Extension to the Mind Line of Direct Damage Nanos
Extension to the Mind Line of Direct Damage Nanos
====================================
Notum Wars has brought mass PvP to the fore in AO. With this, the MP's top of the line nuke is looking a little weak. While the Mind Quake nano is an excellent nuke which can deliver good damage over time in PvM (albeit at a high nanocost), its damage range often results in hits of around 300 in the PvP arena while top of the line nanos from comparable professions such as the Bureaucrats (Rule of One) can deliver considerably more damage.
Mind Quake is reached by most MPs by around level 120. This leaves us using the same nuke from level 120 right through until level 200. Additionally, the MPs have green NanoC-Init skill but (given that pets are pathing and controllable) only really use this level of skill for Nano Shutdown.
As a result, many MPs see the addition of a longer casting time, higher damage range nuke as being an excellent addition to the range at the top end of the scale.
The nano has been designed to extend the Mind line with a higher range of damage and longer casting time while including a debuff top up that we have in game (dmg/init) as a follow on to the Mind Quake nanoskills debuff. In the same way as Mind Quake's nanoskills debuff will stack with Dominates, the "Odin's Mental Vengeance" debuff will stack with Wrath Abatement to refresh the usefulness of that debuff in the high end game (both in PvM and PvP)
Proposed new Direct Damage Nano
- Odin's Mental Vengeance
QL190
Requirements:
Mat Cre: 938
Psych Mod: 864
Level >= 195
Profession: Meta-Physicist
Nano cost: 720
Attack: MC/PM
duration: 30 seconds
Attack speed: 5.89 seconds
Recharge:3.99 seconds
Range: 20 m
Nanoresist: 100
Attack Skills: MC 52, PM 48
Effects:
hit target health Energy ac -1400 .. -3100
TauntNPC Target 1882
Skill Target ProjectileDamageModifier -18
Skill Target EnergyDamageModifier -18
Skill Target MeleeDamageModifier -18
Skill Target ColdDamageModifier -18
Skill Target FireDamageModifier -18
Skill Target PoisonDamageModifier -18
Skill Target ChemicalDamageModifier -18
Skill Target RadiationDamageModifier - 18
Modify Target MeleeInit. -150
Modify Target PhysicalInit. -150
Modify Target RangedInit. -150
With the debuff effect being stackable with the Dmg/Init debuff line (Strain 187).
This proposal was designed in the MP Wishlist: Nukes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Extension to the Cold Line of Direct Damage Nanos
Extension to the Cold Line of Direct Damage Nanos
==================================
This nano has been designed to extend the Cold line with a higher range of damage and slightly increased casting time. In addition we have included a small de-taunt for the PvM arena. MPs suffer considerably from excessive aggro caused by usage of:
- Curse of Chronos: NPCTaunt Target 5663
Mind Quake: NPCTaunt Target 1491
Wrath Abatement: NPCTaunt Target 982
New Proposed Mind Nuke: 1082
In addition, at higher levels MPs find it difficult to keep aggro focussed onto the "tank intended" demon line of pets. A small de-taunt factor included in the proposed Cold line nuke would enable us to better refocus aggro onto the tanking demon and away from ourselves.
- Shadowrift Glaciation
Description: Impales the target with a bolt of cold riven from the rift between the meta-physical shadowrealm and our own that inflicts 753 -1418 points of cold-based damage. This metaphysical blast of cold also freezes the mind of the attacker, confusing them and reducing their hatred towards the meta-physicist slightly.
