Difference between revisions of "Doctor:Breed and Skills"
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+ | {{Breed and Skills}} |
Latest revision as of 01:19, 26 April 2022
Skills[edit]
Abilities[edit]
Mod | Skill name | Comments |
---|---|---|
2.0 | Body Development | Always Max. The more HP you have, the longer you'll live, and you wont be evading much. |
1.0 | Nano Pool | Always max. More nano means more heals and DoTs at high levels. |
Body[edit]
Mod | Skill name | Comments |
---|---|---|
2.0 | Martial Arts | This is the skill that enhances your attacks with bare hands. A decent Doctor weapon choice. |
2.8 | Brawling | Used for the special attack Brawl. The more you have, the better your damage with that special attack will be. Used on some melee weapons and while barehanded. |
4.0 | Dimach | A melee special attack with a long recharge. |
3.2 | Riposte | Used on some melee weapons as an equip requirement and on some MA special attacks. Raise as needed. |
2.0 | Adventuring | You'll need this late game for Penumbra Glasses, raise this as you need it. Originally this affected fall damage, but that has been disabled. |
2.0 | Swimming | Useless to just about everyone. Stay away from this at all costs. |
Melee[edit]
Mod | Skill name | Comments |
---|---|---|
2.4 | 1h Blunt | Comments. |
2.4 | 1h Edged | Comment |
2.4 | Piercing | Comment. |
3.2 | 2h Blunt | Comment. |
3.2 | 2h Edged | Comment. |
3.2 | Melee Energy | Comment. |
2.4 | Parry | Comment. |
3.2 | Sneak Attack | Comment |
3.2 | Multiple Melee | Comment |
2.4 | Fast Attack | Comment |
Misc. Weapons[edit]
Mod | Skill name | Comments |
---|---|---|
3.2 | Sharp Obj | Comment |
3.2 | Grenade | Comment |
4.0 | Heavy Weapons | Comment |
Ranged[edit]
Mod | Skill name | Comments |
---|---|---|
4.0 | Bow | Comment |
1.6 | Pistol | Comment |
4.0 | Assault Rifle | Comment |
3.2 | Machine Gun/Submachine Gun | Comment |
2.4 | Shotgun | Comment |
4.0 | Rifle | Comment |
4.0 | Ranged Energy | Comment |
2.4 | Flingshot | Comment |
3.2 | Aimed Shot | Comment |
3.0 | Burst | Comment |
4.0 | Full Auto | Comment |
4.0 | Bow Special Attack | Comment |
4.0 | Multiple Ranged | Comment |
Speed[edit]
Mod | Skill name | Comments |
---|---|---|
3.2 | Melee Initiative | This determines how fast your melee weapons hit, to a maximum of 1.0s attack and recharge. If you're using a Melee weapon, raise this when you can, or until you're hitting 1/1. |
3.2 | Ranged Initiative | This determines how fast your ranged weapons hit, to a maximum of 1.0s attack and recharge. If you're using a Melee weapon, raise this when you can, or until you're hitting 1/1. |
2.0 | Physical Initiative |
This determines how fast some bows and martial arts weapons hit, to a maximum of 1.0s attack and recharge. If you're using a bow or your fists, raise this when you can, or until you're hitting 1/1. |
1.0 | Nano Initiative | Always max. More Nano Init mean faster heals, and you'll want to heal as fast as possible. |
2.4 | Dodge Ranged | This skill allows you to avoid being hit by ranged weapons. If you are hit, it helps you to not receive critical hits. Raise if you can or are getting critted a lot. |
3.2 | Evade Close Combat | This skill allows you to avoid being hit by melee weapons and martial arts attacks. If you are hit, it helps you to not receive critical hits. Raise if you can or are getting critted a lot. |
2.4 | Duck Explosions | This skill allows you to avoid being hit by explosions. If you are hit, it helps you to not receive critical hits. Not too important on Rubi-Ka (mostly shotgun hits), but more useful in SL. Raise if you can or are getting critted a lot. |
1.2 | Nano Resist | Counters hostile nanoes directed towards use. Not too important in PvM, much more useful in PvP. |
2.4 | Run Speed | Not the most important skill, but you'll want it fairly high. |
Trade and Repair[edit]
