Bio Engineer Archive
Thread: Is this do-able?
First things first: This will be a PVP pet(or pets). And I would want to use any one of the cat skins, as he(they) would have to be quite swift on his(their) feet.
I just want to know whether or not it is possible to have the resists and light armor of the mantrigue reaper(don't want to make the BE kill himself over trying to get the reclusive cavern spider queen DNA), with intimidate and dizzy for the specials. HAM I would prefer to keep over 10K if I am only going to be able to call one of these beasties(CL>35), around 7-8k HAM if I can wield two(I doubt it). Damage is of course irrelevent as everyone is packing 80% kinetic composite in PVP. Attack speed if increasable would be most helpful if pet specials are not on a seperate timer, as this pets main purpose will be to keep the target intimidated and dizzy, so the "to-hit" bonus could also be of much use here if it will affect accuracy and thus his ability to stick the specials. Any ballparks on the CL(S)/HAM/To-hit/Speed would be greatly apreciated!
I know this is a tall order, but MCH is my favorite profession, alongside my second class, which is master pikeman. I need a highly specialized pet to fight alongside for me to stay at least semi-competative amongst the crowd of rifleman, fencers, tka, etc. Having him be able to keep my target intimidated and dizzy alows me the possibility of getting a nice so called "uber knockdown" using polearmhit3, which stuns and posture downs in the same swipe. It may be grasping at straws trying to make what are commonly know as two of the current most "gimped" combat proffesions(well for those of us who are unlucky with nightsisters, pikeman is, heh), but I am going to try like hell for those straws.
Oh I almost forgot, money would be absolutely NO object in the creation of this creature. Multi-Millions? So be it. Whatever it takes.
Just so you don't have to flip to swgcreatures.com:
-Mantrigue Reaper-
Level - 50
HAM - 12000
Armor - Light
Special Protection
Kinetic - 40%
Energy - 40%
Blast - 70%
Stun - 70%
Cold - 70%
Elect. - 70%
Acid - 70%
Effectiveness
Restr. - --%
Heat - --%
To-hit 0.47
Damage 370-450
Attack speed 2
Special 1 - Unknown
Special 2 - None
Sorry I just realized how LONG this post is, heh, Thanks in advance.
I would try Mantrigue Reaper in the HAM slots then Singling Mountain Clan Rancor and Mutant Rancor in the specials slots - obviously there is no guarentee that the specials will stik - expecially intimidate at this cl but its always wroth a try
I have made a lot of personalized pets during my time as a BE (mostly for myself) and I have noticed I can get any 2 special attacks to stick to a pet with enough persistence.
When I wanted a CL65+ pet with Strong Poison and Dizzy strike (I know dizzy only works on humanoid enemies but its really helpful if you have a knockdown attack yourself) I started by finding a creature with these 2 attacks, I cant remember what it was now but lets say its called a SPD animal, I sampled quite a lot of DNA from a SPD and I only kept ones that were of Very High Quality, then I sampled from a creature that had the HAM/Resists I wanted, sampled this a lot of times but kept mainly High Quality samples, then I found a creature with the DMG I wanted...
Next I mixed 1 VHQ SPD DNA (in the last slot) with 4x high DMG creature DNA and kept sampling the resulting creature until I got a creature with the DMG I wanted and the Special attacks.
Next I mixed that creatures DNA (only VHQ again as this seams to keep the specials 99% of the time) in the last slot again with 4 samples of the creature I wanted the HAM and resists from.
This is a very simplified version of what I went through to make all of my 20 situation specific pets I made for myself but you get the basic idea, you can get any legal special attack to stick as long as its better quality or at least same quality as the rest of the DNA you use and as long as you put it in the last slot.
With this technique you need to save DNA from each of your generations incase you get a critical failure, I have quit BE now but I still help out people I meet having problems with BE so if you got a question and your on Scylla send me an in game Email.
Zujin (Master Creature Handler, Master Artisan, Architect 0/3/0/1) *Scylla*
I do not do too much PvP, but which weapon would warrant the Cold resist over Heat? I know there are several popular heat-damage based weapons (FWG5 for example), but I may be unaware of the cold-based ones.
LLan
I dont think the guy is specifically saying he values cold over heat more that this is a creature he's seen that has a fairly decent set of resists but he would prefer it to have intimidate and dizzy as specials.
I think this is more about making a reasonable request of a BE than the 'perfect PvP pet'.
NancyJ wrote:
The only cold weapons that springs to mind are cryoban grenades.
I dont think the guy is specifically saying he values cold over heat more that this is a creature he's seen that has a fairly decent set of resists but he would prefer it to have intimidate and dizzy as specials.
I think this is more about making a reasonable request of a BE than the 'perfect PvP pet'.
Exactly, If I wanted the perfect pet I would ask for the queen reclusive cavern spider DNA, but I think that may be an unreasonable request of the BE.
So the votes are in, does this mean that it is doable?
Akelan wrote:I do not do too much PvP, but which weapon would warrant the Cold resist over Heat? I know there are several popular heat-damage based weapons (FWG5 for example), but I may be unaware of the cold-based ones.
LLan
FWG aren't very popular since they were nerfed, but flamethrowers really BBQ pets still. There really is no fearsome cold damage weapon, but there also doesn;t apear to be a better set oif resists on a sampleable creature. Besides the RCSQ.
Bark Mite Burrower Queen 60% Kinetic, 50% Energy, 80% to Heat, Electricity, Acid. I do not make too many PvP pets, but that is my base DNA strain for most of them. The Stun special is nice, and you can either keep or engineer out the Strong Disease special, and they have a ranged attack as well. They often are generational pets to get down to twin level, but they make a very strong mid-to-high pet quite easily, and they have enough leeway in the fortitude (over 600) to let you breed in other non-armored DNA and still run a good chance of keeping the armor.
That's why I was asking about cold-based weapons, as the vulnerability to cold is one I can normally trade for other abilities without a penalty.
LLan