QL: 180
Nanocost: 699
School: Combat
Duration: 0s
Attack time: 5.01s
Recharge time: 2.10s
Range: 20m
Defense Skills: Nano Resist 85
Attack skills: MC 52/ PM 48
Requirements:
Psycho Mod >= 760
Matter Creation >= 840
Level >= 175
Profession == Meta-Physicist
Effects:
Hit Target Health Cold AC -752 .. -1418
NPCTaunt Target -1500
This proposal was designed in the MP Wishlist: Nukes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Secondary Damage-source Creation Bow
Secondary Damage-source Creation Bow
==========================
The "Seraphim"-line of creation bows is not intended to replace the existing creation weapons. The existing melee creation weapons provide the MP with oft needed defensive and nano related benefits. Rather the new line is meant to provide the MP with a creation weapon that can give a good source of secondary damage - while in no way taking the place of the core Meta-Physicist toolset of Pet and Nuke.
Meta-physicists as a profession are drawn largely from the nanomage breed pool. This leaves the MP frail in many ways and open to consderable damage for much of his professional life. As a result, the MP prefers to stand back from a fight, letting his manifestations of anger battle hand to hand with his target, while the MP uses his mastery of cold and mind to inflict damage from a distance.
As such, it it is impossible for the MP to add his meagre damage to that of his pets and nukes with his creation weapons as these weapons require him to put himself in a great deal of danger by moving to hand to hand combat range with his attacker. This new line of Bows will allow the MP to retain some range for those situations where he is required to inflict weapons damage on his foes.
Quote:
The Seraphim: The word means fiery ones, in allusion, as is supposed, to their burning love. They are represented as "standing" above the King as he sat upon his throne, ready at once to minister unto him. Their form appears to have been human, with the addition of wings.
Seraphim Flame
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.
Level: QL31
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 16-67(50) - fire ac
Defense skills Dodge Ranged 100
Attack skills:
time and space 80
bow 20
Requirements to Wear
Time and Space >= ???
bow >= 146
aimed shot >= 73
level >= 35
Effects:
modify self nanopool -12
Seraphim Fire
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.
Level: QL61
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 33-138(103) - fire ac
Defense skills Dodge Ranged 100
Attack skills:
time and space 80
bow 20
Requirements to Wear
Time and Space >= ???
bow >= 300
aimed shot >= 150
level >= 70
Effects:
modify self nanopool -28
Seraphim Inferno
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.
Level: QL120
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 63-261(194) - fire ac
Defense skills Dodge Ranged 100
Attack skills:
time and space 80
bow 20
Requirements to Wear
Time and Space >= ???
bow >= 566
aimed shot >= 284
level >= 130
Effects:
modify self nanopool -53
Seraphim Conflagration
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.
Level: QL180
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 95-395 (295) - fire ac
Defense skills Dodge Ranged 100
Attack skills:
time and space 80
bow 20
Requirements to Wear
Time and Space >= ???
bow >= 705
aimed shot >= 485
level >= 185
Effects:
modify self nanopool -80
This proposal was designed in the MP Wishlist: Creation Bows Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Changes and Additions to Quantum Wings
Changes and Additions to Quantum Wings
===========================
While Quantum Wings was originally conceived as a 'unique' nano rather than being part of a line, many MPs find that there are issues attached to using these nanos. The major issue is that team mates in Yalms gain a runspeed buff in addition to their flying speed which makes MPs in wings slower. Trying to /follow a yalm when you're in wings is a nightmare. :)
Also, pets still have a tendency to get stuck in outdoor terrain and it's by no means certain that they will arrive with you (or even soon after) when you fly somewhere. This can be particularly annoying when flying to PvP battles with the pets pre-cast so that you have defences when you arrive. If they're not there or are stuck somewhere, you have to land defenceless and try to recast them as quickly as possible - thus disabling you for battle and leaving you defenceless too.
As a solution to this, it's requested that the pets fly in formation with the MP while he is wearing his wings.
- Quantum Wings:
matter meta >= 480
biological meta >= 480
time and space >= 480
Runspeed: +250
==============
Notum Wings:
Level Req >= 145
Req:
Matter Meta: 608
Time&Space: 608
Biological Meta: 608
Runspeed: +350
==============
Asmodian's Wings:
Level Req >= 185
Req:
Matter Meta: 808
Time&Space: 808
Biological Meta: 808
Runspeed: +450
Allows casting of non-hostile nanos while flying.
