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Bio Armor assistance requested


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I have downloaded the latest (v2.22 Pine's) I assume, where the patch notes said that Bio Armor numbers were fixed.  I looked at my build and I need some major assistance with recipe slotting.  I thought I had a reasonable build, but my S/L def (11%) is terrible, S/L res is ok (69%) for a scrapper.  Suggestions on altering recipes or slotting are much needed, or perhaps I don't understand some of the skills and what I have is fine, for instance, 506% regeneration.  Thank you.


Hero Plan by Mids' Hero Designer 2.22

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Claire Elan: Level 50 Science Scrapper
Primary Power Set: Psionic Melee
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Psi Blade -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(25), Mk'Bit-Dam%(46)
Level 1: Hardened Carapace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(5), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(48)
Level 2: Telekinetic Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(45)
Level 4: Inexhaustible -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(5), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Regen/Rcvry+(34), NmnCnv-Heal/Rchg(48), EndMod-I(48)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Concentration -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(9), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit(42), AdjTrg-EndRdx/Rchg(46), AdjTrg-Rchg(46)
Level 10: Psi Blade Sweep -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(50)
Level 12: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(50)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(45)
Level 18: Boggle -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(19), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(43), MlsIll-Acc/Conf/Rchg(43)
Level 20: Evolving Armor -- Ags-ResDam/EndRdx(A), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(31)
Level 22: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
Level 24: Adaptation 
Level 26: Greater Psi Blade -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(27), CrsImp-Dmg/Rchg(27), CrsImp-Acc/Dmg/Rchg(31), CrsImp-Acc/Dmg/EndRdx(34), CrsImp-Dmg/EndRdx/Rchg(42)
Level 28: DNA Siphon -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/Heal(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), TchoftheN-Acc/EndRdx/Rchg(37), TchoftheN-%Dam(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Mass Levitate -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Genetic Contamination -- Obl-Dmg(A), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37), EndRdx-I(37)
Level 38: Parasitic Aura -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/Heal(39), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-Acc/EndRdx/Rchg(40), TchoftheN-%Dam(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Stealth -- LucoftheG-Rchg+(A)
Level 49: Invisibility -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
Level 24: Defensive Adaptation 
Level 24: Efficient Adaptation 
Level 24: Offensive Adaptation 

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Edited by IneptAdept
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I know this isn't the intent, but the build looks almost deliberately constructed to avoid defense. Look at the sixth slot bonus on your powers that only have five of a set - they're almost all defense. There's no Weave, no Maneuvers. Even the missing defense bonuses from the sixth slot are the wrong sort for Bio - positional rather than typed. Adding Tough would cap your smashing/lethal resistance, and gets you into Weave. You'll actually be well over the smashing/lethal resistance cap with Tough, making it easier to swap out sets that are giving you smashing/lethal resistance in favor of sets that help your defense or other numbers.

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Good melee attack sets for your S/L defense:

- Superior Blistering Cold (+5% S/L for 5 pieces, very expensive)
- Superior Scrapper's Strike (+5% S/L for 3 pieces. expensive) <- split this set in two different powers and get +10% S/L for just 6 slots!
- Kinetic Combat (+3.75% S/L for 4 pieces, cheap)

Other than that, follow Werner's advice (you should always follow Werner's advice).

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33 minutes ago, nihilii said:

you should always follow Werner's advice

My advice is to not take that advice. 😉


You might not want Maneuvers. It was just an example of a way to improve defense. It's pricey on the endurance, and for a small benefit, though it's nice that it buffs the team, even if that's not a Scrapper's job. I usually include it, but not without considering what else I might do with the power picks, slots, and endurance. Tough and Weave I put in every build without even thinking.

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A nice cheap way to get S/L defense with some resist is to use kinetic combat as suggested by nihilii the 4 non proc ios.  Then put two crushing impacts for the last two slots, adding 1.5 resist.


You can get some pretty decent enhancement values that way also

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Bio Armor is full of powers I wouldn't want to give up, but if I was tight on power picks, I'd consider giving up Parasitic Aura, because I like powers that are always on more than situational buffs. But there are lots of options. If you're not locked into Stealth and Invisibility (I assume they're just LotG mules), I'd give both of those up. I'd have to do more calculations than I want to to see, but it's possible that your endurance would be just fine without Conserve Power and Physical perfection. Add a Panacea +regen/recovery to Health to help out. Assault means less on a Brute than on many archetypes since you should be running with a high bonus to damage full time. So swapping that for Maneuvers is something I'd likely do. Vengeance can be a LotG mule if you need one. Well, if you take Tactics. I take Tactics. You don't have any confuse and fear protection, but at least Tactics would give you some resistance. And make it easier to hit some things. And it'll take two Rectified Reticle for +1.88% smashing/lethal defense, and so help with the defense goals for one power pick and one slot.

Edited by Werner
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You have lots of powers in your build that could go instead of secondary or primary choices to fit fighting pool


Stealth and invisibility could go as you can put lotg in weave.  Maybe take stealth, maybe take neither


Assault can go, Bio does gobs of damage already. 


Your secondary has endurance recovery so maybe you don't need both conserve power and phys perfection.  Or maybe neither.


Tldr I agree with Werner pretty much though he did say brute and this looks like a scrapper?


I don't think i have ever made a character without tough and weave tbh.   



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Thanks for the suggestions, I will work on rearranging things to get tough and weave in the build....stealth and invis were just LOTG mules.  For some reason I thought Bio Armor was strong enough that you did not need tough and weave, and with Pine's not giving correct values I was like, eh, let's see what happens.  Now I know more 🙂  Thanks again all.

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31 minutes ago, Haijinx said:

Tldr I agree with Werner pretty much though he did say brute and this looks like a scrapper?

Gah! Sorry, yes, I got confused which forum I was on. I'm definitely more likely to take Assault on a Scrapper than on a Brute. Not mandatory, but definitely to be considered.

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