Bio Engineer Archive
Thread: A MBE/MCH character design
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roninmagus
Wed Feb 11, 2004 5:19 pm
#1
This is the character design I'm thinking of using for my character. I'm well on my way to achieving it, although getting sampling XP takes FOREVER! 
I apologize if a build like this has already been posted. I have been thinking about this and working out the math (I'm bad with numbers) for the past week or so. Now that it's planned, I'm on my way to making it happen.
Anyways, I was aiming for self-sufficience. My goals were to be able to use all pets I create, to be able to sell pets on a private vendor, and to have the ability to sample a little easier (good mask scent.)
The design I've come up with uses Medic, Scout, Artisan, Master Bio Engineer, and Master Creature Handler. The only downside with this design is that I have no combat skills. There are points left over from this design, but only 14, which is not enough to learn even a novice combat skill.
However, if you do not plan on having a vendor or you know someone who will sell your wares for you, and you don't mind buying all your resources (except animal meat, which you'll be able to harvest) then you could drop Artisan out of my plan, learn a novice combat and have enough points to even learn a novice elite combat skill.
Well, on to the build. As I said, this emphasizes self-sufficience, as well as the ability to make money (private vendor.)
Scout: 4-0-4-0 = 43 skill points.
These skills are crucial. I'd recommend starting as a scout. Not only does it meet the requirements for learning novice creature handler, but it gives you a very good Mask Scent (+70) and a good Burst Run Efficiency (+40), both of which are very helpful as a bio-engineer
This also gives you good creature harvesting skills, which can use to fund your endeavors by selling hides to holos.
Medic: 0-0-0-4 = 29 skill points.
The Medic skills are useful in the field, but this profession is mostly included just to meet the prerequisites for Novice Bio. The ability to make some good stims is very useful, and they could also be used (though much less likely) to fund your rise to the top.
Artisan: 0-0-3-4 = 38 skill points.
In the artisan skill tree, it is most important to get Business III, so you can have a private vendor. I also recommend Surveying IV, to aid in the self-sufficience of this plan. Surveying for your own resources at maybe 2 credits per unit (to pay for harvesters) is just more beneficial than buying them at 4-6 credits per unit off the bazaar or vendors. Your main source of income with this build is vendor sales, so Business III is most important.
Bio Engineer - Master - 63 skill points.
The bread and butter. With this build, your main source of income will come through the sales of creatures. Also, as a master creature handler, you will be able to use the creatures you build yourself. This will make you the ultimate support character in hunting teams. As an artisan surveyor, you will not rely on others to get resources to make your creatures. As a scout with high mask scent, you can sample much easier.
Creature Handler - Master - 63 skill points.
The combat side of things, and also another source of income. You can train mounts (hopefully good money) sell creatures to other CHs, you will have it made. You can also control all the creature you create as a BE, making you a formidable jungle master indeed.
To reiterate:
Medic: 0-0-0-4
Scout: 4-0-4-0
Artisan: 0-0-3-4
Bio Engineer: Master
Creature Handler: Master
Total points usage: 236
Like I said, if you believe you are not doing well enough in combat, drop the artisan (This will hurt because you will lose your vendor) and you can go all the way to a novice elite combat skill.
Let me know what you think!
-Ilew
Rori, Flurry Server
I apologize if a build like this has already been posted. I have been thinking about this and working out the math (I'm bad with numbers) for the past week or so. Now that it's planned, I'm on my way to making it happen.
Anyways, I was aiming for self-sufficience. My goals were to be able to use all pets I create, to be able to sell pets on a private vendor, and to have the ability to sample a little easier (good mask scent.)
The design I've come up with uses Medic, Scout, Artisan, Master Bio Engineer, and Master Creature Handler. The only downside with this design is that I have no combat skills. There are points left over from this design, but only 14, which is not enough to learn even a novice combat skill.
However, if you do not plan on having a vendor or you know someone who will sell your wares for you, and you don't mind buying all your resources (except animal meat, which you'll be able to harvest) then you could drop Artisan out of my plan, learn a novice combat and have enough points to even learn a novice elite combat skill.
Well, on to the build. As I said, this emphasizes self-sufficience, as well as the ability to make money (private vendor.)
Scout: 4-0-4-0 = 43 skill points.
These skills are crucial. I'd recommend starting as a scout. Not only does it meet the requirements for learning novice creature handler, but it gives you a very good Mask Scent (+70) and a good Burst Run Efficiency (+40), both of which are very helpful as a bio-engineer
Medic: 0-0-0-4 = 29 skill points.
The Medic skills are useful in the field, but this profession is mostly included just to meet the prerequisites for Novice Bio. The ability to make some good stims is very useful, and they could also be used (though much less likely) to fund your rise to the top.
Artisan: 0-0-3-4 = 38 skill points.
In the artisan skill tree, it is most important to get Business III, so you can have a private vendor. I also recommend Surveying IV, to aid in the self-sufficience of this plan. Surveying for your own resources at maybe 2 credits per unit (to pay for harvesters) is just more beneficial than buying them at 4-6 credits per unit off the bazaar or vendors. Your main source of income with this build is vendor sales, so Business III is most important.
Bio Engineer - Master - 63 skill points.
The bread and butter. With this build, your main source of income will come through the sales of creatures. Also, as a master creature handler, you will be able to use the creatures you build yourself. This will make you the ultimate support character in hunting teams. As an artisan surveyor, you will not rely on others to get resources to make your creatures. As a scout with high mask scent, you can sample much easier.
Creature Handler - Master - 63 skill points.
The combat side of things, and also another source of income. You can train mounts (hopefully good money) sell creatures to other CHs, you will have it made. You can also control all the creature you create as a BE, making you a formidable jungle master indeed.
To reiterate:
Medic: 0-0-0-4
Scout: 4-0-4-0
Artisan: 0-0-3-4
Bio Engineer: Master
Creature Handler: Master
Total points usage: 236
Like I said, if you believe you are not doing well enough in combat, drop the artisan (This will hurt because you will lose your vendor) and you can go all the way to a novice elite combat skill.
Let me know what you think!
-Ilew
Rori, Flurry Server
MongeConew
Wed Feb 11, 2004 7:00 pm
#2
you can actually drop artisan to 0 0 0 4 - you wont lose your vendor if you dont have the required skill. In fact, you could go to novice merchant and get your NPC vendor, then drop that and drop the skill.
CaptnChris
Wed Feb 11, 2004 7:12 pm
#4
I would push those points from artisan into getting master scout, the mask scent bonus will be well worth it.
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