Engelen`s Martial Artists Guide
Welcome to my guide for the best and most lovely profession in the game, covering breeds, skills, implants, armor, weapons, perks and more. In short, I hope to have all the information any new MA need to get the basics and be able to enjoy this profession.
I wish to thank Chronita and Davedread for their everlasting knowledge and service to the Martial Artist Community. My guild and my friends for support and all other MA`s here for everything between heaven and earth about Martial Artists.
Some of the chapters are on the same page, so the link will only point to that page.
Part 1: The Creation
The Creation
Covers breed choices and skill explanations
Part 2: The Basics
Covering the Basics 1
Covers attack skills, speed, specials and nanos
Covering the Basics 2
Covers IP, Skill Priority, Basic Perkguide, Damage and Crit
MA Skill, AR, Special Attacks and Perks
How to calculate MA Damage, Split AR, Special Attacks and Perks
Aspects of being a Martial Artist
Covers the various roles of being a Martial Artist and a Brief Walkthrough/Title Level Guide
Part 3: Implants
Implants and Symbiants
Implant Schemes and Symbiant Setup
Part 4: Nanolines
Primary Nanolines
Covers Nanoskills which are essential
Secondary Nanolines
Covers Nanoskills which aren't essential
Part 5: Rubi-Ka Equipment
Rubi-Ka Armor
Covers Armor sets found on Rubi-Ka, and popular backarmors
Rubi-Ka Equipment
Covers various equipment useful for Martial Artists
Part 6: Shadowlands Equipment
Shadowlands Armor
Covers the armor found in Shadowlands useful for Martial Artists
Shadowlands Equipment & Infantry Ring
Covers various equipment found in Shadowlands and how to get the Infantry Ring
Tier 2/3 & Shadowlands Weapons
Covers how to make Tier 2/3 Armor and Info about Shadowlands Weapons
Part 7: Alien Invasion
Alien Invasion Stuff
How to make BoB, Combined Armor Info & AI Perks
Part 8: FAQ & Links
FAQ and Links
Frequently Asked Questions and links to threads and sites
The Creation
Before we start, I`d like to explain a bit. Skills, like "Martial Arts", "Brawl", "Evades" are based upon your "Base Abilities". Base Abilities, are based upon what breed you choose. With this fresh in mind, lets look at the most important skill of all, "Martial Arts".
Based on 50% Agility, 20% Strength and 30% Psychic, we can now see that if you want to go for max MA skill and Attack Rating, choose a Breed with high Agility, and preferably Strength and Psychic very close.
I`d like to present a link to an overview of the breedcaps for the different breeds: Breed Cap(Pre 200)
From that overview, you can see that if you wanna go for the absolute best statwise, choose Opifex. Close second is Solitus with higher Strength and Psychic but lower Agility, with Atrox and Nanomage on Third and Fourth. While a Nanomage may look okay on paper, they are unfortunately too weak and have little HP, and will always be last in terms of MA skills. Remember that if your Evades doesnt hold, you only got your HP, since our heals wont be enough at higher levels. And for Atroxes, the two biggest disadvantages they have(which aren't all that bad), is that they will be slightly behind on nanoskills, and they will also have lower evades.
So, to conclude the breed, in best order:
1. Opifex
2. Solitus
3. Atrox
4. Nanomage
No matter what you choose, the good thing here is that all of these breeds have their good sides, but only Atrox and Nanomages have actually any "lesser" sides. Atroxes have problem with Nanoskills and Nano Pool, but they regain it by having the highest HP of all the MA breeds. Nanomages can easily selfcast the highest MA nanos before any other, and can have a very good Nanopool(which helps healing), but they have a very low HP, and they have lower Evades and Damage than any other.
Skills
I`ll do a little summary of the importance of Base Abilities first, and what they do for us. Since these are dependent on your breed, I choose to not color them:
Agility - Agility is very important. Its used for Martial Arts, Evades, Armor, Implants and lots of drip off skills. Most MA Armor has this as primary requirement.
Strength - Strength is also important, Martial Arts is based upon it, and its used for equipping a lot of good armor. Lots of MA Armor requires strength, and is also commonly used for Implants/Symbiants.
Intelligence - Decent, but not highest priority. The main point with Intelligence is all the drip off points into Nano Skills, which you will need to selfcast the highest buffs at lowest possible level.
