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BioTechs...how are they in PvE and PvP?

SotoSoto Member UncommonPosts: 177

Someone tell me how BioTechs are in PvE and PvP? Injections guns look nice but what about the other abilities???

thx

the sword of no sword...

Comments

  • MenschMensch Member UncommonPosts: 14

    I've been plaaying a bio up to lvl 25.  It's a fun class, but lightly armored - I think patch 1.4 might change this - as I barely use any of the special abilities, I might just pump all my points into body.

     

    Anyways, I've soloed all instances and maps with my bio no problem.  I have firearms/leechgun/injection guns at lvl 4.  And healing at lvl 3. 

     

    Most people say that the leechgun is useless, and it does take an annoyingly long time to kill anything - but I've found a lower levels, it helps when soloing large groups - it effectively allows you to turtle for awhile and repair your armor and shield while winnowing down the population of large groups.

     

    At lower levels, I had problems taking out shields and turrets, as I couldn't find a firearm with electric/emp abilities that were strong enough; but that problem disappeared at around lvl 17, when I gained access to electric injection guns - which have amazing dot damage.

     

    I tried to pvp with by bio and promptly got my posterior handed to me by a soldier type armed with some kind of cannon.  So I don't think specialists make for much of a pvp class..maybe an exobiologist would be better in that department..

     

    So, in short, my experience has been that Bios are fine for PVE, suck at PVP...

     

    Regards

  • enhaxedenhaxed Member Posts: 87

    All my experience with the classes has been PVE so far so I can only comment on that:

    I've played my bio from creation as a tier 3 clone up to 36 so far and have had a lot of fun.  He chose Exo at tier 4 and is enjoying being a zombie master :P

    I've mostly soloed the content from Divide to Pools on him so far without an issue but did struggle at times before I learned the joys of Reconstruction 2 (spirit debuff).  Hopefully the changes to abilities won't make it useless though it is a little OP at the moment and the changes may bring other compensations.

    Getting injector guns 5 is essential imho and when you get incendiary/cryogenic injectors at 22 you'll be taking most same level mobs down in 2-3 shots. This often leads to an xp bonus on even small groups.

    I think it's been more than 10 levels since my Exo had a shotgun equipped as injectors tend to be suitable for all occasions.  Pumping Firearms may be of limited value at later levels but it will depend on your playstyle.

    I haven't put points into leech guns and instead rely heavily on repair tools for in-combat repairs and have found this to be an effective strategy.  If you go exo and put points into the clone skill you can make your clone an armour repair bot by equipping a direct or radial repair tool before using the ability.

    It's unknown atm whether the ability changes are going to make Bio armour more worthwhile, I find it does the job but I've modded the best available with my crafter which does seem to help survivability.

    They are a good fun solo friendly class and I have enjoyed playing mine a lot.

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