Bio Engineer Archive
Thread: Pets
I love Cu pas, I mastered Ch in the early days with first one, then a pair of them. ![]()
Btw - I made my level 70 kima on my 2nd attempt, tamed it and it's about the size of a fox. This looks good comparedto the level 70 Gurr I made which popped out at almost deed size when new born. The stats are listed below and if any experienced BE wants to comment on them - feel free as my alt is a respecced chef to BE, so is flying in the dark a bit.
Kima CL 70
Health 7165
Regen 700
Armour 4494
To hit 149
Defense 155
State resist 56%
Crit hit 4,28
crit save 2.09
Aggro bonus 13.24
Damage 96-388
ranged attack
Used a mix of Malkloc, bloodseeker mite guardian, gaping spider hunter.
i dunno if this matters ... MCH/MRifle and i have an alt working on BE (finally finished DNA today) i have been looking closely at the agro stat on my pets when i use them and i have found this to be true ...
I have a lvl 56 kimo agg is like 13% he can engage targets and hold the agro off of me until i open fire .... all of my pets with agro below this (13% is the highest i got) can even manage this.
at the same time i am not surprised at the agro i draw given the fact that i hit for just under 2k per shot ( thats enough to piss anyone off)
now i set my Kimo to befriend my Be and set off collecting DNA. at the time my BE had some carbs and was hitting in the area of 500 per shot .... the kimo held agro and all was well.
on another slightly related note .... when i group with my Rifleman ... it takes a jedi using mind domination to keep the agro from me .... (TKM's and Mbrawlers dont hold it off me) so this leaves me to beleive that there is a range that my kimo falls in that makes his agro ( i see it like an automatic taunt) work kinda like a TKM.
perhaps a mix of that aggro value and the dmg the pet lays out might solve some of the MCH agro problems and place pets firmly back in the tank role we all loved them filling.
Just 2 cents from a newb BE and old time CH who finds himself in a newb status post CU lol
Another tip when making CL70 pets is that you only need to experiment for the pet's health, agro bonus and damage. Part way through growth, CL70 pets' stats will shift so that all CL70's will have 4696 armor and 170 To Hit and Defense ratings. So when you create the pets, just work on max dmg, high agro bonus and high health. A really good pet will have something like 4800 HP, 499 dmg, 5.9% agro bonus, and after the stats shift will also have 4696 armor, 170 To Hit and 170 Defense. That's an uber pet that will actually hold agro when you hunt.
I have some of these beauties in my shop vendor.
Ahazi server: Naboo 1564, 3987 (just north of Keren)
Talking about the Aggro Bonus, I would like to add my expereinces.
Using Lvl 70 BE pets mainly I have found a AB of 5.5% or more can hold aggro very well and has become one of the aspects of any BE pet I consider to buy. The higher the AB the better it holds aggro.
Regardless of the AB, I have found under various conditions that if I use my high damage attacks as a rifleman or pistoleer then I get aggroed.
So I use my pet to tank while spacing out high damage attacks and mainly using low power attacks to bring down the target's health.
It may take a little longer but only at the last few seconds does the target switch to me.
My problem now is getting people in groups to realize our pets can tank and hold aggro well as long as no-one tried to use high damage attacks!!
For the first time since the original CH re-vamp I am actually pleased and proud of what ours pets are capable of. Someone in SoE actually got it right in my books.
Aggro Bonus must be considered by all CHs and clone-making BEs as an important aspect of creating a combat pet in the mid to high level range.
OddWan wrote:
Sorry to be always asking questions - respecced BE are a pain I know, but I did grind and experiment my way to master chef - so have patience with me
I am all enthusiasm and not enough knowledge at the moment.