Stamina - The three main advantages of Stamina is equipping armor, increasing Body Development(Max Health) and Implants. Not directly so much affecting Martial Arts, but important for a lot of other things.
Psychic - Believe it or not, Psychic is an important skill, as it is used for two things, Martial Arts and Nano Pool. If you cannot increase both Psychic and Max Nano, go for Psychic as it gives you more Martial Arts in addition to free Max Nano.
Sense - Important. The famous MA suits and some old armor uses it. Also used for Drip off into different skills. Physical Init is based 60% on it. All Evades are based on Sense, and treatment and First aid is also based on it.
Body Development - Important, as it increases your Max Health, and everything that increases your Max Health should be prioritized. More Health means longer survival, its one of the essences of survival when the Evades cant hold.
Max Nano - Important since the bigger nanopool you have, the more heals you can cast without needing to recharge, and thus, the longer you can stay alive.
The Following Skills are essential for a Martial Artist. These are the skills you should focus on. They are colored to reflect how much you can increase them per level and the IP Cost. Green is cheap and most gives most points per level, Dark Blue is most expensive and gives least points per level.
Martial Arts - This is the skill that makes you hit, how hard you hit and what our Attack Rating bases it self on. There is nothing else to say here than max. This is our primary weapon
Brawl - Primary special attack, with 15 seconds recharge, high damage and chance for stun, this is essential.
Physical Init - This skill decides how fast you hit. The two reasons why this is so important, is that:
-Faster Attacks lets you kill the mob fast, and we are among the profession that hits the fastest and hardest.
-With high Physical Init, you can step down the Agg/Def bar, which again makes you harder to hit.
Evade Close Combat - Primary Evade skill. Almost all enemies that use Melee Attacks checks against this skill. Max it.
Dodge Ranged - Secondary Evade skill. Most enemies using Ranged attacks will check against this skill.
Duck Explosives - Third Evade skill, some enemies checks against this skill.
Treatment - Very important. Used for using high treatment kits and putting in Implants, this one is important to keep as high as possible.
The Following skills should follow closely, as they are very important. Especially the four nano skills should be increased as much as possible:
Biological Metamorphoses - Used to cast Healing, AC Buffs, Fears, Short Time Damage Boosts and Fist Buffs
Psychological Modifications - Used to cast Evades, Martial Arts, Crit, Init and Brawl buffs
Sensory Improvement - Used to cast Healing, Evades, Init, Brawl, Crit, Martial Arts, Short Time Damage Boosts and Fist Buffs
Time & Space - Only used for two things: Casting Crit Buffs and using Nano Kits/Rechargers.
Dimach - This is the "Killer" Special, which can do a insane amount of damage. Under 1000 Skill it has 30 Minutes Recharge, but as your skill increases the recharge decreases. Wonderful at later levels where the damage goes up and Recharge goes down.
First Aid - The Extra Heal, both in Healing and Nano Form is very useful. Its also important to be able to Nano Heal a far more nano expensive profession.
Nano Resist - Used for resisting hostile Nano programs(Such as Nukes, Dots, Snares, Roots and so on)
Skills you should think about if got IP to spare, is following:
Parry - Used for two very good MA specials: "Blessed with Thunder" and "Flower of Life".
Riposte - Mostly required for using "Upon a Wave of Summer".
Bow - Many MA`s use Bow as a part of their playing style, but usually its limited to Aimed Shots. They are very effective and more versatile in PvP, since they are not limited to close range. If you dont plan to do that, leave this skill.
Computer Literacy - Used for equipping higher NCU, getting better prices in shops and more. This is normally an important skill, but it is not critical for anything else but equipping Belts and NCU.
Run Speed - Very nice, especially in Shadowlands. There are many runbuffs though, so you don`t need to max it early on even if its nice.
Nano Init - For a MA, one of the least important skills. Does not need to be maxed. Most of our nanos have a very short cast time, thus requiring a low Nano Init to Instant Cast them. Even in Full Def, most of the Nanos are casted fast with 5-700 Nano Init.
Map Navigation - Upgrade this to 130 Points to get all the useful Map Upgrades
Vehicle Air - Find a low Yalmaha, and you should be able to keep this under 100 Points. By implanting it, you might not need to increase it at all.