View Full Version : Post your new class builds - 95 skill points total
11 Days till Too Human drops. What to do? Well you can work your new class builds. Denis just revealed that the cap for skill points is 95. Time to pull of the spec sheets and redo them.
DenisDyack wrote:
Hi everyone,
Been meaning to correct this but I have been too buried to do so earlier sorry. The last 10 levels 40-50 have only 1 skill point. So the total number of skill points are 95.
3 points for 2-9
2 points for 10-39
1 point for 40-50
for a grand total of 95 points.
I didn't want people taking all the time planning their builds to find out later they dont have enough skill points.
Hope this helps,
Denis
too human
08-27-2008, 09:12 AM
Bio-E
10 points on everything going down the middle path
10 points Skuld's Embrace
Cyber
5 points Augmented Musculature
10 point Enhanced Mobility Actuators
10 point Spreader of Ruin
kcrazy
08-27-2008, 10:46 AM
Class:
---8--3
0--8--0
0-10--0
0--8--0
0-10--0
---2---
Human:
---2---
---10--
10---6
0----10
0----4
---0---
This is my current build. It works very well for both solo and co-op. I can complete all levels in online co-op mode solo without dying.
BioE Human
5
7 2
0 10 0 10
0 10 0 0 6
0 10 0 0 6
0 8 0 0 10
1 10
The highlights are:
fast combo meter generation for more ruiners and heals[/*:m:54d41]
max ruiner radius for more life leeching goodness[/*:m:54d41]
max spider regeneration and duration for more 'I win' time[/*:m:54d41]
max heal size[/*:m:54d41]
max 2H hammer DPS via +2H and +attack speed[/*:m:54d41]
a single point in Fenrir for strategic use in various situations and 'oh s*it' moments[/*:m:54d41]
The general play style is that of a champion except using a 2H hammer instead of 1H sword. Stay in the air as much as possible to quickly build combo meter. Use the giant ruiner to eliminate spiders/floaty undead/dark elf packs in a single shot. Shoot polarities (rifle) or if you have lots of combo just blow them up point blank and negate the effects with a heal.
BE
8
0 - 10 - 6
0 - 0 - 10
0 - 0 - 10
0 - 0 - 10
1
Cyber
5
10
0 - 6
0 - 10
0 - 9
0
This build is all about optimizing melee damage while also having a high chance to proc status effects. Currently have the Incisor of the Flesh Architect with an Epic Charm of Blight as well as Epic Charm of Necrotization. With the pools left by Necrotization (on both charm and Incisor) you can always retreat and use them as a wall so to speak to slow the flow of units coming at you if you start to get overwhelmed. The blight charm is also nice as it can spread through the pack of guys and it seems to proc quite often. Fenrir is always nice to have as he helps on the big battles and pumps up your combo lvl quickly. The spider heal takes a little time to get used to but with all the procs and the high damage output, I don't find myself needing the on demand heal. I only respecced to this build at lvl 50 after recieving the Incisor, definatley not a build to level up with.
AerialAlch
08-27-2008, 05:02 PM
BioE
------------05
----08----
10--06--00
00--10--00
00--10--00
00--10--00
----01----
Human Alignment
----02----
----06----
07------00
10------00
10------00
----06----
A BioEngineer focused on shooting and healing respectively, made to fit both Co-Op play and Single Player Campaigns.
Fenrir is there just in case (as well as Human Spiritual Ruiner), Daring Shot, A Need to Survive, and Skuld's maxed out to increase Single Player efficiency and combat reliability. The rest is basic Healing abilities and most out of place points are there simply to get to different abilities (ie: Hero's Heart to get to Calm Under Fire, Warrior of the Battle Oar to get to Ward of the NORNS).
This is my first character, so there's plenty of room for improvement.
