Meta-Physicist

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Meta-Physicist

The origin

"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

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.

Pets

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 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 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 mez 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.

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 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 skills

Special abilities

  • Wings! Meta-Physicists get access to a program called Quantum Wings. This program will allow you to fly for 30 minutes and is wonderfully useful. If you want to save the credits for a yalm and you're willing to wait, this is a great substitute. Plus is looks awesome, can be cast in combat and canceled instantly. Note that you can't fight, command pets, use perks or execute nano programs while flying.
  • Nano Shutdown! NSD is maybe the most coveted nanoprogram for an MP on higher levels. It will effectively shut down the nano skills of your target, decreasing them with -2000 points. Very handy when the mob you're fighting has nasty nukes up its sleeve.
  • Crystal creation!
  • Shadowland garden warp!
  • Odin's Missing Eye!

Skills

Abilities

ModSkill nameComments
2.4Body DevelopmentEveryone needs this to a certain extent for HP. Raise this if you find yourself dying a lot.
1.0Nano PoolNanopool 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.

Body

ModSkill nameComments
2.8Martial ArtsThis is the skill that enhances your attacks with bare hands. Meta-Physicists aren't too good with that.
2.8BrawlingUsed for the special attack Brawl. The more you have, the best your damage with that special attack will be. Used on melee weapons.
2.5DimachA special attack with a very long recharge time. Good damage, only not often. Used by melee weapons. Avoid maxing at low level.
3.2RiposteUsed on some melee weapons as an equip requirement. No effect in game at this moment. Stay away from it if possible.
2.0AdventuringYou'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.
2.0SwimmingUseless to just about everyone. Stay away from this at all costs.

Melee

ModSkill nameComments
2.61h Blunt One of the popular weapon choices. This still won't make you crack skulls like an enforcer though.
4.01h Edged Chosen by few MPs. We don't excel with those
3.2PiercingChosen by few MPs. We don't excel with those.
4.0 2h Blunt Chosen by few MPs. We don't excel with that.
2.52h EdgedChosen by some MPs. We don't excel with those but it's far from being the worst choice.
4.0 Melee Energy Rarely ever chosen by MPs. We don't excel with those.
4.0 Parry Used as a requirement on some weapons. Raise enough to equip your weapon. Stay away from it if possible at all.
4.0 Sneak Attack Not of much use to us. Pets don't hide anyway.
4.0 Multiple Melee Raise enough to be able to dual-wield your chosen melee weapon. There's no bonus for having over what is required.
4.0 Fast Attack 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.

Misc. Weapons

ModSkill nameComments
3.2Sharp ObjSome sharp object weapons exist that can be used by meta-physicists. Raise as necessary if you are using those weapons.
4.0GrenadeBy far not the wisest choice for meta-physicists.
4.0Heavy WeaponsBy far not the wisest choice for meta-physicists. Raise as necessary if you have chosen this as your weapon skill.

Ranged

ModSkill nameComments
2.5 Bow 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.
2.4 Pistol 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.
4.0 Assault Rifle 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.
3.5Machine Gun/Submachine Gun Not really a recommended weapon skill. specific weapons in this category might compensate for the poor support.
4.0 Shotgun 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.
4.0 Rifle 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.
4.0 Ranged Energy

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.

4.0 Flingshot 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.
4.0 Aimed Shot Better to raise only if you intend to practice PvP.

4.0 Burst Used on some ranged weapons as a requirement. This special shoots multiple slugs at once. Raise only if you have to at low levels.
4.0 Full Auto 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.
2.5 Bow Special Attack 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.
2.5 Multiple RangedUnfortunately, this is necessary for pistol users. Raise it as you need it, you get no bonus for having extra skill in this.

Speed

ModSkill nameComments

4.0

Melee Initiative

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.

4.0

Ranged Initiative

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.

3.2 Physical Initiative

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.

1.0 Nano Initiative 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.
1.6Dodge Ranged 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.
1.6 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. Keep high or max whenever possible.
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. 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.
1.6Nano ResistDoubtful 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.
2.4Run SpeedIf you don't have Shadowlands, raise it at your convenience. If you have Shadowlands, raise it if you have spare IP.

Trade and Repair

ModSkill nameComments
2.0Mechanical EngineeringA 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.
2.0Electrical EngineeringA commonly required tradeskill. It is advised as a MP to skip it. Only use if you are very dedicated to tradeskilling.
2.4Quantum FTA 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.
2.5Weapon SmithingA 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.
2.0Pharmaceutical TechnologyUsed 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.
1.0Nano ProgrammingThis 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.
1.0Computer LiteracyMax 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.
1.6PsychologyA 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.
2.0ChemistryUsed in a lot of tradeskills, hard to get high due to lack of buffs. Raise if needed if you are dedicated to tradeskills.
1.0TutoringRaise 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


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.


ModSkill nameComments
1.0Matter MetamorphosisNeeded 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.
1.0Biological MetamorphosisNeeded for to cast your healpets, Odin's Missing Eye, some buffs and Creation Weapons as well as Nano Shutdown. Always max this skill.
1.6Psychological ModificationNeeded 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.
1.0Matter CreationUsed most importantly to cast attack pets and nukes. Always keep maxed.
1.0Time and SpaceAll 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.
1.6Sensory ImprovementNeeded 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.
1.6First AidRaise 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.
2.0TreatmentMax this out, needed for heal and nano kits. More importantly even, it determines how good implants and symbiants you will be able to equip.


Spying

ModSkill nameComments
2.5ConcealmentProbably 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.
2.4Breaking and EnteringUsed 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.
2.4Trap DisarmamentWhile 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.
2.4PerceptionThis 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.

Navigation

ModSkill nameComments
2.5Vehicle AirRequired 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.
2.5Vehicle GroundAs 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.
2.5Vehicle WaterAs 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.
2.0Map NavigationRaise 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.

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.
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.
The special actions are Spirit of Blessing and Spirit of Purity.
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.
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 Choosing Weapons for the MP guide is the document of reference.

The Common Choices

One Handed Blunt

Pistol

Bow

General
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.

Rubi-Ka Bows
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.

Bow of Ferocious Appetite

ID NOT FOUND One of Rubi-Ka's good bow choices, the 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.
Although they're nice on Rubi-Ka, they're totally unsuited for hunting in the Shadowlands.

Schuyler Bow ID NOT FOUND A classical bow of choice for Rubi-Kan meta-physicists too. While not quite as damaging as a Bow of Ferocious Appetite, the Schuyler Bows are still very nice items, and faster too. In addition they're easy to aquire and to equip.
Although they're nice on Rubi-Ka, they're totally unsuited for hunting in the Shadowlands.

Pow Bow ID NOT FOUND 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.
Useful in PvP, the Pow Bow is a poor choice for hunting in the Shadowlands.



Shadowlands Bow 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.
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.
Use at your own risks. They pack formidable damage to compensate.


Bow of the Double Nimbus ID NOT FOUND The 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.
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.
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.

Inamorata Bow

Sancrosanct Bow

ID NOT FOUND

ID NOT FOUND



The sided Sancrosanct Bow and the 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.
However, since those are the base to the profession's bows, having one or more or them is a necessity to later transform them.
Artistic plus note goes to the Inamorata Bow.

The Uncommon Choices

Two Handed Edged

Two Handed Blunt

One Handed Edged

Piercing

Rifle

The Odd Choices

Our role

Links

Xtremtech's Guide to the Meta-Physicist

MP Profession forums

Fist of Chronos webpage

Guild of Meta-Physicis webpage