 nano resist 50

      Attack skills: time and space 80% 1h blunt 20%

      Effects

      On Equip modify user evade clsc 50
      On Hit Cast Target Poisoned 24% Chance (poison ac -390 .. -390 6 hits 4s delay)





    This proposal was designed in the MP Wishlist: 1HB Creation - Secondary Damage Version Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  7. #27

    MP Emergency Defensive Nano / Attack Pet Utilisation in PvP

    MP Emergency Defensive Nano / Attack Pet Utilisation in PvP
    ========================================

    Proposal:

    To create a line of 'emergency defence' nanos for the MP that ticks health off the attack pet and donates a portion of that health to the MP. This nano then serves two purposes:
    • 1) It provides an emergency HoT for the MP while severely weakening the MP's attack pet

      2) It gives some reason for players attacking the MP to want to weaken/kill the attack pet as in doing so they would weaken the MPs defences. At the same time it would not force players to kill the attack pet first which would be severely unbalancing

    The implementation of such an idea could possibly be done by making an attack pet aura buff. The buff would act as a DoT on the attack pet and would act as an Aura HoT for the owner only. Another option would be to make the nano function somewhat similarly to the trader drains by making the nano a buff for the MP which ticks HP off its attack pet target and acts as a HoT for the MP. The pet should be dotted whatever happens and the MP should, if possible, only receive the HoT if he stays within a certain range of the attack pet. A suggested range limit for the HoT receipt would be 25 metres from the pet.

    The nanos would exist as a nano line with varying Pet DoT and MP HoT sizes, balanced according to the average HP of the attack pets in the same QL range. The drain should be fast in terms of tick delay and should kill the attack pet within a few minutes once cast. The MP should be actively sacrificing the strength of the pet in order to bolster his own strength a little. Something along the lines of:

    Demonic Reposession
    • DoT on attack pet: -600 40 ticks 3s delay
      HoT on MP in range (25m): +250 40 ticks 3s delay

    Reconstitute Enmity
    • DoT on attack pet: -350 30 ticks 3s delay
      HoT on MP in range (25m): +200 30 ticks 3s delay

    Reconstitute Frenzy
    • DoT on attack pet: -275 30 ticks 3s delay
      HoT on MP in range (25m): +150 30 ticks 3s delay

    Reconstitute Wrath
    • DoT on attack pet: -200 20 ticks 3 s delay
      HoT on MP in range (25m): +100 20 ticks 3s delay

    Reconstitute Fury
    • DoT on attack pet: -125 20 ticks 3s delay
      HoT on MP in range (25m): +60 20 ticks 3s delay

    Reconstitute Anger
    • DoT on attack pet: -50 10 ticks 3s delay
      HoT on MP in range (25m): +25 10 ticks 3s delay


    In order to preserve the 'emergency' nature of the nano it may be necessary to impose some restriction on how often the nano can be cast. Should this be necessary, the MPs would prefer some kind of skill lock (similar to the Quantum Physics lock on Nullity Sphere).

    Background to Proposal
    ==================

    The arrival of Notum Wars has thrown a spotlight on the extreme weakness of the MP in group/mass PvP. The heart of the MP's attack and defence lies in the pets and debuffs. While the debuffs can protect the MP from nano attacks in combat, the defences against weapons skills are extremely weak and consist to a large extent of the Heal pet. In attack, despite the nukes, the attack pet still represents a large proportion of the MP's toolset with regards to damage.

    Mass PvP in Notum Wars has highlighted an issue that has been around for a long time for MPs. Where other pet professions have attack pets and defensive nanos/buffs, the MP relies on pets for both attack and defence. Unfortunately, due to the very large number of professions that can either totally disable the pets or render the pets largely useless through roots, mezzes, calms, snares, scares, charms, init debuffs etc - the MP can be stripped of both his defences against weapons users and a large portion of his damage profile.

    In addition, although in PvM the MP is able to go full def and refocus aggro onto his pets in an attempt to avoid heavy damage by using the pet as a tank, in PvP this option does not exist. Even in duels our opponents simply ignore the attack pet and focus on killing its owner that is extremely vulnerable to weapons damage. Since in practical PvP, every profession is a weapons user, this leaves the MP extremely vulnerable to every profession.

