Creature Handler Archive

Thread: Tactics of Twins and Triplets vs. NPCs

BulgertheHutt
Wed Dec 01, 2004 5:37 pm
#1

Hello to allyou underappreciated creature handlers. I am a bioengineer attempting to make optimum twins and/or triplets for taking down factional NPCs found at factional bases--PvE, not PvP. I have some ideas what might constitute a good pet, what resists are important, what specials are preferable, etc., but figured as all my knowledge is derived from the lab that I ought to ask the experts. What tactics do you use with multiple pets vs. NPCs? What strengths/weaknesses do you mix and match?


Thanks in advance!
chardin
Wed Dec 01, 2004 6:14 pm
#2

big things are armor high energy and kinetic resists. specials dont matter much. about 8k ham or higher is nice and the absolute highest dmg u can get with these stats (assuming that the person grinding does not want to help out and just sit back telling the pets to attack) if they do want to help out just get light armor high kinetic and energy and dont care about dmg just get the best resists and ham as possible



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Joker9125
Wed Dec 01, 2004 6:24 pm
#3

you will want 60% Kinetic/Energy, AR1, and intimidate as a special on one creature. Now after you get all that worked out you will need to determine which specials you want. I would preffer strong poison/disease on 2 pets and strong poison/intimidate on the 3rd along with a ranged attack, but thats just me. Tactics and prefferences vary greatly from CH to CH so youll probably just want to cover a wide variety of status effects like KD/Dizzy on one Intimidate/Stun on another and Strong poison/Blind on the 3rd.



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Propagandalf
Wed Dec 01, 2004 6:45 pm
#4

Ideal:


2 pets. 3 kills your choices without bringing any extra damage.


Pet 1 Dizzy/Stun

Pet 2 KD/Intimidate


Either give the pets the same attack command and have them tie up the toughest MOB, or give them separate commands and send them after the weakest while you focus on the hardest. Remember 2 pets on 1 MOB will probably only tie up one MOB. 2 pets after 2 MOB's will tie up at least 2. If you arent aggro'd, have them attack multiple targets in turn to draw aggro on as many as you can. Hit themwith every area attack you have (if ranged). If melee, have them focus on one target to drop it as fast as possible, since when you area attack with melee, you are going to draw the attention. MOB's go after either the weakest, or strongest depending on what is threatening them. Use that to your advantage and you will be ok.



Worlds Coolest Vendor -2563 2246 Talus, just 600m from the Imperial OP. Say Hi to the Vend-O-Matic 9000 and buy my crap!
CHFreak
Thu Dec 02, 2004 9:56 pm
#5






Propagandalf wrote:

Ideal:


2 pets. 3 kills your choices without bringing any extra damage.


Pet 1 Dizzy/Stun

Pet 2 KD/Intimidate


Either give the pets the same attack command and have them tie up the toughest MOB, or give them separate commands and send them after the weakest while you focus on the hardest. Remember 2 pets on 1 MOB will probably only tie up one MOB. 2 pets after 2 MOB's will tie up at least 2. If you arent aggro'd, have them attack multiple targets in turn to draw aggro on as many as you can. Hit themwith every area attack you have (if ranged). If melee, have them focus on one target to drop it as fast as possible, since when you area attack with melee, you are going to draw the attention. MOB's go after either the weakest, or strongest depending on what is threatening them. Use that to your advantage and you will be ok.






/agree for the specials, with maybe plague strike replacing stun to increase dps.



Caramar, Bria
Former Master Creature Handler/Master Scout/Ranger 0030/TKM
Now CL90 Jedi, Master Politician, Corsec Ace Pilot
Rare/Uncommon Pets Tamed: Wastelands CuPa, Swamp Stalker, Giant Veermok, Ravenous Roba Stalker, Jundland Eopie, War Gronda, Canoid Hunter, Male and Female Swamp Tusk Cat, Mantigrue Hunter, Boar Wolf Ravager, Bark Mite Burrower Collector, Merek Deaths Head, Gurreck, Prowling Gurreck, Mantigrue Screecher.

Dexeo, Bria; Former CL 90 Officer, now CL 90 Commando
BulgertheHutt
Thu Dec 02, 2004 10:53 pm
#6

Thanks to everyone for their practical advice. I especially appreciate the discussion of aggroing one vs aggroing many.





CHFreak wrote:






Propagandalf wrote:

Ideal:


2 pets. 3 kills your choices without bringing any extra damage.


Pet 1 Dizzy/Stun

Pet 2 KD/Intimidate


Either give the pets the same attack command and have them tie up the toughest MOB, or give them separate commands and send them after the weakest while you focus on the hardest. Remember 2 pets on 1 MOB will probably only tie up one MOB. 2 pets after 2 MOB's will tie up at least 2. If you arent aggro'd, have them attack multiple targets in turn to draw aggro on as many as you can. Hit themwith every area attack you have (if ranged). If melee, have them focus on one target to drop it as fast as possible, since when you area attack with melee, you are going to draw the attention. MOB's go after either the weakest, or strongest depending on what is threatening them. Use that to your advantage and you will be ok.






/agree for the specials, with maybe plague strike replacing stun to increase dps.






