Difference between revisions of "Meta-Physicist"

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[[Image:Profession_Metaphysicist.JPG|right|thumb|640px|Meta-Physicist]]
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{{ProfHeader|
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image=Prof_mp.jpg|
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prof=Meta-Physicist|
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description=Forget all that you have learned. Forget all that you have seen. As a Meta-Physicist you will know all there really is. You will learn how to harness your rage and your anger so you may use it against others or for the benefit of yourself. Through your growing cosmic knowledge of the universe and nano technology, you will be able to summon a manifestation to fight for you and a manifestation to heal your body. Technology has given us the weapon in our hands with which we can fight, but true power and knowledge lies in the form of our manifestations. Control your anger so you may further increase the abilities of your manifestations, thereby increasing its anger. All the non-believers shall taste that anger! Those that face you shall be stripped of their nano-based abilities, be frozen where they stand, and be bombarded with your energy. The fate of all those that face you is written in time. As a Meta-Physicist you will show them their maker. You are at once, both the beginning and the end.|
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Meta-Physicists, or Metaphysicists, have up to three floating AI pets under their control; attacker, healer, and [[Crowd Control]]. They spend less IP on 1HB, 2HE, Bow and Pistol [[Skills]]. Their Mind Quake line does a debuff to nanoskills sort of like [[Trader]]. They have the second best buffs to nanoskills in the game, with +140 points to the Trader's +147.
  
== The origin ==
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Meta-Physicist (MP) pets used to be on a timer.  They would just fade out after a while and need to be recast. But now, like engineer robots, they stick around, so MPs can get wrangles to use much higher level pets. Use the ingame command /oe <player skill #> or /oe <skill requirement> to ensure that the MP's skill level is high enough to keep their pet from being [[Game Terminology|Overequipped]] once the wrangle or Mocham's buff wears off
  
''"Forget all that you have learned. Forget all that you have seen. As a Meta-Physicist you will know all there really is. You will learn how to harness your rage and your anger so you may use it against others or for the benefit of yourself. Through your growing cosmic knowledge of the universe and nano technology, you will be able to summon a manifestation to fight for you and a manifestation to heal your body. Technology has given us the weapon in our hands with which we can fight, but true power and knowledge lies in the form of our manifestations. Control your anger so you may further increase the abilities of your manifestations, thereby increasing its anger. All the non-believers shall taste that anger! Those that face you shall be stripped of their nano-based abilities, be frozen where they stand, and be bombarded with your energy. The fate of all those that face you is written in time. As a Meta-Physicist you will show them their maker. You are at once, both the beginning and the end."''
 
  
== The Toolset of the MP ==
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= Information =
  
The Meta-Physicists get their strength from the "other side". They can manifest their emotions in the material world and eventually control multiple materialized entities and use them in combat. The uniqueness of a Meta-Physicist lies in manipulating the underlying fabric of the world where nanotechnology operates, adjusting the nanotechnology skills of friends and foes alike. Their weapon skills are poor but they can use their powers to damage their opponents directly.
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* [[Meta-Physicist:Attack Pets|Attack Pets appendix]]
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* [[Meta-Physicist:Breed and Skills|Breed and Skills]]
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* [[Meta-Physicist:Heal Pets|Heal Pets appendix]]
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* [[Manifestations]]
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* [[Meta-Physicist:Mezz Pets|Mezz Pets appendix]]
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* [[Meta-Physicist:Nano Programms|Nano Programs]]
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* [[Meta-Physicist:Perks|Perks]]
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* [[Meta-Physicist:Research Lines|Research Lines]]
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* [[Meta-Physicist:Weapons|Weapons]]
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* [[Meta-Physicist:Armor|Armor]]
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* [[Meta-Physicist:Implants and Symbiants|Implants and Symbiants]]
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* [[Meta-Physicist:Tips and Tricks|Tips and Tricks]]
  
=== Pets ===
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= Links =
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*[http://www.gameguides.ws/ '''Xtremtech's Guide to the Meta-Physicist''']
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*[http://forums.anarchy-online.com/forumdisplay.php?f=166 The Sanctum (Funcom official MP forum)]
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*[http://www.fistofchronos.org/ Fist of Chronos webpage]
  
The Meta-Physicist can control up to three entities - pets - at a time. One fighter, by many regarded as the manifestation of the innate rage, anger and hate that permeates the MPs. One healer, often seen as the representation of the MPs love, compassion and tenderness. Finally, the MP can control a mezmeriser, representing the confusion, depression and inner turmoil. These three combined are your attack and protection force, and what will make you both a damage dealer, a healer and able to solo. Love your pets.
 
 
*There are 53 [[#attack|attack pets]] pets, including two skeleton pets, three Shadowlands demons (Shadowlands Expansion Only) and the final MP pet, The Rihwen (Alien Invasion Expansion Only), which takes the shape as a mortiig. You can only have one attack pet up at a time, and the 'meatballs', skeletons and demons all have different qualities.
 
