I'm posting this here since I'm not allowed to put it where I think it should; In it's own thread on the community board. Also why do I need to do this. This should have been done by someone at Funcom. It has taken me 3 hours to get the current list (with practice runs on what to get into it & background research not included).
The official reason for the limits is to prevent 'trival' level players from using the nano's
When you leaf through the level locked nano's like this you will notice what Funcom has done.
They have taken 25, 50, 75, 100, 135, 165, 185 and 195 as cut of points. It seems that they have never checked what is realistic, though some nano's get lucky and hit the lower limit while being a candidate for the next level lock. That is not preventing trival use that is the easy way out in my opinion. Especially if I can easily strip 9 (lowest pre 100 nano) to 30 (highest pre ql 100 nano) levels from the nano ql to indicate when a nano can (and would be) used were it not for the level lock.
The levels I suggest allow almost complete freedom in the pre shadowlands version of AO without turning the post shadowland version into a gank fest of twinks racing to get the highest nano useable at the lowest level they can think of.
I've only used the adventurer, the proffesion with the most level locked nano's, to show what is doable with the ingame items & skills without going through some of the stuff people do to get into super implants or getting super buffs. Else said I'm presenting more logical level limits then the ones are now implemented (to much of a realist to ever think level limits will go away). I will also put Nano mage levellimits up which is usually between 1 and 6 levels lower due to goodies that they can have (and if they don't have the goodies it is bonus that you can get buffed up where others can't).
When using mp buffs I made a check at what level an MP can get the highest mastery, infuse or mochams, using selfbuffing and implants that don't require bending over to get into. Then removed a few levels to simulate the lowest level that MP can team with and use that level as the threshold on which those buffs get calculated into the ability to use a nano.
Ability selfbuff limit for implants
QL 30 -> 16, no external buffing or items required
QL 50 -> 29, no external buffing or items required
QL 70 -> 42, no external buffing or items required
QL 90 -> 56, requires treatment expertiese and either 32 points from parts of the omni med suit or specialist treatment
QL 110 -> 69, requires either superior first aid, the +60 adventure buff & treatment expertise or a full omni med suit plus treatment expertise
QL 125 -> 79, requires specialist treatment and full omni med suit at this level.
Next is not insane, I got each one of the rarer items and specific armor pieces needed at lvl 100 (or earlier), excepting the treatment libraries.
QL 200 -> 129, Using expertise, omni med suit and superior first aid you are 80 points short of the needed goal.This means that all except the head are possible to implant (ql 125 head add 68, use ql101+ biomech helmet & cloak to get the remaining points). And it is easily possible to get a ql 197 head implant in with ql 121+ biomech helmet, cloak & boots and a medical epaulet & faded treatment (ql 200 = 42) in the right hand (only blocks 1h-edged using adventurers). I have no experience with teaching but if it is possible to at 16 points to treatment you can equip a ql 200 head too. The new treatment libraries seem to give 13 to 14 points at that level, then you only need 2 to 3 points which you can get from general ability boosts.
Build up of each entry
<name + requirements>
<level restriction>
<What is needed to use at that level>
<What level can you use it with boosts>
<What level can you use it with implants for which you don't need buffs except ability boosts to get the ability requirement, using shop bought levels that is ql 30, 50,70, 90, 110, 125>
<what level can you use it with external buffs on the specific skill and what buffs are that>
<nano mage level>
<Suggested level lock>