Admodieus
08-27-2008, 06:09 PM
Bioengineer
-----8---3
0---10---0
0---10---0
0---10---0
0---10---0
-----1----
Human
-----5----
----10----
---6---0--
---6---0--
---6---0--
----10---
I wanted a Bioengineer who could carry out its duties properly (healing, protection, HP boost) but also one who could be a proper supporting character in combat. This build accomplishes that. I have two handed damage maxed out, as well as melee attack speed and an extra combo level (more on this to come). I also went down the left side of the human tree to make myself more ranged combat proficient, so I can handle situations from afar and not get too tangled up in combat when I don't want to be. Idunn's Favor is a freaking lifesaver, especially when going for Unstoppable achievements. The HP boost is one of the best lower node skills in the game as it is as a group skill.
The extra combo level lets me use my battle cry heal (Idunn's Favor) and my ruiner more often, and also keeps my Bioengineer alive longer but making him speedier. I can zip around from enemy to enemy with tremendous speed. Add a maxed out melee attack speed skill and you have a Bioengineer who can hold his own in battle as well as one who can pull a teammate's butt out of the fire.
EMTheory
08-27-2008, 07:18 PM
Bio Human
6 5 2
8 10 0 6
0 10 0 0 6
0 6 0 0 6
0 8 0 0 10
2 10
This is a shield-focused spec with full points in the spider and reduced spider cooldown abilities.
Focuses:
-Maxed shield spider for longest duration
-Maxed spider cooldown for more frequent spider use
-Extra combo level via human tree
-Max ruiner for use with all that combo
-2h weapon bonus maxed
-4% charm chance
I prefer 2h hammers for the AoE popup, however 2h staves are also useful for their wider damage arc and better fierce attack when compared to hammers.
Focusing on decreased spider recharge time runes as well as increased spider duration really help this spec.
samuraiwahoo
08-27-2008, 07:36 PM
BioE/Cyber
---08---
10-08-00
00-10-00
00-10-00
00-08-00
---01---
--02--
--06--
00--06
00--06
00--10
--10--
Key Factors of my build:
1) Longer Spider duration to remove more threats (Dark elf leaders, Polorarity Trolls, Necros) with out fear of dying. I target the Big Bads first leaving my partner to deal with the lil'guys and giving me an escape route out after I do as much damage as possible.
2) Confuse, I hear say that no one likes it. I find it very useful in suppressing mobs or turning Dark Elf Leaders or dark elves. I have had Dark Elf Leaders destroy the armor off mult. trolls before dying. With my build I have a 13% chance to turn them.
3) Cyber build affords me more durability and that keeps me in the frontline. I can stay close to my partner and take the heat off while giving him a big heal if he/she needs it.
Equipment:
1) Spider Duration increase to cap. Longer invincibility means I can stay on the Big Bads and take them down.
2) Spider Cooldown increase to cap. Comes back more often if I need it
3) Total armor increases to cap. Enhance my frontline ability.
4) Rifles, my playstyle keeps me in the mix so having quicker reloads for the grenade launcher is a must.
5) Hammers, again increases my frontline work. A big pop up radius will open up an escape route or give me a chance to prioritize the most dangerous threat in the air to hand out a finisher.
In closing, I use my character as a healer, frontliner, and with the prolonged invincibility gives me the ability to focus on the biggest threat and take them down.
EA_Cru_2002
09-01-2008, 11:02 AM
Here's my skill trees =
Bio Engineer:
----8----
0--10--0
0--10--0
0--10--0
0--10--0
----1---
Cybernetic:
---2---
---6---
1-----7
0----10
0----10
--10---
Please note that this is an END GAME build. Meaning that this guy needs to have certain things. Most notably, his Epic Weapon, Flesh Incissor, the Epic 2 hand staff weapon for Cyber Bio Engineers which contains the Rune skill "Necrotized +5" (the pool of acid one that grows and grows as more enemies touch it) and 2 Epic Charms. It would be optimal if it is a Weapon & Armor charm, but if not that, at least a Weapon charm. I would highly recommend the charms be the Graviton Pulse one (where it makes a black hole in the sky that kills everything around it instantly) and the charm that creates a pink poison mist around enemies that can spread. If you don't have these items, then this build will not be optimal for you and you should use something else until you get aforementioned items. However once you get those this spec build friggin rocks.
