Kaelien's 1he Implant Suggestions

This article written by Kaelien on 08.09.2003

This set was designed for use with the Enhanced Mantis Scissors/SOL F combo, but you may find it useful for other 1he weapons as well.

Eye
Shining Tutoring (+105)
Bright Psycho Mod. (+63)
Faded Matter Creation (+42)
Notes:
(Shining: Though this is usually against my rule of not keeping non combat imps in my normal imp lineup, you aren't really missing out on anything in this slot. I've tried it with weapon range and not noticed enough difference to miss it.)
 
Head
Shining Bio. Meta. (+105)
Bright Nano Pool (+63)
Faded Sense (+42)
Notes:
(no notes for this implant)
 
Ear
Shining NCU Memory (+30)
Bright Nano Cost Modifier (-2%)
Faded Intelligence (+22)
Notes:
(Shining: Alternative to NCU Memory if you can't get one: Perception)
(Bright: Alternative to Nano Cost Modifier if you can't get one: Concealment)
 
Right Arm
Shining 1h Edged (+105)
Bright Defense Modifier (+78)
Faded Parry (+42)
Notes:
(Bright: Alternative to Defense Modifier if you can't get one: Brawling)
(Faded: I have seen SO many melee advents that just blindly toss fast attack in this slot citing their ability to use a 'better' flurry of blows. Resist this temptation. There is a very good chance you're wasting 42 points into a skill you aren't actually using. Parry is where it's at.)
 
Chest
Shining Max Health (+405)
Bright Matter Meta. (+63)
Faded Sensory Imp. (+42)
Notes:
(no notes for this implant)
 
Left Arm
Shining Defense Modifier (+130)
Bright Strength (+33)
Faded Nano Cost Modifier (-1%)
Notes:
(Shining: Alternative to Defense Modifier if you can't get one: Brawling)
(Faded: Alternative to Nano Cost Modifier if you can't get one: MM I guess :/ )
 
Right Wrist
Shining Parry (+105)
Bright 1h Edged (+63)
Faded Mult. Melee (+42)
Notes:
(Shining: Parry is the most valuable skill here)
(Bright: Well, 1he just happens to be more valuable in this setup than NR :(
 
Waist
Shining Nano Cost Modifier (-3%)
Bright Max Health (+243)
Faded Bio. Meta. (+42)
Notes:
(Shining: Alternative to Nano Cost Modifier if you can't get one: Chem AC or Fire AC. I'd go fire since a) if you come up against a EQB enf, AC isn't going to help much and b) sooo many people use PoPs.)
 
Left Wrist
Shining Mult. Melee (+105)
Bright Parry (+63)
Faded Nano Resist (+42)
Notes:
(Shining: Again, lose nothing to gain the ability to hot swap to ems/sol f with one less implant change)
 
Right Hand
Shining Martial Arts (+105)
Bright Matter Creation (+63)
Faded 1h Edged (+42)
Notes:
(Shining: Nothing else valuable goes here, might as well toss in Martial Arts in case you want to use a piece of dragon armor, or the occasional fist fight. (You know, when you and your buddy take off your weapons and duke it out, this will give you that edge))
 
Leg
Shining Agility (+55)
Bright Evade Clsc. (+63)
Faded Max Health (+162)
Notes:
(Shining: I personally have agility here because I haven't run into any situations where I wish that I had more dodge-ranged. The agility adds a small amount (+6) to all evades, helps you equip things, makes you jump higher, raises t/s a small amount, raises treat a bit. All in all, this one is up to you.)
 
Left Hand
Shining Fast Attack (+105)
Bright Fire AC (+303)
Faded First Aid (+42)
(Shining: For that yummy Flurry of Blows)
(Bright: This was a hard decision for me. +9 Nano Range or +303 Fire AC. In the end, I went with Fire AC because the situations where you'd use nano range are tower battles and NPC Raids. Just move closer. Again, laugh at all the PoP users (i.e everyone on the server) )
 
Feet
Shining Sneak Attack (+105)
Bright Dodge-Ranged (+63)
Faded Defense Modifier (+52)
Notes:
(Shining: I used to have Evade-Clsc here, but I do better in pvp with the extra sneak attack. If you can get "Backpain" from a fixer, you might be surprised at how often you hit 3k sneak attacks in pvp.
(Bright: Now, we can't go giving up ALL our evades in favor of Agility ;) )
(Faded: Alternative to Defense Modifier if you can't get one: Duck Explosions)

Final Notes: So, from this, we can derive a few things:

Pay attention to what i've triple implanted: Parry, Defense Modifier, Max Health, 1h Edged, Nano Cost Reducer. Not including 1he, since you should always triple implant your AR when possible, what do we notice about all these things? They are ALL defensive skills. Advents can win fights by dmg alone, but the advent with the edge will outlast an opponent. As another note, Defense Modifier is always better than Offensive Modifier.

Disclaimer:

I realize that this set my not work for everyone. I have a few pieces of equipment and advantages that allow me to not have to implant certain things as hard as normal. In the interest of not leading anyone astray, there are some things that you need to take into consideration when planning your implants.

My org contracts (that apply to implants):

+30 bm/mm/mc/ts/si/pm
+18 intell/nano init.
+35 dodge-rng
+30 2he

My towers
Max Health (ql 219)
BM/MM (ql 200)
PM/SI (ql 200)
Melee Tower (ql 200)

Equipment that affected implant choices:
Gaily Painted Hood (+9 all nano skills, nano, -15% nano cost)
Heavy Notum Tank Armor (Evade stuff, brawling, nano, melee init, hp)
Breastplate of Azure Reveries (-10% nano cost, hp, intelligence, brawling)
Smelly Butcher Gloves (+14 all melee skills)
AF Pants (+10 bm, hp, evades)

(This article was originally written on July 3rd, 2003 by Kaelien as a guide for the Adventurer Forums. It has been reposted here and formatted differently)