Nano Technician Nano Programs

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Revision as of 07:32, 3 April 2018 by Anarchangel (talk | contribs)

With enough Nano Initiative and their Area Effect Direct Damage nanos, NTs can do the real life magic of AO: insta-casting and Kiting: casting while running, so that the enemies chasing can neither land a hit nor stop themselves from dying.

Nanotechnicians get to Implant full Matter Creations, where Meta-Physicists and Engineers, Adventurers and Enforcers, all have to split the Head from the Eye and Right Hand to get Time and Space. So, given the same buffs, their nanos can be a bit higher.

Lack of documentation tempts the Nanotechnician into treating their entire line as a series of damage ranges and Cast / Cooldown times. But like all mages in all games, damage type is a hidden strength. The difference may not be as significant as often as we would like, and the early levels go by so fast that testing damage may give only academic benefits. But later on, and especially when the pool of diversity of enemy types dries a little (eg the only Dyna Camps at high levels are Cyborgs), there will be much more benefit to fitting the damage type to the opponent.