==============
General Changes - "Nice to haves"
- Wings should remain 'on' indoors in the same way that yalms do if possible
- Cause pets to fly behind us rather than run along the ground.
- Some graphical representation of wings - perhaps a glowing aura style graphic in the shape of wings.
This proposal was designed in the MP Wish: Quantum Wings Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Team Heal over Time Line of Pets
Team Heal over Time Line of Pets
=======================
With the considerable advances in damage dealing in both the PvM (PvE) environment and the PvP environment, the present heal pet line is beginning to look a little weak. Also, the lack of any new heal pets from around level 130 upwards for most MPs leaves a large gap in our motivation to level upwards to 200.
With Notum Wars and the increased interest in group/mass PvP, the limitations of the single target heal pet operating at range are all too clearly highlighted. Also, connected to the above mentioned damage increase, the lacking hitpoints of the nanobreed are becoming all the more apparent in high level PvP.
With these two thoughts in mind, the MP community would like to make the following proposal for a new line of heal pets that function somewhat like a team Heal over Time. The new line would be similar to the Demon line, in that it would not replace the need for the trusty Belamorte at high levels, but instead fill a different role. So the Belamorte would still be very useful while soloing, healing the attack pet or focussed single target healing (particularly at range).
The proposal includes following features:
- - Heal over Time functionality with lower QL pets acting as a small team HoT for team members only and a slightly larger HoT for the pet owner.
- Heal over Time functionality with higher QL pets acting as a small Area of Effect HoT for friendly players within a certain range (similar to a Motivational Speech)
- A small HP buff for the MP rising with the QL of the pet
- A very small Team effect HP buff with the top pet.
- The HoT elements should stack with present Fixer/Doc HoTs which are much more powerful - thus allowing the MP Heal pet to support them in their primary role.
- the Area of Effect HoT elements should not stack with themselves. So several overlapping Heal pet HoTs would not add up to more healing than one single heal pet HoT.
Since the heal pet is no longer commanded and operates on a range of effect basis, the pet no longer needs to path or move independently of the MP. Instead it is requested that the heal pet appear as a small 'angel'-like figure above the MP's shoulder, somewhat similar to the Wen-Wen's positioning.
Obviously, this would have the benficial side-effect of reducing pet pathing issues for the high level MP.
Proposed Pets:
Guardian Angel 1: Level restricted to circa >=145
- Max Health MP: 250
Heal MP: 320-350 every 8 seconds - 180 hits (NCU required: 0)
Heal Team: 140-170 every 10 seconds - 180 hits (10 metre range)
Guardian Angel 2: Level restricted to circa >=175
- Max Health MP: 350
Heal MP: 320-350 every 8 seconds - 180 hits (NCU required: 0)
Heal Team: 165-185 every 10 seconds - 180 hits (10 metre range)
Guardian Angel 3: Level restricted to circa >=185
- Max Health MP: 450
Heal MP: 370-390 every 8 seconds - 180 hits (NCU required: 0)
AoE 10m user: Heal 140-170 every 10 seconds - 180 hits.
Guardian Angel 4: Level restricted to circa >=195
- Max Health MP: 600
Max Health Team: 250
Heal MP: 370-390 every 8 seconds - 180 hits (NCU required: 0)
AoE 10m user: Heal 165-185 every 10 seconds - 180 hits
This proposal was designed in the MP Wishlist: Extension of the Heal Pet Line - Angels Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
PvP Damage-source Creation Bow
PvP Damage-source Creation Bow
======================
Seraph's-line of creation bows is intende to provide the MP with a creation weapon that can give an excellent damage dealer for PvP combat. PvP combat in the present game presents very particular issues for the MP. Seraph has designed this line of bows to deliver a damage range comparable to - but not equal to - the damage that many weapons already deliver in the hands of an experienced MP.
