A Suggestion For Martial Artits Implants

**First Draw**


Hi Fellow Martial Artists,

For many levels I have considered implanting too complicated, very expensive, and not worth it. I've been running around with mission-found implants, or even basic ones, until lvl 40, where I discovered a very usefull tool: "Nano Nanny" (Link coming soon). So I "designed" an implant's config, and built most of it in QL40. And I can't tell you how much I was amazed by the difference it made. Its like gaining 10 levels, you hit harder, you can have beter nanos, beter MA attacks, etc.

Now I ve made a few changes to my config and built all of them in QL70. You can see the config and the modifications it provides just below. Keep in mind that this config fits my playing style, my little Opifex MA, and is of course not perfect. But it can be a good starting point for each of you to build your own. Feel free to comment on it on the forums, we could have an interesting discussion about it there.
For those who use Nano Nanny, here is a link to the ".nan" file: Roubinette.nan

1) Config With Skill Name


Shining Bright Faded Stat Req
HEAD Matter Creation Nano Pool Sense Intelligence
CHEST Max Health Biological Metamorphosis Sensory Improvement & Modification Stamina
EAR Perception Psychology Psychological Modifications Sense
EYE Map Navigation Psychological Modifications Matter Creation Sense
LEFT ARM Brawling Strength Physical and MA Initiative Strength
RIGHT ARM Strength Brawling Parry Stamina
LEFT WRIST -Empty- Parry Nano Resist Agility
RIGHT WRIST Run Speed Nano Resist Bow Special Attack Agility
LEG Agility Evade Close Combat Max Health Stamina
LEFT HAND -Empty- Fire Armor-Class Martial Arts Stamina
RIGHT HAND Martial Arts Matter Creation Treatment Agility
WAIST Chemical AC Max Health Brawling Sense
FEET Physical and MA Initiative Martial Arts Duck Explosions Agility


2) Config With Cluster Name


Shining Bright Faded Stat Req
HEAD Creation Inner Energy Empathy Intelligence
CHEST Life Polymorphing Sensitivity Stamina
EAR Perception Brainwashing Psycho Babble Sense
EYE Navigation Psycho Babble Creation Sense
LEFT ARM Smashing Strength Quickness Strength
RIGHT ARM Strength Smashing Parrying Stamina
LEFT WRIST -Empty- Parrying Nanite Resist Agility
RIGHT WRIST Sprinting Nanite Resist Poison Resistance Agility
LEG Nimbleness Evation Life Stamina
LEFT HAND -Empty- Fire Protection Inner Fire Stamina
RIGHT HAND Inner Fire Creation Surgery Agility
WAIST Chemical Protection Life Smashing Sense
FEET Quickness Inner Fire Ducking Agility


3) Skills increase for QL70

Skill Increase Nb of Clusters
Max Health 304 3
Chemical AC 192 1
Fire AC 112 1
Martial Arts 79 3
Matter Creation 79 3
Brawling 79 3
Physic/MA Init 56 2
Map Navigation 40 1
Perception 40 1
Run Speed 40 1
Psychological Modifications 39 2
Parry 39 2
Nano Resist 39 2
Strength 35 2
Psychology 23 1
Biological Metamorphosis 23 1
Evade Close Combat 23 1
Agility 22 1
Bow Special Atk 16 1
Sensory Imp&Modi 16 1
Duck Explosions 16 1
Treatment 16 1
Nano Pool 13 1
Sense 9 1


A few comments

First of all, all the nano-related shining clusters are located on the head.
I ve chosen "Matter Creation" because its the more expensive nano skill to raise. Some would prefer a shining cluster of sensitivity (Sensory Imp&Modi) to use higher QL nano's, but as my nano skill aren't maxed at all, the more IP's I can save with this dark blue "Matter Creation", the more IP's I can put in the other nano skills.

The treatment requirement might seem quite high, but with the right buffs and stuff, it is easy to meet. I guess you all raise treatment as much as possible, and over that you have the clinic buff of 100, the expertise buff of 20, the omni suit which gives around 60 (Not sure, need to check), and if it is not enough, grab a doc and get a buff, I think they can increase up to 35. Some people even use "a shining surgery head implant" just to wear the other implants, but thats another debate.
Speakig of requirements, you must know that above a certain level (don't know exactly wich on, but somewhere between 40 and 70), the nano-programmer who will assemble your implants will have a so high skill that he will increase the QL of the implant. So your QL70 implant with a req of 335 in treatment and 144 in the base stat will become a QL71 implant, with reqs of 340 trt and 146 base stat.
Just for you, a small table of requirements needed to wear implants :

QL Treatment Req Base stat req
10 53 24
30 147 64
50 241 104
70 335 144
90 429 184
110 523 224
125 594 254

Also, I've recently acquired "The Godly MA Attack" (TM): Blessed With Thunder (I ll try to make a guide on MA Attacks later). This attack requires a high parry skill, so I'll probably change my right wrist shining cluster from "Running Speed" to "Parry".

Finaly, I insist on the fact that this configuration fits pretty well my playing style at the level I built it (around 50-55), it might fit yours too, but the purpose here is more to give a "starting base" for those who are a bit lost between all those clusters, as I have been at lower level. I am sure I will change this a bit when I ll upgrade to QL90, regarding of what I'll have learned, which nano's I'll want to use, which stat I will be able to buff/raise to meet the implants reqs, etc.


Ok, thats all for now, feel free to comment on the boards, I will be happy to read and reply, or to send me an ingame-tell.
Cya online,
Roubinette, Monk of "The Dojo"

PS: Please forgive my english, its not my mother tongue, and please forgive any mistake I could have done.