Bio Engineer Archive
Thread: cl35 recipies
Well a very well known recipe that I am fond of is the:
Merek Harvester, Merek Harvester, Delirious Merek Avenger, BMB, Merek Assasin
Comes out with light armor, 60% kinetic (vuln to most else) with around 10k-11k HAMs.
If you stop exp so that you dont get armor you can make the same as the above but at CL17-CL22.
Needless to say when you multi-gen these pets the possibilities are quite endless.
I just made some feline twins for a good customer of mine tonight with 11k/9k/9k HAMS, armor, 60% kinetic, 300+ damage and dizzy/intimidate and blind/intimidate.
Granted I could have pushed them further with another generation but I was getting bad lag and numerous fails on Endor
Since they were a gift and I wasnt charging anything for themI thought they would do just fine ![]()
I think if I would have blemished one more clone I would have had to buy a new keyboard ![]()
Message Edited by SomeUser on 05-20-2004 10:26 PM
Yeah that is a good recipie... I think I may have to multi gen what i want... which is really something with AR1 and a good kinetic/energy/stun resist. I think Young Malklac Plainswalkers may be the key to really getting all 3 and keeping lower level... but I need to breed in Vuln on the rest... I also think I need a good kd/dizzy and posion/disease combo...
The best suggestion on specials for pairs thus far I haver seen is actually kd/strong poison and dizzy/strong disease... so you can have them SA1 and the SA2... and hopefully get kd/dizzy on hit one and poison/disease on hit 2
My ultimate goal is a Twin pair for PvP... and while previous threads have been thrown up on it, I don't think many recipies have come about...
1 big pet is easy to take down fast... 2 small are not.... but you will have some vlun to get lvl 35... the trick is getting vlun to non PvP dmg types... cold/electric primarily
RonninOtnemem wrote:
From the MCHs in my guild, none of them like ranged attack on their pets (which the above mentioned recipe has, unless the mental DNA is low qual, and even then its a gamble); it does a poor job of actually making the pet go to the creature and tanking it.
On the topic of specials, intimidation for the lvl 35s is probably the best to use. Since these are the twins, they are probably not going to be used for PvP (too many vuls) so the intimidation is perfect for having the pet last longer in a fight. Blind is also a good combo for that, but I haven't been able to make a nice lvl 35 with both of those yet. The pets main job is to tank, especially if you are trying to get combat exp while using them, so having a pet with higher attack power (poison/disease) wont do too much... KD/dizzy is a nice combo too, but if you're using these pets against creature lairs it does little to no good
Message Edited by ArthurDentOnBria on 05-21-2004 03:33 PM
ArthurDentOnBria wrote:
Getting blind and intimidate is easy. Just make use of merek cavern creeper dna or desert scavenger dna. You can find them both on Endor pretty easily. The desert scavengers are north of the smuggler outpost, and the creepers are west and south. Both of them are real good from a resists standpoint as well. Creeper is only vulnerable to cold and scavenger is only vulnerable to stun and cold.
RonninOtnemem wrote:
From the MCHs in my guild, none of them like ranged attack on their pets (which the above mentioned recipe has, unless the mental DNA is low qual, and even then its a gamble); it does a poor job of actually making the pet go to the creature and tanking it.
On the topic of specials, intimidation for the lvl 35s is probably the best to use. Since these are the twins, they are probably not going to be used for PvP (too many vuls) so the intimidation is perfect for having the pet last longer in a fight. Blind is also a good combo for that, but I haven't been able to make a nice lvl 35 with both of those yet. The pets main job is to tank, especially if you are trying to get combat exp while using them, so having a pet with higher attack power (poison/disease) wont do too much... KD/dizzy is a nice combo too, but if you're using these pets against creature lairs it does little to no good
Yup, that is exactly what I do with the above mentioned CL35 recipe. Getting rid of the ranged ability is not a prob in multi-gen pets either... just stick a BMB in the mental... that usually kills the ranged... then sample that pet and use its DNA in your final template... most of the time the ranged disappears for me.
I would like to note that the only good specials are intimidate for PvE and Intimidate, dizzy, posture change, and KD for PvP.
The rest suck and will not be a factor in PvP where there are doc buffs (IE poison and disease).
Also, please realize that armor is NOT good in PvP.
I've said this before but I'll say it again.
Creatures with no armor and a vuln only take normal damage in the unarmored vuln area with AR1 or greater weapons.
Creatures with armor will have such armor nullified by any AR1 weapons... and who doesnt PvP without one of those..
Creatures with armor and are attacked by a AR2 or greater weapon will take normal damage PLUS a bonus for every AR over AR1.
So a riflemen's T21 is going to shred any armor pet faster then it would shred an non armor pet with a vuln.
This is due to a PvP bug with pets.
So those of yall that are making armored pets for PvP are seriously wasting your time and not giving your clients the best possible pet.
Save the extra levels from armor and stick it in HAM. Keep the level low enough for a trio combo. Add in intimidate, dizzy, posture down, KD in whatever combo you like.
You're pets wont make you UbEr but it will give an extra edge... especiallyif you are also a riflemen.
Once they fix that AR bug in unarmored pets with vulns **then** the low level armored pets will be worthwhile.
Just a little note from your friendly BE on Bria.
Message Edited by SomeUser on 05-21-2004 07:39 PM