Who buffs what

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Two things are important to consider when boosting abilities and skills to equip better equipment and implants and use better nanos.

One is stacking; two Nano Program effects are said to 'stack' when both effects can coexist on the same character. A Program effect that does not stack will either overwrite the other effect, and become active in its place, or cannot be cast on the target, giving an error message "NCU error: Better nano program already running. Unable to execute nano program. You can't execute this nano on the target."

The other consideration is, because Nano Programs in the same Nanolines never stack, and a single profession rarely has two nanolines for the same skill or ability, the maximum bonus will usually come from more than one profession.


Contents

[edit] Abilities

Name of boost - Profession who casts it - modifier (NCU cost) 'Nanoline: XXX'
Note that two buffs that have the same nanoline cannot stack.



Strength
Enforcer Nanoline 151

Nanoline 156


Agility


Stamina
Enforcer Nanoline: 151

Nanoline 156

Intelligence


Sense


Psychic

[edit] Skills

The Wrangle • Nanoline: 220
While most skill buffs increase one or two skills at most, there is one line of nanos that is perhaps one of the most powerful and widely required buffs in the game. The Wrangle from a Trader buffs all attack and nanoskills simultaneously. The buff is usually short in duration, as it debuffs the trader for the same time it buffs the player (except for the Shadowlands Umbral Wrangler, which is a team aura). Rather than include the wrangle in most of the individual skill listings below, the skills the wrangle buffs are listed here for convenience:

All skills can be buffed from +3 (Skill Wrangler(Weak): 3 NCU) to +153(Umbral Wrangler(Premium) w/ 10 perks in Distill Life: 53 NCU)

Note that wrangles do not buff Special Attack or Multi-Wield skills. They also do not buff First Aid or Treatment, or any of the Trade and Repair skills.

1 Handed Blunt

2 Handed Blunt

Assault Rifle

Aimed Shot

Burst

Brawl

Martial Arts

MG/SMG

Perception
The huge and various buffs to Perception have made it a skill that, like Map Navigation, need never be raised, only buffed.

Nanoline: 191

Nanoline: 251

Nanoline: 171


Pistol

Grenade

Riposte

Rifle

Sneak Attack

[edit] Health Points

Enforcers


Doctors


Nano-technicians


Soldiers


General line

[edit] Treatment/First Aid

Adventurers


Doctors


General


[edit] Nanoskills

Meta-physicists can buff all nanoskills, either separately or together.

MP buffs stack with general Expertise nanos and Trader wrangles.

Amount of buff is:

Additionally, all composites require that the caster and the target both have the SL expansion.

Composite Teachings, Masteries and Infuse all last for 4 Hours.

Composite Mochams comes in 4 types, 1 hour, 2 hour, 4 hour and 8 hour.

[edit] Tradeskills

Most of Traders' and Engineers' tradeskill buffs are in 'Nanoline 173'.

Traders have Classic buffs with bonuses to Electrical Engineering, Mechanical Engineering, Pharma Tech, Quantum Field Tech or Weapon Smithing, and a Profession Cyberdeck buff (Profession Cyberdecks require Shadowlands, even if the nano does not) that buffs all five skills.

Engineers have buffs with bonuses to the same five skills as Trader, all of which require Shadowlands.

Engineers also have two Classic buffs, each with bonuses to Chemistry and Pharma Tech in 'Nanoline 196', which they share with the Agent Chemistry and Pharma Tech buffs.

Because Pharma Tech can be buffed by two separate nanolines, it can receive the highest bonus from nano programs: a total of 282 without Boosts to Abilities the skills have as dependencies.

Nanoline 173

Trader buffs to EE, ME, PT, QFT/QP or WS.

Engineer buffs to EE, ME, PT, QFT/QP or WS.

Nanoline 196

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