*The [[#heal|heal pets]] comes in 10 different strengths, including the Mortificant, the most powerful of them all (Shadowlands only). Again, only one healer at a time is allowed.
 
*Finally, there are 16 different versions of the [[#mezz|mezz pet]]. These pets are often underestimated, as they don't necessarily seem very helpful at first glance. However, this is not the case, as the mezzer will help you calm if you get more than one mob coming after you.
 
 
==== <span id="attack">Attack Pets</span> ====
 
 
Attack pets are a Meta-Physicist's best weapon for most of his life. The best the pet, the higher the damage output and lifespan.
 
Attack pets require an investment in the nanoskills Time Space and Matter Creation in order to be cast.
 
Attack pets can have their damage output and hit landing rate (attack rating) further enhanced through specific pet buffs.
 
 
At high level, some meta-physicists can outdamage their pets by a more or less important margin. Shadowlands demons and The Rhiwen have a fixed life duration of 30 minutes and don't follow the lifespan increase of the lower pets.
 
 
<center>
 
<table width=75%>
 
 
<tr>
 
<td><b>Icon</b></td>
 
<td><b>Name</b></td>
 
<td><b>QL</b></td>
 
<td><b>TS</b></td>
 
<td><b>MC</b></td>
 
<td><b>HP</b></td>
 
<td><b>Nano</b></td>
 
<td><b>AR</b></td>
 
<td><b>Damage:<br>Min-Max (Crit)</b></td>
 
<td><b>Duration</b></td>
 
<td><b>NCU</b></td>
 
<td width=50%><b>Comments</b></td>
 
</tr>
 
 
<tr>
 
<td><aoicon>43324</aoicon></td>
 
<td>Lesser Anger Manifestation</td>
 
<td>1</td>
 
<td>4</td>
 
<td>4</td>
 
<td>HP</td>
 
<td>Nano</td>
 
<td>AR</td>
 
<td>Min-Max (Crit)</td>
 
<td>Duration</td>
 
<td>NCU</td>
 
<td width=50%><div align=justify>This is the starting pet, which you receive once you have finished character creation. You will first see it in your inventory as: Startup Crystal - Lesser Anger Manifestation. Upon use, this crystal will upload the nanoprogram in your programs bank.</div></td>
 
</tr>
 
 
</table>
 
</center>
 
 
==== <span id="heal">Heal Pets</span> ====
 
 
==== <span id="mezz">Mezz Pets</span> ====
 
 
==== Pet Buffs ====
 
 
===== Chants and Instills =====
 
 
===== Animas and Evocations =====
 
 
===== Pet Unroot Nanos =====
 
 
 
=== Creation weapons ===
 
 
MPs can create weapons and shields from their own energy resources. Each creation item will last for 2 hours once created and is bound to you, ergo NoDrop. While there are different opinions whether or not they are worth the time and energy expense instead of using an offensive weapon, it's really a matter of preference. If you play full defensive and without weapons, a shield like [[aodb:154929| Shield of Asmodian]] can be useful, with its defensive modifiers along with a little AC and reflect. Try your way around, see what you like.
 
 
=== Nano Programs ===
 
 
The most important nanoprograms a meta-physicist can cast are his pets. In order to cast them, a meta-physicist has a range of nanoprograms that can enhance his own and others nanoskills. Those very popular programs range from Teachings to Mocham's Gifts. The programs a meta-physicist has at his disposition don't restrict to those though.<br>
 
Meta-physicists are capable of decreasing the damage output ennemies can deal them with damage debuffs and a stun. They are the prized source of crystals filled by the Source, which are a fundamental element to build Shadowlands pocket bosses. In the Shadowlands they can teleport their team members to some of the gardens or anchor and recall them to locations that are difficult to reach.
 
 
==== Nanoskill Buffs ====
 
 
==== Nanoskill Debuffs ====
 
 
==== Damage Debuffs ====
 
 
== Skills ==
 
 
=== Abilities ===
 
<table width=75%>
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
<tr bgcolor="#0088cc"><td>2.4</td><td>Body Development</td><td>Everyone needs this to a certain extent for HP. Raise this if you find yourself dying a lot.</td></tr>
 
<tr bgcolor="#00f858"><td>1.0</td><td>Nano Pool</td><td>Nanopool is used by casting nanoprograms. Raise this enough to be able to stop running out of nano in combat. This is especially important at the lower levels or for the Atrox breed.</td></tr>
 
</table>
 
 
=== Body ===
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
<tr bgcolor="#0088cc"><td>2.8</td><td>Martial Arts</td><td>This is the skill that enhances your attacks with bare hands. Meta-Physicists aren't too good with that.</td></tr>
 
<tr bgcolor="#0088cc"><td>2.8</td><td>Brawling</td><td>Used for the special attack Brawl. The more you have, the best your damage with that special attack will be. Used on melee weapons.</td></tr>
 
<tr bgcolor="#0088cc"><td>2.5</td><td>Dimach</td><td>A special attack with a very long recharge time. Good damage, only not often. Used by melee weapons. Avoid maxing at low level.</td></tr>
 