I went down the middle tree path. Idunn's Touch is a group skill that increases the amount of health regeneration. It's not a lot, even maxed out so it won't really heal you in a pinch but I found it's really useful for helping to negate effects of poison and burn. What normally is really really deadly becomes a minor annoyance.
Warrior of the Battle-Oar increases 2 handed damage. I'm personally a melee type fighter so I want to max this out as the Bio Engineer needs all the help he can get when it comes to damage output. Also the aforementioned Epic weapon that I use is a two handed staff so it goes perfectly with this.
Ward of the NORNS, the shield spider, is just an incredible device. It pretty much makes you invincible for a set amount of time. You can use it in a variety of ways. You can save it up for when you don't have a combo meter on hand to heal and you get low on health. Or if you're walking into a really difficult area, run right into the middle of the battle, drop that spider down, and just proceed to kill everything around you with no fear of repercussion.
Your battle cry, Idunn's Favor, is a large heal and status clearing. I don't know what else to say besides this skill rocks. It is the foundation of your entire class. You always want to have a spare Combo Meter, ALWAYS, in case you need to do an emergency heal. Max this skill out obviously.
Cellular Rebonding increases your max HP which a Bio Engineer needs. Also, I think a lot of people miss this but this is a group skill, meaning that your partner's max HP also goes up when you play with him.
Now between Human and Cybernetic, I went with Cybernetic, mainly for two reasons which I will get to later. I went down the right path which is more the meleeing path vs the left ballistic path because I'm more a melee fighter.
So I head down the right Cybernetic path. I put 2 points, the minimum amount, in Augmented Musculature (more damage bonus for each 25+ hit counter) because honestly, the Bio Engineer isn't much of a combo machine and when one of your status attacks like Necrotizing or Graviton pops up, it'll kill most enemies around you which limits you racking up combos.
I also put the minimum in Enhanced Mobility Actuators (increase slide damage) because I felt that 6 points is enough. Sure, it's an alright skill, but I don't go sliding around 24/7 with my Bio like a Beserker and the main point of this build is to incur status effects that rather than increasing damage per second.
For Spreader of Ruin (increases radius of Ruiner attack) I put 7 points into it. Generally a Cybernetic Bio Engineer isn't really using his ruiner much. You want to save up your combo levels for Battle Cry Healing most of the time. But there are times where it's simpler to just bust out a level 2 ruiner like when going up against those arrow spider monsters that have shields.
Next skill is Submunition Distributor (increases the chance of your attacks triggering status effects). It is the 1st of the 2 reasons I went with Cybernetic. This gets the max treatment. That's because this will up the chances of status attacks occuring. That includes the Necrotizing skill on your weapon, along with the Epic Charms, which in my case are Graviton and the pink mist. That means in any battle, I'm unleashing 3 status attacks on the enemies quite frequently, all of which will either instantly kill all enemies around you or at the very least severely damage them. A Cybernetic aligned character who invests 10 full points into it ups their chances 5% which might not seem like alot, but that effectively DOUBLES the chances. Also when you consider the Cybernetic's Epic weapon is a 2 hander (vs Human's 1 hander) that increases the chances even more since 2 handers have more chance of inflicting status effects.
Now the next skill is the 2nd reason Cyber alignment was chosen: Everflowing Source (increased Spider duration) is also maxed out. I've already talked about how awesome the shield spider is so this just makes it even more awesome by extending how long it's out.
The last skill, Hardened Carbotanium Chassis (more armor) gets 10 points. Now at first you may question why you put a full 10 points into this skill because it only gives you +10% armor. 2 reasons. A) the main way to play this type of character who has Necrotizing, black holes, and pink mists attacks is to slide right into the thick of battle and just whack away at the group of enemies in front of you, hoping for the status attack to unleash. That means you need as much defense as possible as you're effectively just rushing into the thick of battle like a Beserker.
Also B) if you look at the skill trees for a Cyber Bio, it's not like there's really anything more useful to put this into. On the Bio tree there's the ability to increase 1 handed damage which is useless if you're using the Epic weapon. Then there's Skuld's Embrace which is a status attack that turns the enemies on each other. At first I did max this out but I found this to be more trouble than it's worth. An enemy that is turned can still damage you which sucks if you turned a missile goblin. He'll shoot the group you're fighting and you'll still get damaged. In addition, when you turn a monster, you can't attack him anymore and you have to wait until he automatically dies after 10 or 15 seconds.
