So that's what I'll be doing.
The one thing I ask is please don't post the guide until I feel it is ready to be posted. I'm a bit of a perfectionist (as those who have read my Arete guide can see

On that note, on with the guide!
Ability Breed Caps
Attribute
Pre-201 Cap || 220 Cap
Strength
472 | 772
Agility
480 | 780
Stamina
480 | 780
Intelligence
480 | 780
Sense
480 | 780
Psychic
480 | 780
HP per point in Body Dev = 3
Nano per point in Nano Pool = 3
Ability Breed Caps
Attribute
Pre-201 Cap |220 Cap
Strength
464 | 764
Agility
544 | 944
Stamina
480 | 680
Intelligence
464 | 764
Sense
512 |912
Psychic
448 |748
HP per point in Body Dev = 3
Nano per point in Nano Pool = 3
Ability Breed Caps
Attribute
Pre-201 Cap |220 Cap
Strength
464 | 664
Agility
464 | 664
Stamina
448 | 748
Intelligence
512 | 912
Sense
480 | 780
Psychic
512 | 912
HP per point in Body Dev = 2
Nano per point in Nano Pool = 4
Ability Breed Caps
Attribute
Pre-201 Cap | 220 Cap
Strength
512 | 912
Agility
480 | 780
Stamina
512 | 912
Intelligence
400 | 600
Sense
400 | 600
Psychic
400 | 600
HP per point in Body Dev = 4
Nano per point in Nano Pool = 2
Misconceptions and Facts about Martial Artists
Many mistake Martial Artist for being a "Press Q and AFK" Profession, and that's often the reason why some just can't seem to get the MA to work. The truth is, playing a Martial Artist is far more advanced than it seems, there's a lot of factors to consider during combat and the number of roles the MA can play requires a vast knowledge of different playstyles to function properly. Some of those roles include; Tank, Damage Dealer, Backup Healer, Support Player, and Add Control.
The Martial Artist is a close combat fighter. This means staying very close to the enemy and dealing raw damage while using Evades and healing to survive, instead of the more typical kiting technique of Ranged fighters. Martial Artists further specialize within crits, different damage types, and very high evades.
MA Skill & Weapon
You don't equip a weapon, the main weapon is the fists. There is no real easy way to see your damage stats. Unlike other professions that equip weapons, MA's cannot Overequip. You are bound to the weapon decided by your MA skill, while other professions can easily overequip a weapon many QL's above them. This is the reason why MAs fall behind on damage at lower levels.
However, as you increase in level, your MA skill and weapon will continue to increase constantly, but other professions equipped weapons will stay at the same base damage, so this evens out higher up. The only weak point in the MA damage at higher levels is mobs with very high AC, since the minimum damage is quite low compared to many of the newest SL and AI weapons. In that case, the usage of secondary weapons is common, but more on that.
Attack speed
As your MA skill increases, the attack speed changes. To put it very easy, the more MA skill you get, the slower you will hit, therefore it's very important to keep your Physical Init skill high, and be aware of how the Agg/Def bar works. To show this with an example:
Your current speed is of course dependent on your Physical Init and your Agg/Def setting, but those numbers should give you an idea of the base weapon damage and speed increase. If you haven't done so yet, try experimenting a little bit with Rayne's MA calculator. It will better show you concrete examples, including how fast you hit at the moment with the amount of MA skill you have.
- With 200 Martial Arts Skill, your base attack speed is: 1.25 and recharge: 1.25
- With 1000 Martial Arts Skill, your base attack speed is: 1.45 and recharge: 1.45
- With 2000 Martial Arts Skill, your base attack speed is 1.65 and recharge: 1.65
This is important to remember, since getting a high skill increase will increase the time it takes for you to hit and recharge. It's also another example that there's more to Martial Artists than meets the eye
Nanos and Nanoskills
All the Martial Artist Nanos have quite a low requirement, nanocost, and are easy to understand. Most Martial Artists split up the Nanoskills into two parts:
Primary/Important Nanoskills
These include four nanoskills, which are requirements for all the important Martial Artist Nanos. The four skills are:
Those skills must be raised if you want to perform well and cast the important nanos. The nanolines they cover are:
- Biological Metamorphosis
- Sensory Improvement
- Psychological Modification
- Time & Space
Secondary Nanoskills
- Martial Arts Skill Buffs (Increases your Martial Arts Skill)
- Temporary Damage Buffs (Increases your damage output for a short time)
- Critical Increase (Increases the chance of doing a critical hit)
- Evade Buffs (Increases your evades)
- Damage Type Modifier (Changes your damage type into a different one, from e.g Melee to Fire)
- Healing (Very important, used for healing yourself, others, and the team)
- And other small buffs like Brawl, Riposte, Runspeed, and other nanos
These include the two last Nanoskills, and are by most considered relatively unimportant on lower-mid levels, and usually not increased until higher up when you got the IP to spare. The two skills are:
They mostly cover the less important Nanos, but most of them are quite nice to have on higher levels:
- Material Metamorphosis
- Material Creation
Nano Init
- AC Buffs(AC buff, does not stack with the Engies)
- Give Energy(Gives Nano to Target)
- Martial Artist Team Buff(Increases AC and Damage)
Most MA nanos, especially Combat Nanos have a very fast cast time, with a slower recharge time. This means that you need actually very little Nano Init to be able to cast your nanos fast. With Symbiants and Drip offs at higher levels, you get much of the init needed for free. Nano Init does not reduce Nano Recharge time.