    The proposal here is designed to provide the MP with an emergency aid in defence while also giving the attack pet more relevance in PvP. Once the nano is cast, opponents may find that attacking the already weakened attack pet alongside or even instead of the MP would be a reasonable strategy. When the MP is severely outgunned, his opponents can still outdamage the hot from the nano and can focus entirely on the MP.... so they are not forced to fight their way through the entire attack pet HP to kill the MP.






    This proposal was designed in the MP Wishlist idea: Idonwannadie Pet Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Last edited by XtremTech; Jan 10th, 2003 at 12:20:52.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  8. #28

    "Six in One" Nanoskills Buff Proposal

    "Six in One" Nanoskills Buff Proposal
    ===========================


    The MP community would like to propose the introduction of a new line of self-only buffs that buff all six of the nano skills in a single buff while taking up less NCU than all six individual buffs would take up. The proposal is as follows:

    "6 in 1" Teachings:
    • +25 to all nanoskills
      NCU cost: 25
      Level Req 30
      PM 125
      SI 125


    "6 in 1" Masteries:
    • +50 to all nanoskills
      NCU cost: 51
      Level Req 75
      PM 250
      SI 250


    "6 in 1" Infuses:
    • +90 to all nanoskills
      NCU cost: 150
      Level Req 125
      PM 650
      SI 650


    "6 in 1" Mocham's:
    • +140 to all nanoskills
      NCU cost: 185
      Level Req 145
      PM 820
      SI 820


    Background Reasoning
    ================


    Throughout the life of the MP right up until the very highest levels, MPs struggle with NCU. This is due to our in-combat nanos having requirements across all six nanoskills in high levels. The Evocations require extremely high levels of BioMet, MattCre and T&S. In PvP and high level PvE content we need to overbuff for our nukes and debuffs too in order to stand a reasonable chance of landing them which requires in addition, optimised Psych Mod, SenseImp and MatMet. So all in all, we need to have the highest possible amounts in all 6 nano skills.

    Add to this the following points:
    • 1) Our nanos generally have a high nanocost, so we need to run top of the line nanocost reduction buffs and would prefer to use a CPU Upgrade

      2) Our in-combat nanos generally have short range, in particular the debuffs, so in PvP a range increaser is important (NSD=14m, Dominates=15m).

      3) Our in-combat debuffs and heal pet when recast due to calming/scaring, have a very long attack time so we really need to use a Recompiler.


    Add together top buffs on all six nano-skills, best possible Nanocost Reduction buff and needing a minimum of two NCU slots filled with upgrades and the MP is understandably at a massive disadvantage in terms of NCU.

    In addition to this, the MP is by far the weakest profession in terms of defences against weapons users - the heal pet is our key defence. In group PvP in particular, where our pets can be disabled/rendered ineffective by 11 of the 12 professions, this defence disappears and we must rely largely on buffs from other players to bolster our defences. Unfortunately, our heavy restrictions on NCU mean that we are least able to take advanatage of those external buffs.

    As a result of all of this, the MP community has made this proposal for a self-only buff that includes all 6 nanoskills but uses only 60% of the space that loading all of the 6 individually would use up. This would allow MPs to bolster their defences and counteract some of the unbalancing disadvantages that the above reasoning entails.




    This proposal was designed in the "Making buffs smaller" Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  9. #29

    Proposal to Change Creation Shields to Arm Equip Slot

    Proposal to Change Creation Shields to Arm Equip Slot
    =======================================

    The creation shields are excellent tools. They have good benefits that the MPs find to be more than useful. Many MP's use them in PvM up until around level 125. The Creation Shields represent a key element in the MP's defences against weapons users and are valued for that. However, for higher level MPs and PvP specialist MPs, the need to pick up damage dealing weapons (which are nearly always ranged weapons due to our low hitpoints and middling evades) means that the Creation Weapons are no longer useable.

    This means that a key part of the MP's defences against weapons disappears in practical play.

    As a result, the MP community has come up with a proposal to make the Creation Shields into an "armour" piece that equips into the Left Arm slot. Since this would mean losing a sleeve armour piece, the following proposal has added the normal Nano Armour sleeve ACs to the present Creation Shield ACs. This means that the overall change is neutral and brings no other benefit to the MP than allowing the MP to wield a ranged weapon alongside the shield. No other stats of the shields have been changed in the proposal.

    The MP community feels strongly that this simple change would in one stroke make the Creation Shields a primary tool of MPs at higher levels and in particular make the higher QL versions indispensable.

