Bio Engineer Archive
Thread: CL 21-30, AR1, 60% Kinetic pet building guide
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Javac
Sun Jan 25, 2004 8:10 pm
#1
Hey folks, my holo said MBE but it turned out to be fun instead of a horrid grind n' drop like armorsmith. I thought I'd contribute a little something back. I've had good sucess with this method. It does use generational DNA to bring the CL down by reducing the damage. These pets look great for PvE, but generally suck for PvP and vs NPCs. Hopefully this will help some people get what they want.
First Generation:
1) Merek Harvester
2) Bark Mite Burrower
3) Bark Mite Burrower
4) Bark Mite Burrower
5) Depends what special you want, anything with >45% Kinetic and >400 Fortitude will work
For example: Toxic Battlelord for Strong Poison, sometimes ranged. Remember that both slots 4 and 5 contribute to the specials.
Experiment Fortitude up to 500+, usually 2 experimentation one point at a time.
Check Desterity and Intellect, if Dexterity is less than intellect, spend a point or two in prowress.
This will result in a clone typically CL 32-42, Light Armor, 60% Kinetic and approximately 10k health. CL will largely be depenent on what DNA is in slot 5. Try to use the lowest possible. Something like King or Queen Merek will push it to CL42.
For the second generation you have two options. One is to use all resampled DNA to generate the next clone, or to use second generation solely in slot 5 to reduce the damage and to carry the specials forward. Using 2nd gen DNA in both slot 4 and 5 will give you approximately a 90% chance of the same specials as the previous clone.
Use the same experimentation process:
Experiment Fortitude up to 500+, usually 2 experimentation one point at a time.
Check Desterity and Intellect, if Dexterity is less than intellect, spend a point or two in prowress.
This will result in a clone typically CL 24-30, Light Armor, 60% Kinetic and approximately 9k health.
You can repeat this as desired, but I highly recomend stopping at 2nd or 3rd generation if you want to push it. One critical failure can wipe out hours of work after that stage. Also, the disparity between health and action/mental becomes greater with each sucessive generation.
Here are some examples:
2nd Generation Clone (probably should have put another point in prowress):
Angler
CL 26
Light Armor
60% Kinetic
43% Heat
41% Acid
HAM 10.5k/6.6k/7k
Ranged Strong Poison
Ranged Blinding Strike
Speed/Hit/Damage
2.33/0.26/210-220
3rd Generation Clone (my best result, after 2 critical failures
):
Razor Cat
CL21
Light Armor
60% Kinetic
46% Heat
45% Acid
HAM 10.5k/7.4k/5.7k
Strong Poison
Blinding Strike
Speed/Hit/Damage
2.41/0.23/160-170
First Generation:
1) Merek Harvester
2) Bark Mite Burrower
3) Bark Mite Burrower
4) Bark Mite Burrower
5) Depends what special you want, anything with >45% Kinetic and >400 Fortitude will work
For example: Toxic Battlelord for Strong Poison, sometimes ranged. Remember that both slots 4 and 5 contribute to the specials.
Experiment Fortitude up to 500+, usually 2 experimentation one point at a time.
Check Desterity and Intellect, if Dexterity is less than intellect, spend a point or two in prowress.
This will result in a clone typically CL 32-42, Light Armor, 60% Kinetic and approximately 10k health. CL will largely be depenent on what DNA is in slot 5. Try to use the lowest possible. Something like King or Queen Merek will push it to CL42.
For the second generation you have two options. One is to use all resampled DNA to generate the next clone, or to use second generation solely in slot 5 to reduce the damage and to carry the specials forward. Using 2nd gen DNA in both slot 4 and 5 will give you approximately a 90% chance of the same specials as the previous clone.
Use the same experimentation process:
Experiment Fortitude up to 500+, usually 2 experimentation one point at a time.
Check Desterity and Intellect, if Dexterity is less than intellect, spend a point or two in prowress.
This will result in a clone typically CL 24-30, Light Armor, 60% Kinetic and approximately 9k health.
