Last updated :
July 12, 2002 20:16
This list is a work in progress, it's a pretty huge thing, and it's likely that
it contains mistakes or omissions. You can email
me suggestions, additions, corrections.
Most of the data here was found on AntiGuardians
and on the message
boards.
Jump Directly to the nano list
Nano
Skills
As you probably know, all Fixers nano skills are deep blue. However, they don't
all have the same cost, there are cheaper and more expensive nano skills. The
tiny base cost difference can mean a large IP cost difference in the long run.
Matter Metamorphosis [Int:80%,Psy:20%] (MM) |
12 |
Matter Creation [Int:80%,Sta:20%] (MC) |
12.5 |
Biological Metamorphosis [Int:80%,Psy:20%] (BM) |
16 |
Time&Space Modification [Int:80%,Agi:20%] (TS) |
16 |
Psychological Modification [Int:80%,Sense:20%] (PM) |
12 |
Sensory Improvement [Int:80%,Str:20%] (SI) |
12 |
NanoC Initiative [Sense:60%,Agi:40%] (NI) |
12 |
Nano Resistance [Psy:80%,Int:20%] (NR) |
8 |
NanoC Initiative and Nano Resistance are not nano skills,
but they belong in the same general category.
NanoC Initiative works by removing 1 second from attack
skill for every 200 points. So, 600 points in NI makes the high end evac insta-cast...
Contrary to initiative skills for weapons, the recharge time is not
changed at all. Though given the cost, I don't recommend that Fixers dabble
in that, except at very high levels if they have nothing better to do with their
IPs (which I doubt). But with our high computer litteracy, cheap nano in NCU
and our NCU buffs, it might be a very good idea to use that 6th slot on our
belt for a recompressor (+400 NI for QL200) and get insta-root and 1sec evac...
Nano Resistance used to be worthless, but now it seems that
it actually works sometimes (the 14.4 patch seems to have fixed evades, including
NR). This might be something interresting to try for Grid Armor users, since
they are extremelly vulnerable to nano skills debuffs and already get a NR bonus
with the armor.
Calculate your IP costs yourself!
Now, most Fixers have a hard time raising their nano skills,
because of the cost. A few tips on this :
- Intelligence is factored at 80% of all nano skills (and a lot of other useful
skills, like Computer Litteracy and Treatment). So, each 4 points in Intelligence
is 80% of a point in all nano skills. And you will most likely be raising
three, four or even more skills. Even for an Atrox, raising Intelligence is
cheaper.
- Don't neglect your Treatment. It's a cheap skill for Fixers, and it allows
you to equip better QL implants. Maxing your treatment skill and getting 20
extra QL in implants is going to earn you a lot more points in these nano
skills than putting the IP directly there.
- If you don't have a NCUHI yet, what are you waiting for???
- You won't be able to be good in all the nano lines. Concentrate on
a few, at least until the high end game when IP are more available.
- Don't neglect your core skills (SMG, Burst, Speed skills) for your nano
skills. You're a Fixer, not a NT ;)
Way
to Raise Nano Skills
Fixer Only Items
Lately, we have seen some Fixer only items which help a
little with these expensive nano skills.
Nano
Lines
Sample |
Available in shops, missions... |
Sample |
Mission Only (reward, loot...) |
Sample |
Team Mission only |
You can enter you nano skills there, and
the nano you can use will be highlighted.
Run
Buffs
This line is the trademark of the Fixers... Few other profession
can run as fast as we can, for such an extended period of time. Starting with
the 14.4 patch, we have two lines : single target and team. There are a few
differences between them :
- Obviously, the single target line buffs a single person only (either yourself
or your target), while the team version buffs your whole team at once.
- The single target version has evade buffs, the team version doesn't. And
the evade buff does help, it really shows with the new messaging in 14.4;
- It seems that the team version does not stack with other professions
evades buffs (MA, MP, Traders, Soldiers and NT). So at the moment, there is
only little reasons to use the team version. The nano and time gain is too
slim for the loss of the evade bonus.
Before 14.4, our run buffs had a damage penalty. Thankfully, this has been
removed.