The design philosophy here, is that any new line of creation weapons will simply not be used (particularly in PvP) unless it compares reasonably to the existing commonly used weapons in the MP community.
In trade for this damage dealing capacity, Seraph has given the bow line a very heavy nanocost penalty, which would affect all areas of the MP's game within the PvP environment.
Quote:
The Seraphim: The word means fiery ones, in allusion, as is supposed, to their burning love. They are represented as "standing" above the King as he sat upon his throne, ready at once to minister unto him. Their form appears to have been human, with the addition of wings.
Seraph's Fiery Fury
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.
Nano QL 228
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 68-456 (228) - fire ac
Defense skills
dodge ranged 100
Attack skills:
time and space 80
bow 20
Requirements
time and space >= 1095
bow >= 725
aimed shot >= 617
Effects
modify user nano cost modifier 10
modify user duck explosives 50
modify user dodge ranged 50
modify user evade clsc 50
modify user nanoresist 50
Seraph's Fire
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.
Nano QL 173
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 51-346 (173) - fire ac
Defense skills
dodge ranged 100
Attack skills:
time and space 80
bow 20
Requirements
time and space >= 881
bow >= 583
aimed shot >= 496
Effects
modify user nano cost modifier 12
modify user duck explosives 40
modify user dodge ranged 40
modify user evade clsc 40
modify user nanoresist 40
Seraph's Flame
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.
Nano QL 129
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 38-258 (129) - fire ac
Defense skills
dodge ranged 100
Attack skills:
time and space 80
bow 20
Requirements
time and space >= 669
bow >= 444
aimed shot >= 377
Effects
modify user nano cost modifier 14
modify user duck explosives 30
modify user dodge ranged 30
modify user evade clsc 30
modify user nanoresist 30
Seraph's Flare
Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.
Nano QL 79
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 23-158 (79) - fire ac
Defense skills
dodge ranged 100
Attack skills:
time and space 80
bow 20
Requirements
time and space >= 393
bow >= 264
aimed shot >= 225
Effects
modify user nano cost modifier 16
modify user duck explosives 20
modify user dodge ranged 20
modify user evade clsc 20
modify user nanoresist 20
This proposal was designed in the MP Wishlist: Creation Bows Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Extension and Adjustment of Notum Rejection
Extension and Adjustment of Notum Rejection
==================================
Notum Rejection is a potentially powerful debuff in the MP arsenal. However, its balance with regards to the Dominates makes it almost completely unused in the game. The Dominate line has a much lower nanoresist factor and is far easier to land. A well chosen Dominate will also completely stop a profession from casting its nanos whereas Notum Rejection does not. Finally a Dominate lasts 5 minutes compared to Notum Rejection's 4 minutes.
As a result, we propose the following changes and additions to the Notum Rejection nano to make it into a line in the hopes of increasing its real usage in the game and thus enriching the MP tool pallette.
The proposal includes the addition of a "Nano Leech" as a sort of nanopool reduction over time debuff as a counter-balance to the NT HE. In our calculations during the design of this range we found the stated nano leech component to be of little real effect but if such an idea were to be implemented into this line, we feel that careful balancing of the nanocost debuff and nano-leech debuff could make this a useful feature. As such we have left it in the proposal.
- Notum Rejection
The target finds it more difficult to control nanobots, increasing the nanopoint cost of executing nano formulas by 25%.
QL 149
NCU 46
Nanocost 488
School space, strain 211
Duration 4mins
Attack time 4.72 s
Recharge time 4.5 s
Range 14 m
Defense skills
nano resist 100
Attack skills
biological meta 53
psycho mod 47
Requirements
To Use biological meta >= 702
psycho mod >= 630
visual profession == meta-physicist
Effects
On Use modify target nano cost modifier 25
hit target current nano - .. -25 16 hits, 15s delay
Notum Occlusion
The target finds it more difficult to control nanobots, causing a blockage in the nanoflow and increasing the nanopoint cost of executing nano formulas by 35%.
