Adventurers |
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Always use pistols and are often found with a
running damage shield in place that reflect back some of the damage you deal to
them. Adventurer mobs also use heals when low on health, but not as often as the
Doctors or Martial Artist mobs. These mobs also have a slight chance of dropping
the Adventurer-only backpack and Globetrotter helmet. |
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Bountyhunter
Freelancer
Huntsman
Lookout
Outlaw
Raider |
Agents |
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Agents wear mostly leather and always carry rifles.
They cast mild DoT's and sometimes Slows or roots, but never seem to use any specials.
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Contract Killer
Diversionist
Gridrunner
Hired Killer
Hitman
Lasersniper
Saboteur
Spy
Thief |
Bureaucrats |
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'Crats use pistols, and besides the annying slowdown
programs, casts nukes every once in a while. Of all the humanoid mobs, the 'Crat
is the easiest to beat due to what seems like a very low amount of hitpoints compared
to other mobs at the same level. However - crats DO spawn a helper droid which
is roughly 30% below his level, and this one can hit you pretty hard unless you
are prepared for it. Killing the master without touching the pet will make it
stop fighting however. |
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Attache
Clerk
Diplomat
Functionary
Official
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Doctors |
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Doctors carry pistols and use mostly Waitt armor.
Programwise, they use initiative debuffs and Damage over Time to hurt you. When
they get low on health they also heal, wich make them a lot tougher than they
seem. |
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Biologist
Disavowed Medic
Felon
Manhunter
Miscreant
Nanoplaguer
Virusbuilder
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Enforcers |
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These brutes are always carrying spiked maces,
and are suprisingly often females. Armor is mostly Kevlar, Flak and Elite, and
they have incredible amounts of hitpoints compared to the other classes. Sometimes
you'll also see huge versions of these, that appear to be the hitpoint and str/sta
buffs regular Enforcers use giving the mobs more hitpoints. These mobs frequently
drop blooworm carapaces, lead pipes and wooden clubs. |
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Bodyguard
Bully
Convict
Rascal
Ruffian
Scoundrel
Thug
Torpedo |
Engineers |
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Wielding pistols and light armor, Engineers are
one of the weakest mobs. They don't cast any programs, but what they can do is
to spawn a bot pet which is roughly 30% below his level, and this one can hit
you pretty hard unless you are prepared for it. Killing the master without touching
the pet will make it stop fighting however. Better watch out for those slayers. |
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Nanohoarder
Robotbuilder
Scientist
Scrap Pillager
Techdabbler
Techhunter |
Fixers |
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Steel-ribbed armor seems to be a favourite here,
wich is very suspectible to Cold and Radiation dmg. Fixers always use SMG's and
are even known to burst for a solid chunk of damage now and then. The real hassle
with Fixer class mobs is the constant Root programs they cast. Fixer mobs also
seem to drop tradeskill items a lot more frequent than other mobs. |
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Contrabandist
Freebooter
Gridcourier
Gridsmugler
Informer
Plunderer
Rustler
Trickster
Lab Assistant |
Martial Artists |
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Wearing most often inferior armor like leather
and Martial Artist armor, and is very suspectible to odd damage types like cold
and fire. Always seem to carry a 2 handed spear, and is lethal in close combat.
Criticals are high and most players fear MA classes in pvm at their own level
and higher. Programwise, a Martial Artist mob will use heals when they get low
on health, and it also seems they casts the melee/physical fist buffs with the
halo which changes their damagetype to anything from fire damage to chemical damage.
MA mobs are also more likely to drop MA attacks as loot.
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Bandit
Criminal
Lunatic
Rouge
Scout
Techrejecter
Techwrecker |
Meta Physicist |
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Meta mobs would appear to be suffering from the
same demise NT and 'Crat mobs do, with no pets to help them, but this is not the
case. In PvM Metas functions more like Enforcers and rely on melee damage from
their shields. In addition these shields deal chemical damage wich constitues
and overall higher damage as players are less protected against this form than
normal projectile or melee. On top of this, Meta mobs are often debuffing particular
nanoskills and also throw out initiative debuffs to slow you down, albeit not
as serious as the doctor debuffs. Metas can also spawn a manifestation pet of
their own which can be a pretty rough customer. Taking down the meta will make
the pet stop fighting however. |
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Bioengineer
Grid Saboteur
Nanoaddict
Nanomanipulator
Rebooter
Techno-Architect
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Nano Technicians |
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NT mobs have had a varied history, from instant
death machines with their insane nukes, to lowly wimps that didn't do anything.
Nano Technician mobs today nuke now and then now, but nothing serious. Pistol
wielders. |
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Exterminator
Nanohoarder
Bothacker
Nanogun |
Soldiers |
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High hitpoints and heavy armor, the soldiers
are effective mobs. They fire fast and seem to score critical hits more often
than other mobs, and can even do bursts from time to time. They can be mistaken
for Agents too, as their weapon is the exact same rifle model. Soldiers rarely,
but it happens, use their MK-shields which makes some of them a real pain to kill.
These mobs also have a slight chance of dropping the soldier helmet.
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Highwayman
Laseraim
Marksman
Mercenary
Poacher
Sharper
Sharpshooter
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Traders |
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One of the most feared mobs, Traders debuff most
all of your skills quite frequently. Several trader mobs at once even stack their
debuffs in your NCU for better (or worse if you will) effect. They always use
shotguns of the small "sawed off" looking model and often drop the regular
shotguns as loot. |
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Con Man
Dealer
Embezzler
Nanoshifter
Swindler |