Edit: two important specials (self and team nano recharge and heal, up to 1300 nano and 1300 heals) have been added long after this post was written.
The MP perk "Soothing Spirits" is very poorly explained in the in-game perks windows, although it is an essential perk for metaphysicists.
This perk has a double effect:
- A minor one on the MP himself: it increases life points by a very little amount, and nanopoints (NP by a little amount)
- A major effect on the HEALER pet who becomes able to heal more damage with each heal. (This effect is automatic on the pet.)
This perk line includes 10 perks, the first one being available at level 30, while the last one is available only at Shadowlands level 3. Unfortunately not all perks of this line improve the healing capabilities, and some perks are even pretty useless and should not be researched for themselves (more on that later).
In fact, once the MP has chosen a perk, the healer will cast a new, better, heal nano instead of his old one.
The new nanos have the same name as the original one, followed by a arbitrary number corresponding to the perk chosen (this number has no meaning in itself):
720 for perk 1
722 for perk 3
724 for perk 5
726 for perk 7
728 for perk 9
729 for perk 10
For example:
"Belamorte's Blessing" is the normal nano Belamorte casts when healing
"Belamorte's Blessing – 720" is the name of the nano Bela casts once perk 1 has been chosen
"Belamorte's Blessing – 722" for perk 3
"Belamorte's Blessing – 724" for perk 5
"Belamorte's Blessing – 726" for perk 7
"Belamorte's Blessing – 728" for perk 9
"Belamorte's Blessing – 729" for perk 10
Here are the effects of the perks:
IMPORTANT COMMENTS:Code:Level Effect of on master master Mortificant Belamorte Curatem ........................................................................................... Without perk - - 746-1055 457-820 432-738 Perk 1 30 +5 Life; +15 NP 798-1182 566-837 519-768 Perk 2 60 +7 Life; +17 NP as above as above as above Park 3 90 +8 Life; +18 NP 873-1267 619-898 557-808 Perk 4 110 +10 Life; +20 NP as above as above as above Perk 5 130 +10 Life; +20 NP 933-1377 662-977 584-862 Perk 6 150 +15 Life; +20 NP as above as above as above Perk 7 170 +25 Life; +35 NP 1027-1469 728-1041 631-902 Perk 8 190 +30 Life; +45 NP as above as above as above Perk 9 SL 1 +35 Life; +45 NP 1134-1561 804-1107 684-941 Perk 10 SL 3 +55 Life; +65 NP 1216-1694 862-1201 719-1002 Level Effect of on master master The Vivificator Restite Valentyia ........................................................................................... Without perk - - 346-620 291-493 177-253 Perk 1 30 +5 Life; +15 NP 428-634 348-514 191-282 Perk 2 60 +7 Life; +17 NP as above as above as above Park 3 90 +8 Life; +18 NP 459-667 373-541 205-297 Perk 4 110 +10 Life; +20 NP as above as above as above Perk 5 130 +10 Life; +20 NP 482-721 391-578 215-317 Perk 6 150 +15 Life; +20 NP as above as above as above Perk 7 170 +25 Life; +35 NP 521-745 423-604 232-332 Perk 8 190 +30 Life; +45 NP as above as above as above Perk 9 SL 1 +35 Life; +45 NP 565-777 458-630 251-346 Perk 10 SL 3 +55 Life; +65 NP 594-828 482-672 264-368 Level Effect of on master master Sanoo Salvinous Medinos ........................................................................................... Without perk - - 259-348 92-168 44-79 Perk 1 30 +5 Life; +15 NP 269-398 115-171 55-81 Perk 2 60 +7 Life; +17 NP as above as above as above Park 3 90 +8 Life; +18 NP 289-419 124-179 59-85 Perk 4 110 +10 Life; +20 NP as above as above as above Perk 5 130 +10 Life; +20 NP 303-447 130-192 61-91 Perk 6 150 +15 Life; +20 NP as above as above as above Perk 7 170 +25 Life; +35 NP 327-468 140-200 66-95 Perk 8 190 +30 Life; +45 NP as above as above as above Perk 9 SL 1 +35 Life; +45 NP 355-488 152-209 72-99 Perk 10 SL 3 +55 Life; +65 NP 373-520 160-223 76-105 ADDED ALTUMUS Tuesday September 23, 2003: Level Effect of on master master Altumus ........................................................ Without perk - - 400-675 Perk 1 30 +5 Life; +15 NP 477-705 Perk 2 60 +7 Life; +17 NP as above Park 3 90 +8 Life; +18 NP 511-742 Perk 4 110 +10 Life; +20 NP as above Perk 5 130 +10 Life; +20 NP 537-792 Perk 6 150 +15 Life; +20 NP as above Perk 7 170 +25 Life; +35 NP 580-829 Perk 8 190 +30 Life; +45 NP as above Perk 9 SL 1 +35 Life; +45 NP 628-864 Perk 10 SL 3 +55 Life; +65 NP 661-921
1) You will note that perks 2, 4, 6, 8 do not improve the healing nanos of the pet.
2) The perks do NOT make the healer heal you faster. The "attack" time and the recharge time of healing nanos remain the same:
Note that a faster healing could have been a more significant improvement, especially when facing several mobs at the same time, and thus being hit at a high rate.Code:AT (s) RT (s) Mortificant 3 4.5 Belamorte 3.2 5 Curatem 3.5 5 The Vivificator 4.2 5 Restite 4.4 5 Valentyia 4.75 5 Sanoo 4.6 5 Salvinous 5.1 5 Medinos 5.5 5
3) It has been stated by some players that the damage dealt by mobs was increased but that the healing capability of the pets has been increased accordingly by the perks.
Theoretically (mathematically), this is still to be demonstrated. But only FunCom holds all the necessary elements for the calculation.
In practice for Rubi-Ka, this seems to be accurate. With Belamorte +7 perks I had *no problem at all* in missions around level 194 (my level at the time of testing), even with the mobs that usually pose some problems: I was able to stand in front of them all the time and I'm a nanomage!
In practice for Shadowlands, at the time of writing, and even for high level players owning excellent items (including already some SL items like sets of "alldef" Jobe clusters implants), Shadowlands mobs level 180-200 outdamage very easily the healing capacities of Belamorte with the first 7 perks (the 8th perk brings nothing). As well, they *seem* to outdamage the theoretical possibilities of Mortificant, especially because they hit faster than the pet can heal. The above has to be verified after the changes FunCom is supposed to make to SL mobs.
Also, and in general (Rubi-Ka and SL) the problems related to pets behaviour (pathing, pet "on strike" syndrome, latency, etc) should be really taken in consideration when calculating if the healing capacity of a pet is "fair" and "balanced" or not! Currently it seems they are not. For example, if you have to move away a bit, the healer does not follow you very well and this means you lose easily one or two heals.
4) Of course, if you are able to use a high level perk, there is no reason to use it with a low level pet (for example perk 7 with Medinos). On the other hand, if you have a high level pet and can only use a very low perk, this means that either something is wrong with the building of your character or that you have made very unusual choices.
Hope this post helps
Now is there someone who knows the REAL, ACCURATE effect of the Channel Rage perks on combat pets, or where to find data / formulas?
Edited: tables layout, added comment 4); added Altumus Sept. 23rd 2003