Bio Engineer Archive
Thread: 80% done with BE and...
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Wagnbat
Wed Mar 03, 2004 7:19 am
#1
BE is very interesting. People find their niches in different places, but BE, so far, seems very rewarding, and like something I would like to get more involved in. It's almost as if, dare I say it, it is a perfect profession.
What would make me say that...??? Hmmm...
I suppose because they have a purpose, they have meaning, and they are pretty flexible.
With the right amount of tools and training you can:
Make a dewback mount for a non-ch, with decent HAM, and a special attack such as knockdown.
Make uber pets for CH's.
Enhance clothing.
Enhance food stuffs.
Enhance medicine.
Tinker with species.
And other stuff I'm probably not thinking of. They are multi-role, and not "too" limited by their profession title. By that I mean statements like "You can't do this, because only <insert opposing class here> can do this". Example: CMs can poison, docs can cure. TKM can mediate and cure all states, all other melee cannot. Carbineers can KD but not dizzy, Rifleman can dizzy but not KD. Many others as well, but if I may continue...
Not really dependant on any class, not really depended upon by any class, but a class which can interact with many. A truly unique, and rewarding profession indeed.
Now, 13 hours of crafting, combined with the long slow process of DNA sampling make this a very difficult profession to master. I did Swordsman, Pikeman, and Fencer in 2 and a half days of grinding, each. Crafting took me 2 full days, and another full day to get up to DNA Sampling 2.
I hope this unlocks me, because I'll get to keep BE. If not, on to profession 19.
What would make me say that...??? Hmmm...
I suppose because they have a purpose, they have meaning, and they are pretty flexible.
With the right amount of tools and training you can:
Make a dewback mount for a non-ch, with decent HAM, and a special attack such as knockdown.
Make uber pets for CH's.
Enhance clothing.
Enhance food stuffs.
Enhance medicine.
Tinker with species.
And other stuff I'm probably not thinking of. They are multi-role, and not "too" limited by their profession title. By that I mean statements like "You can't do this, because only <insert opposing class here> can do this". Example: CMs can poison, docs can cure. TKM can mediate and cure all states, all other melee cannot. Carbineers can KD but not dizzy, Rifleman can dizzy but not KD. Many others as well, but if I may continue...
Not really dependant on any class, not really depended upon by any class, but a class which can interact with many. A truly unique, and rewarding profession indeed.
Now, 13 hours of crafting, combined with the long slow process of DNA sampling make this a very difficult profession to master. I did Swordsman, Pikeman, and Fencer in 2 and a half days of grinding, each. Crafting took me 2 full days, and another full day to get up to DNA Sampling 2.
I hope this unlocks me, because I'll get to keep BE. If not, on to profession 19.
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