This extra runspeed and the evade bonus makes running mission, also
known as Blitzing , a very popular activity for Fixers, and one we can
excel at. You can find more about this art form at the Mockers
site or on the official
boards.
|
Name |
QL |
Requirements |
Run Buff |
NCU |
Nano |
Duration |
Evades Buff |
Target |
|
|
Limited Grid Jump (Team) |
|
14 |
|
+110 |
5 |
40 |
1 hour |
N/A |
Team |
|
|
Limited Grid Jump |
|
17 |
|
+140 |
6 |
19 |
1 hour |
+2 |
Single |
|
|
Hack Grid Vector (Team) |
|
27 |
|
+160 |
9 |
80 |
1 hour |
N/A |
Team |
|
|
Hack Grid Vector |
|
30 |
|
+190 |
10 |
40 |
1 hour |
+7 |
Single |
|
|
Grid Runner (Team) |
|
40 |
|
+230 |
12 |
170 |
1 hour |
N/A |
Team |
|
|
Grid Runner |
|
43 |
|
+260 |
14 |
85 |
1 hour |
+16 |
Single |
|
|
Leech Grid Vector (Team) |
|
57 |
|
+280 |
17 |
245 |
1 hour |
N/A |
Team |
|
|
Leech Grid Vector |
|
63 |
|
+310 |
20 |
121 |
1 hour |
+25 |
Single |
|
|
Grid Surfer (Team) |
|
76 |
|
+360 |
23 |
340 |
1 hour |
N/A |
Team |
|
|
Grid Surfer |
|
83 |
|
+390 |
26 |
167 |
1 hour |
+37 |
Single |
|
|
Partial Grid Jump (Team) |
|
106 |
|
+420 |
31 |
620 |
1h6m40s |
N/A |
Team |
|
|
Partial Grid Jump |
|
113 |
|
+450 |
35 |
284 |
1h6m40s |
+61 |
Single |
|
|
Grid Phase Accelerator (Team) |
|
132 |
|
+590 |
38 |
740 |
1h10m |
N/A |
Team |
|
|
Grid Phase Accelerator |
|
136 |
|
+620 |
42 |
351 |
1h10m |
+70 |
Single |
|
|
Gridspace Freedom (Team) |
|
156 |
|
+680 |
44 |
905 |
1h10m |
N/A |
Team |
|
|
Gridspace Freedom |
|
156 |
|
+720 |
48 |
412 |
1h10m |
+79 |
Single |
Heal
Over Time (HoT)
The 14.4 patch greatly expended our HoT line. It used to
be of dubious interrest, now, it's a line really worth considering! We now have
two lines, and they stack together (and it seems with some Doctors HoT - I think
the HP buff with the very slow HoT). This added a lot to our survivability,
it's now pretty hard to kill a Fixer. Also, roots are interresting in combination
with HoT, since you can just root your opponent and move out of range for a
while and let the HoT heal you.
- The fast line performs a heal every 5 seconds, the slow one every 10 seconds;
- The slow one lasts a long time, much longer than the Doctors HoT. So it
can be cast on teammates easily;
- They both take little NCU (especially compared to the Doctors' lines), with
the slow version taking very little for their levels;
- The slow version heals less often, but for a much more predictable amount
(the healing delta is almost as tight as the one of first aid kits).
As usual, you can find some extra information and comparison with the Doctors'
HoT on The
Mockers forums.
Fast HoT/Short Duration (one pulse per 5s)
|
Name |
QL |
Requirements |
Heal |
Avg Heal/s |
Duration |
Nano |
NCU |
|
|
Basic Insurance Hack |
|
4 |
|
2-6 |
0.8 |
3m20s |
85 |
2 |
|
|
Medical Claim |
|
17 |
|
10-21 |
3.1 |
3m20s |
301 |
6 |
|
|
Falsify Medical Record |
|
30 |
|
17-39 |
5.6 |
3m20s |
442 |
10 |
|
|
Insurance Hack |
|
47 |
|
26-63 |
8.9 |
3m20s |
599 |
15 |
|
|
Basic Policy Skim |
|
66 |
|
38-82 |
12.0 |
3m20s |
702 |
21 |
|
|
Detailled Medical Claim |
|
73 |
|
43-92 |
13.5 |
3m20s |
752 |
23 |
|
|
Advanced Insurance Hack |
|
103 |
|
64-139 |
20.3 |
3m20s |
947 |
32 |
|
|
Policy Skim |
|
119 |
|
83-168 |
25.1 |
3m20s |
1057 |
37 |
|
|
Flawless Medical Claim |
|
129 |
|
95-200 |
29.5 |
3m20s |
1127 |
40 |
|
|
Advanced Policy Skim |
|
142 |
|
104-244 |