    Creation: Vital Buckler QL59
    • Requirements:
      1hBluntWeapons 193
      TimeSpace 292

      Parry +10
      MaxHP +170

      ACs: +146

    Creation: Notum Defender QL72
    • Requirements:
      1hBluntWeapons 233
      TimeSpace 354

      Nano Cost -3%
      Nanopool +370
      NanoResist +10

      ACs: +194

    Creation: Solar Guard QL85
    • Requirements:
      1hBluntWeapons 282
      TimeSpace 427

      DMSModifier +100
      Reflect FireAC +15

      ACs: +275

    Creation: Living Shield of Evernan QL112
    • Requirements:
      1hBluntWeapons 375
      TimeSpace 568

      Parry +24
      MaxHP +342

      ACs: +282

    Nano Crystal (Creation: Wave Breaker)(129)
    • Requirements:
      1hBluntWeapons 430
      TimeSpace 651

      Nano Cost -6%
      Nanopool +684
      NanoAC +24

      ACs: +352

    Creation: Belthior's Flame Ward QL147
    • Requirements:
      1hBluntWeapons 494
      TimeSpace 749

      DMSModifier +160
      Reflect FireAC +23

      ACs: +457

    Creation: Death Ward QL177
    • Requirements:
      1hBluntWeapons 602
      TimeSpace 913

      Parry +37
      MaxHP +481

      ACs: +445

    Creation: Mocham's Guard QL187
    • Requirements:

      1hBluntWeapons 618
      TimeSpace 936

      Nano Cost -10%
      Nanopool +857
      Nano Resist +37

      ACs: +510

    Creation: Shield of Asmodian QL205
    • Requirements:
      1hBluntWeapons 683
      TimeSpace 1035

      DMSModifier +210
      Reflect FireAC +30

      ACs: +660


    Suggested Options
    ==============


    1) It would be acceptable to have the shield equip to a utility slot as long as this would still allow the same visual graphic. In this case the AC values would clearly not need to change.

    2) It has also been suggested that the non-weapon shield should use a non-weapon secondary skill such as Parry or Riposte. Since these skills are more costly than 1HB for an MP, some reduction would need to be made in the secpmdary requirement if the shield were moved to Parry/Riposte.



    This proposal was designed in the MP Wishlist: Creation Shield - Change to Non-Weapon Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Last edited by XtremTech; Jan 16th, 2003 at 12:32:58.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  10. #30

    Proposal for GUI Changes for Pet Information

    Proposal for GUI Changes for Pet Information
    ================================

    The pet community has lived for some time with the /pet report command that will churn out a textual read-out of the %age HP and Nano of the pet, time left, position coords and the used/total NCU. Many MPs would like to be able to have a visual and continuous read-out of the status of their pets.

    As the design of such an interface is a difficult matter to address in this wishlist, we've restricted the following proposal to a list of wishes about the types of information that should be available and certain interactive elements. Envisaged would be something similar to the "Team" window - perhaps an expandable extension of the team window or possibly a window on Ctrl-0 (which is free).

    Possible Information Items to be included
    ==============================

    Not all of the following items could be included in all likelihood. This list should be seen as a list of items that the MPs would see as being useful:
    • 1) HP bar for each pet

      2) Nanopool bar for each pet

      3) Duration bar for each pet

      4) NCU Used/Total readout (numerical)

      5) NCU symbols showing friendly nanos and hostile nanos running on the pet (graphical)

      6) "Clickable" names/buttons to select pets







    This proposal was designed in the Wishlist Item: Wishlist item: Continuous pet status readout Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  11. #31

    Proposal for Defence Pet: The Guardian

    Proposal for Defence Pet: The Guardian
    ===========================

    The proposal is to replace the currently non-functional Mez Pet with a line of pets that deliver real defence in both PvP and PvM.

    The base idea is that the MP would cast a 3rd pet that appeared as a shadowy form surrounding the MP. The shadowy form would be achieved by adding a mesh and would move with the MP. The pet would thus not path separately from the MP.

    The pet would remain shadowy until the MP was hit by weapons damage. On the MP being hit the shadowy form would become suddenly solid and absorb some of the damage that was done to the MP. In addition, the pet would 'lash back' at the attacker with a short duration debuff. Different pets in the line would absorb different amounts of damage and different pets in the line sould strike back at the attacker with different debuffs.