QL 189
NCU 46
Nanocost 558
School space, strain 211
Duration 4mins
Attack time 4.72 s
Recharge time 4.5 s
Range 14 m
Defense skills
nano resist 100
Attack skills
biological meta 53
psycho mod 47
Requirements
To Use biological meta >= 883
psycho mod >= 782
Level >= 165
visual profession == meta-physicist
Effects
On Use modify target nano cost modifier 35
hit target current nano - .. -50 16 hits, 15s delay
Notum Denial
The target finds it more difficult to control nanobots, causing a blockage in the nanoflow and increasing the nanopoint cost of executing nano formulas by 45%.
QL 229
NCU 46
Nanocost 658
School space, strain 211
Duration 4mins
Attack time 4.72 s
Recharge time 4.5 s
Range 14 m
Defense skills
nano resist 100
Attack skills
biological meta 53
psycho mod 47
Requirements
To Use biological meta >= 1023
psycho mod >= 892
Level >= 195
visual profession == meta-physicist
Effects
On Use modify target nano cost modifier 45
hit target current nano - .. -75 16 hits, 15s delay
This proposal was designed in the MP Wishlist: Notum Rejection Changes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Mixed Line of Solo and Team Heal Pets
Mixed Line of Solo and Team Heal Pets
============================
With the considerable advances in damage dealing in both the PvM (PvE) environment and the PvP environment, the present heal pet line is beginning to look a little weak. Also, the lack of any new heal pets from around level 130 upwards for most MPs leaves a large gap in our motivation to level upwards to 200.
With Notum Wars and the increased interest in group/mass PvP, the limitations of the singlet target heal pet operating at range are all too clearly highlighted. Also connected to the above mentioned damage increase the lacking hitpoints of the nanobreed are becoming all the more apparent in high level PvP.
With these two thoughts in mind, the MP community would like to make the following proposal for a new line of heal pets. The new line would function similarly to the Demon line, in that it would not replace the need for the trusty Belamorte at high levels, but instead fill a different role. So the Belamorte would still be very useful while soloing, healing the attack pet or focussed single target healing (particularly at range).
The proposal is as follows:
- The heal pet line will be staggered as a Solo heal - Team Heal - Solo Heal - Team Heal line.
- The heal pet will continually cast the heal without checking whether somebody within range has been damaged
Since the heal pet is no longer commanded and operates on a range of effect basis, the pet no longer needs to path or move independently of the MP. Instead it is requested that the heal pet appear as a small 'angel'-like figure above the MP's shoulder, somewhat similar to the Wen-Wen.
Obviously, this would have the benficial side-effect of reducing pet pathing issues for the high level MP.
Angel 1:
Team Heal Pet
Pet Level 195
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 650
Level >= 150
Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal Team 400-700
Angel 2:
Solo Heal Pet
Pet Level 195
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 650
Level >= 150
Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal 600-900
Angel 3:
Team Heal Pet
Pet Level 200
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 800
Level >= 175
Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal Team 600-900
Angel 4:
Solo Heal Pet
Pet Level 200
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 800
Level >= 175
Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal 800-1200
This proposal was designed in the MP Wishlist: MP Wishlist: Extension of Heal Pet line - Angels Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Pet Related Chat Server Changes
Pet Related Chat Server Changes
========================
There are several changes that MPs would very much like to see regarding the chat server:
- 1) Pet damage should be included in the "Me hit other" section of the chat display.
Often seeing the damage that is being done by our attack pet is the only way to be sure of what is actually going on with our pet. Unfortunately, in order to see this we have to switch on "Other hit Other" in the chat server settings and as a result have massive damage spam that makes it hard to see what is going on anyway.