34.8 |
3m20s |
1216 |
44 |
|
|
Omni-Med Incursion |
|
149 |
|
122-276 |
39.8 |
3m20s |
1293 |
46 |
Slow HoT/Long Duration (one pulse per 10s)
|
Name |
QL |
Requirements |
Heal |
Avg Heal/s |
Duration |
Nano |
NCU |
|
|
Relieving Salve |
|
7 |
|
15-18 |
1.6 |
15m |
114 |
2 |
|
|
Rebinding Sutures |
|
24 |
MM |
134 |
TS |
99 |
BM |
99 |
Level |
25 |
|
35-41 |
3.8 |
15m |
213 |
4 |
|
|
Hacked Diagnosis |
|
37 |
MM |
204 |
TS |
149 |
BM |
149 |
Level |
25 |
|
58-64 |
6.1 |
15m |
290 |
6 |
|
|
Kitchen-sink Surgery |
|
53 |
MM |
294 |
TS |
212 |
BM |
212 |
Level |
50 |
|
87-92 |
8.9 |
15m |
368 |
9 |
|
|
Blackmarket Prescription |
|
70 |
MM |
379 |
TS |
272 |
BM |
272 |
Level |
75 |
|
111-119 |
11.5 |
20m |
418 |
12 |
|
|
Biosign Rejuvenator |
|
93 |
MM |
488 |
TS |
347 |
BM |
347 |
Level |
100 |
|
154-162 |
15.8 |
20m |
504 |
15 |
|
|
Nano Cauterization |
|
109 |
MM |
574 |
TS |
410 |
BM |
410 |
Level |
100 |
|
194-201 |
19.7 |
20m |
572 |
18 |
|
|
Systolic Equalizer |
|
123 |
MM |
642 |
TS |
470 |
BM |
470 |
Level |
135 |
|
235-243 |
23.9 |
25m |
619 |
20 |
|
|
Backyard Revitalization |
|
132 |
MM |
683 |
TS |
520 |
BM |
520 |
Level |
155 |
|
276-283 |
27.9 |
25m |
661 |
22 |
|
|
Cellular Crashcart |
|
146 |
MM |
743 |
TS |
564 |
BM |
564 |
Level |
175 |
|
326-335 |
33 |
25m |
719 |
24 |
|
|
Dr Hack 'n Quack |
|
152 |
MM |
779 |
TS |
589 |
BM |
589 |
Level |
195 |
|
362-370 |
36.6 |
30m |
729 |
25 |
Damage
Buffs
Fixers have two lines of damage buffs, but they do not stack
together. They differ by the damage types they buffs. At the moment, the damage
buff lose a lot of efficiency at higher levels... But since you mostly get them
as freebies while learning other nano lines, and since every little bit adds
up and helps...
Poison Line
This lines buffs melee, poison and projectile damage.
|
Name |
QL |
Requirements |
Bonus |
Duration |
Nano |
NCU |
|
|
Poison Modification |
|
1 |
|
+2 |
40m |
21 |
1 |
|
|
Contact Poison |
|
27 |
|
+7 |
40m |
86 |
9 |
|
|
Venom Modification |
|
60 |
|
+13 |
40m |
162 |
19 |
|
|
Lifebane Modification |
|
90 |
|
+16 |
46m40s |
195 |
28 |
Nano Line
This lines buffs all damage types (chemical, cold,
energy, fire, melee, poison, projectile and radiation).
|
Name |
QL |
Requirements |
Bonus |
Duration |
Nano |
NCU |
|
|
Lesser Nano Boost |
|
10 |
|
+5 |
40m |
85 |
4 |
|
|
Hasty Augmentation Cloud |
|
43 |
|
+10 |
40m |
171 |
14 |
|
|
Nano Boost |
|
80 |
|
+15 |
43m20s |
256 |
25 |
|
|
Augmentation Cloud |
|
106 |
|
+17 |
50m |
289 |
33 |
|
|
Greater Nano Boost |
|
136 |
|
+20 |
53m20s |
340 |
42 |
|
|
Advanced Augmentation Cloud |
|
142 |
|
+21 |
56m40s |
357 |
44 |
|
|
Targeted Augmentation Cloud |
|
149 |
|
+23 |
1h |
391 |
46 |
|
|
Neural Interfaced Augmentation Cloud |
|
159 |
|
+25 |
1h3m20s |
424 |
49 |
|
|
Semi-Sentient Augmentation Cloud |
|
169 |
|
+27 |
1h6m40s |
458 |
52 |
Roots
With run buffs, rooting
is another essential part of the Fixer arsenal. Along with the HoT, they do
a lot to make us viable. Roots are very powerful tools, but they require some
finesse.
- When you shoot at a rooted target, the root will break before its full duration.
It might not break on first shoot, but often will. When it will break depends
on several factors : the target's nano resistance, how much damage you're
doing, if you're doing a special (guaranteed break), if you're doing a critical
(guaranteed break).