<tr bgcolor="#0088cc"><td>3.2</td><td>Riposte</td><td>Used on some melee weapons as an equip requirement. No effect in game at this moment. Stay away from it if possible.</td></tr>
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Adventuring</td><td>You'll need this late game for Penumbra Glasses and Inferno Boots, raise this as you need it. Originally this affected fall damage, but that has been disabled.</td></tr>
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Swimming</td><td>Useless to just about everyone. Stay away from this at all costs. </td></tr>
 
</table>
 
 
=== Melee ===
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
<tr bgcolor="#0088cc"><td>2.6</td><td>1h Blunt</td>
 
<td>One of the popular weapon choices. This still won't make you crack skulls like an enforcer though.</td>
 
</tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td><td><font color=white>1h Edged</font></td>
 
<td><font color=white>Chosen by few MPs. We don't excel with those</font>
 
</td></tr>
 
 
<tr bgcolor="#0088cc"><td>3.2</td><td>Piercing</td><td>Chosen by few MPs. We don't excel with those.</td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>2h Blunt</font></td>
 
<td><font color=white>Chosen by few MPs. We don't excel with that.</font></td></tr>
 
 
<tr bgcolor="#0088cc"><td>2.5</td><td>2h Edged</td><td>Chosen by some MPs. We don't excel with those but it's far from being the worst choice.</td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>Melee Energy</font></td>
 
<td><font color=white>Rarely ever chosen by MPs. We don't excel with those.</font></td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>Parry</font></td>
 
<td><font color=white>Used as a requirement on some weapons. Raise enough to equip your weapon. Stay away from it if possible at all.</font></td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>Sneak Attack</font></td>
 
<td><font color=white>Not of much use to us. Pets don't hide anyway.</font></td></tr>
 
 
<tr bgcolor=navy>
 
<td><font color=white>4.0</font></td>
 
<td><font color=white>Multiple Melee</font></td>
 
<td><font color=white>Raise enough to be able to dual-wield your chosen melee weapon. There's no bonus for having over what is required.</font></td></tr>
 
 
<tr bgcolor=navy><td>
 
<font color=white>4.0</font></td>
 
<td><font color=white>Fast Attack</font></td>
 
<td><font color=white>Raise enough to equip weapon at low level. Max if you need and can at high level. The higher the skill, the better the chance to hit and the damage.</font>
 
</td></tr>
 
 
</table>
 
 
=== Misc. Weapons ===
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
<tr bgcolor="#0088cc"><td>3.2</td><td>Sharp Obj</td><td>Some sharp object weapons exist that can be used by meta-physicists. Raise as necessary if you are using those weapons.</td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td><td><font color=white>Grenade</font></td><td><font color=white>By far not the wisest choice for meta-physicists.</font></td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td><td><font color=white>Heavy Weapons</font></td><td><font color=white>By far not the wisest choice for meta-physicists. Raise as necessary if you have chosen this as your weapon skill.</font></td></tr>
 
</table>
 
 
=== Ranged ===
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
<tr bgcolor="#0088cc"><td>2.5</td>
 
<td>Bow</td>
 
<td>One of the few weapon skills that MPs aren't too bad at. Supported by the Ranger Perk, symbiants and some specific armors and items.
 
</td></tr>
 
 
<tr bgcolor="#0088cc">
 
<td>2.4</td>
 
<td>Pistol</td>
 
<td>One of the few weapon skills that MPs aren't too bad at. Supported by the Pistol Mastery perk, the Champion of Light Artillery perk, symbiants and some specific armors and items. There are further buffs from nanoprograms.</td></tr>
 
 
<tr bgcolor=navy>
 
<td><font color=white>4.0</font></td>
 
<td><font color=white>Assault Rifle</font></td>
 
<td><font color=white>By far not a weapon skill to recommend in general. However specific weapons might circumstantially compensate for the lack of support for the profession. Only use if you know what you intend to do.</font>
 
</td></tr>
 
 
<tr bgcolor="#0088cc">
 
<td>3.5</td><td>Machine Gun/Submachine Gun</td>
 
<td>Not really a recommended weapon skill. specific weapons in this category might compensate for the poor support.
 
</td></tr>
 
 
<tr bgcolor=navy>
 
<td><font color=white>4.0</font></td>
 
<td><font color=white>Shotgun</font></td>
 
<td><font color=white>One more of the weapon skills that can not be recommended. Only specialize in this if you know exactly which weapon you want to use.</font></td></tr>
 
 
<tr bgcolor=navy><td>
 
<font color=white>4.0</font></td>
 
<td><font color=white>Rifle</font></td>
 
<td><font color=white>A weapon skill that can't be recommended for the MPs due to lack of support. However, most of those weapons use the Aimed Shot special attack, which happens to be one of the few ways MPs can deal huge amounts of damage with in PvP. Only use if you actually know what you are going to do with it.</font></td></tr>
 
 
<tr bgcolor=navy>
 
<td><font color=white>4.0</font></td>
 
<td><font color=white>Ranged Energy</font></td>
 
<td>
 
<font color=white>
 
One more of the weapon skills that can not be recommended. Only specialize in this if you know exactly which weapon you want to use.
 
