This will be a full analysis of the document from my end but focused on 220 since that’s where I roll and I have never done anything in pvp before that. Pvm ofcourse but I also didn’t play pvm at strength in those levels either.
New Line: Special Effect Nuke
Looks like a great way of making dominates obsolete plus adding a fair amount of damage. However seeing as the duration of the debuff is 6 seconds and the time to be able to cast it again is 5 second, ur gonna have to spam it to keep the debuff running whereas u had atleast 17 good seconds of runtime before and a solid long time on the dominates, which allowed u to run other debuffs aswell.. The nanocost of this nano however means that although we have to spam it we really cant hold it up for to long since we will run out of it. This will cripple us at some point.
In combination with the bigger damage and recharge tho this makes up for an awesome nano and a great addition to what the Mp should be like
New Line: Base Nuke
Being a little stronger and faster than the Special Nuke this is awesome for use in pvm to keep up doing damage. Especially in pvm tho where mobs have far more hp and spamming is more asked for the nanocost problem becomes even bigger, and it definitely does if u calculate in that u also have to debuff them. I love the bigger base than special nuke though, since it allows for a little less nanocost since debuffing in nanoskills is not needed.
New Line: Alpha Nuke
This nuke is great too, it will cost u 3 seconds to cast but it’s a great opener and scares a lot of people away for a second while the shock of a first nuke sinks in. Big nanocost ofcourse but that should be the 20 second cooldown is in my eye way in line with how it should be and being able to resist it should be possible with its 100% NR check
New Line: Finishing Nuke
I found this nuke awesome at first and then I looked at the nanocost which equals the Alpha Nuke with less damage but faster cast time. Even though it casts faster it still has the same 20 second cooldown and less damage so I would think the nanocost would be better in line with the damage it does and bringing it to 3000 nanocost for its 6k damage, but because it is instacast maybe go to 3500, 4000 is a little to much though I think.
Nano shutdown: 239
Okay as already seen in much of the replies this is one heck of a controversial nano and it has two sides. Pvp and Pvm.
First pvp; In pvp this nano as it looks like right now makes u really choose the point at which u cast it. Are u ready to alpha the target in 7 seconds then use it, if not then wait for it a little bit until u can. Meanwhile the Special Effect Nukes can take care of the nanoskills a little. Nanocost is good for its abilities and the cooldown seems quite okay and then there is the 100% NR check on normal NSD and 90% NR check on the improved one. Also the lockout/immunity for casting it again on a single target seems good to me, because totally being unable to cast anything with a 90% NR check is OP for a longer period of time.
Now pvm; In pvm it’s a totally different story since there its not unfair to cripple them, they don’t live on the other side of the ocean with most likely the same computer LCD screen that u use urself. But I might see that the attempt is to find other ways of debuffing those bosses in such a way that it becomes even better for the Mp itself, there is more debuffs in the Mp toolset which can be used, -nanaodamage/damage/healing etc being some of them. For froobs though this could have a devastating effect on pvm as they know it since a lot of those mobs were still NSD-able and it helped their teams from being unable to kill to having the possibility.
New Line: LE Nemesis Nanoprograms
About this one I am a little unsure about its potential and here is the reason why; It has a 120 second cooldown period for which in turn u get 10 seconds of duration of the –nanodamage% especially at lower amounts of max nano that makes it very useless. It would possibly be better of use if it lasted longer since it doesn’t cripple (the professions that use the nukes have their usual 100% plus whatever is in their setup which for NTs who are mostly in that picture it can be about 100% more (correct me if I am wrong and I very well could be))
Nano Cost Debuffs: 211
This line didn’t change much except for duration and cooldown, which shows that it is for single target use. And rather than NSD being for multiple target use, id put this one in there. And definitely with the nanocost changes to come will this be a viable nano to want to land.
New Line: Nano Damage Modifier Debuff, New Line: Heal Modifier Debuff
Nice line to have them in one debuff, still makes u choose when to put it on a target. Lockout is decent I think and in combination use with other debuffs it could definitely be very powerful if used the right way.
Damage Debuff: 187
I like the amount of damage that goes away with it. Its more in line with nowadays mobs and lasting for 10 seconds is okay although I always hated to recast that debuff so often. The lockout/immunity is long though in comparison with the duration seeing as it is only 2.3k damage. Especially in pvm there where fights take way longer that is going to sting. However again awesome to see that the damage debuffs have been combined.
Nano Cost Reduction Buffs: 148
The reduction buffs haven’t changed much except for duration, great addition hated to have to check my NCU so many times. Not much more to say about it though.
Nano Interrupt Modifier Buff: 183
Same as the Nano Cost Reduction Buffs, with the longer timing they are viable to actually use. Although they only take up NCU whilst casting rarely gets interrupted anyways.
Evade Buffs: 144
Now that’s better, woah what a relief Zset users of current will actually not loose to much now seeing as replies to Zset AAD modifier have already been discussed as being open to a little more tweaking perhaps. The evade buff however affects more setups and the distance between defence in different builds will become lower.
A little note aside. As I see it AAD on Zset has been replaced by the evade buff, reflects have been replaced by the DtP and that gives u a netto loss of 10% reflects and Sacrifical shielding. In my opinion more in line
New Line: Composite Nano Skill Buffs
Appearantly making this into the Odins other eye nanoskill buff. Liked it the way it was, however doesn’t make any change to have it in here. Don’t see what caused you guys to put it here though. Or maybe to show that it is in line with the weapon skill buffs other proffesions get? Other than that it looks good and easy to use a single nano to buff everyone.