Now you might have noticed 2 skills I didn't mention so far that I put 1 skill point each into: Retooled Munitions which give you more ammo and Fenrir which is your sentient weapon. Now these are skills I don't think are useful enough to put a lot of points in. The extra ammo skill, it's alright I guess but you'll probably be more of a melee fighter because of your Epic staff weapon's Necrotized skill. And Fenrir, I personally think is not worth investing more than 1 point into to activate it because A) you can only use it once every 24 minutes and B) I personally consider it sorta cheap. I admit, I do use it when my back is against the wall but I try not to.
Now you might be saying, "Well it seems like you're arguing against even having ANY points in these skills. So why not just put the leftover 2 skill points into any of the first 3 nodes on the Cybernetic Alignment tree (which aren't maxed out). The reason for that is because when you have 2 Epic Charms equipped, like I earlier mentioned, you get +2 bonus points into every activated node on your skill trees. The important thing here is that they have to be ACTIVATED. So they need at least 1 point into them or else it won't matter. So yes, I don't think the aforementioned 2 skills are worth very much to this particular build. However, I would say that 1 point each into them is worth getting 3 points worth of benefits. In the end, you get more benefit from activating these 2 nodes than adding 2 points into existing nodes.
The playstyle of this character is half Healer, half Status Inducing Attacker. You having a constant Regen ability, increased HP for yourself and your partner, a 30 second invincibility button with the shield spider, and the largest healing skill in the game. Your status attacks, Necrotized skill and your 2 Epic Charm effects can decimate foes, especially if it's the Graviton and pink mist skill. So even though you're character does not have the raw stat strength of other classes, you could easily kill a mob quicker than other classes.
Again the main strategy is to jump right into the middle of the mob and swing your staff as quickly as possible in hopes of unleashing your status attack, which with this build, happens quite often. Shoot faraway enemies when needed. Remember to drop the shield spider when you can. Heal when you and your partner need it.
I've played a bunch of classes, many to 50 as you can see in my sig, and this is by far the most self sufficient character I've built which is also ironically the best co-op build I have. The only problem I've faced is playing with some Beserker who starts complaining that I'm killing the mobs before he can even attack them!
So there you have it, my Bio Engineer build. Again, this is based on the fact you have the Epic 2 handed staff weapon with Necrotized and 2 Epic Charms equipped. Remember, without those items, this build will not be best for you. However if you do get those items, at least try my build to check it out. You will cause HAVOC on the battlefield.
Aptos
09-03-2008, 06:00 AM
Bio Human
8 1 3
0 10 0 10
0 10 0 0 6
0 10 0 0 6
0 10 0 0 10
1 10
I came up with this build after I spent over 50 hours in game as a Bio Engineer.
This build maxes 2-handed weapon damage, while creating the optimal "I win" shield spider up-time. With this build, I find it important to rune for Armor, Spider Duration, Spider Cooldown, and 2-handed damage.
I was able to play all of Helheim through without ever doing anything but pointing the right stick for the regular melee (no fierce, no finisher, no ruiner, no air combat). I would wade into combat and just stand there beating on enemies until they were dead, using my spider and battle cry heal when needed.
It makes me sad that this game is so easy with this build; I have stopped playing because of it. What's the point in collecting my Elite Set if there's already no challenge?
Additionally, the Human Bio Engineer Elite Set gives bonuses to the right path of the Bio Eng. tree, which isn't nearly as good as the middle path. I'm better off without the Elite Set, and using Orange Gear with proper rune combinations.
Devilskronic
09-03-2008, 07:31 PM
Similiar to you, I went cyber and put my points:
6 5
0-10-0 6
0-10-0 0--6
0-10-0 0--10
0-10-0 0--6
6 10
In my opinion this spec with the elite chest + elite staff = total domination.
