Bio Engineer Archive

Thread: What do you consider Good pets, at CL 10, 23, 35, 45-60's, Top-end ?

droid327
Wed May 26, 2004 1:25 pm
#1

my top level CL10 (the only ones I make fornon-special order) was 11k8k7k 59% KR 180-190 damdizzy crippling and ranged =)

I've made level 30ish pets for CHs with like 12k9k8k 60% KR 40% ER AR1 with damage in the 400s I think, and intim/stun specials


I dont see the point in loading up resists just to artificially boost the CL. When CHs ask me to make them a CL70 wooly or whatever, I just tell them I can make one with just as much HAM and damage and armor and resists at CL35 if I dont put on cold and blast and heat resists that they'll probably never need.



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Akelan
Thu May 27, 2004 12:58 am
#2

I see a lot of range in the pets from various BE's on Chilastra, and I frequently check vendors on other servers as well to see what they have available. I'd like to see what other master BE's think are pets that they are proud to sell on their vendors at the various levels.


For CL 10, currently there is not much to make for the more reasonable pets. While I know they will be nerfed, and tell my customers that, they still are in high demand. For Non-CH pets, I usually run about these stats:


9500/2700/2700, 59% Kinetic, 90 damage, ranging up to 10K, 60% Kinetic and 140-150 damage. Usually one special, most often intimidate, though some poison and dizzy pets as well.


Triplet levels - CL 23/24


9300/4000/3000, light armor, 60% Kinetic, vuln to most, 150-200 damage, ranging up to 10K health, 240 damage, generally with one or two specials, few with ranged. Poison, Disease, Dizzy, Intimidate, Blind, Stun are all common specials at this level. I do not generally sell pets without armor over level 19, and generally try to keep a few CL 18's with armor available.


Twins levels - CL 34/35/36


9700/4000/4000, light armor, 50% or higher Kinetic, low level resists to most, I try for vulnerabilities to cold, blast and sometimes stun, depending on the pet. The pets look very similar from the initial stats here, it is mostly added resists and damage in the 250 range that make the difference. I have done 11K health, kinetic resist and armor only pets at this level, but they are generally not so much more effective as to make the difference compared to their damage.


CH "Singles" ranges


40 - 60, I scale up in both health and resists. I rarely have a CL 40 with any serious vulnerabilities, and 10K seems to be a common health stat, with high 7K rangeor better for the action/mind pools. I usually build up these pets levels by increasing damage and resists, rather than going for extremes of health, and anything at this level has armor and 55% or better kinetic, 30% or better energy.


Top-End


65 - 70 pets are fun for me, though they can be frustrating. 11500 and up for health, with 12K being average, with the other two pools being over 9K or better, and most often over 10K. I try to keep within 10% of the health stat for the lowest of the other pools.

Full resist profiles, with only cold or blast vulnerabilities if I am trying for very high health. Armor, 55% or better Kinetic, 50% or better energy; I think my best have been over 56% on both kinetic and energy, though I have yet to achieve a 60/60. Damage is usually in the 400 range, depending on the other tradeoffs, and I have run into the 560 -570 range for damage often, though only one I recall has topped 600. These are either made to order for select customers, or made to please my own efforts at trying to craft something in particular, and put on the vendor to see if any of my MCH customers are interested; most actually sell quite soon.


I consider myself more than a little demanding of the pets I create; I am wondering what others see as reasonable pets to make and offer for sale.


Llan
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