1: All Jobe Clusters have a Title Level 4 Requirement, and can not be built into Implants under QL100. In those cases where I only list up Jobe Clusters, go for blank until you can put in Jobe.
2: Multi Melee is only needed if you are using Dual Parry Sticks or Claws
3: There are a few without Bold. Those consist of several good options, which are entirely up to you and your playing.
4: Implants with Weapon skills are only recommended if you actually use those weapons.
5: If you plan to use normal implants to cast FFoK and UVC early, follow the Bold Nanoskills.
Choice 1. Generic MA Setup
This is a Generic Overview of the normal choices you make when making MA implants. Important/good choices are highlighted. Think about Abilities when following this setup (#).
TO GUIDE EDITOR: Please put the below info between the :: :: into a spoiler with the title Show Build
::
Head:
Faded: Sense/Perception
Bright: Dimach/Nano Pool
Shiny: Psy Mod/Bio Met/Time&Space/Sensory Imp/Treatment
Eye:
Faded: Time&Space/Bow
Bright: Sensory Imp/Psy Mod/Treatment
Shiny: - Vehicle Air
Ear:
Faded: Psy Mod/Intelligence
Bright: Nano Cost Mod
Shiny: XP Modifier
Chest:
Faded: Sensory Imp/Strength
Bright: Bio Meta
Shiny: Max Health/Body Dev/Dimach/Max Health/Stamina
Right Arm:
Faded: Parry/Riposte
Bright: Brawling/Add All Def/Add All Off/Physical Init (Quite Possibly the toughest Implant to choose)
Shiny: 1 Hand Edged/1 Hand Blunt/Bow/Piercing/Strength
Left Arm:
Faded: Physical Init
Bright: Strength/Bow/Piercing
Shiny: Add All Def/Brawling/Add All Off
Waist:
Faded: Bio Meta/Agility/Brawling/Dimach/Dodge Ranged/Evade Close Combat/Stamina
Bright: Max Health/Body Dev
Shiny: Chemical AC/Cold AC/Fire AC/Radiation AC
Right Wrist:
Faded: Add Chemical Damage/Add Fire Damage/Multi Melee
Bright: 1 Hand Blunt/1 Hand Edged/Nano Resist
Shiny: Nano Delta/Parry/Riposte/Run Speed
Left Wrist:
Faded: Nano Resist
Bright: Parry/Riposte/Run Speed/Add Chemical Damage/Add Fire Damage
Shiny: Multi Melee
Leg:
Faded: Body Dev/Max Health/Melee AC
Bright: Evade Close Combat/Stamina
Shiny: Agility/Dodge Ranged/Duck Exp
Right Hand:
Faded: 1 Hand Blunt/1 Hand Edged/Fire AC/Treatment
Bright: Time&Space
Shiny: Martial Arts
Left Hand:
Faded: Martial Arts
Bright: Fire AC/Skill Lock Mod
Shiny: -
Feet:
Faded: Add All Def/Add All Off/Duck Explosives
Bright: Martial Arts/Dodge Ranged/Agility
Shiny: Evade Close Combat/Physical Init
::
Restore Essence - Singleheal: 92-197 Points
Healing Touch - Singleheal: 181-379 Points
Healing Aura - Singleheal: 291-564 Points
Greater Healing Touch - Singleheal: 350-800 Points
Greater Restore Essence - Singleheal: 443-981 Points
Enlightened Aura of Healing - Singleheal: 556-1026 Points
New SL Heals
(Thanks to MaFiA1337 for reminding me to add these)
Flourishing Heal - Singleheal: 980-1803 Points
Soul of Rubi - Singleheal: 1302-2136 Points
Teamheal:
Team Healing Touch - Teamheal: 99-265 Points
Team Healing Aura - Teamheal: 166-424 Points
Greater Team Healing Touch - Teamheal: 277-598 Points
Greater Team Restore Essence - Teamheal: 346-709 Points
Evade Buffs
Elusive Target - Short: ET - 50 to all evades
Fleet Foot - Short: FF - 85 to all evades
Reduce Inertia - Short: RI - 120 to all evades
Init Buff
First Strike - Short: FS - 93 to Physical and Melee Init
Brawl Buff
Dirty Fighter - Short: DF - 45 to Brawl
Run Buff
Velocity - 70 to Runspeed
Crit Buffs
Subconscious Guidance - Short: SG - Selfonly 8% Crit Chance
Vulnerability Seeker - Short: VS - Selfonly 13% Crit Chance
