Bio Engineer Archive
Thread: uh oh, a newbie looking for help!
I'm grinding towards jedi with my main toon, so I'm switching my second account to a non-combat focused one (main purpose is doc 0440 for buffing once my main is jedi) and decided to give bio-engineer a try; it looked kinda fun, I've not done a crafting prof before and I have some tailor and chef friends, so I thought it would be nice to help them out. I'm kinda new to profession forums, being mainly combat focused I'm sick of seeing "every profession but mine is overpowered", "nerf this", "un-nerf this" etc, so be kind
I'm really just here looking for any advice of any kind people are willing to offer. I've read the stickies at the top, and they've been a big help. But, I've got a couple of questions that I didn't see answered there (probably missed the answers).
The whole DNA sample to finished pet thing is totally confusing me, I promise I will re-read it when it's not 5am and I've taken too many pain killers. But, in the mean time, is there an idiot's guide to it anywhere?
I started yesterday, am currently 1212, what would be good things to grind on? I'm currently grinding crafting with micronutrients supplement, thanks to the generosity of friends (you have to love someone who gives you 40k of meat
For the sampling xp, what's the best thing to grind on for each level? I found banthas and dewbacks worked well for the novice to DNA 1 xp. Ideally I'd like something that's not aggressive and doesn't DB, don't really want to have to go to the effort of buffs and don't want to waste armour.
Is there a list of what are good, bad or great stats for various pets, tissues and food supplements? It would be a big help when it comes to pricing things, and also just so I know how I stack up against other BEs
Finally, any other suggestions people are able to offer would be greatly appreciated. Thanks for any help
PhimaKirsto wrote:
Background bit first:
I'm grinding towards jedi with my main toon, so I'm switching my second account to a non-combat focused one (main purpose is doc 0440 for buffing once my main is jedi) and decided to give bio-engineer a try; it looked kinda fun, I've not done a crafting prof before and I have some tailor and chef friends, so I thought it would be nice to help them out. I'm kinda new to profession forums, being mainly combat focused I'm sick of seeing "every profession but mine is overpowered", "nerf this", "un-nerf this" etc, so be kindApologies in advance if I ask things that have been asked a thousand times before. you shouldn't have trouble with that here- we've got so many problems it's usually not "nerf nerf nerf" but rather "fix fix FIX!!!"
looking for any advice of any kind people are willing to offer. I've read the stickies at the top, and they've been a big help. But, I've got a couple of questions that I didn't see answered there (probably missed the answers).
The whole DNA sample to finished pet thing is totally confusing me, I promise I will re-read it when it's not 5am and I've taken too many pain killers. But, in the mean time, is there an idiot's guide to it anywhere?
ok i'll make it as simple as possible:
0. Make sure you have 5 places for items in your inventory
1. go up to a wild animal, select itand type "/sampledna" in the spacial chat window.
2.press enter. wait. wait some more. wait still more. soon you should see either "you failed to get a dna sample" (bad) or "you successfully collected a dna sample" (good)
3. repeat #2 untill you have "succesfully collected a dna sample" 5 times
4. open your inventory
5. see 5 new items each labeled "dna sample"
6. open up your food/chem crafting tool
7. select the tab that says "DNA templete" at the top above the list of things you can make, and select "generic dna tempete"
8. press "next"
9. drag the dna samples from teh side window to their slots
10. press "next" (or "create"-can't remember exactly what it says)
11. you will see your dna tempate's dna if you have successfully combined the dna. if your combine failed, go back to step 2.
12. if the combination was succesful, select "experiment" if you have the option or "create prototype" if you do not have the option. UNDER _NO_ CIRCUMSTANCES WILL YOU SELECT "CREATE MANUFACTURING SCHEMATIC"
12a. if you pressed experiment, click the boxes to choose where you will experiment. press "experiment"
12b. when you have used up all experimentation points, choose "next" and "create prototype"
13 select "create object"
14. wait. wait more. wait some more. still waiting...wait wait wait. read a magazine, you'll have anywhere between 30-45sec probably. OK!
15. when you're done waiting, open your food/chem tool up again. go over to "creatures", choose a skin.
16. once you have chosen your skin, drag & drop the required matieriels into the boxes (some flora, some meat, and your dna templete)
17 next
18 if you fail, return to the beginning of this and start over.
19 if you are successful, press "next" and "create prototype" (and yes again if neccisary)
20 see #14.
21. check out your inventory! you now have a pet!
I started yesterday, am currently 1212, what would be good things to grind on? I'm currently grinding crafting with micronutrients supplement, thanks to the generosity of friends (you have to love someone who gives you 40k of meat)and an emptied bank account I've got enough resources to finish the crafting on these, should I stick with them or switch to something else?
For the sampling xp, what's the best thing to grind on for each level? I found banthas and dewbacks worked well for the novice to DNA 1 xp. Ideally I'd like something that's not aggressive and doesn't DB, don't really want to have to go to the effort of buffs and don't want to waste armour.
Is there a list of what are good, bad or great stats for various pets, tissues and food supplements? It would be a big help when it comes to pricing things, and also just so I know how I stack up against other BEs
Finally, any other suggestions people are able to offer would be greatly appreciated. Thanks for any help
ok now for the rest of this
PhimaKirsto wrote:
I started yesterday, am currently 1212, what would be good things to grind on? I'm currently grinding crafting with micronutrients supplement, thanks to the generosity of friends (you have to love someone who gives you 40k of meat)and an emptied bank account I've got enough resources to finish the crafting on these, should I stick with them or switch to something else?
