Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
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- Endgame
Introduction
As requested in another thread, I am making a brief and relatively concise guide to modern MindForce use as of February 2020.
A few years ago MindArk appeared to show some interest in bringing MindForce back into the realm of feasible combat professions, thus the "Mindforce 2.0" post cited here.
Unfortunately the implementation was very lacking, and all the MindForce combat professions are basically identical with very little difference. What's more, they are fundamentally comparable to some of the more mediocre options available in the Pistoleer and Sniper professions without anything particularly special or outstanding.
Intended Audience:
This thread was written with the intended audience being a majority of the player base who have at least some experience with the game, and who in generally share a relatively similar mindset. More specifically it is written to those players within this defined majority who have little to no experience in the use of MindForce.
Table of Contents
Part 1... MindForce Combat (Tools and utility of offensive chips)
Part 2... MindForce Healing (Tools and utility of healing chips)
Part 3... MindForce Support (Tools and utility of miscellaneous)
Part 4... Implants and Extenders (What they do and how they work)
Part 5... The Way Forward (A brief overview of how to get established)
Part 6... Supplemental Notes (Primarily for semantics)
Part 1: MindForce Combat
The MindForce combat professions are Electro Kinetic, Pyro Kinetic, and Cryogenic. Each of these professions has a specific line of MindForce chips associated which can functionally be sorted into "pistol" chips, "rifle" chips, and "specialty" chips.
1. "Pistol" Chips: Vary between 18-30m of range and reload between 33 and 67 attacks/minute.
Lacerating (Cryogenic) attack nanochips
Corrosive (Pyro kinetic) attack nanochips
Electric (Electro kinetic) attack nanochips
Fun Fact: The Lacerating, Corrosive, and Electric Attack Nanochip 13s have a FEN Edition variant which provides the user a "2.0 weapon" in any of the three MindForce combat professions. All three chips are functionally almost identical and provide insignificant advantage over each other. Selection is based primarily on personal preference.
2. "Rifle" Chips: Vary between 45-79m of range and reload between 22-31 attacks/minute.
Cryogenic (Cryogenic) attack nanochips
Combustive (Pyro Kinetic) attack nanochips
Kinetic (Electro Kinetic) attack nanochips
Fun Fact: The Kinetic Attack Nanochip 15 has a FEN Edition variant which offers a slightly higher efficiency and unL alternative to the (L) options in the high level Kinetic Attack Nanochip realm. This chip is only slightly higher efficiency than (L) variants and offers negligible advantage in DPP. The primary purpose this chip has historically served is as a PvP weapon, as it deals 189 max damage unamped at tier 0.
3. "Specialty" chips can be distinguished between "useful" and "non-useful" for various reasons, mostly due to lack of availability for consistent use in the "non useful" category.
Useful Combat Chips:
Arsonistic Chips inflict damage over time and operate under a separate reload counter from most of your other weapons. Consequently these can be coupled with virtually any weapon to increase your functional DPS.
The (L) variants drop very inconsistently and are best suited only for use in events.
The unL variants are the TEN edition and the FEN edition.
Cryogenic Attack nanochip 4 (L) Adjusted is another in the "useful" category. It gives a 30% run speed debuff which lasts 2 seconds - about as long as it takes to reload the next shot. Consequently this niche chip can be used in a support role in a team hunt or PvP scenario to slow down a target while allowing others to inflict ranged damage.
Non-Useful Combat Chips:
These are non-useful either because they are obsolete in current combat situations or they don't drop often enough to be used consistently. Examples include all the "Strike" chips, which functionally serve as MindForce rocket launchers doing AoE damage, but they don't appear to drop anymore, or drop consistently enough to be seen on the market as a viable weapon. First Gen attack chips also fall into the non-useful category primarily because they are obsolete in the face of more modern weaponry.
As requested in another thread, I am making a brief and relatively concise guide to modern MindForce use as of February 2020.
A few years ago MindArk appeared to show some interest in bringing MindForce back into the realm of feasible combat professions, thus the "Mindforce 2.0" post cited here.
Unfortunately the implementation was very lacking, and all the MindForce combat professions are basically identical with very little difference. What's more, they are fundamentally comparable to some of the more mediocre options available in the Pistoleer and Sniper professions without anything particularly special or outstanding.
Intended Audience:
This thread was written with the intended audience being a majority of the player base who have at least some experience with the game, and who in generally share a relatively similar mindset. More specifically it is written to those players within this defined majority who have little to no experience in the use of MindForce.
Table of Contents
Part 1... MindForce Combat (Tools and utility of offensive chips)
Part 2... MindForce Healing (Tools and utility of healing chips)
Part 3... MindForce Support (Tools and utility of miscellaneous)
Part 4... Implants and Extenders (What they do and how they work)
Part 5... The Way Forward (A brief overview of how to get established)
Part 6... Supplemental Notes (Primarily for semantics)
Part 1: MindForce Combat
The MindForce combat professions are Electro Kinetic, Pyro Kinetic, and Cryogenic. Each of these professions has a specific line of MindForce chips associated which can functionally be sorted into "pistol" chips, "rifle" chips, and "specialty" chips.
1. "Pistol" Chips: Vary between 18-30m of range and reload between 33 and 67 attacks/minute.
Lacerating (Cryogenic) attack nanochips
Corrosive (Pyro kinetic) attack nanochips
Electric (Electro kinetic) attack nanochips
Fun Fact: The Lacerating, Corrosive, and Electric Attack Nanochip 13s have a FEN Edition variant which provides the user a "2.0 weapon" in any of the three MindForce combat professions. All three chips are functionally almost identical and provide insignificant advantage over each other. Selection is based primarily on personal preference.
2. "Rifle" Chips: Vary between 45-79m of range and reload between 22-31 attacks/minute.
Cryogenic (Cryogenic) attack nanochips
Combustive (Pyro Kinetic) attack nanochips
Kinetic (Electro Kinetic) attack nanochips
Fun Fact: The Kinetic Attack Nanochip 15 has a FEN Edition variant which offers a slightly higher efficiency and unL alternative to the (L) options in the high level Kinetic Attack Nanochip realm. This chip is only slightly higher efficiency than (L) variants and offers negligible advantage in DPP. The primary purpose this chip has historically served is as a PvP weapon, as it deals 189 max damage unamped at tier 0.
3. "Specialty" chips can be distinguished between "useful" and "non-useful" for various reasons, mostly due to lack of availability for consistent use in the "non useful" category.
Useful Combat Chips:
Arsonistic Chips inflict damage over time and operate under a separate reload counter from most of your other weapons. Consequently these can be coupled with virtually any weapon to increase your functional DPS.
The (L) variants drop very inconsistently and are best suited only for use in events.
The unL variants are the TEN edition and the FEN edition.
Cryogenic Attack nanochip 4 (L) Adjusted is another in the "useful" category. It gives a 30% run speed debuff which lasts 2 seconds - about as long as it takes to reload the next shot. Consequently this niche chip can be used in a support role in a team hunt or PvP scenario to slow down a target while allowing others to inflict ranged damage.
Non-Useful Combat Chips:
These are non-useful either because they are obsolete in current combat situations or they don't drop often enough to be used consistently. Examples include all the "Strike" chips, which functionally serve as MindForce rocket launchers doing AoE damage, but they don't appear to drop anymore, or drop consistently enough to be seen on the market as a viable weapon. First Gen attack chips also fall into the non-useful category primarily because they are obsolete in the face of more modern weaponry.
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