One useful synergy in Bio that has been overlooked:


Combat

 

Posted

I've leveled up a Spines/Bio scrapper on Beta as a test to see how the powersets work together (well, by the way). One thing that I haven't seen get any attention is the fact that Bio allowed you to have permanent fast-snipes from patron power pools.

Currently, the following powers are "snipes" available to scrappers.

Mace Beam, Zapp, Moonbeam. Of these, the best is Moonbeam, with a 1.524 animation time and 143.9 base damage. All of these powers cost a lot and have long recharge times (17.9 END and 24s respectively).

In order to completely eliminate interruption periods, you have to gain 22% of extra ToHit. Between the bonus in offensive adaptation and kismet, a scrapper only needs 9 extra +ToHit, which can be achieved through Tactics (either with two enhancements or one boosted one).

Anyway, the DPA on Moonbeam is pretty incredible if you can leverage it, considerably better than any power in Spines. Using it every 7 seconds or so has made a HUGE difference compared to Spines on live (I have a level 50 Spines/Fire). It hits for about 500 damage before BU (with a Gaussian proc in it), >750 with BU up.

Just wanted to share the trick. Works better on Bio than probably any other set because it requires no enemies and works with any primary, and is especially helpful for primaries with low single target damage. It does rely on being in offensive mode however.


TW/Elec Optimization

 

Posted

When it will go live my first bio will be spines/bio scrapper I like how he looks and powers seem to be working rather well together. I didn't tested too much to not spoil fun in live.


 

Posted

I think that /Invulnerable Scrappers, leveraging the +to-hit from Invincibility, could easily reach 22%. Just a thought.


 

Posted

What is the fast snipe cast time of that power?


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Fugacity View Post
I think that /Invulnerable Scrappers, leveraging the +to-hit from Invincibility, could easily reach 22%. Just a thought.
They can, with a base of 5 guys in melee range. If Tactics and Invincibility are both slotted out for ToHit, it takes only 2 guys.

However, Bio has it easier because it merely requires you to use offensive mode. It requires no extra slotting of Tactics, and can be used in the absence of enemies. Which allows the snipe to be used as actual long-ranged attack as well, and opens the door to using it against single tough enemies like AVs.


TW/Elec Optimization

 

Posted

I was going to use Bio to implement the snipe changes in i24 with a KM/Bio/Soul Stalker but thought I may still be able to achieve it with a KM/EA/Soul Stalker. Using the insta-BU recharge to make Moonbeam an insta-snipe. It works out well until the occasional miss and at that point, the chain goes to spit. Checkout the vid: http://www.youtube.com/watch?v=YsOg2ayEGgE

There are few primary/secondaries that can utilize the snipe changes on a regular basis on a Scrapper by using key powers like Follow up, Blinding Feint, Empower Combo, Invincibility, Soul Drain and Power Siphon but none will do it as well as Bio as all of them have drawbacks.

It just adds another reason to get Super Strength ported to Scrappers.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
What is the fast snipe cast time of that power?
1.584. The DPS is a little behind Clobber, to use an example. It would be the highest DPA attack in some sets.


TW/Elec Optimization

 

Posted

Thank you Combat.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

It definitely is something I have considered. Unfortunately I don't have a bio character on beta without redraw to test how good it is. My beta character is tw/bio and I don't even feel like testing it there. Any set witjout redraw will pair well with bio. Not sure if every set will redraw will benefit.