- The root QL only changes its duration (and slight fluctuation in nano resistance).
So, if you're going to shoot the target, you might as well use the lowest
QL one to save on nano.
- If you leave the target alone, its very likely that the root will last to
its full duration.
There are some basic tactics using roots :
-
Buying time. You're getting low on health, and things
are looking bad. Root with your highest root and retreat out of range. Let
you HoTs heal you and your first aid and specials recycle. Go back to fight,
with much better chances. Even if you're not getting hit, you're still considered
in fight (can't use rechargers).
- Pulling. If you have two targets in a room (or area), root one with your
highest root and retreat. Both will aggro, but since one is rooted, only one
will get into range. By the time the first one is dead, the root will time
out and you will be able to deal with the other one on a one on one basis.
- Root 'n Shoot. It works against melee opponents. You're going to take advantage
of your range : root and run out of range. Shoot and root again immediately.
Retreat some and shoot again. Obviously, you're using the lowest QL root to
save on nano.
- Roots are also very useful in PvP against pet classes.
At the moment, several things can break a root, over than
direct fire :
-
The
Enforcers
Rage line which is built to break roots. But you have the advantage
on the nano cost, Halt Flght is cheap!
- Any debuff. Self casting any debuff will break a root most of the time.
This is currently a bug/exploit, and should be fixed someday...
Nano Resistance against Fixer roots is between 99% and
96%, depending on the exact nano. Attack skill is 56% PM and 44% TS. Range
is 25m.
|
Name |
QL |
Requirements |
Duration |
Attack |
Recharge |
Nano |
|
|
Halt Flight |
|
4 |
|
21s |
1.01 |
3.05 |
35 |
|
|
No Escape Possible |
|
14 |
|
32s |
1.03 |
3.14 |
55 |
|
|
Lesser Prolong Encounter |
|
27 |
|
46s |
1.06 |
3.24 |
89 |
|
|
Delay Retreat |
|
60 |
|
1m23s |
1.13 |
3.52 |
157 |
|
|
Greater Halt Flight |
|
90 |
|
1m56s |
1.19 |
3.77 |
229 |
|
|
Prolong Encounter |
|
123 |
|
2m50s |
1.26 |
4.02 |
362 |
|
|
Greater Delay Retreat |
|
139 |
|
3m48s |
1.32 |
4.28 |
490 |
|
|
Greater Prolong Encounter |
|
152 |
|
4m35s |
1.37 |
4.49 |
643 |
Snares
Area
Snares
Suppressor
Line
Summoning
Line
Well, call me lazy, but I didn't do the little thingie
for all these lines except Grid Armor. I'm sure a couple of you will complain
about not knowing what part of the Restock Ammo line they can run, but this
was just too much work just for the two of you ;)
Anyway, the only thing worth it in the summon lines is Grid Armor. The rest
are little dubious bonus on the way...
Restock Ammo
This line is in contest with the martial artists Give
Life line for being the most useless in the game. Noone knows for sure
which one is winning, but Restock Ammo sure has a lot on its side :
- The clips aren't even free, you pay money for running the nano (and more
than the cost of a clip actually).
- It's slow to run.
- Clip type is random, so you will probably have to run the nano several time
before getting the kind of clip you need.
- The requirements are high
- There is no weight limit in AO, so everyone usually walks with 10000 bullets
anyway.
- It boosts evades a bit
- It has a huge DMS modifier. From my understanding, it is
related to the aggro bar. Full def is -100 AMS (attack modifier) and +100
DMS. Full aggro is +100 AMS and -100DMS. Grid Armor sets the DMS to a new
value, without changing the AMS part. Or something like it anyway.
- The drawback is that it has less AC than regular armor (though it was increased
a lot in 14.4). Also, it's social armor, so the only thing you can wear with
it are you sunglasses and merit board (and head
skinchips which are boss drops too). You can also wear rings (if you equip
them before Grid Armor). But no bracers, no pads, nothing else.
- The Armor is temporary, it disappears after 8 hours and leaves you naked
(note that the timer is frozen while the armor is in your bank).
- The requirements to create it are also used to wear it. You must
meet them to equip the armor. Also, over-equipping rules apply to GA and all
its features (AC, evade buffs, DMS) are modified by OE. So you're extremelly
vulnerable to debuffs (MP, Traders...) while wearing the armor.
- Direct Damage nano cannot be dodged, so you're very vulnerable to them since
your AC will be low.
Grid Armor has a bug where you could get chain-critted. This has been fixed
in 14.4. Also, the evade formulas has been changed : you couldn't evade criticals
before, since they had no evade checks.