People might argue why 10 points to get an extra +10% armor. Well in retrospec it adds another 100 armor if you have atleast 1000 base armor which i find usefull on hard hitting mobs. Also allows u to stear from your elite armor and still have high overall armor.
Magician
09-05-2008, 10:18 AM
After twenty-five plus hours with my BE I'm comfortable with my final build.
Human BioEngineer
Skills
----8---5
0---6---0
0--10---0
0--10---0
0---0---0
----0----
Alignment
----2----
---10----
6-------6
6-------6
0------10
---10----
Breakdown
Definitely a solo-centric BE. Ward of the Norns, the "I win" spider skill is so good it's silly. Maxing out Ward of the Norns and Spirit Renewal along with equipped runes for 30% bonus spider cooldown and 30% bonus spider duration makes the BE survivability nuts. Celluar Rebonding is a waste, you're better off using two runes for a personal 50% health bonus than wasting ten precious skill points for a measly 10% bonus. Spirit of Fenrir is a waste, the recharge takes far too long.
The human alignment skills are a different story though. If you use ruiners often (as I do) maxing out Valkyrie Call for the 500% radius bonus is major. Hero's Heart, Quick to Anger and Spirit Renewal are more than useful, maxing them are a given. And finally, from my experience, I have a far easier time with enemies by having the six points in Calm Under Fire and A Need To Survive; the same points that many BEs prefer to use in Cellular Rebonding.
I'm currently
BioE
---08---
00-10-00
00-10-00
00-10-00
00-10-00
---08---
Cyber
--05--
--10--
00--06
00--06
00--06
--05--
I plan to take all but one point out of the SW and move it over to the cyber tree.
ThEoRy
09-23-2008, 12:21 AM
It's in my sig.
samuraiwahoo
09-25-2008, 09:11 PM
My BioCommado build
__--06--02
10--00--00
10--00--00
10--00--00
08--00--00
__--01--__
_-02-_
_-06-_
10--00
10--00
10--00
_-10-_
Socks
10-03-2008, 11:00 PM
---6---1
0--10--0
0--10--0
0--10--0
0--10--0
---1---
human
---2---
0-----6
0-----9
0-----10
---10---
Jackalblood
10-22-2008, 06:18 PM
Bio Human
----8---1 ---5---
0---6---0 ---6---
0---10--0 6----6
0---6---0 10----6
0---8---0 0----10
----1---- ---6---
baconbits
10-22-2008, 06:23 PM
Bio Human
----8---1 ---5---
0---6---0 ---6---
0---10--0 6----6
0---6---0 10----6
0---8---0 0----10
----1---- ---6---
no emphasis on total HP? or extra combo level? Other than that I'd say its a well-specced bio :)
SolomonGrundy
12-11-2008, 05:08 PM
My BioCommado build
__--06--02
10--00--00
10--00--00
10--00--00
08--00--00
__--01--__
_-02-_
_-06-_
10--00
10--00
10--00
_-10-_
human or cyber?
SolomonGrundy
12-11-2008, 05:13 PM
After twenty-five plus hours with my BE I'm comfortable with my final build.
Human BioEngineer
Skills
----8---5
0---6---0
0--10---0
0--10---0
0---0---0
----0----
Alignment
----2----
---10----
6-------6
6-------6
0------10
---10----
Breakdown
Definitely a solo-centric BE. Ward of the Norns, the "I win" spider skill is so good it's silly. Maxing out Ward of the Norns and Spirit Renewal along with equipped runes for 30% bonus spider cooldown and 30% bonus spider duration makes the BE survivability nuts. Celluar Rebonding is a waste, you're better off using two runes for a personal 50% health bonus than wasting ten precious skill points for a measly 10% bonus. Spirit of Fenrir is a waste, the recharge takes far too long.
The human alignment skills are a different story though. If you use ruiners often (as I do) maxing out Valkyrie Call for the 500% radius bonus is major. Hero's Heart, Quick to Anger and Spirit Renewal are more than useful, maxing them are a given. And finally, from my experience, I have a far easier time with enemies by having the six points in Calm Under Fire and A Need To Survive; the same points that many BEs prefer to use in Cellular Rebonding.
getting even 1 point in spirit of the fenrir gives you +++combo. that allows you to spam ruiners and BC. then charge back up to 4.