Last Minute Adjustments - Short: LMA - Selfonly 19% Crit Chance
Universal Vulnerability Compendium - Short: UVC 24% Crit Chance
Mark of Risk - Short: MOR - 2% Crit Chance on Target
Mark of Danger - Short: MOD - 4% Crit Chance on Target
Mark of Peril - Short: MOP - 7% Crit Chance on Target
Martial Arts Buffs
Martial Arts Mastery - Short: MAM - 60 to Martial Arts on Target(Stacks with Lesser Controlled Rage and Expertise)
Four Fists of Kali - Short: FFoK - Selfonly 140 to Martial Arts and 30 to Fast Attack(Stacks with Lesser Controlled Rage and Expertise)
Energized Fists - 6 to Energy/Melee Damage
Corrosive Fists - 9 to Chemical/Melee Damage
Fists of Shocking Touch - 11 to Energy/Melee Damage
Fists of Fire - 13 to Fire/Melee Damage
Fists of the Maelstrom - 15 to Energy/Melee Damage
Fists of the Polar Star - 17 to Fire/Melee Damage
Fists of the Sorrowful Toad - 19 to Chemical/Melee Damage
Fists of the Lightning Crane - 23 to Energy/Melee Damage
Fists of Stellar Harmony - 26 to Fire/Melee Damage
Short Time Damage Boosts
Lotus of Water - 28 to all Damage, 15 Seconds Lock
Meditate on an Autumn Leaf - 35 to all Damage, 15 Seconds Lock
Wind-Blown Blossom - 43 to all Damage, 15 Seconds Lock
Sadness of the Willow - 51 to all Damage, 15 Seconds Lock
Sunrise over Pond - 56 to all Damage, 20 Seconds Lock
Sway of Bamboo - 63 to all Damage, 20 Seconds Lock
Waiting Panda - 69 to all Damage, 20 Seconds Lock
Chirp of the Mournful Cricket - 77 to all Damage, 20 Seconds Lock
Summer Rain - 84 to all Damage, 20 Seconds Lock
Inner Peace, Outward Rage - 94 to all Damage, 20 Seconds Lock
SL Nanos
The following Nanos are provided by Violax!
Short Time Damage Boosts
Note: The SL Damage Buffs does not lock your nanoskills like the Rubi-Ka ones. (Thanks to Cillfox for reminding me about adding this)
Rumble of Distant Thunder - 74 to all Damage, Min Level 75
Petals on Water - 107 to all Damage, Min Level 145
Dragon Stance - 140 to all Damage, Min Level 185
Smell of Approaching Rain - 173 to all Damage, Min Level 203
Grace of the Emperor Crane - 206 to all Damage, Min Level 209
Peaceful Midnight Sky - 239 to all Damage, Min Level 212
Ripples on the Calm Pond - 272 to all Damage, Min Level 216
Autumn Leaves - 305 to all Damage, Min Level 219
Evade Buffs
Fake Out - 6% to EvadeClsC, Self, Min Level 25
Misleading conduct - 10% to EvadeClsC, Self, Min Level 125
Ward Blow - 12% to EvadeClsC, Self, Min Level 175
Shuffle Step - 15% to EvadeClsC, Self, Min Level 205
Elude Step - 19% to EvadeClsC, Self, Min Level 214
Stutter Step - 24% to EvadeClsC, Self, Min Level 220
Aegis of Stone - 8% to Nano Resist, Self, Min Level 100
Aegis of Metal - 14% to Nano Resist, Self, Min Level 195
Aegis of Notum - 23% to Nano Resist, Self, Min Level 207
Secondary Nanolines
The Secondary Nanolines are the ones that(Usually) requires Mat Meta and Mat Crea for Nano Skills. They are less important than the primary nanolines(Crits, MA Buffs, Evades, Heals..), but can be a nice addition to our skills. A little personal advice, don`t bother with them until higher levels, or when you feel you can afford the extra IP Cost. Focus on the Primary Nanolines, and when you can cast Four Fists of Kali, Universal Vulnerability Compendium, Mark of Peril, Reduce Inertia and Enlightened Aura of Healing, you can let your primary nanoskills rest, and begin increasing the Secondary Ones.
Again, all our nanos can be found here!
Fear Nano Line
This is one of the best secondary nanolines. It works great against minions on camps even up in Inferno.