</font>
 
</td></tr>
 
 
<tr bgcolor=navy><td>
 
<font color=white>4.0</font></td>
 
<td><font color=white>Flingshot</font></td>
 
<td><font color=white>Used on many pistols, including the Flux Pistol. raise it if you need it. The higher the skill, the better the damage and the faster the special refreshes.</font>
 
</td></tr>
 
 
<tr bgcolor=navy><td>
 
<font color=white>4.0</font></td>
 
<td><font color=white>Aimed Shot</font></td>
 
<td><font color=white>Better to raise only if you intend to practice PvP.
 
</font>
 
</td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>Burst</font></td>
 
<td><font color=white>Used on some ranged weapons as a requirement. This special shoots multiple slugs at once. Raise only if you have to at low levels.</font>
 
</td></tr>
 
 
<tr bgcolor=navy><td><font color=white>4.0</font></td>
 
<td><font color=white>Full Auto</font></td>
 
<td><font color=white>A soldier's specialty. This special unloads all slugs from your weapon. Raise only as needed at low level. Better to leave this into soldiers hands.</font>
 
</td></tr>
 
 
<tr bgcolor="#0088cc">
 
<td>2.5</td>
 
<td>Bow Special Attack</td>
 
<td>This skill is required to be able to use special arrows for bow based weapons. It isn't hard to put IP in it and has a support that isn't too bad. However the effects, damage and refresh times from this special attack should refrain you from putting any IP at all in this skill.</td></tr>
 
 
<tr bgcolor="#0088cc"><td>2.5</td>
 
<td>Multiple Ranged</td><td>Unfortunately, this is necessary for pistol users.  Raise it as you need it, you get no bonus for having extra skill in this.</td></tr>
 
</table>
 
 
=== Speed ===
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
<tr bgcolor=navy>
 
<td>
 
<font color=white>4.0</font>
 
</td>
 
<td>
 
<font color=white>Melee Initiative</font>
 
</td>
 
<td>
 
<font color=white>This skill determines how much time you will be spending between two hits of a melee weapon. It is only important to raise if you intend to be dealing damage with your melee weapon. Buffing weapons don't require you to be able to hit fast. Not recommended to max before later levels.</font>
 
</td>
 
</tr>
 
 
<tr bgcolor=navy>
 
<td>
 
<font color=white>4.0</font>
 
</td>
 
<td>
 
<font color=white>Ranged Initiative</font>
 
</td>
 
<td>
 
<font color=white>This skill determines how much time you will be spending between two hits of a ranged weapon. It is only important to raise if you intend to be dealing damage with your melee weapon. Buffing weapons don't require you to be able to hit fast. Not recommended to max before later levels.
 
</font>
 
</td></tr>
 
 
<tr bgcolor="#0088cc">
 
<td>3.2</td>
 
<td>Physical Initiative</td>
 
<td>
 
This skill determines how much time you will be spending between two hits of a bow based weapon or of martial arts attacks. It is only important to raise if you intend to be dealing damage with either of those weapons. Not recommended to max before later levels. For martial arts users, remember that the fastest you can hit is 1.0/1.0. Make sure putting more IP into this skill will actually make you attack faster.
 
</td>
 
</tr>
 
 
<tr bgcolor=lime><td>1.0</td>
 
<td>Nano Initiative</td>
 
<td>Determines the speed at which you will be able to cast your nanoprograms. It is very important to max or at least keep as high as possible at low levels both to be able to recast your pets fast if they die but also to cast your nukes or debuff nanos at a reasonnable speed. There is no real point however in raising it anymore once you have reached 1.200.
 
</td></tr>
 
 
<tr bgcolor="#00c88c">
 
<td>1.6</td><td>Dodge Ranged</td>
 
<td>This skill allows you to avoid being hit by ranged weapons. If you are hit, it helps you to not receive critical hits. Keep high or max whenever possible.
 
</td></tr>
 
 
<tr bgcolor="#00c88c"><td>1.6</td>
 
<td>Evade Close Combat</td>
 
<td>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. Keep high or max whenever possible.
 
