Bio Engineer Archive
Thread: Voritor Dasher/Huurton Pup recipe?
But anyway... In that passing reference I read that there was a predictable recipe for getting CL10 creatures using VD and HP DNA.
Reading that, and guessing I can just figure it out, I spent a while sampling DNA from the two and made something like 12 creatures using the DNA, and ended up with 7 CL12 creatures and 5 CL11 ones. Even when I didn't experiment at all, I was getting CL12 creatures.
So... What should I be doing to get the magic CL10's?
Voritor Dasher -> Physique Slot
Voritor Dasher -> Prowess
Huurton Pup -> Mental
Huurton Pup -> Psychological
Huurton Pup -> Aggression
Exp 1 point in physique, and one in mental
3k HAM, maybe some kinetic Resists
If you're having problems finding pup DNA, try the following (I prefer this CL10 with the staggered HAM and more readily available DNA, and more consistent resists),
Voritor Dasher -> Physique Slot
Voritor Dasher -> Prowess
Nightspider -> Mental
Nightspider -> Psychological
Nightspider -> Aggression
Exp Physique 5 points (to 25%) and you should get around
5.5k/3k/1.8k HAM
and about 14% Kin/Blast
I'll try both methods of VD/HP, as well as the VD/NS recipe and see which works.
Gotta admit, though... The CL11 and CL12 creatures I was churning out today were quite nice. 5k/4.5k/2.5k was the smallest HAM of the bunch, and 7k/6k/5k was the best (and that one was CL11). I'll just give them to my CH buddy and maybe he can unload them on some novices.
Just had a bad thought... I hope they're not invalid.
Phractal wrote:VD and HP recipe works allways you use VHQ on VD slot 1 and 2, AAQ HP on slot 3 and 4 and VHQ HP on slot 5. Experiment 1 point into physique and 1 into mental, and you will allway get lvl 10. At least it has worked for me so far.
This is what I had been using before Patch 9 but I heard people were having problems with it. So I tried this one again weekend before last and with 1 point in physique and 1 in mental I ended up at 11 more times than not. I don't recall that I tried leaving out the mental but you pretty much have to put the physique in to get the resists up to something above 0.
I saved all my HQ and AA dasher dna and tried the VD-Nightspider recipe agian and discovered that if you only put in the 1 point physique you get CL10 dead on nearly all the time. I actually took notes this time and found if you did VD/NS (2/3) with; AA/HQ + 1 phys = CL10, all HQ + 1 phys = CL10, AA/VHQ + 1 phys = CL10, all AA + 1 phys + 1 ment = CL11. The others had at least one failure (was assembling in the field) so they're probably not reproducible.
You can also use sevorrt in the agression slot to get an intimidate special
I have consistently produced CL10s with the VD, VD, HP, HP, HP combo. I use VHQ in slots 1 and 5, and the other 3 I just use whatever quality I have. Of course, as we all know, we don't have to stick with the HP - I have substituted mound mites in slot 5 because they havethe special in slot two of stunning strike, and I use kreetles in slots 3 and 4 cause I'm from Tatooine.
If I place VHQ in slots 1 and 5, both specials of dizzy and stun come through. If not, sometimes the specials don't stick. I experiment TWICE in physical and once in psychologicaland get HAMS in the range of 5500/3700/1300 with Damage of 70-75 and 14% resists in kinetic and blast - all others are vulnerable. I sell a lot of these in bantha, cupa, brackaset and bol skins! BTW - everytime I have experimented once in mental it comes out CL 11.
Ebacca
Message Edited by Sinhero on 01-07-2005 04:04 AM