Mod | Skill name | Comments |
---|---|---|
2.0 | Mechanical Engineering | Don't bother with this. |
1.6 | Electrical Engineering | Don't bother with this. |
1.6 | Quantum FT | Don't bother with this, unless you really want to make your own Shadowlands PBs. |
1.6 | Weapon Smithing | Don't bother with this. |
1.0 | Pharmaceutical Technology | Used to make monster parts into blood plasma, and specialised First Aid stims and kits. Raise if you want to, we're rather good at it. |
1.6 | Nano Programming | TUsed to build implants, and a few other things. Some doctors raise it, but it's not necessary. |
1.0 | Computer Literacy | Always max. Needed for NCUs, belts, and a few self-only tradeskills. |
2.3 | Psychology | Don't bother with this. |
2.0 | Chemistry | Used in a lot of tradeskills, hard to get high due to lack of buffs. Don't bother with this save for specific tradeskills. |
1.0 | Tutoring | Raise this to 1000 if you are a tradeskiller, basically this skill is solely for the use of Tutoring Devices. 1000 skill allows you the use of QL 200 Tutoring Devices. There is no bonus for having more than the required skill. |
Nano and Aiding[edit]
The most important skills for a Doctor. You will be defined by your nanos, especially your heals.
Mod | Skill name | Comments |
---|---|---|
1.0 | Matter Metamorphosis | Needed for heals, HP buffs, and HoTs. Always max. |
1.0 | Biological Metamorphosis | Needed for heals, DoTs, HP buffs, HoTs, and Init. debuffs. Always max. |
1.6 | Psychological Modification | Needed to cast your Init. debuffs, Composites, and treatment buffs. Always max, even after you can cast UBT. |
1.6 | Matter Creation | Used in ours DoTs and short HP buffs. Not important in the early levels, but you'll max it in the end. |
1.6 | Time and Space | Used in our HoTs, team HP buffs, and a few other nanoes. Raise until you have 811 self-buffed, then ignore. |
1.6 | Sensory Improvement | Needed for treatment buffs and Epsilon Purge. 697 casts Epsilon Purge, but you might want more for longer Composites. |
1.0 | First Aid | Raise as you see fit. This skill will allow you to use nano and HP refilling items. It is not crucial to max but it is a great help for soloing and teaming. |
1.0 | Treatment | Always max. Nano Kits, Treatment Kits, andmost importantly, implants and symbiants. |
Spying[edit]
Mod | Skill name | Comments |
---|---|---|
2.4 | Concealment | You wont get enough of this to land Aimed Shot and Sneak Attack, so don't bother save for PvP reasons. |
2.0 | Breaking and Entering | Used for certain tradeskills and for opening doors and chests. Raise a bit to open mission chests and doors. |
2.4 | Trap Disarmament | Don't bother raising it. |
2.4 | Perception | Used to equip scopes, see mines in missions, and see hidden player outside. Unless you want to hotswap your scope, don't bother raising it save for PvP reasons. |
[edit]
Mod | Skill name | Comments |
---|---|---|
2.4 | Vehicle Air | Required to use a Yalmaha (and variants). You can probably implant the VA you need for one, so you wont need much IP into this. |
1.6 | Vehicle Ground | As the name says, used for ground vehicles. Don't bother with any vehicle skills except for vehicle air if you want a vehicle at all. Only social reasons, or owning a Omni-Tek gunship, may incite you to invest in this. |
2.4 | Vehicle Water | As the name says, used for water vehicles. Don't bother with any vehicle skills except for vehicle air if you want a vehicle at all. Only social reasons may incite you to invest in this. |
1.6 | Map Navigation | This skill can not be reset. Implant every so often and upload a bunch of maps. |
}}
Breed and Skills: | Adventurer • Agent • Bureaucrat • Doctor • Enforcer • Engineer • Fixer • Keeper • Martial Artist • Meta-Physicist • Nano-Technician • Shade • Soldier • Trader |
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