Bio Engineer Archive
Thread: 40% kinetic at CL14. Here's how I did it.
First of all, yay me. Seems that my predictions about inbreeding was correct, we do essentially have complete control over the clones just as long as you put enough effort into it. This was really my second attempt at a low CL kinetic tank. On the whole you'll find that physique and prowess carry the most weight for resistances, mind determines special attacks, agression is mainly damage obviously while physch is where you stick a sample to give your clone ranged attacks.
Not bothered much with armor just yet but it was nice to actually make something which in my opinion is a masterpiece of bio-engineering with a few rough edges I would have liked to smooth off but I'm too scared to risk losing this.
My main beef is that while I managed to get vulnerabilities to almost everything I didn't completely irradicate the cold resistance which is still at 25%. I don't think that would have made a huge difference but it's still a thorn in my side because this was almost perfectly what I was aiming for.
Anyway here's the stats and a screenie of it:
- Hardened Spitting Angler
- CL14
- 7930 health / 5560 action / 4304 mind
- no armor
- 40% kinetic
- 25% cold
- vulnerable to energy / blast / heat / electricity / acid / stun
- attack speed 2.32 seconds
- 26% chance to hit
- 170-180 damage
- Crippling attack
- Ranged strong poison attack
http://www.villagephotos.com/viewpubimage.asp?id_=7085373
Now the trick really is here to start around CL25. The reason for this is that you can sample from almost anything and know that the CL rating won't drastically change from what you started with. For making this the first step was the get that kinetic resistance up. On Endor I started with blurrg and bolle bol stomper dna then moved up to merging it with boar wolf dna since they have a nice 50% kinetic resistance. After that it was a case of getting as many vulnerabilities into the clone as possible, the cold resistance from the blurrg kinda lingered but I did manage to get it reduced a fair amount. I tiered the HAM so that from highest to lowest was health, action and the mind. Since attacks from PvE enemies are usually stacked in a similar order with the health taking most of the damage and action being secondary it allowed for alot of protection from the HAM as well. Plus with the trick command you can easily pull the pet away to restore the mind so it can be allowed to drop lower if needed.
The final trick was merging the webmasters strong poison attack with the blurrg's ranged attack. That was done by simply putting webmaster dna into the mind slot and the blurrg dna into the physch slot. This kinda shows that the special attacks have very little influence on the CL ratings since you now have a low level mob with the most powerful poison special in the game.
/applaud
Good job!!! I am hoping you can come up with a good "Cloning Guide" for us, well, not so savvy BE's!
Man I love this new system...it is almost everything I wanted. (I am not going to get into complaints yet because I don't want to be 're-balanced', lol)
Wow, that's great work...and it also looks like FUN.
Is BE fun now? I may have to move some skill points around and join you good folks.
Hey Tal-N,
did you get plague strike to carry over yet?
and does anyone else have a hard time getting the pets to actually DO the special attacks?
-silly
Angler CL-17
300-320 dmg
Strong poison
Stun
Ranged attack
6800 HAM (about)
Kinetic - 36
Vulnerable to ALL others.
I gave it to a guildie, along wth a 24 Narglatch. A combination of three pets with all the good specials is our goal.
Nice pet Tal-N.
I hate to ruin a potential theory but... I just tried to put in a Sentry Hermit Spider DNA (mild poison) into Mind and a giant peko peko into Phys and and Prowess (dizzy/stun) . I ended up with DNA that had dizzy/stun, no poison. ![]()