Presence of the Master - Fears all the Enemies in the Area, Range 10 Meters
Presence of the Overlord - Fears all the Enemies in the Area, Range 11 Meters
Presence of the Dominator - Fears all the Enemies in the Area, Range 13 Meters
Strength Nano Line
Decent line, nice for boosting some stats, or when you just need a quick strength Boost and no docs or enforcers are around
Muscle Stim - Increases Strength with 12 Points and Adds 1 points of Melee Damage
Muscles Booster - Increases Strength with 25 Points and Adds 3 points of Melee Damage
Riposte Nano Line
As it is now, the only real use this nano has, is letting you use a higher Upon a Wave of Summer
Return Attack - Increases the Riposte Skill with 50 Points.
AC Buff Nano Line
A Decent Nano Line, but the AC buffs doesnt stack with the Engie AC Buffs, so its only real useful when there are no Engies around. All the AC buffs can be cast on others, apart from Form of Tessai, which is self only.
Form of Tessai is definitely not recommended for anything else but buffing, since it lowers your Agility with an insane amount, affecting Martial Arts and Evades and generally your effeciency in Combat. Stick with Transcendent Shen Protection!
Toughen Skin - Increases Melee AC with 16 Points, and all other ACs with 14 points.
Harden Skin - Increases Melee AC with 62 Points and all other ACs with 53 Points.
Rubber Skin - Increases Melee AC with 95 Points and all other ACs with 80 Points
Lesser Shen Protection - Increases Melee AC with 129 Points and all other ACs with 110 Points
Wooden Skin - Increases Melee AC with 164 Points and all other ACs with 139 Points
Greater Wooden Skin - Increases Melee AC with 199 Points and all other ACs with 169 Points
Shen Protection - Increases Melee AC with 234 Points and all other ACs with 199 Points
Steel Skin - Increases Melee AC with 269 Points and all other ACs with 229 Points
Greater Steel Skin - Increases Melee AC with 304 Points and all other ACs with 258 Points
Major Shen Protection - Increases Melee AC with 339 Points and all other ACs with 288 Points
Titanium Skin - Increases Melee AC with 375 Points and all other ACs with 318 Points
Greater Titanium Skin - Increases Melee AC with 411 Points and all other ACs with 349 Points
Greater Shen Protection - Increases Melee AC with 447 Points and all other ACs with 380 Points
Partial Diamond Skin - Increases Melee AC with 482 Points and all other ACs with 410 Points
Diamond Skin - Increases Melee AC with 517 Points and all other ACs with 439 Points
Supreme Shen Protection - Increases Melee AC with 552 Points and all other ACs with 469 Points
Monomolecular Skin - Increases Melee AC with 587 Points and all other ACs with 499 Points
Transcendent Shen Protection - Increases Melee AC with 621 Points and all other ACs with 538 Points
Form of Tessai - Increases Melee AC with 676 Points, all other ACs with 574 Points, Strength with 40 Points, but lowers Agility with 70 points and Runspeed with 250 Points
Taunt Nano Line
This Nanoline is used for making the mob attack you instead of others. As far as I know, very rarely used. Stick with the critting if you want to keep aggro, and leave taunting to the professionals(Enforcers )
Bad Blood - Attempts to taunt the target, so that it attacks you
Distracting Nuisance - Attempts to taunt the target, so that it attacks you
Encourage Hatred - Attempts to taunt the target, so that it attacks you
Seething Resentment - Attempts to taunt the target, so that it attacks you
Eternal Enmity - Attempts to taunt the target, so that it attacks you.
Give Nano Nanoline
A somewhat underrated, but weak nanoline at lower levels, since it can be nice to supply healers and enforcers with small amounts of Nano. Two slight faults, the amount of nano is too low, and it uses Mat Meta, which is not a recommended skill to increase at lower levels.
Give Energy: 10 Transfers 10 points of Nano from the caster(You), to the Target.
Give Energy: 25 Transfers 25 points of Nano from the caster(You), to the Target.
Give Energy: 50 Transfers 50 points of Nano from the caster(You), to the Target.
Give Energy: 100 Transfers 100 points of Nano from the caster(You), to the Target.
Martial Artist Team Nano Line
Similar to the Soldier`s "Phalanx" nano, these two nanos buffs all the MA`s in the team. Very nice. Too bad they use Mat Meta and Mat Crea. Along with the AC Buffs and Fear Buffs, These two are recommended if you increase Mat Crea and Mat Meta!
Horde - Increases the damage for all Martial Artists in the team with 12 Points on all Damage Types, and Increases Martial Arts with 6 points.
Cohort - Increases all AC for all Martial Artists in the team with 400 points.
Duck Nanoline
A Nice low level Duck Explosives buff. Too bad it isnt based on Psy Mod and Sensor Imp, but you can easily cast this buff without putting any points in Mat Meta after a few levels anyway.
Limbo Master - Increases the Duck Explosives Skill with 30 Points.