I am sure that somewhere, somehow it was deemed a good idea to arrange things so that nano init had NO effect upon recharge of nano's...
what I do not understand, is the why?
was this done in beta?
I ask because, the best you can hope for is "instacast" of heals (MA comes to mind) followed by a brutally slow recharge (which init *could* help, but doesnt) and it makes MA heals more of a tool of last resort than it need be...
Every profession who uses nano's in battle would benefit from nano init affecting recharge...considering how high the recharges are, you could never achieve 1/1 on most spells (although some Nukes come to mind) and asking funcom to fix recharges on some but not all professions is single minded and greedy at best...
vision enhancers reduce nano init even further (this affects attack, more nano init needed) but does not affect recharge (as if it could be worse)...
This decision was made so long ago i have yet to find any information on the board about it, and i wasnt here for the beta, which is when it must have occured....it leaves nano init a broken skill (and any person who pvp's ...ick, hate pvp... and does NOT cast will scream bloody murder, every class who uses combat nano's however would cheer)....there are too many nanos to individually edit all but the nukes to 1 recharge, not that i expect something like that would happen...but come on...7.0 or greater recharge on a heal? that no IP spent can help? wtf? that cant be right....
..Krok