Bio Engineer Archive
Thread: Little Tips for dedicated novice BEs from a retiring MBE
Introduction
I was a MCH myself. I was MCH befoer the big CH revamp. CH was the first profession I mastered. But after the revamp, I'd say I don't miss the profession at all. While some hates creature pets, saying that they're not starwary, I did love creature companions. Too bad the devs make it not worth to invest in so many skill points now.
That said, BE is the 2nd profession I wanted to master, so I can make myself some good pets and supplies, as well as to cooperate with tailors to make BE enhanced clothes.
However, after the CH revamp (and of course after the BE revamp), only few kinds of pets are still popular: CL70 for MCH, CL35 for combo, CL22/23 for low level CH and 3 pets combination, and CL10 for non-CH.
As you might have known, the devs are still continuing to "adjust" the BE pets. What is a legal BE pet now may become invalid later.
Read the user made FAQ in the forum. It is very useful.
Forget the dev made advanced guide. That's a joke at best.
The FAQ is here.
Please note that English is not my native language, so please forgive me for any gramatical or spelling mistake.
Anyway, here are the little tips.
CL70 pets
First comes the pets.
I use the following DNA samples:
mutant rancor (HQ), mutant rancor (HQ),
mutant rancor (HQ), mutant rancor (HQ),
rancor youth (VHQ)
And here's a sample.
With so many mutant rancor DNAs, you must be very careful with your experimentation, or you will end up with a pet >CL75.
First experiment in mental, so cleverness goes as close to 500 as possible, so that "to hit" could be around 0.5. Keep an eye on intelligence though. Keep it to about 600 and thus get mind points at around 11K. Don't go over too much.
Experiment in psychology to make courage as close to 500 as possible, so that attack speed could be around 2.0 (usually it would be 1.98).
Experiment in aggression to make power around 650, so that damage could be around 520. Don't be greedy and experiment too much on this, or you will get something higher than CL70.
If hardiness is below 700, get 1 experimentation point in it. You will get health point of about 12,600.
If prowess is below 600, experiment on it too. But I guess you might want to save the experimentation point.
With all great sucess, you will have 2-3 experimentation points left. If you get amazing sucess during the process... well, good luck.
You might have to try it a few times to make it perfect.
To get mutant rancor DNA, go to the dathomir sarlaac POI. I can usually find about 2 mutant rancor spawns within 1km of the POI. Usually I would park my bike 80m from the nearest mutant rancor. I have terrain negotiation 4 (or whatever I get maskscent from the scout skill tree) and I would equip my maskscent-enhancing shirt and pant. Sometimes I would also drink Jawa Beer. Usually I'll try to get DNA from the ones that are lying down or at least sitting, so that they won't move while being sampled. Start crawling at 80m away from the target, and preferably at the back of the target as well. If maskscent broke, stop still and wait to apply maskscent again. Keep crawling until I'm 14m away (I know 15m is the magic number, but I usually do it at 15m to play safe). Refresh maskscent. Start sample. Only keep HQ or VHQ samples. I can usually get about 12 HQ and VHQ samples in 2 hours. Yes I know I said above I only use HQ DNAs, but believe me, you don't want to delete the VHQ samples. Just be more careful during experimentation.
While taking DNA samples, notice the HAM of the rancors. The stat of the DNA samples is directly related to its HAM. If it has high health, high action, low mind, the DNA would be high in hardiness, high in prowess, and low in intelligence.
If in the process I'm aggroed, I'll hit my armor macro to wear full armor, and run to my bike. Drive away and spam peace. You can also run into the mutant rancors and hope their area bleed would hit each other so they will fight among themselves, but generally I would avoid that because it would be a waste of time (and a waste of mutant rancors ) to wait till their fight settles.
Rancor youths can be found there too, and they're a lot easier to sample. I only keep VHQ samples.
Generally I would use cats skins, because they run fastest. Some even report that they could keep up with a speederbike. I especially like the gurreck and razor cat skins, because these two are non aggressive skins, meaning that you don't have to be a wookiee or wear BE enhanced clothes to use it even at CL70 (or if it's CL10, any non-CH can use it. Non-CH can't use agressive pets.)
Good luck! I'm sure you'll need that. ![]()
CL23
In fact, for low level CH, CL22 pets are even more popular, because a low level CH need to get one more skill box to use a CL23 pet instead of a CL22. But it all depends on luck whether you can get a CL22 or CL24 pet. A CL24 pet could actually has worse stat than a CL22. Go figure.
Anyway, to make a CL22 pet, use 5 DNAs from the CL30 pets you just made. Experiment ONLY on physique to get fortitude over 500 to get light armor.
Again, sample.
Some people might use some wild DNA in this stage to save 1st generation DNA. Just beware if you want to keep light armor and 60% kinetic resistance.
That's it. No secret here.
Well the secret is: with each generation, the physique, prowess, etc. stat on the DNA sample "decays" a bit, while the resistance and special attacks will stay the same. So if you make pets with generation pets, you will get lower and lower HAM, damage, etc., but same resistance.
Tissues
I will include 2 of my in-game disclaimers for an introduction of tissues:
Tailor tissues
There are two kinds of clothing enhancements, namely Tapes and Tissues.