Solo, those posts are from back when the game was first being played. Everyone was still trying to find the optimal build. But I agree with him on this, a point in fenrir is a waste.
Wildkarde
01-31-2009, 02:36 AM
Right Path Cybio:
Weapons = Conclusion of Failed Experiments (1-H Hammer w/ necro), Scalpel of Flesh Wielding (Laser Cannon w/ necro). The hammer and laser cannon are a set which provides +1 to cyber tree. Sometimes I use the Twin Tails of the Onyx Serpent Slug Pistols or the Incinerating Grief Plasma Cannon
Charms= Skein of Ablation & Molecular Diffusion (sub Grav charm for HoH or first Half of IF)
Uses a mix of Epic/Aesir for looks, focusing on battle cry damage, 1h damage, hammer damage, spider recharge, 1h critical, attack speed, and spider radius.
--8--
0-0-10
0-0-10
0-0-10
0-0-8
--1--
+3 (some at +4 from epic)
cyber
-5-
-10-
9-6
7-10
1-0
-0-
+4
He is all about doing Melee damage while being able to Proc respectably. The Laser cannon works really well on trolls with its large clip and range and gets a significant boost from the battle cry. The secondary fire on the cannon is great at causing necro pools and doing concentrated damage to groups/Hod's generators.
The melee is where he shines, he is very fast and very effective. Most slides hit for 4.7k-6.7k with criticals at 9k+ (crits usually do 11-13k once hit count is up a bit), Crits seem to occur at a 10% rate not counting softening.
Very fun build and fairly balanced.
drazphreak
02-09-2009, 10:39 AM
Aesir Helm of The Killing Word (helm)
Battle Cry Damage +10% (pre-inserted)
Bio Engineer Regeneration +10%
Status Effect Duration +25%
Status Effect Duration +25%
Aesir Chest Plate of Annihilation (chest)
2-Handed Damage +15% (pre-inserted)
Total Armor +20%
Total Armor +20%
Health +25%
Aesir Vambraces of Annihilation (shoulders)
2-Handed Damage +15% (pre-inserted)
Staff Damage +15%
Staff Damage +15%
Attack Speed +15%
Aesir Gauntlets of The Killing Word (gloves)
Battle Cry Damage +10% (pre-inserted)
2-Handed Status Chance +2%
2-Handed Status Chance +2%
Strength +50%
Aesir Greaves of The Master & Slave (pants)
Sentient Duration +15% (pre-inserted)
Total Armor +20%
Total Armor +20%
Health +25%
Aesir Boots of The Master & Slave (boots)
Sentient Duration +15% (pre-inserted)
Mastery: All Skills +1
Mastery: All Skills +1
Attack Speed +15%
Storm Lance of the World Serpent (melee, 2 handed staff)
Strength +40%
Mastery: Cellular Rebonding +1
2-Handed Status +1%
Lightning Induction +6%
Scalpel of Flesh Welding (Laser Cannon)
Increased Ammo +10%
Dexterity +43%
Laser Penetration Rate +10%
Necrotized +5%
http://img8.imageshack.us/img8/715/s8000006it8.jpg
This is the perfect build!!!!
Bio Engineer
8
0-10-0
0-10-0
0-10-0
0-10-0
1
Human
2
8
0-6
0-10
0-10
10
I also carry Weapon/Armor Graviton, Necrotizing, and Ablation charms so that fills out my +1's to become truly maxed out on my trees.
I think the build pretty much tells you what I do with him i.e. on Hellheim when you get those elite rocket goblins on the ridges I just stand there take the FULL impact and let the gravity orbs take them and without even flinching. My armor is maxed out along with my health so "tanking" is involved here. I rarely have to use my spider or battlecry (only times i do is when there is someone else in the room and the need help).
As of now this is my favorite build and I even have a proccing Cyber Def and he is still as good but the healing ability kind of trumps the immunity to knockdown the defender has.