2) Message to owner when hostile nano is landed on a pet:
With the introduction of root/snare breaking nanos for our pets, the MP finally has a chance to make their pets more effective in mass PvP. Unfortunately, since we simply don't know when our pets have been rooted or snared, we rarely know when to use this nano. In addition, when pets are "scared" or charmed we often have no idea that this has happened. Some messaging to inform us that a hostile nano has been landed on a pet would help enormously.
3) Message to owner when heal pet heals its target
In the same way that we see messaging when we are healed by our own heal pet, it would be useful to get a message when our heal pet heals another player.
4) Message to owner shortly before pets time out and self-terminate
It's a small thing but having a message 30 seconds or so before a pet times out would give the MP a bit of a chance to prepare for the disappearance of his pet.
5) /pet status report on the heal pet should show the heal pet's current healing target in the same way as the attack pet gives its current target.
6) Have pet responses sent to owner by either a /tell or by including a specific "Pet" Channel which would carry all of the important pet damage, responses and information and allow the owner to know what is going on wherever the pet may be.
7) Active owner notification of low health: When a pet gets down to 25% health, it should give a message in chat. It should not repeat this message unless it first gets up to at least 50% prior to going back down to 25%.
7) Active owner notification of low Nano: A pet that uses nano should give a message in chat when it gets down to 25% nano. It should not repeat this message unless it first gets up to at least 50% prior to going back down to 25%.
This proposal was designed in the MP Wishlist: Chat Server Changes thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Damage/Init Debuff Line Change
Damage/Init Debuff Line Change
=======================
Based on the average hit of a mob on the MP at the time when the first dmg/init debuff "Shed Anger" can be cast, the MP can expect around 20% reduction in damage per hit by using the present "Shed Anger" debuff. We would like to propose the following:
- The damage/init debuff line of MP nanos should give a 20% damage reduction per hit. This reduction should be the same at all QLs of the nano with only the hard-coded init debuff rising with the QL of the nano.
In doing this, the damage debuff would remain well-scaled in both PvP and PvM while also retaining the ability to scale itself to future game changes.
Given the considerable rise in overall damage in the game but particularly in the higher level game, the damage/init debuff of the MP begins to lose effectiveness the further up the line you go. While this line of nanos is quite useful at the lowest levels, the higher the level, the less effective this debuff becomes, particularly in view of the taunt that is built into the nano's effects. The MP is particularly vulnerable:
- * in PvP where weapons damage is ubiquitous and the MP has no defences whatsover against a weapons user other than the damage/init debuff and the very long recharge stun.
* in mass PvP with Notum Wars, where our pets are often disabled or drawn away from us leaving us very vulnerable indeed.
* in PvM where the MP's nanoskill debuffs have no effect, the attack pets have difficulty holding aggro and the Mez pet is non-functional, the damage/init debuff including its taunt and the highly taunting stun represent the only defensive tools in the MP arsenal.
Comparable professions to the MP are equipped with AC buffs, Roots, Mezzes/Calms, Charms, Area Debuffs, Layer buffs, Specials Shields, Stuns including damage and shorter recharge, blinds, snares, Nullity Sphere etc. All of these have strong usage in both PvP and PvM.
The only option for the MP would be to use a creation shield, which is a realistic possibility for the low-level MP but the mid- and high-level MPs cannot afford to sacrifice the damage lost by wielding these weapons. In PvP, usage of the creation shield would force the - predominately nanomage - MPs into melee combat, which is simply not viable. So all in all, the low level MP has the ability to buff defensively using the 1HB creations and to debuff defensively using the dmg/init debuff. As the MP progresses beyond level 100 both of these options become less and less effective.
The MP Forum has come up with a proposal based around a percentage reduction in damage across the line. We do not ask for any increase/changes at all in the init portion of the debuff. We were mindful of the difficulty of balancing a damage reduction in such a way that it would not be completely overpowering in PvM - where average damage is much lower - and that it would not be underpowered in PvP. We also wanted to build a debuff line that would scale with future changes in the game.
