Bio Engineer Archive

Thread: CL35ish pets, any suggestions for improvement?

deefz
Mon Jan 12, 2004 10:59 am
#1

Since the nerf, I don't find any fun in making CL10 pets anymore(it's just not worth it seeing as half of them might get nerf'd again).


So I started working on CL35ish pets for my guildmates.


Last night, I went out and got some Merek Death Heads.


Slot 1, 2, 5: VHQ MDH.
Slot 3,4: VHQ trash from corellia (I think they were butterflies).


My goal: CL35ish Cat, 8k HAMS, Light Armor, 300+ Attack, 30%+ resists, Ranged attack, Strong Poison & Strong Disease.


I ended up with:


CL35 Razor Cat, 9k/6k/5k HAM, Light Amor, 2.05/0.31/340-350, 4% resists, no ranged, Strong Poison and Strong Disease (SP for PvE, SD for PvP.. I'm making useful pets, not pretty ones).


I experimented on physique until the fortitude got above 500, and then spread out the rest.


My questions:



  1. If you have light armor, do resists really help?

  2. What is the best way to increase the Action and Mind pool of HAM? At what cost?

  3. Whats the best way to insert a ranged attack in there?




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Kauri: 'feedback [ION]
Phenriz
Mon Jan 12, 2004 11:18 am
#2

here is what i typically use for my CL 30 - 35 pets: stats are usually AR1, 60% kinetic, 10- 20% energy and various other resists.


MH (Merek Harvestor) BMB (Bark Mite Burrower)


so i put them in, in this order


MH,BMB,BMB,BMB,MH


i get a high fortitude, roughly in the low 400's to begin with, before experimentation.


60% kinetic and some decent energy resists i experiment 3 times into physique, @ most, any more that that and it usually pushes the cl over 35.


when i get the fortitude to 500, thats when i stop experimenting.


honestly, i don't prefer ranged attacking pets, and i want them to get in there and tank for me, so a pet without a ranged attack is usually what i go for.


yes resists do matter a pet with a high kinetic and light armor is most preferable to those who want cl 35 pets, as a master ch can use this combo, similar to the way graul maulers USED to be before the pet change.




The Ultimate Noobly!
Tressa
Tue Jan 13, 2004 1:02 am
#3



I used all Gaping Spider Hunter DNA, all VHQ or HQ. I ended up with this:


Lvl 36 Gurreck


11107/9832/8530


2.02/.34/430-440 dmg


Stunning Strike/Med Poison/Range


Kin - 30%, Energy - 30%, Blast - 60%, Heat - 15%, Acid - 0 , Cold Stun Elect - Vuln


Could have probably kept it at 35 by keeping the dmg a bit lower.






My questions:



  1. If you have light armor, do resists really help?

  2. What is the best way to increase the Action and Mind pool of HAM? At what cost?

  3. Whats the best way to insert a ranged attack in there?






1. I don't know much about this.


2. Physique experimenting increases Health, Prowess increases Action, and Mental Increases Mind. Watch the numbers that appear under Hardiness, Dexterity, and Intellect and you will get a good idea how the HAM will turn out. I try to make Hardiness the highest with Dex about 100 less and Intellect about 100 less than Dex. The pet above had Hard =626, Dex=566, and Intellect=443.


3. Use DNA with ranged attack in the Mental slot. I always put ranged DNA in the Psych slot too, but I'm not sure if that really helps any.

Yazule
Tue Jan 13, 2004 1:19 am
#4

yes resists help if you have light armor



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Yazule - Rebuilding after finally getting what I wanted
Ictus
Tue Jan 13, 2004 1:57 am
#5

Resists are counted after armor, so yes it makes a big differents. For example lets say you have AR 1 pet with 50% kinetic resist. The pet takes 100 points of kinetic damage, after the armor it turns into 50 points, after kinetic resist, the 50 turns into 25. Make sense?



Ictus - Bria
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