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Meta-Physicist:Breed and Skills

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Skills Edit

Note about computer literacy (comp. lit.) IP points.Edit

Temp implants Comments
2.4It is entirely possible to get close to what you want with comp. lit.

Temporary implants.

Customize 3 for comp. lit. and install to add a belt and NCU. Then remove the implants and install the ones you really want.

This will save you a lot of otherwise wasted points.

Abilities Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 gun or pistol. 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 Edit

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 Edit


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 Edit

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 Edit

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.

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