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Biochem At Max Level

           At Max Level Biochem offers some seriously awesome rewards such as Reusable Stims and Reusable Medpacs. Those are primarily the two reasons a lot of players grab Biochem, who could resist such awesomeness? However, the first thing that you need to understand about these Reusable items is that they aren't easy to get (by ANY means) and luck plays a primary role in whether or not you will even be able to make these. Now I'm not saying you may never be able to make them, because if you Reverse Engineer enough you will, of course, I just want you to know what you're getting into before you get into it.

           In order to actually get everything you'd want from Biochem you will need Bioanalysis Gathering Crew Skill and Diplomacy Mission Crew Skill. Or, of course you could just have a ton of Credits and buy everything you need from the Auction House.... If the items are even available on the Auction House that is. The first and most important part of Biochem, of course, is getting it up to 400, which if you haven't already seen my guide on how to do this click here.

           Once you reach max Biochem I'd assume your main goal would be to immediately start trying for the Reusable Medpac and Reusable Stims, which is exactly what this page is going to cover. First let us take a look at the Stims you will need to make and use Reverse Engineering on in order to learn the recipe for the Reusable ones. There are two different... brackets so to speak with Hyper-Battle Stims. The first ones you can make start at 380 and the harder ones begin at 400.

           The following items are required to create a normal Hyper-Battle Stim that is available to you at skill level 380. The stims available to you at this skill level include (Might, Reflex, Resolve and Skill) which is what you will need to Reverse Engineer until you learn the recipe for the Reusable Hyper-Battle Stim.

Reusable Hyper-Battle Stims

To create a Hyper-Battle StimHyper-Battle Stim at skill level 380 you need:

Psychoactive Compound2 Psychoactive Compound

Hypo-syringe1 Hypo-syringe

Quick-Growth Agent4 Quick-Growth Agent

Red Goo2 Red Goo

           Use Reverse Engineering on the Hyper-Battle Stims to unlock the Reusable Hyper-Battle Stim for that attribute. For example, Reverse Engineering the Hyper-Battle Might Stim (Above) will eventually give you the following Reusable Hyper-Battle Stim recipe.

Materials Required for Reusable Hyper-Battle Might StimReusable Hyper-Battle Might Stim

Iridescent Goo4 Iridescent Goo

Psychoactive Compound4 Psychoactive Compound

Hypo-syringe1 Hypo-syringe

Quick-Growth Agent6 Quick-Growth Agent

Red Goo4 Red Goo

           Each of those recipes take Rank 5 materials to make, which is good since running missions for Rank 5 materials takes signifigantly less time than running Rank 6 missions for materials. The Medpac you will be making that is Reusable also requires Rank 5 materials instead of Rank 6, so hold onto whatever you have left over. Here is the other recipe for Hyper-Battle Stims that you need 400 Skill Points in your Crew Skill to make. (Only the Hyper-Battle Command and Fortitude Stims require a skill of 400 to make, everything else is 380)

To create a Hyper-Battle StimHyper-Battle Stim at skill level 400 you need:

Hypo-syringe1 Hypo-syringe (Purchased from a Crew Skills Vendor)

Immunity Cell Culture2 Immunity Cell Culture (Gathered Through Bioanalysis)

Mutagenic Paste2 Mutagenic Paste (Gathered Through Bioanalysis)

Neurochemical Extract4 Neurochemical Extract (Gathered Through Bioanalysis)

           Once you use Reverse Engineering enough on the Hyper-Battle Stims you will learn the recipe to create a Reusable Hyper-Battle Stim. As I mentioned before this is entirely based off of luck, meaning there is nothing you can possibly do to increase your chances of learning this recipe. Crossing your fingers won't even work!

Materials Required for Reusable Hyper-Battle Command Stim Reusable Hyper-Battle Command Stim

Hypo-syringe1 Hypo-syringe

Radioactive Paste4 Radioactive Paste

Immunity Cell Culture4 Immunity Cell Culture (Gathered Through Bioanalysis)

Mutagenic Paste4 Mutagenic Paste (Gathered Through Bioanalysis)

Neurochemical Extract6 Neurochemical Extract (Gathered Through Bioanalysis)

Reusable Ultimate Medpac

           The other thing you will want to make that is Reusable through Biochem is an Ultimate Medpac. This Medpac is a must for anyone with Biochem, you can't go wrong with a 4.5k heal that's reusable! Besides just the heal this Medpac can also help you get some extra Warzone Medals while participating in Warzones. To read more about this and how it can help you click here.

Materials Required for Ultimate MedpacUltimate Medpac

Psychoactive Compound2 Psychoactive Compound

First Aid Kit1 First Aid Kit

Quick-Growth Agent2 Quick-Growth Agent

Red Goo2 Red Goo

           Once you make the Ultimate Medpacs you will need to use Reverse Engineering on them to learn the recipe that will allow you to create the Reusable Ultimate Medpacs. I've found that it usually takes 20 to 30 uses of Reverse Engineering to learn the harder recipe. But this is of course entirely based on luck and there is always a chance you could get it on your first try or Reverse Engineer 100 of them and still not get it. As aforementioned, besides just the heal this Medpac gives you, it can also help you get some extra Warzone Medals while participating in Warzones. To read more about this and how it can help you click here.