    The pet duration should be similar to the present Mez Pet Duration. The pet casting requirements should be similar to the present mez pet line (with adjustments for Shadowlands Budgets).

    Absorb Shield

    The original idea for the pet's absorb shield was that a certain percentage of the damage would be absorbed. So no matter what the weapons attack was, the pet would absorb a certain percentage of the damage. This construct does not exist in the present game and could be replaced with a simple AC buff, though this fits less well with the overall idea.

    Layers Shield

    Another suggestion was that the pet should act as a layers shield. However, given the long duration of the pet it would not be acceptable to have to recast the pet every time the layers were used up. MPs already find themselves too short on casting time since the introduction of the evocations lines. Instead a suggestion was made that the pet should 'refresh' its own layers automatically. This could either be drawn from the pet's own nanopool or from the owners nanopool.

    Debuffs

    On each hit that the pet absorbs, the pet should lash back in anger at the attacker with a short duration debuff. Suggested debuffs were:
    • 1) Snare

      2) Blind

      3) Root

      4) Stun

    These debuffs would be quite powerful so the debuff duration should be short - perhaps 10 seconds for Snare, Blind, Root and maybe 3 seconds for the Stun. In addition, the chance of landing the debuff should be greater as the QL of the pets rises. The lower QL pet should have maybe a 10% chance of landing the debuff while the higher QL pet should have a 25 % chance of landing the debuff.

    Proposed Pets using combinations of these features

    Shield pet
    • Duration: 30 mins.
      Absorb: 15-20% of damage

      Every 10 sec (upon hit from attacker) the pet attempts to blind or root or snare or stun the attacker.

      Debuffs would be random, or set to only one of the types for the diffrent ql pets.

      Debuff has 160% resist or a 25% chance of landing.

      Replaces the mez pet

      No NCU cost.


    Layer pet
    • Duration 20mins
      500 layers

      Pet automatically refreshes layers every 10-20 sec drawing nano from the MP's nanopool.

      Debuffs same as "Shield pet"

      Replaces mez pet

      No NCU cost.


    Short duration shield pet
    • Duration: 15-20 sec
      Absorb 40-50% of damage

      Attack/Recharge: 2s/10s

      Attempts a debuff every time the MP is hit.

      This pet also works as a "moral booster" to the attack and heal pet, and they will be freed from any roots, snares, calms, scares, charms affecting them.

      Replaces the mez pet

      No NCU cost.








    This proposal was designed in the Wishlist: The Guardian Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  12. #32

    Proposal for Interrupt Increase Debuff

    Proposal for Interrupt Increase Debuff
    ===========================

    The MP is intended as a debuffing profession. Following the discovery of a bug with the "Interrupt Decrease Buff" which causes it to work as an interrupt increase, many MPs immediately thought that such an interrupt increase debuff would be a definite asset for an MP. It would not only enable the pets to be more effective in PvP but would also encourage teamwork with the melee professions.

    Below are two proposals for an Interrupt Increase debuff based on the existing buff line with the addition of a ChanceOnBreak comparable to certain roots and snares in the game. These two detailed proposals should represent the top and bottom versions of the debuff with a total line of 6 debuffs.

    • Fractured Purpose

      Defocuses the thoughts and actions of the target so that they are more likely to be interrupted when running nano formulas. It is rated at increasing the chance of an interrupt by 57%.

      QL: 162
      NCU: 50
      Nanocost: 448
      School: psionic
      Duration: 10 minutes
      Attack time: 3.34 s
      Recharge time: 4.35 s
      Range 20 m

      Nano Resist: 100

      Attack skills
      time and space 36
      psycho mod 32
      sensory imp 32

      Effect:

      modify target nano interrupt chance -57


      Internal Conflict

      Defocuses the thoughts and actions of the target so that they are more likely to be interrupted when running nano formulas. It is rated at increasing the chance of an interrupt by 27%.


      QL: 14
      NCU: 5
      Nanocost: 44
      School: psionic
      Duration: 5 minutes
      Attack time: 3.02 s
      Recharge time: 3.1 s
      Range: 20 m

      Nano Resist: 100

      Attack skills:

      time and space 38
      sensory imp 31
      psycho mod 31

      Effects

      On Use modify target nano interrupt chance -27





    This proposal was designed in the MP Wishlist: Interrupt Increase Debuff Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.





