oops forgot to post the thread
http://forums.anarchy-online.com/sho...threadid=37840
And a solitus might be able to equip a CHS a couple levels before a nanomage.. kinda like how a nanomage can use nanos a couple levels before them.
oops forgot to post the thread
http://forums.anarchy-online.com/sho...threadid=37840
And a solitus might be able to equip a CHS a couple levels before a nanomage.. kinda like how a nanomage can use nanos a couple levels before them.
Rebbeca Omni Tek President
RHD Black Watch Regiment
"Technological progress has merely provided us with more efficient means for going backwards."
-Aldous Huxley
Originally posted by Rebbeca
What determines whether or not you are resisted is what your nanoskills are at vs. the mobs nano resist.
Mochams = +140 nanoskills = less resists
.
who told you that lie?
simple problem is this
nanomages are weak and they should be, they do get more nano pool which is fine
now as far as a nt goes we are all screwed up because of 2 distinct things.
1) we used to have range, we could fight well and survive, all we had to do was keep a safe distance, but this distance was clsoed very fast by attackers if we fumbled or attacked with a weapon and broke root. if an attacker got me in range i was dead in 3 hits pretty much same as it is now i am dead in three hits.
so weak health + range made it pretty cool (couldnt use weapons or face breaking root)
THEY NERFED IT with out thinking of the real implications now every one can fight from 40 meters (range cap) this took away the advatage for having a nt and being a nanomage breed and nothing was implimented to replace it.
2) when 100% dmg was in effect my long anilating hadron would cause up too 4 k dmg a very good trade off for the amount of time it took and cast it and lack of specials we had as nano dmg dealers. Other medium cast and medium charge nanos did about 2 k dmg not too bad, rember no speacials on nukes.
so what did they do? THEY NERFED DMG by HALF and implimented a cap now my best nuke that takes forever only hits for 2 k minus capp. they also left heals at 100% and did not half the nano cost so now i need twice the nano to do the same dmg as i could before, while healers get to heal for 100% get to fight with in thier range at all times and dont have to worry about lossing more the 40% health in one shot
and debuffs last for the original amount of time.
they nerfed the game in an emergency response to whining crying complaining but never looked at the big picture, NEVR
no they are trying to fix what is broken with out going back to range or 100% dmg
either way the nanomage nt is screwed the only way to fix this now would entail SPEED
we need nukes that will cast fast and recharge faster.
"death comes slowly to those who anticipate it and swiftly to the unconcerned" Richard Pyott
You want a duel?.......Go play chess
You want honor?......Go serve your country in the military
First pistol crat to reach Chief.
Proud follower of the Mexican Hat Band Cult.
Well, I certainly don't disagree that NT's need work. But that's a profession related problem, and has little to do with the breed.Originally posted by besheba
either way the nanomage nt is screwed the only way to fix this now would entail SPEED
Click Click BOOM
www.proveuswrong.com
BoomDoom - Lvl 146 NT
Thugdoom - lvl 80 enforcer
EmissaryDoom - lvl 75 Crat
ProfDoom - Lvl 57 MP
Nursedoom - lvl 57 Doctor