This proposal was designed in the MP Wishlist: New Init/Dmg Debuffs Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Nanopool Debuffing Nuke Line
Nanopool Debuffing Nuke Line
======================
In line with the MP's command over notum and nanoskill, the MP community would like to propose a new line of direct damage nanos with a focus on the PvP environment. This proposed line is modelled on the Mind series of nanos, but splits the damage in half and takes the other half from the Nanopool of the target.
Nano Quake:
- QL 173
NCU 53
Nanocost 377
Attack: 4.0 seconds
Recharge: 3.5 seconds
Nanoresist: 100
hit target health energy ac -366 .. -755
hit target nanopool -366 .. -755
Nano Banshee:
- QL 146
NCU 45
Nanocost 284
Attack: 4.0 seconds
Recharge: 3.5 seconds
Nanoresist: 100
hit target health energy ac -244 .. -476
hit target nanopool -244 .. -476
Nano Howl:
- QL 87
NCU 27
Nanocost 173
Attack: 4.0 seconds
Recharge: 3.5 seconds
Nanoresist: 100
hit target health energy ac -127 .. -229
hit target nanopool - 127 .. -229
Nano Scream:
- QL 37
NCU 12
Nanocost 78
Attack: 4.0 seconds
Recharge: 3.5 seconds
Nanoresist: 100
hit target health energy ac -38 .. -76
hit target nanopool -38 .. -76
This proposal was designed in the "MP Wishlist idea :) Nuke that attacks Nano pool" Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.
Changes to Evocation Line
Changes to Evocation Line
====================
The AMS buff was looked to as a solution to issues that MPs have with their attack pets not being able to hit high level mobs, boss mobs and high evading players efficiently. As such we had expected a long duration buff that would allow the pet to hit reasonably well for normal damage in these situations. The goal of this proposal is not to increase the damage of the MP's pets in any general sense, but is instead focussed on this issue.
Rolling the AMS buff and damage add buff (from the animas) into a single line has proved highly unpopular with the MP community. While MPs recognise that using an anima should come with some restrictions to our casting in the form of short duration and long recharge, MPs need the option of leaving the pet doing normal "non-anima" damage hits while we focus on debuffing/nuking for attack and focus on stunning if need be when we are under attack. At the same time of course, the implementation also makes the anima line virtually redundant.
We propose that the damage portion of the AMS buffs be removed and that the AMS only evocation be made 7.5 minutes minutes to 30 minutes in duration according to QL. This would result in:
Evocation of Unrestrained Ferocity QL16
- modify target offense modifier 24
Duration 7 minutes 30 seconds
Evocation of Unleashed Malice QL34
- modify target offense modifier 52
Duration 7 minutes 30 seconds
Evocation of Relentless Fury QL58
- modify target offense modifier 88
Duration 7 minutes 30 seconds
Evocation of Implacable Hatred QL115
- modify target offense modifier 175
Duration 15 minutes
Evocation of Maddening Wrath QL140
- modify target offense modifier 213
Duration 20 minutes
Evocation of Pure Malevolence QL177
- modify target offense modifier 269
Duration 20 minutes
Evocation of The Abomination QL200
- modify target offense modifier 304
Duration 30 minutes
General Comments:
==============
1) If the damage increase due to having the Instill and AMS buff as long term buffs were deemed to be too much and unbalancing, it would be acceptable that the Instill buff and AMS buffs should not stack with each other. This would still leave MPs with a long term tool that would enable our pets to hit harder targets, while not overly increasing the overall damage profile of the pet.
2) The above durations are based upon the existing Bureaucrat AMS buff durations. The MP community would strongly support an increase of the minimum durations for these buffs to a 20 minute minimum duration.
This proposal was designed in the MP Wishlist: Changes to AMS buffs and pet rootbreakers Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.
.