Bio Engineer Archive
Thread: BE: What has changed?
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Dave122
Tue Jul 19, 2005 8:13 am
#1
I had a master BE when I quit the game a year and a half ago (before any expansions). At that time the BE class was very disappointing. The best clones were only marginally to moderately better than those found in the wild and tissues weren't in high demand. In short, we weren't worth much. What changes have there been since then? Are we a viable profession now?
Dorelli
Tue Jul 19, 2005 8:29 am
#2
I'm afraid you missed the 'golden' age of BE. Everything has changed not just one but several times since you were gone. This is the current state of the craft in a nutshell:
- BE's do all medical crafting now - there are instant stims that anyone can use which is a big market. Doctors enhancers are not worth making, CM enhancers are good. Medical crafting experimentation has replaced BE experimentation so Medical experimentation CA's are usable by BE's making a 12 point BE possible.
- Chef tissues are also important sellers - however a BE with xxx4 has 100% experimentation points (10) which means it is possible for a chef to have their own BE...
- Tailor tissues - we have some cool new tailor tissues that were selling well such as terrain negotiation, melee / ranged defense .. until the ability of tailors to put them into their garments was broken in publish 18. We expect this to be fixed sometime but are not holding our breath.
- DNA gathering- due to the level system and the permanent health not able to be supplemented with buffs problem - BE's have a maximum combat level of 17 with no 'other' combat profession and of say 57-62 max when you pair their BE trees with a master combat profession such as ranger, CH, etc. Due to the creatures hitting harder when you have a lower combat level, and your max health being under 2000, BE's are often finding it frustrating and difficult to sample DNA.
- Pet Crafting - pet sizing issues - BE pets are now scaled in size vs. their combat level with some BE pets being much smaller for level than wild and some being huge. Huge pets are undesirable to CH's fighting in groups, non-CH mounts cannot be mounted because they don't grow big enough. There are only 2 non-CH mounts than can be crafted by BE's (level 10 dewbacks and falumpaset).
- Pet Crafting - made simple - the challenge has gone out of BE for people who experienced and figured out the golden age of pet crafting. No longer do pets have special attacks and the DNA is not that variable between species. We hope they are going to re-add special attacks but there is no guarantee as to whether this will be something BE's add or something that CH's teach them.
- Pet Crafting - usability of pets - BE pets can hit twice as fast as wild ones. I am not an expert on using pets however and do not feel qualified to comment on this.
- Pet Crafting - stims - pet stims may/may not be usuable (see various posts on this forum). Certainly there is not the market there used to be. Viability packs are good sellers tho.
Hope this helps and welcome back to BE. -- Dor
C0rvis
Tue Jul 19, 2005 8:35 am
#3
great post Dorelli
Message Edited by C0rvis on 07-19-2005 11:37 AM
Kaomond
Tue Jul 19, 2005 8:55 am
#4
C0rvis wrote:
great post Dorelli
Message Edited by C0rvis on 07-19-2005 11:37 AM
/agree, was going to type all that out myself, but i'm glad Dorelli did it, my fingers begin to hurt after too much time spent browsing here hehe
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