</td></tr>
 
 
<tr bgcolor="#0088cc">
 
<td>2.4</td>
 
<td>Duck Explosions</td>
 
<td>This skill allows you to avoid being hit by explosions. If you are hit, it helps you to not receive critical hits. The number of weapons evaded through this skill is limited on rubi-Ka and tends to be more important in the Shadowlands. Some aliens use this too. Raise in function of your prioritary playfield if you are hit or ctitted a lot.</td></tr>
 
 
<tr bgcolor="#00c88c"><td>1.6</td><td>Nano Resist</td><td>Doubtful as to how much this helps a MP. Raise this only if you are intending to PVP a lot. Might help you counter some nanos from aliens or from some Shadowlands monsters and bosses.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.4</td><td>Run Speed</td><td>If you don't have Shadowlands, raise it at your convenience.  If you have Shadowlands, raise it if you have spare IP.</td></tr>
 
</table>
 
 
=== Trade and Repair ===
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Mechanical Engineering</td><td>A commonly required tradeskill. Used among other things to build the Carbonum Armor. It is advised as a MP to skip it. Only use if you are very dedicated to tradeskilling.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Electrical Engineering</td><td>A commonly required tradeskill. It is advised as a MP to skip it. Only use if you are very dedicated to tradeskilling.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.4</td><td>Quantum FT</td><td>A tradeskill that is required occasionally, especially in the creation of nano crystals and Shadowland pocket bosses. Raise only if you are very dedicated to tradeskills in general and the building of pocket bosses in particular.</td></tr>
 
 
<tr bgcolor="#0088cc"><td>2.5</td><td>Weapon Smithing</td><td>A commonly required tradeskill. It is, as the name indicates, of use mostly with tradeskills related to weaponry. Raise only if you are a highly specialized tradeskiller and see no way to not raise it. Engineers and Traders will certainly be happy to provide this specific service to a MP for a small fee or for a small buff.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Pharmaceutical Technology</td><td>Used to make monster parts into blood plasma, a lucrative business. However not the one we are the most efficient at. Only raise as and if needed or if you are dedicated to tradeskills.</td></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Nano Programming</td><td>This is the one tradeskill we excel at. Other professions, such as Engineers, Traders or Nano Technicians aren't bad at it either.  Once you can make QL 200 implants, raise it as you need it. Don't forget our specialized buffs: Symbol Manipulation and Advanced Symbol Manipulation. This is an even better source of income than blood plasma is for a MP.</td></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Computer Literacy</td><td>Max this out, needed for many things and first of to equip NCU and belts. You may stop raising it once you have reached over 400 NCU or once you think you are at little to no risk of being short in NCU space.</td></tr>
 
 
<tr bgcolor="#00c88c"><td>1.6</td><td>Psychology</td><td>A commonly required tradeskill. It is also used in order to place some Notum Wars towers or to build some refined implants as well as other more specialized tradeskills. Raise if you intend to be able to place towers in mass-PvP or if you are a dedicated tradeskiller.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Chemistry</td><td>Used in a lot of tradeskills, hard to get high due to lack of buffs. Raise if needed if you are dedicated to tradeskills.</td></tr>
 
 
<tr bgcolor="#00f858"><td>1.0</td><td>Tutoring</td><td>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.</td></tr>
 
</table>
 
 
<br>
 
<br>
 
 
=== Nano and Aiding ===
 
<br>
 
'''The most important set of skills for a meta-physicist. Those skills will determine your capacity to summon pets, cast buff and debuff and use nukes.'''
 
<br>
 
<br>
 
<br>
 
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Matter Metamorphosis</td><td>Needed to summon mezz pets or to cast damage debuff nanos, always max this if possible. Once you are able to summon Tumulten, raise as you think is fit, max if you use the damage debuff lines.</td></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Biological Metamorphosis</td><td>Needed for to cast your healpets, Odin's Missing Eye, some buffs and Creation Weapons as well as Nano Shutdown. Always max this skill.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>1.6</td><td>Psychological Modification</td><td>Needed to cast most of the buffs, the infamous composite nanos included. Raise as needed to cast the best buff you possibly can, max when it is possible to and if it allows you to cast a better buff. This also partly determines if you will land Nano Shutdown or not.</td></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Matter Creation</td><td>Used most importantly to cast attack pets and nukes. Always keep maxed.</td></tr>
 
 
<tr bgcolor=lime><td>1.0</td><td>Time and Space</td><td>All pets need this skill, it is used for other less important nanos too. It is also a requirement in the use of Nano kits and Nano Spindles and determines the QL you will be able to use. Always max this skill.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>1.6</td><td>Sensory Improvement</td><td>Needed to cast most of the buffs, the infamous composite nanos included. Raise as needed to cast the best buff you possibly can, max when it is possible to and if it allows you to cast a better buff. This also partly determines if you will land Nano Shutdown or not.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>1.6</td><td>First Aid</td><td>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. Try to keep maxed if you intend to PvP.</td></tr>
 
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Treatment</td><td>Max this out, needed for heal and nano kits. More importantly even, it determines how good implants and symbiants you will be able to equip.</td></tr>
 
</table>
 
  
 +
[[category:Professions]][[Category:Meta-Physicist]]
 
