Kaelien's 2he Implant Suggestions
This article written by Kaelien on 08.08.2003
This set was designed for use with the Enhanced Queen Blade.
| 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 |
2h 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 |
2h Edged |
(+63) |
| 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 |
Nano Resist |
(+63) |
| Faded |
Chem. Damage |
(+7) |
Notes:
(Shining: Parry is the most valuable skill here)
(Bright: You may be curious about this one. I put +63 nano resist over +18 NCU. As short as we all are on NCU, I hate to tell you, but nano resist is even more rare. At dark blue nano resist, we can't really afford NOT to triple implant this valuable skill.)
(Faded: +7. Utterly, ridiculously pointless. Oh well, nothing else goes here.) |
|
| |
| Waist |
| Shining |
Nano Cost Modifier |
(-3%) |
| Bright |
Max Health |
(+243) |
| Faded |
2h Edged |
(+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.)
(Faded: Curse you 2he!!!! You are conflicting with Melee Init!! This is sort of a toss up I think. You could run some tests and figure out which exactly would come out on top, I personally have one with 2he, one with melee init. I switch them as my whims possess me) |
|
| |
| 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 |
Fire AC |
(+202) |
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))
(Faded: Now, for all other imp sets than this final one, I'd of course recommend putting treatment in this slot. However, since this is derived from my personal imps as a lvl 200 advent, I'd put Fire AC over any other item here. Treatment and Comp Lit. are the only other real contenders here. I don't personally need any more treatment as I can already swap implants by myself without this piece. As for comp lit, if you need it for towers, swap an imp out for it. Fire AC in this slot is just another way that you, the melee user, can laugh at a PoP user) |
|
| |
| Leg |
| Shining |
Agility |
(+55) |
| Bright |
Melee Init. |
(+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.)
(Bright: This one hurts, we all love Evade Clsc. , but Melee Init. is MUST) |
|
| |
| 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 |
Melee Init. |
(+105) |
| Bright |
Dodge-Ranged |
(+63) |
| Faded |
Defense Modifier |
(+52) |
Notes:
(Shining: We all mourn the loss of Evade Clsc. in favor of the vital Melee Init. :( )
(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, 2h Edged, Nano Cost Reducer. Not including 2he, 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)
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