    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  13. #33

    Proposal for 2 Hand Edged Creation Weapon

    Proposal for 2 Hand Edged Creation Weapon
    ===============================

    2 Hand Edged is one of the cheapest weapons skills for the MP. It is also a weapon-skill of choice for many MPs who decide to follow the clear direction laid out for MPs by FC towards MPs taking up melee weapons. As a result, these melee MPs would dearly love to see a 2 Hand Edged creation added to the creation lines.

    Nanocrystal: Creation of Death's Scythe

    Description: In ancient times its said that mystics used sharp harvesting tools such as Scythes in rituals. For some reason knowledgable Meta-Physicists are also able to summon the Death's Scythe out of the same unknown place that Metaphysical Demons come from.
    • QL: 170 (Inner Sanctum loot), (Nodrop)
      Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 870
      Matter Creation: 870
      Matter Metamorphosis: 870
      Level Limt: 155
      Nanocost: 2,000

      Item Stats:
      Atk Skills: 80% T&S, 20% 2HE
      Damage: 520-875(535) Melee AC
      Atk/Recharge: 3.5/8.5
      Range: 4m

      Use Skills:
      2h Edged: 600
      Time & Space: 850

      On Equip:
      Root Resist +15%
      Runspeed +250
      On hit, 10% chance of cancelling nanoskill buffs
      NF range +10 meters
      Max Nanopool -850





    This proposal was designed in the MP Wishlist: Creation of Excalibur Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  14. #34

    Proposal for Creation Arrows

    Proposal for Creation Arrows
    ===================

    An idea that often comes up regarding usage of bows for MPs is the idea of summoning Creation Arrows with a nano that could be fired from a bow. This specific idea bases around using a normal bow and details only creation arrows that could be used with that bow.
    • Creation Nano: Hoarfrost Arrow
      Nanocrystal QL: 107 (Unique, Nodrop)
      Nano Attack/Recharge: 10s/5s
      Nanocost: 500

      Cast Skills
      Time&Space: 600
      Matter Creation: 600
      Matter Metamorphosis: 600
      Level Limt: 95

      To Use:
      Bow Spc Atk: 250

      On cast: 500 nano damage to self
      Arrow Special Attack:
      Damage: 221-401(30) Chemical damage
      Effect: -1500 Cold AC, 2 minute duration

      Creation Nano: Stellar Arrow
      Nanocrystal QL: 150 (Unique, Nodrop)
      Nano Attack/Recharge: 10s/5s
      Nanocost: 800

      Cast Skills
      Time&Space: 940
      Matter Creation: 940
      Matter Metamorphosis: 940
      Level Limt: 145

      On cast: 800 nano damage to self

      Arrow Special Attack:
      Bow Spc Atk: 400
      Damage: 500-825(100) Radiation damage
      Effect: -3000 Energy AC, 2 minute duration






    This proposal was designed in the MP Wishlist: Creation Arrows Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Last edited by XtremTech; May 23rd, 2003 at 23:33:34.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  15. #35

    Proposal for a new line of Creation Shields

    Proposal for a new line of Creation Shields
    ==============================

    This proposal aims to create a new line of creation shields that have a series of new elements in particular for players using the shields alongside normal melee weapons:
    • 1 Hand Blunt requirement has been removed while still leaving a Multi Melee requirement, enabling the shields to be wielded alongside other one handed melee weapons.
    • An ability requirement has been added to make the different types of shield fit different breeds. The buff benefits given by the shields have also been modified with the target breed in mind.
    • The AC given by the shields has been modified to include an 'AC hole' (represented by a '-' sign) and a single AC strength (represented by a '++' sign). The idea is that the shields should give AC benefits in all ACs with less or more of the specified AC.
    • Range has been reduced to 0.1 metres in the hopes of completely remove the shield from any dual-wielding interaction with melee weapons
    • The penalties on casting have been changed to make the casting of the shields do a specific amount of HP and Nano damage
    • The casting time has been reduced somewhat
    • A suggested addition would be to have some kind of warning shortly before the shield is about to time out.


    Detailed Proposals
    ================

    Note: Names given here are just for fun as they include player names.