Sw0ll_MC25
03-09-2009, 05:01 PM
I have had this build for quite some time, just thought I should share.
After doing some runs with V1RtUaL ThEoRy and Wildkarde, right path bios I was very impressed, and completed several armor sets to optimize for the right path. However I like using 2handed weapons, and the easy/fun factor of the center path.
This build is all about weapons with status effects
I have found many lvl 50 weapons with a status effect like lightning induction +6% and three empty spaces.
Also the Human Bio epic plasma has thermal induction +6%
To add to the build, the red 2hand staff has a +1% to 2hand status chance.
The same goes for the 2hand hammer, it has one empty slot so I used hammer juggle radius for troll smashing.
My favorite is orange plasma pistols that have necro +5% three open slots.
I'll start with the skill tree, this is not what I would suggest to other players, but this is how I play my human bio as a combo/proc master. The proocing isn't as good as cybers but with the weapons I use plus the charms, the status effects go off plenty. Also a high level ruiner clears out the area and then some.
--08--01 -02-
00--10--00 -06-
00--10--00 07--06
00--08--00 01--08
00--10--00 00--10
--01-- -06- +4 to all
The Human Path
The Ever Burning Heart
2 points
Hero's heart
Increased melee attack speed.
6 points, I would recommend 10, but I wanted to turn down the attack speed to proc more.
Calm Under Fire
Increases reload speed.
7 points
Desire to Overcome
Increases fierce range.
6 points
A Need To Survive
Increases Ballistic weapon rate of fire.
1 point, could go hire but I want to proc from my pistols.
Call of Ruin
8 points
Spirit Renewal
10 points, so I don't have to use runes for cool down time.
Quick to Anger
6 points for the extra combo level.
Human Bio Center Path
Idunn's Touch
Group Skill: Increases health regeneration over time
8 points
Valkyrie's Blessing
1 point
Warrior of the Battle-Oar
Increases 2-Handed Weapon damage
10 points
Ward of the NORNs
Deploys a protective shield that absorbs damage
10 points to have a longer shield and not use runes for duration.
Idunn's Favor
Performs a large delayed heal and clears negative effects.
8 points
Cellular Rebonding
Increases maximum hit points
10 points
Spirit of Fenrir
1 point
And for charms I use depend on the weapons I'm using to enhance the status effect rates. The procs go off multiple times per room, just like a cyber. Using the grav pulse and necro you would think that I'm cyber untill I unleash my ruiner.
Now for the amror.
I use the Myomer Reticulation set that has +13% total armor and three open slots.
Myomer Reticulation Mask of Protection
Total Armor +13%
Bioengineer Regeneration | +10%
Dexterity | +50%
Strength | +50%
Myomer Reticulation Chest Plate of Protection
Total Armor +13%
Health | +25%
Health | +25%
Healing Effectiveness | +10%
Myomer Reticulation Shoulders
Total Armor +13%
Mastery All Skills +1
Mastery All Skills +1
Loot Drop Chance | +15%
Myomer Reticulation Gloves
Total Armor +13%
2-Handed Status Chance | +2%
2-Handed Status Chance | +2%
2-Handed Damage l +15%
Myomer Reticulation Pants
Total Armor +13%
Hybrid Damage l +15%
Hybrid Damage l +15%
Hybrid Radius | +20%
Myomer Reticulation Boots Have a different name but can't think of it atm.
Total Armor +13%
Staff Damage | +15%
Staff Damage | +15%
Staff Slide Distance | 10%
I can swap out the boots, pants, and gloves depending on the situation, and whom I'm playing with.
The boots are set up for melee type damage
Myomer Reticulation Boots
Total Armor +13%
Hammer Damage | +15%
Hammer Damage | +15%
Hammer Slide Distance | 10%
Myomer Reticulation Boots
Total Armor +13%
Sword Damage | +15%
Sword Damage | +15%
Sword Slide Distance | 10%
Or
Myomer Reticulation Boots
Total Armor +13%
Riffle Damage | +15%
Riffle Damage | +15%
Rifle Ballistic Range | +10%
The pants are set up for ballistic type damage
Myomer Reticulation Pants
Total Armor +13%
Slug Damage l +15%
Slug Damage l +15%
Slug Fire Rate | +15%
So for melee weapons I can use anything 2handed orange or red.