<br>
 
<br>
 
+
{{Professions}}
=== Spying ===
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.5</td><td>Concealment</td><td>Probably want to leave this alone unless you plan on sneaking up on things. Most probably, you won't have any use for this skill outside of PvP.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.4</td><td>Breaking and Entering</td><td>Used for certain tradeskills and for opening doors and chests. Chests can be ignored, and the tradeskills that require it are few and far between. Raise only if needed for solo or team play if you want to be able to pick locks. You might want it if you're an extremelly specialized tradeskiller.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.4</td><td>Trap Disarmament</td><td>While used in a few tradeskill processes, like the Coffee Machine, this one is best left to fixers. Leave it alone unless you're an extremelly specialized tradeskiller.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.4</td><td>Perception</td><td>This skill is helps you spot mines and traps in missions. No much point doing this though. It is also required to equip critical hits improving items. However there are good enough buffs for this to be able to pretty much ignore this unless you are a dedicated PvP player.</td></tr>
 
 
 
</table>
 
 
 
=== Navigation ===
 
<table width="75%">
 
<tr bgcolor="#cccccc"><th>Mod</th><th>Skill name</th><th>Comments</th></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.5</td><td>Vehicle Air</td><td>Required to use a Yalmaha (and variants). Since you can cast Quantum Wings at around level 60, there isn't much point raising it. If you do, try to keep the investment low. The lowest QL Yalmahas have a 81 Vahicle Air requirement. There is no point getting a higher QL Yalmaha. Only social reasons may incite you to invest in this.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.5</td><td>Vehicle Ground</td><td>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 may incite you to invest in this.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.5</td><td>Vehicle Water</td><td>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.</td></tr>
 
 
 
<tr bgcolor="#00c8cc"><td>2.0</td><td>Map Navigation</td><td>Raise this enough to get the map upgrades you want. The highest map requirement is 700. Don't forget to implant before putting any point in it. This skill can not be reset.</td></tr>
 
</table>
 
 
 
== Perks ==
 
=== Shadowland Perks ===
 
 
 
==== Soothing Spirit ====
 
This Meta-Physicist only perk line is divided into ten levels. You can select the first one at level 30 and the last one at level 203.
 
<br />It contains two special actions: Spirit of Purity and Spirit of Blessing. Its direct bonus to your character may seem low, however this line is thought of as the best one a meta-physicist can specialize in. This is because in addition to the lowly 200 HP and 300 nano you get from maxing Soothing Spirit you will in addition increase your healpet's healing power on every odd perk level.
 
<br />The special actions are Spirit of Blessing and Spirit of Purity.
 
<br />'''Spirit of Blessing''' is a team heal, independant from the pet. Each level taken in Soothing Spirit once you have the special will make you heal for more, toping at 1.300 HP per use.
 
<br />'''Spirit of Purity''' is a team nano refill. Each level taken in Soothing Spirit once you have the special will make you heal for more, toping at 1.300 nano per use.
 
 
 
It is highly recommended by experimented players to maximize Soothing Spirit as soon as you can and whenever you can.
 
 
 
==== Channel Rage ====
 
This Meta-Physicist only perk line is divided into ten levels. You can select the first one at level 10 and the last one at level 210. It contains one special action: Channel Rage. Like Soothing Spirit, Channel Rage boosts the attack pet. The bonus given by Channel Rage maxed out to the character are 210 HP, 100 AddAllDef, +85 Time Space, +85 Matter Creation and 195 Nano Resist. The bonus of the maxed out version of the pet effect is +30 to AddAllOff and +300 to all damage types.
 
The special action Channel Rage triggers the bonus to the attack pet.
 
 
 
Channel Rage's utility in comparison to other lines is highly discussed and comes down to a matter of personnal preferences and priorities.
 
 
 
==== Blunt Mastery ====
 
 
 
==== Nano Doctorate ====
 
 
 
==== Notum source ====
 
 
 
==== Pistol Mastery ====
 
 
 
==== Starfall ====
 
 
 
==== Theoritical Research ====
 
 
 
===Alien Perks ===
 
 
 
==== Ancient Knowledge ====
 
 
 
==== Ranger ====
 
 
 
==== The Unknown Factor ====
 
 
 
==== Alien Technology Expertise ====
 
 
 
==== Champion Lines ====
 
 
 
== Weapons ==
 
 
 
Weapons of choice for the Meta-Physicist are one of the most hotly debated subjects. The best choices over the years have changed and are susceptible to change again in the future. Some weapons remain better choices than others in terms of IP cost  and Attack Rating though.
 
Before deciding for a type of weapon to equip, it is highly advisable to know why you want to equip a weapon in the first place and what, in terms of gameplay or overall advantages, you are expecting from your weapon. In that regard, Xtremtech's [http://www.armisteadtanner.ws/Choosing%20Weapons%20for%20the%20MP.htm Choosing Weapons for the MP] guide is the document of reference.
 