Materials Required for Reusable Ultimate MedpacReusable Ultimate Medpac

Iridescent Goo4 Iridescent Goo

Psychoactive Compound4 Psychoactive Compound

First Aid Kit1 First Aid Kit

Quick-Growth Agent4 Quick-Growth Agent

Red Goo4 Red Goo

Reusable Adrenals

Materials Required for Reusable Hyper-Battle Attack AdrenalReusable Hyper-Battle Attack Adrenal

Iridescent Goo4 Iridescent Goo

Psychoactive Compound4 Psychoactive Compound

Hypo-syringe1 Hypo-syringe

Quick-Growth Agent4 Quick-Growth Agent

Immunity Cell Culture4 Immunity Cell Culture

 

List of All Max Level Resuable Items From Biochem

The Stims, Medpacs and Adrenals listed above aren't the only reusable things you can make with Biochem, there is actually quite a bit more (and even items below max level that you can make, but you're going to be out leveling them so quickly I just skipped them for this guide). There is a Stim for each attribute that you can make as well as another Medpac that heals you and your Companion and a few different types of Adrenals. This section is going to go over each and every one of the Reusable items, that way you know exactly what it is you want to make for yourself.

List of All The Stims You Can Make

Reusable Hyper-Battle Fortitude StimReusable Hyper-Battle Fortitude Stim

Increases Endurance by 104 and Defense by 43 for 60 minutes.

This Stimpack is good for tanks and players who PvP frequently. Afterall surviving in PvP is more important than bonus damage.

Reusable Hyper-Battle Might StimReusable Hyper-Battle Might Stim

Increases Strength by 104 and Power by 43 for 60 minutes. Only one stimpack can be active at a time.

Great for classes that benefit from Strength. I'm leaning more towards this being a PvE stim though, as I mentioned before surviving in PvP is much more important than doing damage!

Reusable Hyper-Battle Reflex StimReusable Hyper-Battle Reflex Stim

Increases Aim by 104 and Power by 43 for 60 minutes. Only one stimpack can be active at a time.

Great for classes that benefit from Aim. I'm leaning more towards this being a PvE stim though, as I mentioned before surviving in PvP is much more important than doing damage!

Reusable Hyper-Battle Resolve StimReusable Hyper-Battle Resolve Stim

Increases Willpower by 104 and Power by 43 for 60 minutes. Only one stimpack can be active at a time.

Great for classes that benefit from Willpower. I'm leaning more towards this being a PvE stim though, as I mentioned before surviving in PvP is much more important than doing damage!

Reusable Hyper-Battle Skill StimReusable Hyper-Battle Skill Stim

Increases Cunning by 104 and Power by 43 for 60 minutes. Only one stimpack can be active at a time.

Great for classes that benefit from Cunning. I'm leaning more towards this being a PvE stim though, as I mentioned before surviving in PvP is much more important than doing damage!

Reusable Hyper-Battle Command StimReusable Hyper-Battle Command Stim

Increases Presence by 136 for 60 minutes. Only one stimpack can be active at a time.

This is useful for all classes as Presence increases the effectiveness of your Companion.

List of All The Adrenals You Can Make

Reusable Hyper-Battle Attack AdrenalReusable Hyper-Battle Attack Adrenal

Increases Power by 450 for 15 seconds. (Cooldown: 3 minutes)

Reusable Hyper-Battle Absorb AdrenalReusable Hyper-Battle Absorb Adrenal

Increases Armor by 1500 for 15 seconds. (Cooldown: 3 minutes)

Reusable Hyper-Battle Critical AdrenalReusable Hyper-Battle Critical Adrenal

Increases Critical Rating by 450 for 15 seconds. (Cooldown: 3 minutes)

Reusable Hyper-Battle Efficacy AdrenalReusable Hyper-Battle Efficacy Adrenal

Increases Alacrity by 450 for 15 seconds. (Cooldown: 3 minutes)

Reusable Hyper-Battle Force AdrenalReusable Hyper-Battle Force Adrenal

Increases Surge by 450 for 15 seconds. (Cooldown: 3 minutess)

Reusable Hyper-Battle Tech AdrenalReusable Hyper-Battle Tech Adrenal

Increases Accuracy by 450 for 15 seconds. (Cooldown: 3 minutes)

Reusable Hyper-Battle Triage AdrenalReusable Hyper-Battle Triage Adrenal

Increases Force Power and Tech Power by 450 and reduces all damage dealt by 50%. Lasts 15 seconds. (Cooldown: 3 minutes)

List of All Reusable Medpacs

Reusable Ultimate MedpacReusable Ultimate Medpac

Restores 3750 to 4575 health.

Reusable Squad Recovery Med UnitReusable Squad Recovery Med Unit

Restores 3225 to 3950 health to you and your companion.

                               
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