    Nanocrystal: Creation of Sallust's Savior
    • QL: 145 (Outdoor boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 700
      Matter Creation: 700
      Biological Modifications: 700
      On cast: 900 nanobot damage to self

      Use Skills
      Psychic: 300
      Time & Space: 700
      Multi-Melee: 300
      Level Limt: 110

      On Equip
      +525 Max Health
      + 75 Dodge
      - Poison AC
      ++ Melee AC


    Nanocrystal: Creation of Ipsa's Coat of Arms
    • QL: 145 (Outdoor boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 700
      Matter Creation: 700
      Biological Modifications: 700
      On cast: 900 nanobot damage to self

      Use Skills
      Strength: 300
      Time & Space: 700
      Multi-Melee: 300
      Level Limt: 110

      On Equip
      +500 Max Nanopool
      +75 NanoResist
      - Chemical AC
      ++ Poison AC


    Nanocrystal: Creation of Larrik's Guard
    • QL: 145 (Outdoor boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 700
      Matter Creation: 700
      Biological Modifications: 700
      On cast: 900 nanobot damage to self

      Use Skills
      Stamine: 300
      Time & Space: 700
      Multi-Melee: 300
      Level Limt: 110

      On Equip
      +200 Add All Defense
      50 Reflect Fire
      - Radiation AC
      ++ Cold AC


    Nanocrystal: Creation of Mocham's Runic Plate
    • QL: 205 (Boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 930
      Matter Creation: 930
      Biological Modifications: 930
      On cast: 1,600 nanobot damage to self

      Use Skills
      Psychic: 480
      Time & Space: 930
      Multi-Melee: 480
      Level Limt: 165

      On Equip
      +900 Max Health
      + 150 Dodge
      - Poison AC
      ++ Melee AC


    Nanocrystal: Creation of Bionitrous' Living Nano shield
    • QL: 215 (Boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 970
      Matter Creation: 970
      Biological Modifications: 970
      On cast: 2,100 nanobot damage to self

      Use Skills
      Strength: 525
      Time & Space: 970
      Multi-Melee: 525
      Level Limt: 185

      On Equip
      +1250 Nanopool
      +150 NanoResist
      - Chemical AC
      ++ Poison AC


    Nanocrystal: Creation of Belthior's Infernal Barricade
    • QL: 210 (Boss loot), (Unique, Nodrop)
      Nano Attack/Recharge: 20s/5s

      Cast Skills
      Time&Space: 950
      Matter Creation: 950
      Biological Modifications: 950
      On cast: 1,800 nanobot damage to self

      Use Skills
      Stamina: 500
      Time & Space: 950
      Multi-Melee: 500
      Level Limt: 175

      On Equip
      +350 Add All Defense
      120 Reflect Fire
      - Radiation AC
      ++ Cold AC





    This proposal was designed in the MP Wishlist: Creation shields done right Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  16. #36

    Proposal for Berserker Nano

    Proposal for Berserker Nano
    ====================

    A regularly recurring idea on the MP boards is the idea of a berserker nano. The berserker is usually seen as being an expression of pure rage that makes their attacks particularly vicious and enables them to ignore physical injuries in the overwhelming emotion of the moment. Given the MP's strong connection with their emotions, this is an idea that fits well with the MP idea.

    This particular implementation of the Berserker idea involves the following:
    • The MP absorbs the attack pet and heal pet into his own body.
    • The MP gets the attack benefits via an AddAllOff buff, a Scale buff and an Init Buff
    • The MP gets the 'ignoring injury' effect through an HP Buff, a HoT and an AddAllDef buff.
    • The MP loses control of his nanos due to the wild anger. This would be implemented with a massive NanoC-Init debuff. This effect would continue for some time after the Berserker effect had stopped
    • After the effect is over, the MPs pets would return unbuffed and with the same HP, Nano and time remaining as they had before the effect.
    • The nano would only be castable once every 30 minutes - implemented with a skill lock.


    Some ideas for detail:

    Berserker Nano

    Casting Requirements
    • Mat Cre: 800
      TimeSpace: 800
      Bio Meta: 800
      PsychMod: 800
      SenseImp: 800
      MatMet: 800
      Self Has 1 Regular Pets
      Self Has 1 Healing Pets
      Quantum Physics >= 1

      NanoCost: 2000
      NCU Cost: 51


    Nano Effects
    • Self AddAllOff: +200 for 5 minutes
      Self Scale: 120% for 5 minutes
      Self Melee Init: +100 for 5 minutes
      Self Phys Init: +100 for 5 minutes
      Self Ranged Init: +100 for 5 minutes
      Self Max Health: +750 for 5 minutes
      Self AddAllDef: +100 for 5 minutes
      Heal Over Time: +250 60 ticks, delay 5 seconds

