Bio Engineer Archive
Thread: Getting Pets with Strong Posion and Strong Disease.
What DNA samples do you use to get, reliably, pets with specials of Strong Poison and Strong Disease?
Currently, I use Merek Death’s Heads to get the specials but the low resists (10%) on the MDHs drag down the pets overall resists (I focus mainly on Kinetic and Energy for PvE pets).
While a number of pets exists out there with the individual specials the big problem I run into is finding animals to sample that have Strong Poison in Special One. Most seem to have it as Special Two. This is also the same slot as Strong Disease that I’ve come across.
Giant Anglers, for example, do have Strong Posion as Special One but they are not very strong pets and tend to drag the overall pet level down and make it harder to get a pet with armor.
Are there better mobs than Merek Death’s Heads to use for this specials combo? Barring that, any decent mobs that have one of the specials that can be used?
I'm not going to give you the exact solution (that would be no fun now would it?), but I can give you a hint:
You have probably seen fromsites such as swgcreatures.com that there aren't that many creatures that have either strong poison or strong disease specials. You might also know that area effect specials such as poison spray, open wounds, force strike and plague strike do not carry over to the final genetic template. But notice how most of the creatures with area effect specials have nice resists
So using this knowledge,try creating a pet using dna that has an area effect special and notehow the specials carry overto the final genetic template. And there you have it....all you have to do now is to do a bit of experimenting (or reading) tofind out which slots to put the DNA to give the highest chance of getting the combination of specials you want.
I hope I haven't been too cryptic. ![]()
dulee wrote:
I hope I haven't been too cryptic.
![]()
/clueless
huh?
j/k
As Dulee said, hit up: SWGCreatures.com
Then check out the Bio-Engineering guild (links anyone?)
Then experiment experiment experiment
Message Edited by SomeUser on 05-23-2004 05:34 PM
dulee wrote:
I'm not going to give you the exact solution (that would be no fun now would it?), but I can give you a hint:
You have probably seen fromsites such as swgcreatures.com that there aren't that many creatures that have either strong poison or strong disease specials. You might also know that area effect specials such as poison spray, open wounds, force strike and plague strike do not carry over to the final genetic template. But notice how most of the creatures with area effect specials have nice resists
So using this knowledge,try creating a pet using dna that has an area effect special and notehow the specials carry overto the final genetic template. And there you have it....all you have to do now is to do a bit of experimenting (or reading) tofind out which slots to put the DNA to give the highest chance of getting the combination of specials you want.
I hope I haven't been too cryptic.
droid327 wrote:
Have you tried MH MH MDH MDH MDH? That'll give you close to 50 KR and energy vul; if you're CH you wont have to gen and might get AR1 to carry over too.
I haven't tried that specific combo BUT have used variations using the MDH in slots 4 and 5. Even using Bark Mites Burrowers (65% Kin) seems to get dragged down below 50% because of the MDH resists.
Recently tried:
1.HQ BMBQ
2. AA BMBQ
3. HQ MRE
4. VHQ BMBQ
5. VHQ MDH
Results 44% Kin/37% Energy w/ Strong Posion/Strong Disease and Ranged Attack.
1. VHQ BMB
2. VHQ BMB
3. VHQ BMBQ
4. HQ BMBQ
5. HQ MDH
Results 48% Kin/30 Energy Strong Posion and Strong Disease specials. (usualy ranged attack)
BMB=Bark Mite Burrower
BMBQ=Bark Mite Burrower Queen
MDH=Merek Death's Head
MER=Matrigrue Reaper
You've almost got it. You mentioned that using DNA witih one of the non-valid specials will carry over a special. Well, turn this to your advantage by figuring which slot it tends to carry a special from. Am I making sense now?
You mentioned the horned voritor lizard...this is a nice creature with better resists than the MDH with strong poison and a non-valid special 2. Try using this in the 5th slot instead of the MDH and play around with putting the DNA with strong disease as special 2 in one of the other slots until it replaces the non-valid special so that you end up with strong poison as special 1 and strong disease as special 2.