 
 
=== The Common Choices ===
 
 
 
==== One Handed Blunt ====
 
 
 
==== Pistol ====
 
 
 
==== Bow ====
 
::<table width="85%">
 
<tr>
 
<td width="25%"><div align=top><big>'''General'''</big></div></td><td></td>
 
<td width="65%"><div align="justify">There is a number of reasons why bows are popular among MPs. These weapons are quite IP friendly and can be maxed somewhat high for a non weapon profession. The init used to increase the speed at which arrows are fired is the one maxing the highest or costing the least too.<br><br></div></td>
 
</tr>
 
<tr>
 
<td><div align="top">'''Rubi-Ka Bows'''</div></td><td></td>
 
<td><div align="justify">In general Rubi-Ka bows have a low minimum damage. They feature a generally good refiring rate and a good critical hit modifier. Some feature specials, such as fling shot or aimed shot. Rubi-Ka bows are efficient on Rubi-Ka and in PvP.<br><br></div></td>
 
</tr>
 
<tr>
 
<td><div align=left>Bow of Ferocious Appetite</div><br /></td>
 
<td><aoicon>165059</aoicon></td>
 
<td>One of Rubi-Ka's good bow choices, the [http://auno.org/ao/db.php?id=165059 Bow of Ferocious Appetite] has a somewhat high damage for a Rubi-Kan weapon and is a bit slow for a weapon from Rubi-Ka. To its serious damage, this bow adds an HP and a stamina modifier that varies with the QL of the bow.<br>Although they're nice on Rubi-Ka, they're totally unsuited for hunting in the Shadowlands.<br /><br><td>
 
</tr>
 
 
 
<tr>
 
<td>Schuyler Bow</td>
 
 
 
<td><aoicon>159023</aoicon></td>
 
<td>A classical bow of choice for Rubi-Kan meta-physicists too. While not quite as damaging as a Bow of Ferocious Appetite, the [http://auno.org/ao/db.php?id=159023 Schuyler Bows] are still very nice items, and faster too. In addition they're easy to aquire and to equip.<br>Although they're nice on Rubi-Ka, they're totally unsuited for hunting in the Shadowlands.<br><br></td>
 
</tr>
 
 
 
<tr>
 
<td>Pow Bow</td>
 
<td><aoicon>152121</aoicon></td>
 
<td>The bow that is most used in PvP both by martial artists and by meta-physicists for its Aimed Shot special recycle. Not really good damage outside of the critical hits. However, if your hit goes critical, some nice punch.<br>Useful in PvP, the [http://auno.org/ao/db.php?id=152121 Pow Bow] is a poor choice for hunting in the Shadowlands.<br><br><br><br></td>
 
</tr>
 
 
 
<tr>
 
<td>'''Shadowlands Bow'''</td>
 
<td></td>
 
<td>Shadowlands bows revolve around two principles: they are slow for one thing and they have excellent minimum damage for a second. On Shadowlands content SL bows will outdamage Rubi-Ka bows with a very large marging and on most QLs. On Rubi-Ka however, critical hits and lower ACs may make RK bows a wiser choice. On the whole though and except at low level, chances are making them your bows of predilection will get you further than RK bows.<br>By the statement that these are slow bows, understand that you probably won't ever be able to reach 1/1 speed with them as a MP, even at level 220 on full defense. In order to reach any decent refiring rate, the Offensive Steamroller (or Physical Domination) buff is required. Even with this in your NCU, getting under 50% agg will sensibly slow your firing rate. Full aggro might be necessary, with the risk it induces for your frail MP bones.<br>Use at your own risks. They pack formidable damage to compensate.<br><br><td>
 
 
 
 
 
<tr>
 
<td>Bow of the Double Nimbus</td>
 
<td><aoicon>211256</aoicon></td>
 
<td>The [http://auno.org/ao/db.php?id=211256 Bow of the Double/Triple Nimbus] are most probably the slowest of all bows. Minumum and maximum damage are the same, which makes for a very reliable, regular damage output. The critical hit modifier is ridiculously low. You won't remember you critted with this bow, and if you do it won't become legendary. That said, damage isn't only when you crit and it's exactly what this weapon offers.<br>Note: You need 1650 Physic Initiative skill to get to 1/1 with this bow. As described, chances are low you will ever get there.<br>These are likely to be the first bows you will find in SL and might be the last ones you will use. Despite their continental drift speed, they pack good damage, and of course it does get better with the improvements you will do to your Phys. Init. They have somewhat low requirements for their QL. An excellent all rounder.<br><br></td>
 
</tr>
 
 
 
<tr>
 
<td>Inamorata Bow<br><br>Sancrosanct Bow</td>
 
<td>
 
<aoicon>212382</aoicon><br><br>
 
<aoicon>212367</aoicon>
 
 
 
<br><br>
 
 
 
</td>
 
<td>The sided [http://auno.org/ao/db.php?id=212367 Sancrosanct Bow] and the [http://auno.org/ao/db.php?id=212382 Inamorata Bow] are the same weapon basically. One is for Redeemed factionned people, the other for Unredeemed factionned people. These bows are slightly faster than the Bows of the Double Nimbus. They also have higher maximum damage and a reasonnable critical hit modifier by comparison. That said, their somewhat low minimum damage can make the Bow of the Double Nimbus, which is easier to equip, a better solution.<br> However, since those are the base to the profession's bows, having one or more or them is a necessity to later transform them.<br>Artistic plus note goes to the Inamorata Bow.<br><br></td>
 
