I'm not at all sure how best to actually write in the pet absorb and unabsorb section. I've put it into the text here rather than into the details section. The hard part is returning the pets in their state before the nano was cast. One option would be to simply have a Stun nano cast on the attack and heal pets for 5 minutes. This wouldn't do the visual of absorbing the pets... but might be easier to implement.
I've just thrown some numbers in here without greatly considering comparitive strengths, balance etc... so feedback on the numbers would be greatly appreciated.
I've also added in a high nanocost and a quite high NCU requirement. As with many 'desperate measures' nano I think it makes sense that an MP should have to reserve a chunk of free NCU in order to be able to cast it. Combined with very hard to reach Nanoskill requirements, this means that the MP would be unable to fit too many other external buffs on top of this one. It might be very unbalancing to be able to have an essence, HP buff, RRFE and this nano running at the same time after all.
Let me know what you think.
Proposal for Berserker Nano
====================
A regularly recurring idea on the MP boards is the idea of a berserker nano. The berserker is usually seen as being an expression of pure rage that makes their attacks particularly vicious and enables them to ignore physical injuries in the overwhelming emotion of the moment. Given the MP's strong connection with their emotions, this is an idea that fits well with the MP idea.
This particular implementation of the Berserker idea involves the following:
- The MP absorbs the attack pet and heal pet into his own body.
- The MP gets the attack benefits via an AddAllOff buff, a Scale buff and an Init Buff
- The MP gets the 'ignoring injury' effect through an HP Buff, a HoT and an AddAllDef buff.
- The MP loses control of his nanos due to the wild anger. This would be implemented with a massive NanoC-Init debuff. This effect would continue for some time after the Berserker effect had stopped
- After the effect is over, the MPs pets would return unbuffed and with the same HP, Nano and time remaining as they had before the effect.
- The nano would only be castable once every 30 minutes - implemented with a skill lock.
Some ideas for detail:
Berserker Nano
Casting Requirements
- Mat Cre: 800
TimeSpace: 800
Bio Meta: 800
PsychMod: 800
SenseImp: 800
MatMet: 800
Self Has 1 Regular Pets
Self Has 1 Healing Pets
Quantum Physics >= 1
NanoCost: 2000
NCU Cost: 51
Nano Effects
- Self AddAllOff: +200 for 5 minutes
Self Scale: 120% for 5 minutes
Self Melee Init: +100 for 5 minutes
Self Phys Init: +100 for 5 minutes
Self Ranged Init: +100 for 5 minutes
Self Max Health: +750 for 5 minutes
Self AddAllDef: +100 for 5 minutes
Heal Over Time: +250 60 ticks, delay 5 seconds
Self NanoC-Init: -2000 for 10 minutes
Self Quantum Physics: -3000 for 30 minutes
Just a first pass on quite a complex nano. Let me know what you all think.