      Self NanoC-Init: -2000 for 10 minutes
      Self Quantum Physics: -3000 for 30 minutes







    This proposal was designed in the MP Wishlist: Berserker Nano. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  17. #37

    Proposal For Stun/Nuke for the MP

    Proposal For Stun/Nuke for the MP
    ========================

    A long recharge stun nuke would be highly valuable to the higher level MP. Useful in both PvM and PvP. A long recharge prevents it from doing too much damage, but could give the MP a much needed moment of respite. The stun duration is less than Curse of Chronos, so the target isn't too heavily restricted. Its attack speed can be brought down to instacast for those emergency situations where it could be needed.
    • Nanocrystal: Glacial Tomb

      Reqs:
      Psymod: 770
      Matter Cration: 910
      Level 155
      Nanocost: 625

      Effects:
      Range = 25 meters

      Attack skills:
      Matter Creation 75%
      PsyMod 25%

      Defense Skill:
      Nano Resist 90%

      Attack time: 2 seconds
      Recharge time: 6 seconds

      Damage 1,000-1,700
      Stun duration: 3 seconds, Strain 147
      (Use the new SL ranking and have it overwrite all other stuns)
      Taunt Target: 3337

      Description: This nanoformula uses the will of the Meta-Physicist to cause nanobots to gather water in the area in to an absolute zero energy bond around the target. This causes them to have their movement and combat abilities completely restricted as if they were stunned. The total lack of energy also does cold damage to the target for a short duration until Entropic heat breaks the Glacial Tomb.






    This proposal was designed in the MP Wishlist: Glacial Tomb nano Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  18. #38
    Proposal for Buffing Mod Creation Weapons
    ============================


    A great extra item for the right hand slot to go with the creation shield user. It gets rid of the weapon entirely and is a true buffing item greatly increasing the power of the MP's nukes and debuffs. The mix of advantages and disadvantages make it very strategic with different breeds and creation shield combinations.

    Ideally this right hand weapon item will need to be balanced with a left hand Breed shield Creation because of the disadvantages. This creates a variety of useful combinations based on breeds and the individuals playstyle preference. The MP who uses this is now 100% reliant on the MP toolset as they can longer wield any normal weapons.
    • QL 145 nanocrystal
      Creation of the Semi-sentient nanomind

      Cast skills:
      Time&Space: 750
      MatMet: 750
      BioMet: 750

      On cast:
      900 nanobot damage to self
      Nanocost: 900
      Nano attack/recharge: 20s/5s
      Summon item, 2 hour duration

      Wield skills:
      Nano Programming: 620
      Psychic: 350
      Equip slot: Right Hand weapon

      On equip:
      NF Range +10 meters
      +100 nanoinit
      +900 Maxnano
      +20 NCU
      +20 PsyMod
      +100 Nano Resist
      +50 Nanobot damage
      -200 MaxHP
      -70 AAD

      Notes: Showing off his impressive Meta-Physical talents, the advanced MP is able to copy portions of his own nanobot wielding mind into a pure nanobot and energy construct which he can wield with adapative nano programming skills (it has to be constantly programmed in order to not disintegrate). This extra mind gives him greatly increased efficiency at wielding nanoformulas. Having to keep control over a rebellious and and unstable nanomind however makes the MP physically weaker and more frail.


      QL 175 nanocrystal
      Creation of the Redundant nanomind

      Cast skills:
      Time&Space: 930
      MatMet: 930
      BioMet: 930

      On cast:
      1500 nanobot damage to self
      Nanocost: 1500
      Nano attack/recharge: 20s/5s
      Summon item, 2 hour duration

      Wield skills:
      Nano Programming: 900
      Psychic: 450
      Equip slot: Right Hand weapon

      On equip:
      NF Range +15 meters
      +200 nanoinit
      +1,800 Maxnano
      +60 NCU
      +40 PsyMod
      +200 Nano Resist
      +100 Nanobot damage
      +25% Innate Resistance to Initiative Debuffs
      -300 MaxHP
      -150 AAD

      Notes: Showing off his impressive Meta-Physical talents, the advanced MP is able to copy his own nanobot wielding mind into a pure nanobot and energy construct which he can wield with adapative nano programming skills (it has to be constantly programmed in order to not disintegrate). This extra mind gives him greatly increased efficiency at wielding nanoformulas. Having to keep control over a rebellious and and unstable nanomind however makes the MP physically weaker and more frail.