Tissues:
Tissues are made by bio-engineers and are crafted into clothes at the time of tailoring. Each tissue can only go into
certain sub components.Tissues can be stackable (depending on the clothing schematics) to a maximum of +25 per mod per article of clothing.Enhancements are stackable on a person, but is capped at +25 per mod.
Even if your skill screen shows a bonus (given by clothing) greater than 25, the effective bonus (given by clothing) remains at +25
Please consult your tailor (if you are not one yourself) for more details.
Tapes:
Tapes cannot be crafted, and can only be looted on occasion.Tapes go into sockets. Sockets are made randomly when the clothes are created, and can range from 3 to 5 sockets per article of clothing (for a Master Tailor). Once tapes go into sockets, they can never be taken out.Any enhancement from tapes (or combination of tissues and tapes) are also bounded by the +25 per person cap.
Since I can't make tapes, I'm not selling them.
(This note is originally written by master tailor renee' and rewritten by Tucuxi)
And here's the shopping list for useful BE tissues and additives:
Tailor tissues:
\#00ff00Active Biosensors: injury and wound healing\#ffffff
(20 creature food, 25 flora structure, 25 insect meat, 10 wild meat)
\#00ff00Coagulant Agents: bleeding defense\#ffffff
(20 creature food, 20 flora resources, 20 creature resources, 15 bone)
\#00ff00Fear Release: warcry & intimidation\#ffffff
(25 creature food, 25 herbivore meat, 15 fungi, 20 carnivore meat)
\#00ff00Scent Neutralization: camouflage & maskscent\#ffffff
(20 Creature food, 20 Flora structural, 25 Flowers, 15 Avian Bone)
\#00ff00Tensile Resistance: melee & stun defense\#ffffff
(20 Creature food, 25 bone, 25 hide, 10 flora resources)
\#00ff00Active Tranquilizers: taming wild & vicious creatures\#ffffff
(20 creature food, 25 milk, 25 bone, 10 reptillian meat)
\#00ff00Enhanced Myoflex Treatment: wound healing (dance & music)\#ffffff
(20 creature food, 25 flora structure, 20 scaley hide, 15 egg)
\#00ff00Mimetic Circuitry: cover\#ffffff
(20 creature food, 20 flora structure, 20 reptillian meat, 15 mollusk)
Chef additives:
\#ff0000Light
\#00ff00Mass reducing:
\#00ffffCarboreductive Catalyst - \#ffffff20 organic, 20 domesticated meat, 20 wild meat
\#00ff00Nutritional Supplement:
\#00ffffMicronutrient Supplement - \#ffffff20 organic, 15 flora food, 15 creature food
\#00ff00Flavor enhancing:
\#00ffffMultisaccharide Dimate - \#ffffff20 organic, 20 milk, 25 flora food
\#00ff00Food replicating:
\#00ffffHyper Yeast Additive - \#ffffff20 organic, 20 cereal, 20 wild meat
\#ff0000Medium
\#00ff00Mass reducing:
\#00ffffCaloric Conversion Supplement - \#ffffff35 seeds, 30 domesticated meat, 35 wild meat
\#00ff00Nutritional suppement:
\#00ffffBroad-Spectrum Nutrients - \#ffffff35 organic, 25 flora food, 20 creature food
\#00ff00Flavor enhancing:
\#00ffffMultisaccharide Tetramate - \#ffffff35 seeds, 30 milk, 30 flora food
\#00ff00Food replicating:
\#00ffffHyper Yeast Concentrate - \#ffffff25 organic, 20 cereal, 20 wild meat
\#ff0000Heavy
\#00ff00Mass reducing:
\#00ffffCarbocaloric Eliminator - \#ffffff35 fruit, 40 domesticated meat, 45 wild meat
\#00ff00Nutitional Supplement:
\#00ffffIntelligent Nanonutrients - \#ffffff55 organic, 35 flora food, 20 creature food
\#00ff00Flavor enhancing:
\#00ffffMultisaccharide Pentamate - \#ffffff35 berries, 40 milk, 45 flora food
\#00ff00Food repicating:
\#00ffffEdible Nano constructors - \#ffffff25 vegetables, 40 cereal, 30 wild meat
\#ffff00To clarify, "creature food" means meat, egg, or milk.
All BE tissues / additives requires 33% flavor 33% PE 33% OQ\#ffffff
(I include the color codes as well for use in in-game emails)
And notes about vitality packs:
All creature pets have a stat on them called "vitality." When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so on.
When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied.
To restore a pet's vitality, you need vitpacks from Bio-Engineers, though it will never be restored to 100/100. The power of a vitpack has a direct influence on their restorative powers.
13-38pt vitpack:
Up to 8 lost vit points restored with minimal loss
50-70pt vitpack:
Up to 18 lost vit points restored with minimal loss
75-100pt vitpack:
Up to 28 lost vit points restored with minimal loss
The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.
* The type of vitality pack does not matter. A 38 strength B will restore the same amount as a 38 strength A.
Pet stims are simple. They are stim packs that are only usable on pets. You don't need any medic skills to use pet stims. Pet stims heal all 3 HAM bars.
However, to make cost effective pet stims, please make sure you've read an FAQ article by Sumorex here.
And of course I visit SWGCraft.com and use the SWG Resource Viewer to help keep track of resources (don't forget to contribute to swgcraft.com too).
Message Edited by ftong on 04-26-2004 03:05 PM
Message Edited by ftong on 05-10-2004 02:34 PM