Okay, most of us are getting to that point where Keepers need to have some implants. thankfully we're not handicapped into spirits like Shades and can go the more 'traditional' route. However, that does lead us to the question of 'How should a keeper design his implants?'
I'll post my first take on keeper implants. For the moment, I won't be considering Jobe clusters because, frankly, I'm not terribly familiar with them and they're not in Nanonanny by default. Adding Jobe Clusters will be in the advanced portion of the seminar!
Please be gentle... don't mock me too much!! Please post your comments, or if your ideas are radically different, your own implant sets. I want to see what everyone thinks!!
Notes:Code:Shining Bright Faded Ability Requirement HEAD Bio Met Nano Pool Sense Intelligence CHEST Max Health Bio Met SI Stamina EAR Concealment Psy Mod Agility EYE Aimed Shot Psy Mod Time & Space Agility L. ARM Brawling 2HE Chemical AC Strength R. ARM 2HE Brawling Parry Agility L.WRIST Riposte Nano Resist Agility R.WRIST Run Speed Sneak Attack Agility LEG Agility Melee Init Max Health Stamina L. HAND Fast Attack Fire AC Stamina R. HAND Martial Arts Time & Space Treatment Agility WAIST Fire AC Max Health 2HE Stamina FEET Melee Init Dodge Ranged Duck Explosions Agility
- My Keeper, Hethradiah, is Atrox. As such, it is very possible that I'll be switch max health to body development if that brings me more total health.
- The biggest problem in this design is nanoskill balance. At QL30 (just a sample QL, worked out with nano nanny) you get +31 Bio Met, +19 Psy Mod, +19 TS, and +8 SI. Unfortunately, for the vast majority of our nanos, the nanoskills required are even. i.e. the PM/SI requirements are equal for our skill buffs, the PM/BM requirements are equal for our auras, etc. I picked at this problem for a good deal of time last night and couldn't come up with a solution other than "Just deal with it on the IP expenditure side".
- I'm very tempted to switch that Bright Psy Mod cluster in the eye for a Bright Sense Imp cluster because PM is a much cheaper skill to raise for keepers than SI.
- The second biggest problem with this implant set is that it requires every ability except Psychic. Fortunately (or unfortunately?) it looks like keepers really aught to be raising every single ability, so it won't be a major handicap. It'll just be a monster pain to buff into implants at low level due to NCU restraints.
- There's a lot of Brawl in this implant design b/c it was essentially free. Nothing conflicts with shining brawl, and barely anything conflicts with bright brawl.
- A lot of the random clusters in my implant set are there to tailor the Ability requirement to my needs. Since Hethradiah is Atrox, I tried to make as many of them as I could either Strength or Stamina. The head implant wanted to be psychic, if I remember right, and I had to mess with it to make it intelligence (which is just slightly better).
- Most of the implants are agility based. While this isn't perfect (especially for an atrox), at low level, feline grace and agility boost go a long way in making things work, and at high level you can add in a Tsak rifle, QL40ish, for another 20 agility.