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Posted (edited)

1. Reached level 50. I have planned a build to follow (v3), then realised that I might be lacking in psionic and mezz, so designed a v4. Are the sacrifices worth the psionic/mezz improvement? What is a good % to aim for mezz? (EDIT: It isn't clear, but the image above is v3, and the next is v4)

 

2. Also need some incarnate recommendation.

 

 

Current v3:

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v3.png

v4.png

Edited by Oginth
Posted (edited)
2 hours ago, Oginth said:

1. Reached level 50. I have planned a build to follow (v3), then realised that I might be lacking in psionic and mezz, so designed a v4. Are the sacrifices worth the psionic/mezz improvement? What is a good % to aim for mezz? (EDIT: It isn't clear, but the image above is v3, and the next is v4)

 

2. Also need some incarnate recommendation.


1. Mez *Protection* is what to look at. Mez *Resistance* is largely ignorable, especially on a melee AT. All it does is cut the duration of mez effects on you; which is occasionally useful whenever you're facing lots and lots of incoming mez of the same type and you have poor defense.
Additional Psychic Damage Resistance might be helpful, but I'd much rather hardcap S/L resistance and softcap S/L/E/N defense instead. Can also fit a few more Power Transfer Procs (Superior Conditioning + Inexhaustible)

2. Alpha = Musculature or Vigor Core. Destiny = Barrier Core. Lore = Seers or Carnies or Banished Pantheon Radial. Interface = Degenerative or Reactive. Judgement = Whatever (although I'm personally very fond of Void Radial for the damage debuff). Hybrid = Assault or Melee Core.  
 

Edited by Maelwys
  • Thanks 1
Posted (edited)

I'm partial to Destiny: Rebirth on my Sav/Bio. I went crazy high regen. It adds 200% for 2 min and gives you a crazy good AOE heal, if you also chose Vigor. TBH, you can probably get away with way less than 90% resist to S/L. I can fire farm with my guy which has 37% fire resist.

 

One tip I can give ya.... +Recharge in Viscious Slash, I did that to, at first. It proc'd so little that it was pointless. I spec'd out of it. I'd swap the slot to Health and add a Regen Tissue: +Regen to further your regeneration. I feel that playing to the strength of the set, regeneration, is the sweet spot.

 

Also, are you planning on running with Offensive Adaptation? Cause you should. And when you do your resists take a hit, 75% S/L isn't bad though, as long as your regen is really high.

 

I do like some of your slotting. I might've gone a little overboard on endurance recovery.

Edited by WuTang
  • Thanks 1
Posted (edited)

For me, I'm sitting at 870% without incarnates and without Parasitic Aura, because it's not perma, everything else is.

 

With incarnates Rebirth and Vigor but still no Parasitic Aura, I'm at +1200% (technically more at the beginning because Rebirth tapers in effectiveness). With Parasitic Aura going I'm at 1800%. For the first ~minute of Rebirth my regen is pegged out +2500%.

 

With this amount I have no problems. Is it excessive? I don't know, but it's funny watching my green bar just deny any attempts to budge it.

 

I use Parasitic Aura like a ruh-roh button. It's seldom on.

 

Edit: To add to what I was saying about resistance levels. I know Scrappers that solo +4/8 content with Bio, so 75% (if that's even what they had) works.

Edited by WuTang
  • Thanks 1
Posted

I've thought about switching to Spiritual, a little less healing and more recharge. Radial still helps a bit with +hit.... May do that today.

Posted
39 minutes ago, WuTang said:

For me, I'm sitting at 870% without incarnates and without Parasitic Aura, because it's not perma, everything else is.


@OP: FWIW if you're using Mids to provide accurate numbers for Bio (bad idea in general IME; as Mids is rubbish at getting the effects of the stance changes correct) then it may be worth turning off Parasitic Aura and DNA Siphon.

Whilst Bio can achieve utterly mind-boggingly high Regeneration and Recovery figures on paper... in practice it's quite tricky to keep DNA Siphon fully loaded because it has a 10 target limit and 20ft radius and acts differently when it hits *defeated* targets vs *alive* targets. Ideally you want to have 10+ defeated targets but no alive targets within 20 ft of you every 30s or less; and this is often easier said than done in real gameplay.
FWIW, my Bio/Staff Tanker (the "Bio" toon that I've invested the most time into) runs Musculature and Barrier rather than Vigor and Rebirth. Whilst in Offensive stance they sit at "+503%" (~64 HP/Sec) Regen without Parasitic Aura and DNA Siphon running. With them up it's "+635%" (~80 HP/Sec) with one foe in range and "+1822%" (~230 HP/Sec) with ten foes in range. Throw in stuff like Melee Core and Efficient stance and it'll hit the "+2500%" hardcap (~316 HP/Sec); and that's not even counting stuff like Panacea and Power Transfer Procs and Brute ATOs.

However honestly; speaking as an old /Regen scrapper main... once you start being able to passively regenerate about 50+ HP/Sec you'll become functionally immune to chip damage. So personally I'd worry more about avoiding being one-shot than bumping up your already-sky-high Regeneration levels.
Bio has some very nice on-demand survivability buffs (like Ablative Carapace; and DNA Siphon when used vs "alive" foes) but getting 90% (or even better 100%, since it makes you immune to -res debuffs) S/L Resistance is still a worthwhile achievable goal; as is 45%+ typed or positional Defence (even if you have no Defense Debuff Resistance). With Bonus points if you can keep that up in Offensive Stance.
You can fall back on Barrier Destiny and/or Melee Core Hybrid to push you to the caps if required; but don't confuse flat mitigation (+Regen and +HP) with Scaling Mitigation (+Def and +Res). I'd far, far rather get from 40%-45% Def or 80%-90% Res than gain another ~10-15HP/Sec regen! 👍 🚑
 

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