BSNS. once you get them, use experiment and grind them. btw, you'll need more meat and probably flora.
For the sampling xp, what's the best thing to grind on for each level? I found banthas and dewbacks worked well for the novice to DNA 1 xp. Ideally I'd like something that's not aggressive and doesn't DB, don't really want to have to go to the effort of buffs and don't want to waste armour.
no one "best" thing to grind dna on. you can't "experiment" on dna samples so you'll have to be there probably 100% of the time sampling and making sure your inventory keeps space in it. if it gets full, you'll keep failing samples and not get any xp. if you know recursive macros well you can make one and only check on your inventory every 1/2 hr or so. if not, you'll be there 100% of the time. sample waht you can most. low level yeard-trash for starters.
Is there a list of what are good, bad or great stats for various pets, tissues and food supplements? It would be a big help when it comes to pricing things, and also just so I know how I stack up against other BEsIt's all in what you chose and it's only a competition against yourself for pets. food suppliments 55/85/115 is good. tissues for tialors must be above 13, most tailors like 16 or 17 just because it looks good.
Finally, any other suggestions people are able to offer would be greatly appreciated. Thanks for any help
Grozzer out
A couple of specific answers:
I'm relieved to hear pet making is considered complicated, I was starting to feel like an idiot for not understanding it properlu. Ah well, I'll try reading it again now I'm awake properly.
Hylidex, thanks for the warning on the money issue, but it's of no importance to me. I'm doing BE for two reasons, it will be a big help to some friends and it seems a really fun profession, making a critter, what could be cooler?
Given that that is what you want from the profession, you sound like a perfect candidate. Welcome aboard. Pocket protectors and plastic-rimmed glasses haven't been released yet in the game, but we can still work on a mad-scientist laugh.
PhimaKirsto wrote:
Hylidex, thanks for the warning on the money issue, but it's of no importance to me. I'm doing BE for two reasons, it will be a big help to some friends and it seems a really fun profession, making a critter, what could be cooler?
I am also new to BE as of 2 days agoand just madelevel 3 dna. Could never remember what did what in each dna slot, so I created me a cheat sheet from the guides. This way I have what I needed on one sheet without searching thru the guides. You may find this helpful.
I have created justover 2 dozen critters so far and noted that whatever is in spec. attack 1 in aggressive becomes final 50% of the time. For me on range, Mental alone didn't work. It appear on combination of phy-men-agg but mental being the key.Only one range produced from prowess and mental.
Physical Condition:
Hardiness= health - 40%, pro 25%, men 5%, psy 5%, agg 25%. 500 = 9k health
Fortitude500 = light armor
Prowess:
Dexterity= action - 42%, phy 25%, men 17%, psy 8.5%, agg 7.5%. 500 = 9k action
Endurance
Mental:
Intelligence= mind - 50%, phy 5%, pro 10%, psy 30%, agg 5%. 500 = 9k mind
Cleverness= To hit - 50%, phy 5%, pro 10%, psy 30%, agg 5%
Possible range attack
Psychological:
Dependability
Courage= attack speed - 43 %, phy 9%, pro 5%, men 26%, agg 17%
Aggression:
Fierceness
Power= damage - 42%, phy 17%, pro 16%, men 8.5%, psy 16.5%
Special Attack 1 50% of time
Resist phy 40%, pro 25%, men 5%, psy 5%, agg 25%. Spec resist. makes effective resist. 0.
craftysam wrote:I am also new to BE as of 2 days ago and just made level 3 dna. Could never remember what did what in each dna slot, so I created me a cheat sheet from the guides. This way I have what I needed on one sheet without searching thru the guides. You may find this helpful.
I have created just over 2 dozen critters so far and noted that whatever is in spec. attack 1 in aggressive becomes final 50% of the time. For me on range, Mental alone didn't work. It appear on combination of phy-men-agg but mental being the key. Only one range produced from prowess and mental.
Physical Condition:
Hardiness = health - 40%, pro 25%, men 5%, psy 5%, agg 25%. 500 = 9k health
Fortitude 500 = light armor
Prowess:
Dexterity = action - 42%, phy 25%, men 17%, psy 8.5%, agg 7.5%. 500 = 9k action
Endurance
Mental:
Intelligence = mind - 50%, phy 5%, pro 10%, psy 30%, agg 5%. 500 = 9k mind
Cleverness = To hit - 50%, phy 5%, pro 10%, psy 30%, agg 5%
Possible range attack
Psychological:
Dependability
Courage = attack speed - 43 %, phy 9%, pro 5%, men 26%, agg 17%
Aggression:
Fierceness
Power = damage - 42%, phy 17%, pro 16%, men 8.5%, psy 16.5%
Special Attack 1 50% of timeResist phy 40%, pro 25%, men 5%, psy 5%, agg 25%. Spec resist. makes effective resist. 0.
You're getting close, but there's much more there than what you've found. my first suggestion is to re-read the FAQ or FAFAQ, but i'll summerize to attempt to help.
as a general rule: the more creatures are in a combination with XX special in special 1 or 2, the more likely it is to come up in the final combine. also, when getting specials to stick, aggression and psychological are the attributes to put your special attack dna into. each generally controls one special, can't remember which atm.