The low AC of Grid Armor can be helped with AC buffs (Engineers, MA, Soldiers).
The Engineers
buffs can be found as symbio grafts.
|
Name |
QL |
Requirements |
DMS |
Evades |
AC |
NCU |
Dmg Mod |
Health |
NR |
Nano |
|
|
|
Summon Grid Armor Mk I |
|
60/78 |
|
+870 |
+100 |
265 |
+25 |
+4 |
+50 |
+50 |
848 |
|
|
|
Summon Grid Armor Mk II |
|
93/111 |
|
+1350 |
+120 |
750 |
+50 |
+7 |
+75 |
+100 |
1230 |
|
|
|
Summon Grid Armor Mk III |
|
116/142 |
|
+1700 |
+136 |
1250 |
+75 |
+12 |
+100 |
+200 |
1504 |
|
|
|
Summon Grid Armor Mk IV |
|
140/142 |
|
+2100 |
+150 |
2000 |
+100 |
+20 |
+150 |
+300 |
1887 |
NCU
Buffs
Grid
Access
Misc
Buffs
Some assorted buffs, mainly to B&E skills. Note than
the perception buffs are now a lot more interresting with the new perception
based scopes; we have the second best perception buff in the game, second
only to adventurers in morphed form. Also, the B&E skill and disarm is
getting more use with each patch (more XP, aggressive rollerats, sealed containers,
implant disassembly, tank armor hacking, chemical streamer building...). And
there is also a B&E requirement for the new Fixer Grid nanos.
Others buffs (Embrace of Shadows, Back Pain) are left
overs from beta, where Fixers were intended to be more thiervery and be good
at 1HE. They now are pretty useless : Agents have concealment buffs so high
that the skill is worthless for anyone else. Backpain is actually a good buff
for others, but since noone seems to know we have it...
|
Name |
QL |
Requirements |
Buff |
Duration |
NCU |
Nano |
|
|
Cracker's Luck |
|
14 |
|
B&E |
+23 |
Perception |
+23 |
Disarming |
+23 |
|
15m |
5 |
55 |
|
|
Stack the Odds |
|
70 |
|
B&E |
+79 |
Perception |
+79 |
Disarming |
+79 |
|
15m |
22 |
237 |
|
|
Karma Harvest |
|
152 |
|
B&E |
+130 |
Perception |
+130 |
Disarming |
+130 |
|
30m |
47 |
150 |
|
|
Blood Makes Noise |
|
116 |
|
|
45m |
36 |
402 |
|
|
Embrace of Shadows |
|
27 |
|
|
30m |
9 |
100 |
|
|
Back Pain |
|
57 |
|
|
30m |
18 |
188 |
Debuffs
We have only one debuff, though you will see LFF use a
lot by Fixers NPC. It would be nice to have this line expanded
someday. The evade debuff is interresting because it makes the target easier
to hit (obviously), but it also make it more critable. Note that if an evade
skill goes bellow 0, you are almost guarenteed 100% crits on the target. This
can be interresting in PvP against classes with deep blue evade skills, especially
if you're using a weapon with unusual evade checks (Suppressor : checks against
Duck Explosion).
|
Name |
QL |
Requirements |
Debuff |
Duration |
Attack |
Recharge |
NR |
Nano |
|
|
83 |
|
|
5m |
3.68 |
1.5 |
130% |
283 |
Fixer
Grid
We have waited a long long while for this one! This is
the Fixer only Grid, and only are the only one able to use it, not even Agents
in False Profession can. But we can invite people in with the Team version.
The advantages over the commoner Grid are :
You need to perform two quests to get these nanos. The Mockers have posted
spoilers for the first
part. You can find a guide for the second quest on Stratics.
I personnally find the first quest pretty good, little hard fighting, loots
of running around, very fixerish... A Yalmaha helps with doing it, but it's
possible without (I don't have one), just make sure you run fast and can use
reckless digitalization. Also, it seems that you must meet
the requirements before being able to start the quest (level and nano skills,
nano points for the second quest...).
The nanos don't move you directly into the Grid. They just create an item which
you have to use (right-click) on a Grid Terminal. The team version summons one
in each team member inventory (make sure everyone has the room for it).
|
Name |
QL |
Requirements |
Nano |
Target |
|
|
Hack Grid Data Stream |
|
1 |
B&E |
203 |
SI |
180 |
TS |
132 |
Level |
40 |
Quest Completion |
|
400 |
Self |
|
|
Hack Grid Data Stream (Team) |
|
1 |
B&E |
401 |
SI |
479 |
TS |
340 |
Level |
100 |
Quest Completion |
|
1200 |
Team |