</tr>
 
 
 
<tr>
 
<td>Bow of Sympathy<br><br>Sprite Bow</td>
 
<td>
 
<aoicon>212382</aoicon>
 
<br><br>
 
<aoicon>212367</aoicon></td>
 
<td>The [http://auno.org/ao/db.php?id=214341 Bow of Sympathy] and the [http://auno.org/ao/db.php?id=214336 Sprite Bow] are both evolutions of the Inamorata and Sancrosanct bows respectively. At QL 300 they change names to Bow of Solace and Seraph Bow. They are our profession locked bow obtained by combining the sided bows with Turn Spirits through a tradeskill. You need to use a Turn Spirit of the Comforter if you are Unredeemed aligned. You will need a Turn Spirit of the Shifter if you are aligned with the Redeemed.<br><br>
 
These bows are not easy to come by due to the rarity of the Turn Spirits. They have somewhat high skill requirements for their level, so at levels under 200 or if IP is tight, Bow of the Double Nimbus can be easier to get on for the same damage.<br>
 
However, despite the difficulties to find them, once you do have one equipped, the damage you will dish out is humonguous.<br> The good minimum damage, the great maximum damage and critical hit modifier all make this bow an excellent choice.<br><br></td>
 
<br></tr>
 
 
 
<tr>
 
<td>'''Alien Invasion Bows'''</td>
 
<td><aoicon>254597</aoicon></td>
 
<td>Last in the run and certainly not least to have to be considered is the [http://auno.org/ao/db.php?id=254597 Kyr'Ozch Crossbow]. There is no other AI bow yet.
 
'''Attention''': contrarily to all other bows, this one uses ranged initiative to calculate the refiring speed, it does not use physical initiative.<br>
 
The crossbow is very fast, even at full defense. This means you still have a very decent firing speed at full defense. The minimum and maximum damage are not bad although they don't compare to that of a Bow of Double Nimbus and even less to a Sprite Bow/Bow of Sympathy with the same skill requirement. They are though a very decent weapon because of their speed.<br>As the other Kyr'Ozch weapons, the crossbows can be modified with typed bio-materials to add special attacks. In the case of crossbows, you can add Type 2 to get Aimed Shot or Type 3 to get both Fling Shot and Aimed Shot.</td></tr>
 
 
 
 
 
</table>
 
 
 
=== The Uncommon Choices ===
 
 
 
==== Two Handed Edged ====
 
 
 
==== Two Handed Blunt ====
 
 
 
==== One Handed Edged ====
 
 
 
==== Piercing ====
 
 
 
==== Rifle ====
 
 
 
=== The Odd Choices ===
 
 
 
== Our role ==
 
 
 
== Links ==
 
[http://www.armisteadtanner.ws/Beginners%20Guide%20to%20the%20MP.htm '''Xtremtech's Guide to the Meta-Physicist''']
 
 
 
[http://forums.anarchy-online.com/forumdisplay.php?f=166 MP Profession forums]
 
 
 
[http://www.fistofchronos.org/ Fist of Chronos webpage]
 
 
 
[http://www.mpguild.tk/ Guild of Meta-Physicis webpage]
 

Latest revision as of 00:14, 26 April 2022

Prof mp.jpg
Meta-Physicist

Forget all that you have learned. Forget all that you have seen. As a Meta-Physicist you will know all there really is. You will learn how to harness your rage and your anger so you may use it against others or for the benefit of yourself. Through your growing cosmic knowledge of the universe and nano technology, you will be able to summon a manifestation to fight for you and a manifestation to heal your body. Technology has given us the weapon in our hands with which we can fight, but true power and knowledge lies in the form of our manifestations. Control your anger so you may further increase the abilities of your manifestations, thereby increasing its anger. All the non-believers shall taste that anger! Those that face you shall be stripped of their nano-based abilities, be frozen where they stand, and be bombarded with your energy. The fate of all those that face you is written in time. As a Meta-Physicist you will show them their maker. You are at once, both the beginning and the end.

Meta-Physicists, or Metaphysicists, have up to three floating AI pets under their control; attacker, healer, and Crowd Control. They spend less IP on 1HB, 2HE, Bow and Pistol Skills. Their Mind Quake line does a debuff to nanoskills sort of like Trader. They have the second best buffs to nanoskills in the game, with +140 points to the Trader's +147.

Meta-Physicist (MP) pets used to be on a timer. They would just fade out after a while and need to be recast. But now, like engineer robots, they stick around, so MPs can get wrangles to use much higher level pets. Use the ingame command /oe <player skill #> or /oe <skill requirement> to ensure that the MP's skill level is high enough to keep their pet from being Overequipped once the wrangle or Mocham's buff wears off


Information[edit]

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Professions: AdventurerAgentBureaucratDoctorEnforcerEngineerFixerKeeperMartial ArtistMeta-PhysicistNano-TechnicianShadeSoldierTrader