    This proposal was designed in the MP Wishlist: Creation of the Redundant Nanomind Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Last edited by XtremTech; May 11th, 2003 at 18:37:45.
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  19. #39

    Proposal for Meta-Physical Robe (Back Arrmour)

    Proposal for Meta-Physical Robe (Back Arrmour)
    =================================

    This proposal is for a back armour robe with MP related buffs attached - not least the inclusion of a small Nano-Programming buff to help the MP keep pace a little with others in this traditional MP strength. The Armour should be the result of a tradeskill process dependent upon high Nano Programming and Computer Literacy. Since the armour is nodrop and unique, any MP wishing to use the armour must first invest very heavily in the Nano-Programming tradeskill.

    • Description:

      Nobody, not even Meta-Physicists understand how these robes work, but they do and thats what matters!

      QL: 175-200
      NODROP, UNIQUE

      To Equip:
      Intelligence: 550-600
      Time&Space: 950-1000
      Bio.Met.: 950-1000
      Level: 155-180

      On Equip:
      All ACs: 1050-1200
      except Poison AC: 450-600
      MaxHP: 150-200
      Nano Programming: 25-50
      Comp. Lit.: 25-50
      NCU: 50-75
      All Nanoskills: 12-15








    This proposal was designed in the MP Wishlist: Meta-Physical Robes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  20. #40

    Proposal for Pet Buff with Reflect Crowd Control Feature

    Proposal for Pet Buff with Reflect Crowd Control Feature
    ===========================================

    This innovative pet buff uses a totally new feature: Reflect Crowd control. The buff increases Nano Resist by an amount but also gives the pet a chance of reflecting Roots, Snares and Calms back onto the caster. If the defensive roll for the reflect wins, then the caster of the Crowd Control debuff finds the hostile NCU affects the caster and not the pet. The result is that Crowd Controllers might think twice about the direct need to implement crowd control before using these powerful nanos and in particular they might think twice about using the AoE versions of the nanos.

    Most Crowd Control professions recently got nanos that reduce their own flavours of roots and snares. As a result, the reflected root or snare would be quite easily removed by them. The calm in particular is a very powerful tool against any pet profession totally disabling a pet profession's weapons with little downside to the caster. Having a calm reflected back onto themselves occasionally would reduce the inits of the caster and force them to choose their Crowd Control targets a little more carefully and use the nano as a tactical tool rather than as an indiscriminate one. By reducing the spamming of AoE crowd control measures too, melee professions might find that fighting alongside such a pet would be a wise move.
    • QL75 "Priest's Touch"

      Cast skills:
      Time&Space: 535
      MatCreat: 535
      PsyMod: 495
      Level req: 75

      On cast:
      Nanocost: 1000
      Nano attack/recharge: 10s/5s
      NCU usage: 50
      Duration: Until pet expires (or 30 minutes)


      Effects:
      +75 To NR of pet
      5% chance of reflecting roots/calms back to caster



      QL150 "Deacon's Touch"

      Cast skills:
      Time&Space: 735
      MatCreat: 735
      PsyMod: 695
      Level req: 150

      On cast:
      Nanocost: 2000
      Nano attack/recharge: 10s/5s
      NCU usage: 75
      Duration: Until pet expires (or 45 minutes)


      Effects:
      +145 To NR of pet
      10% chance of reflecting roots/calms back to caster



      QL189 "Saints Touch"

      Cast skills:
      Time&Space: 865
      MatCreat: 865
      PsyMod: 795
      Level req: 189-190

      On cast:
      Nanocost: 3000
      Nano attack/recharge: 10s/5s
      NCU usage: 100
      Duration: Until pet expires (or 1hour)


      Effects:
      +200 To NR of pet
      15% chance of reflecting roots/calms back to caster



      Description:
      By calling on the powers of the universe's metaphysical beings while forming the nanobotclouds, the meta-physicist focuses his anger to a impervious shield around his pet. Hostile nanos will be repelled from the shield and have a small chance of rebounding in direction of the attacker, and if hit he will think twice before he tries to controle someone elses emotions in the future.








    This proposal was designed in the MP Wishlist: Saint's Touch Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



    .
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

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