Bio Engineer Archive
Thread: CL10 Pets Made Easy
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rahbert
Fri Apr 08, 2005 8:45 am
#1
These are no secret. If you dig through the forums long enough, these recipes can be found. As a dev has stated, these are not an exploit. However, anyone will admit that they are overpowered. And some people do not make them because of this. If you plan on selling them, I would make your customers aware that they will be nerfed.
Type I
First Generation: VD/HP/HP/VD/HP (VD = Voritor Dasher, HP = Huurton Pup)
Experimentation: Max out Physique and Psychology. Depending on the quality of your samples, put a point into Prowess (If the sample quality is too high, you'll overshoot to CL11).
Results: H/A/M = 4-5k/3k/2-3k. 10% kinetic resistance. Usually you end up with dizzy or no specials. Sometimes Ranged attack comes through.
Type II
First Generation: GSP/GSP/K/K/SGD (GSP = Greater Sludge Panther, K = Kima, SGD = Savage Guf Drolg)
Experimentation: Max out Physique and Psychology.
Second Generation: MH/MH/GEN1/GEN1/GEN1 (MH = Merek Harvester, GEN1 = Resample from First Generation)
Experimentation: Max out Physique and Psychology. Depending on quality of samples, put a point in Prowess. NOTE: Don't let Fortitude go over 500 or you'll end up with Light Armor and CL > 10.
Results: H/A/M = 10k/6k/3k with 59% kinetic, 40% blast. Crippling Strike and Intimidate will usually come through.
Type III
First Generation: BW/VD/VD/B/B (BW = Boar Wolf, VD = Voritor Dasher, B = Bol)
Experimentation: Max out Physique and Psychology.
Second Generation: MH/MH/GEN1/GEN1/GEN1 (MH = Merek Harvester, GEN1 = Resample from First Generation)
Experimentation: Max out Physique and Psychology. Depending on quality of samples, put a point in Prowess. NOTE: Don't let Fortitude go over 500 or you'll end up with Light Armor and CL > 10.
Results: H/A/M = 10-11k/8-9k/5-6k pet with 60% kinetic. Knockdown and dizzy usually come through, but sometimes intimidate and stunning strike will stick.
Type IV
First Generation: MH/DMA/MN/G/B (MH = Merek Harvester, DM = Delirious Merek Avenger, MN = Mantrigue Nightstalker, G = Gubber, B = Bol).
Experimentation: Max outPhysique and Psychology.
Results: H/A/M = 10k/6k/4k pet with 52% kinetic. Knockdown and Intimidation, and sometimes ranged.
Have fun!
/putsFlameHatOn
Type I
Type II
Type III
Type IV
Have fun!
/putsFlameHatOn
Message Edited by rahbert on 04-15-2005 12:37 PM
LloydPickering
Fri Apr 08, 2005 9:21 am
#2
*****'s
These are likely to be nerfed by default in the CURB...but up until then...newer BEs can go have some fun
These are likely to be nerfed by default in the CURB...but up until then...newer BEs can go have some fun
supersparc
Fri Apr 08, 2005 10:14 am
#3
Vex/CRC/BW/BW/PH
MH/MH/G1/G1/G1
Very high on the PH will stick Sun/Int....easy to hit 11 though.
MH/MH/G1/G1/G1
Very high on the PH will stick Sun/Int....easy to hit 11 though.
rahbert
Fri Apr 08, 2005 11:36 am
#4
Usually, if you resample the CL11 5 times, then max out the physique and psychology and put a few points into prowess and mental... you can get the CL10 back.
Rather than doing that, I just resample the CL11 and use that DNA in a new CL10 super dna template.
Rather than doing that, I just resample the CL11 and use that DNA in a new CL10 super dna template.
TreVvy
Fri Apr 08, 2005 1:17 pm
#5
My reciepe is much easier than that one. I only go into a 2nd gen with probably the same results.
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