Bio Engineer Archive

Thread: Can you drop supporting profs? (scout, medic)

Aein
Mon Feb 09, 2004 4:03 am
#1

poop - then i'm stuffed.. i cant drop artisan, i killed myself mastering armorsmith, and dropping anything in marksman will mean i am vulnerable..


this is going to be tricky..


NancyJ
Mon Feb 09, 2004 4:42 am
#2

I've managed to drop all marksman, I'm master tailor and a lot of merchant - tbh most of the time your novive marksman skills wont protcet you when collecting DNA - just get some good armour and keep a speeder nearby.




Nyria's BioShop
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200m South of Anchorhead


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Smock-Flurry-
Mon Feb 09, 2004 5:10 am
#3

Lets face it, part of the fun is getting aggroed while you're out sampling then running like a madman from those one hit killers....right into a different pack of one hit killers, and hopefuly bythen you've lost the old aggro, masked your scent, and pulled out your needle to repeat the process. Surrender your marksman and embrace the sweet sweet race for your life. Heck, where's the excitement if there's no risk involved?
Armourboy
Mon Feb 09, 2004 5:14 am
#4

Yes drop it I did and if you need something for just some basic protection get a nym's slug thrower. It's a carbine that requires no skills to use and is a fairly good weapon.



Trill Butta


Master BE





____Trill Butta_____________________________
FOREVER DA FEESHY

My better half is Fuschia
Merendel
Mon Feb 09, 2004 10:17 am
#5

ya drop marksman as it wont do you that much good anyway and its easy to get back later. My second account is a master doc and curently a 4/4/2/4 BE. he has a republic blaster wich dosent need a cert but is at least decent when he actualy hits. your best option is get a high quality suit of ubese armor. properly constructed it can have kenetic resistance up in the 70s and with reasonable enc. make a macro that you can use to quickly take it on and off and get doctor buffs. if something agros hit the macro and run twards your speeder. as long as you have buffs and they dont hit your head you should survive the first swing even unarmerd. just have your speeder close enough to quickly get on and leave the criter in your exaust.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
SonGouki
Mon Feb 09, 2004 10:42 am
#6







Just get the following and you'll never have any problems:


  • Ubese Armor, 80% Kinetic (cheap and just as good as Composite, lower Ecumbrance as well)

  • Full Doctor Buffs (all 6 stats)

  • Dancer/Musician Buff

  • Muon Gold

  • Ryshcate forFocus BuffsandFishak for Muon downers (note that this is changing soon with the Chef updates coming)

  • Optional: Exploration 2+ and +25 Mask Scent/Camoflage clothes

  • Optional: Republic Blaster and Nym's Slug Thrower Carbine, both speed sliced (you'll miss a lot so rate of fire is important, speed power-ups wouldn't hurt either)

  • Write a sampling macro: /peace; /sampleDna; (don't use follow because it can cause others to aggro you and your chances of sampling are higher when you don't move)

  • Put the armor and clothes on the toolbar and write 2 macros to equip either of them.

Now to sample do the following:



  • Approach the creature in your clothes with mask scent on (even if they're non-aggro).

  • Use the sampling macro.

  • If you fail and it attacks:


    • You won't attack back because you were already peaced (this also stops socials from helping it out too) (note that failing a sample will not break your mask scent either).

    • Hit the macro to equip your armor.

    • Run away jamming peacewith the creature still targetted.

    • As soon as the creature stops attacking immediately turn around and sample it (use burst run if you have to catch up to it, much more desirable than going back to it's lair with it's friends).

    • If you get in any danger you can always pull out the Rep Blaster or Slug Thrower to help out.


There ya go, I use this all the time when I go on "sampling expiditions" and never have any problems.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


Aein
Mon Feb 09, 2004 1:47 pm
#7


Hey all,


Sorry if this is an asked to death query - if it is and its been discussed please point me to the link or ref.


Basically I was just wondering if you can drop the supporting professions to bio-engineer. By that I mean, once i have novice bio, can I drop Scout and Medic so I can recoop some skill points. At present I am strapped for skills points and am working towards bio eng. I just wanted to know if it's possible to reclaim the skill points for Scout and medic and *not* lose my novice bio once i have it.


I mean, does it work such that if i had novice bio and did a recoop on medic and scout i would suddenly lose my novice bio - or would i suddenly not be able to advance in bio? Or will it simply not allow me to drop them?


ImdaREELjedi
Mon Feb 09, 2004 1:50 pm
#8

you cant drop a skill unless you have dropped every skill it is a prerequisite for. so no. you cant drop scout and medic and still be BE



Ki'wo - Chilastra
Teras Kasi Master, Battlemaster, Aspiring Chef
Bufano - Chilastra
Master Architect, Master Bio-Engineer
Aein
Tue Feb 10, 2004 3:51 am
#9

Hmm, then i might just do that - pick up some good armour, drop marksman and Forrest Gump it to my swoop bike.


The *only* drawback i have with that is that 5 times out of 10 when i get of my bike, it flippin disappears.. Which i assume is bug with vehicles. Sucks when you run for your bike only to find it's vanished...
Aein
Tue Feb 10, 2004 3:55 am
#10

SonGouki - that was a good step by step - thanks! I shall put it to practice tonite. My only question (sorry but I'm new to scouting) is why dyu remove your armour? Does it impede the scent masking? Or is it to do with dna sampling? ( I haven't noviced yet - hope to do so tonite - need anothe 5k hunting exp)




MortuusSlayn
Tue Feb 10, 2004 4:56 am
#11

I would imagine you'd remove the armor because:


a) It wouldn't allow you to wear scent camoflauge clothing.

b) It would leave you encumbered, and DNA Sampling drains the mind.

Kevie
Tue Feb 10, 2004 4:11 pm
#12

smock that was the funniest thing i've read in a long time LOL




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

GFoyle
Tue Feb 10, 2004 6:41 pm
#13






MortuusSlayn wrote:

I would imagine you'd remove the armor because:


a) It wouldn't allow you to wear scent camoflauge clothing.

b) It would leave you encumbered, and DNA Sampling drains the mind.







If you wear full armour for sampling then you wil have problems with the lowered efficiency on the Action/Mind pools when sampling - takes a huge chunk out of Action/Mind and it doesn't regenerate (even with Muon).


However, you don't have to strip off all your armour - just leave off the helmet and pants (replacing it with the engineered clothing of your choice). This reduces the wear on Action/Mind, protects the bits most critters hit (body/arms) and allows you to max camo.


This works for me .


Also, although the buffs etc are nice to have, you only really need a crate of muon (or whatever the chef replacement buff of the moment is!). Make sure you have a pile of low value stim-B's handy too (to repair your action).



Gully Foyle
All SOE game accounts cancelled - and this time I'm gone for good
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