Bio Engineer Archive
Thread: Question about template
For a BE to also be (or have an alt who is) a CH is really common. Before the chef revamp it was probably the most common template. Almost every BE in the forum was also, in some way, a CH. It allows you to use, and sell, and tame all the best pets all "in house", and it's alot of fun. But really, the only reason to pick up BE is if you *want* to pick up BE. It makes no sense to grind your way up one of the toughest skill trees, learn a complex crafting system, and use up half your skill points simply to aquire a good pet or two, or to supply yourself with pet pharma. In my experience, it will always take you less time and effort to earn the credits you need to buy the pet/pet pharma you need, then it will to make it yourself.
As far as useful BE synergies:
BE + doctor for making the best pet medicines
BE + ranger for pet making (i.e. dna collection)
BE + tailor for clothing
BE + chef for food/drink
BE + creature handler for pet selling and distribution
BE + FOTM combat + surveying for tissue making (collecting your own resources)
BE + merchant if you want to actually sell anything you make
So as you can see... 4 or 5 alts is all you'll need to be a "complete" BE ![]()
tiberius4327 wrote:
I know next to nothing about Bio-Engineer so please forgive me if these are stupid questions
I have a CH and I was wondering if it would be a good idea to take BE as well. Would this work in anyway or is it a really bad idea?
Also, are there any other professions that are useful to a BE (Artisan?)
Message Edited by ArthurDentOnBria on 10-06-2004 12:05 PM
If you are not a dedicated CH then don't do it, because BE is a pain, to do this on a whim is nuts. might want to start with MCH, and then drop SKPTS as needed from your combat prof. You will want to retain this for DNA sampling. It can be done w/o combat skill, but you have to really understand CH and pet specials.
Now I hate BE, it is the only thing standing in the way of my JEDI. (I just can't drop the stupid prof.)
ImpDoc wrote:
First of all, here is my current template: Master Commando, Master Marksman, Brawler 4000,Scout 4000, Medic 4400, Combat Prowess 1000, and planning using the remaining skill points to get FS skill boxes.(added Marksmen and Brawler in case it helps keep an idea about the skill points used and for completion's sake).
I've been kind of thinking of changing my skills around for the CU but mostlyfor the sake of adding firepower/defenses. I was thinking of changing to Master Commando/Carbineer for more weapons choices, firepower, and ranged defense, then maybe use the 18 left over skill points to invest in novice medic, and the remaining 3 skill pointsin some moreFS skills. I know the Carbineer specific defenses won't come into play unless I'm using a carbine, but the +25 ranged defense at master stacks with my current ranged defense right? Does the template I'm thinking of changing to have more merit than my current one?
go up the carbine tree in BH instead, its much more efficient, plus you get to keep the nice terrain neg mods. When holding a heavy weapon, even +125 ranged defense won't help you much. Carbines are basicly to state peeps and knock them on there @$$. Full Auto single can Blind, stun, and dizzy, very useful. The way it is now, a 0/4/0/0 Bh is just as good as a master carbineer, if not better.
Message Edited by ImpDoc on 02-12-2005 03:47 PM
Message Edited by Ihed on 05-26-2005 10:51 AM