You can repeat this as desired, but I highly recomend stopping at 2nd or 3rd generation if you want to push it. One critical failure can wipe out hours of work after that stage. Also, the disparity between health and action/mental becomes greater with each sucessive generation.
Here are some examples:
2nd Generation Clone (probably should have put another point in prowress):
Angler
CL 26
Light Armor
60% Kinetic
43% Heat
41% Acid
HAM 10.5k/6.6k/7k
Ranged Strong Poison
Ranged Blinding Strike
Speed/Hit/Damage
2.33/0.26/210-220
3rd Generation Clone (my best result, after 2 critical failures
Razor Cat
CL21
Light Armor
60% Kinetic
46% Heat
45% Acid
HAM 10.5k/7.4k/5.7k
Strong Poison
Blinding Strike
Speed/Hit/Damage
2.41/0.23/160-170
monkeysan
Sun Jan 25, 2004 10:43 pm
#2
Great results!
My only question is whether the CL 21 clone can hit often enough and for enough damage to keep aggro on the pet for tanking purposes. My understanding is that damage dealt is part of the calculation for a mob's target choice.
Delbon_Clinion
Sun Jan 25, 2004 10:58 pm
#3
Yeah, those bark mite burrowers are great for their armor/resists, and they seem to make a good mid-level pet when combined with something else in the psych/aggression slots.
Nice work, and great information up there!
Should help out the BEs that are still trying to learn the ropes of this cool new cloning system.
Nice work, and great information up there!
Javac
Mon Jan 26, 2004 5:56 am
#5
monkeysan wrote:Great results!
My only question is whether the CL 21 clone can hit often enough and for enough damage to keep aggro on the pet for tanking purposes. My understanding is that damage dealt is part of the calculation for a mob's target choice.
Good question, I really don't know myself. The CL21 clone was purely to see how low I could push the CL and still keep armor. This is another reason to keep the clones at 2nd generation at a slightly higher CL. Without armor, and keeping 60% kinetic it's easy to hit CL19 if you need something lower.
WolfGuy
Thu Jan 29, 2004 2:11 am
#6
I gave this a shot tonight, and had three failure in experimentation, so I quit. The clone came out kinda crazy though... 10.5/9.2/9.6 HAM, 330 dmg, 60% kinetic resists and CL35 on the first try. I didn't want to keep crafting because of the failures and another crit fail trying to make a template. DNA takes too long to get to just throw away on a bad night of crafting.
Great post, though, please keep the awesome recipes coming. I will try and play with it some more and let you know how it turns out.
Great post, though, please keep the awesome recipes coming. I will try and play with it some more and let you know how it turns out.
Cocomono
Thu Jan 29, 2004 12:06 pm
#7
This is the formula I use for my pure PvE tanks, first generation clones.
Merek Harvestor:Merek Harvestor
Cowardly Gurreck: Venom filled arachne
Arachne Warrior
CL usually comes out about 25-29 with Light armor, 60Kinetic and 300-310 (sometimes ranged)Strong Poison.
DougNichols
Fri Jan 30, 2004 5:24 am
#8
I made one of these on TC-Bria (test center, complete with patch) and called it just fine. Mine was level 23 however, not level 21. Also made a level 24 one and he was valid too.
Javac
Mon Feb 02, 2004 6:53 am
#9
DougNichols wrote:I made one of these on TC-Bria (test center, complete with patch) and called it just fine. Mine was level 23 however, not level 21. Also made a level 24 one and he was valid too.
Good to hear that these aren't totally out of whack, I'm guessing the CL21 might be a tad low but the rest in the 23-35 range should be great.
WolfGuy
Mon Feb 02, 2004 2:27 pm
#10
I have had several pets using this recipe that suffered a failure during experimentation and lost their armour. They came out aprox CL21, 11K HAM, 490dmg with 60% Kin. No armour but I am growing them to test them as a trio.
Also testing out 2 CL35 pets made using this recipe. It looks very promising.
Also testing out 2 CL35 pets made using this recipe. It looks very promising.
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