The Single Nanoskill Lines
Awesome new pictures, it is great to be able to separate them from one another. And the addition in buffing power is awesome plus the nice long timer on them. I think the whole of AO community should be very thankful about that. At least we Mps are since that means less buffing although I am sure that people will be stupid enough to kill themselves anyways.
Intelligence and Psychic Buffs: 576
Change in here is loss of nanoskills, but appeared elsewhere. So nothing much changed but attack/recharge is nice which will be mentioned in more nanos (in some I might forget mentioning, but its still nice)
Nano Programming Buffs: 210
More nano programming buffing is definitely nice, also this buff is great for the whole AO community and again they should be thankfull (putting up towers is the reason for that one)
New Line: Damage To Pet
This new line is an amazing line and I am very excited to see how it works. The question already arose whether this will be going to one pet or all, apparently at the moment it is going to all pets, but its getting looked into to get it dealt to one pet. A suggestion has been to change the damage to 33% if it keeps to be on all pets, and I support that might it be impossible to get it dealt to one pet. I do have another question but I might make a lot of Mps very unhappy by asking it thus I wont do that. Its for us to find out when they hit live.
New Line: DOT Resistance Buff
This is a nice line to have to make it harder for Doctors to land their 3 dot perk on us, because crippling our pets with their UBTs which are even stronger now, will still be an option at least from what we have been shown so far.
New Line: Flight
AWESOME we maintain our speciality and we get to keep it inside shops too. If the profession would have sucked and become a buffmonkey, that would have been the only thing I would ask for.
New Line: SL Garden Warp
These are great to have enhanced to the rest of the gardens one to Pandemonium without its key would be awesome too, but I guess that is not what is meant to be.
Anchor and recall nanos: 738
Again great well placed reductions in cast time, AO is a lot of waiting anyways and waiting for nanos to be cast is lame. This is a great improvement which is probably again great for the whole AO community. It wont make it much more attractive to get an Mp in a team but in combination of the other improvements its definitely nice.
New Line: Summon Crystals
Great change in reduction of cast time, in this sense Mps are more happy than the AO community but again everyone should be thankful of this. Nothing more to say about it though.
New Line: Summon Weapons
Red Shields apparently the 2hb Zset shield has become a 1hb weapon so instead of only being able to hide now people also get to do some damage. With the analysis of above and the addition of damage I think Zset shield users have nothing to be going over the top any more, awaiting the possible changes to that last shield at least.
Yellow Shields in combination with better healing by healpet and the resist of roots and snares could be a viable option with the bigger evade buff now. I think itll easily make up for a lot of switching between different shields for different encounters in both pvp and pvm. I wonder how parry will be in the end.
Blue Shields kind of the same story as the Yellow shield, but I think this one could be nice in combination with the support roll and changes in nanocost.
The Asp and co look to have nice damage and a decent multi melee requirement and its AR related to TS looks very good
Cane and co seems very nice with its overall buff to Nanodelta and its damage, you cripple defence in order for it compared to 1hb tho so I don’t see as to why the attack/recharge have to be different than of 1hb. A few questions relating the creation weapons will follow below.
Bow and co seem very nice and the modifiers seem well chosen but it has the same problem as 2hb with its attack/recharge u give up your defence for it.
Pet Special Buff: 854
These seem to be great for us and being able to cast them all at once is very nice
Pet Procs: 238
The add on damage pet proc seems very nice for damage and most pvm situations.
The taunt and snare proc seems very usefull for other pvm occations and the snare mostly used for pvp. Whilst taunts are worked on in pvp aswell that could be a greater benefit in the future
The AAO/AAD debuff proc seems to be awesome in yet other conditions in pvp and pvm
- A question remaining to this matter tho and has been already asked is whether it will be possible to overwrite these buffs while they are on?
Pet Damage Buffs: 225
These seem to be a combination of the currently excisting High Chants and Instill lines, with the side note of having lost the initiative buffs, but as been told that will most likely be built in the new pets or atleast they have been revised so that they are at least as they should be so that less buffing is needed. So in all this buff is very welcome to excise the other buffs. Less time needed to buff up pets is a pro. Definitely good development.
New Line: Pet Root and Snare Reduction
No big improvements there, and being unable to cast it another 10 seconds afterwards makes it possible for the pets to be calmed or rooted or snared in between those seconds, so I think professions with those abilities will just wait until you unroot/snare/calm them to just cast that nano again. Its going to be a viable technique I recon.
Summon Attack Pet*
The new mesh for the top attack pet is something I have wanted for a long time, bravo on that one, and it seems definitely in line with the metaphysical background of the Mp. Another mesh I had heard that I wanted was the small version of LotV that you see in Albtraum on one of the PBs.
The shorter cast time on the pets is great too, and that we have to sacrifice having to wait a minute to do it again is worth the trade for sure. If u cant keep them alive after they have been fitted with better defences than currently then u deserve to die if u cant keep them alive.
New Line: Heal Pets
Great to see the cast time lowered, but even greater to see that the pet has no recharge on casting any more, instead however a cooldown, which will play out better than currently where it needs a trick to keep them healing at max speed. Bonus in healing power also makes up for a longer lasting fight with an Mp which can only make things more interesting.
Also the better healing on pets is a very interesting concept making it more viable to keep them alive and makes the DtP be of great use. Will also make it a bit more complicated for the Mp to switch between targets for the healpet to heal. Its going to be interesting.
New Line: Mezz Pets
This line looks great, sad to not see the other mezz possibilities yet but well have to wait for that, meanwhile though the mezz pet is still not 220 whilst the other pets are of all professions.
- Is it on purpose that the mezz pet still is not lvl 220?