Sadly, we bioengineers cannot get specials like plague strike and poison spray to stick. Even if we could, I think only matigrue screecher DNA would giveus a hope of keeping the creature level ofthe pet at CL 35 or below, and that only has one usable special anyway.


I think a see what you're doing with the arrangement of the specials--s1 both knocks the NPC on her keister and increases the difficulty of her getting back up, while s2 lays two specials putting a crimp in her damage dealing ability. I would guess that disease and poison are the least desirable specials in this sort of operation. What about blind and crippling? Any advantages/disadvantages over what you've laid out here?

cleekjc
Fri Dec 03, 2004 6:40 am
#7


My preference, since I will always have another elite combat profession with MCH is to have pets with AR1 high Knet/Ene res and high HAM. I could care less about specials and damage. But that’s just my opinion. The les damage your pets do the more xp it leaves for you and the rest or your group......
Propagandalf
Fri Dec 03, 2004 4:47 pm
#8



I think a see what you're doing with the arrangement of the specials--s1 both knocks the NPC on her keister and increases the difficulty of her getting back up, while s2 lays two specials putting a crimp in her damage dealing ability. I would guess that disease and poison are the least desirable specials in this sort of operation. What about blind and crippling? Any advantages/disadvantages over what you've laid out here?




You can still use plague strike with a natural mantigrue,but it rather limits your choices in a second pet with the CL pinch. KD/Dizzy keeps them pinned, and allows you to do more damage based on posture. Posture down, you will destroy with melee. Posture up, you will have a better chance to hit with ranged, as well as posture down at rangesince they arent moving. You really need this at low skill combat levels since you dont hit as often. Poison and disease are far too broken and weak for use, period. My BE ubergurreck has stong disease and it only ticks for 8 damage every 2 minutes. The poison is stronger with a tick of about 90, but nowhere near enough for anything with more than 1000 HAM. Blind and crippling are matters of opinion, I dont care for them as they really dont do anything. I would rather have an intimidated, stunned MOB than a blind one, especially at high levels to counter the MOB's increased to-hit against you. Blind just doesnt do enough to matter and stun is better for slowing them down.



Worlds Coolest Vendor -2563 2246 Talus, just 600m from the Imperial OP. Say Hi to the Vend-O-Matic 9000 and buy my crap!
BulgertheHutt
Fri Dec 03, 2004 7:13 pm
#9






Propagandalf wrote:



I think a see what you're doing with the arrangement of the specials--s1 both knocks the NPC on her keister and increases the difficulty of her getting back up, while s2 lays two specials putting a crimp in her damage dealing ability. I would guess that disease and poison are the least desirable specials in this sort of operation. What about blind and crippling? Any advantages/disadvantages over what you've laid out here?




You can still use plague strike with a natural mantigrue,but it rather limits your choices in a second pet with the CL pinch. KD/Dizzy keeps them pinned, and allows you to do more damage based on posture. Posture down, you will destroy with melee. Posture up, you will have a better chance to hit with ranged, as well as posture down at rangesince they arent moving. You really need this at low skill combat levels since you dont hit as often. Poison and disease are far too broken and weak for use, period. My BE ubergurreck has stong disease and it only ticks for 8 damage every 2 minutes. The poison is stronger with a tick of about 90, but nowhere near enough for anything with more than 1000 HAM. Blind and crippling are matters of opinion, I dont care for them as they really dont do anything. I would rather have an intimidated, stunned MOB than a blind one, especially at high levels to counter the MOB's increased to-hit against you. Blind just doesnt do enough to matter and stun is better for slowing them down.




Very nice. This gives me enough to breed some nice monstrosities in the vat.Then it's up to the savvy of our CHs to put them into effect.

Trashawn
Fri Dec 03, 2004 10:50 pm
#10

I had good luck with Dizzy Strike/KD on two non Bio engineered pets. I used a Grual Mauler lvl 35 and Huurton Stalker lvl 33. Along side with my Carbine abilitiesI do very well. I would be interested to see what can be Bioengineered.



Trashawn- Master Carbineer/Creature Handler/Politician/Alliance Pilot
Mayor of Gold Beach, Corellia -Bloodfin Galaxy.


Kyreal
Sat Dec 04, 2004 6:52 am
#11

what i prefer for pve tanks would be this for pairs


lvl 35, light armor, kinetic and energy resists 40 or higher if possible, damage they do can be minimal as i would use them strictly as a tanking pair and protectors.


i would like to have their specials be


pet 1 = dizzy/intimidate


pet 2 = crippling/stun



why not KD? because KD used to never stick when called for by the pet owner, and crippling gives you the same effect as KD when combined with dizzy plus it will work against true players along with npc's.


sometimes when you are surprised by another overt player while your doing factional missions, your pets can get in a few specials before going down and if you manage to get a dizzy/crippling to stick on him, it allows you precious seconds to either 1. escape or 2. down the player.


Jaydenel
Sun Dec 05, 2004 1:16 am
#12

hmmm...i use my team a bit differently...


two lvl 30's and a lvl 10...preferably with ranged attack on the lvl 10


60kin resist, around 10kHealth, mind can be the lowest if you only want to pve with them seeing as how they raely incap from mind


damage and specials don't matter too much to me as i can slap a bleed and fanshot them all...as long as i can keep them up and control the MOB with them, i'm fine. then again...that's how i use my pets



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