For ranged weapons
I use Pistols with capped ammo and pistol range 15%
For bosses I can switch to a riffle slug, plasma, or laser.
If I don't want to proc all I have to do is change out the charms to Skein of Ablation and Grand Molecular Diffusion Focus then the gloves:
Myomer Reticulation Gloves
Total Armor +13%
Attack Speed | +15%
Attack Speed | +15%
2-Handed Damage l +15%
I have spent around 200 hours on this character 60-70hours right path. I just can't go away from the center path.
One last shamless plug:
http://i691.photobucket.com/albums/vv275/philipmcwhirter/000_0001-1.jpg
Ghetovampire64
03-15-2009, 04:38 AM
My Cybernetic Bio build
Weapons
The Burning Blade at World's Edge
(2-h sword lvl 50)
1% 2-h status chance
20% sentient weapon dmg
6% thermal induction pulse
6% blight
Scalpel of Flesh welding
(laser cannon)
10% increased ammo
43% dexerity
10% laser pentration rate
5% necrotized
Armour
Aesir Helm of Annihilation
15% 2-h dmg
+1 all skills
+1 all skills
15% loot drop chance
Aesir Chest Plate of M&S
15% sentient duration
25% health
25% health
15% attack speed
Aesir Vambraces of M&S
15% sentient duration
15% attack speed
15% sword damage
15% sword damage
Aesir gauntlets of the Killing word
10% battle cry dmg
2% 2-h status chance
2% 2-h status chance
50% strength
Aesir Greaves of Annihilation
15% 2-h dmg
15% laser dmg
15% laser dmg
20% total armor
Aesir boots of M&S
15% sentient duration
25% laser penatration rate
10% cannon range
20% total armor
Charms
Epic Graviton Pulse Charm
Epic Charm of Necrotization
Skill Tree
6
0-10-0
0-4 -0
0-6 -0
0-10-0
1
2
6
6-6
6-10
0-6
10
89/95 skill points i'm not sure what to use the last 6 on.
will post a picture soon
Feedback is appreciated and recommended :]
Wiiggin
06-16-2009, 05:43 PM
I'm considering this for my new (read: ****in' old but without alignment) Cyber Bio.
http://pyreflies.nu/hench/TooHuman/builds/cyber_bio_proposed_build.png
Thoughts?
Purple Gryphon
06-16-2009, 05:50 PM
That brings a smile to my face. LOL. :D
That is a solid middle path build. You should not have any problems with it. You have all the more vital stuff maxed.
baconbits
06-16-2009, 05:55 PM
I need to run my cyber bio again...
I miss him :(
Batou079
06-30-2009, 03:26 PM
http://siliconknights.net/forums/showpost.php?p=196964&postcount=25
WIP, but finished setup for now.
Sw0ll_MC25
06-30-2009, 04:07 PM
http://siliconknights.net/forums/showpost.php?p=196964&postcount=25
WIP, but finished setup for now.
I like it. Looks like you have spent some time on this one. Center path FTW;)
RedCascade
07-27-2009, 10:51 AM
Hey all,
So my Human Bio builds all seems to just come together easily, but my new Cyber Bio I just cant stop tinkering with.
So far I have the following
http://img29.imageshack.us/img29/7887/testfsl.jpg
Although I am not convinced this is the best way to go, so perhaps some CyberBio's can tweak this for me and answer a few questions :) (Please bear in mind I dont have any red runes, so no Mastery +4 etc)
a) Is Siprit of Fenrir really worth building up Cellular Rebonding for? For a 20 / 25 min cooldown, it seems like a potential waste of ~11 points just to have as a "get out of jail" free card. I have been tempted to only have Rebonding at 6, and pump Musculature to 5, and Everflowing to 10.
b) Is having Everflowing Source + Ward of the NORNs overkill? +60% duration seems to be a great deal, meaning I need to heal less and can therefore use combo points for ruiners.
c) There isn't a c, but a two point list seems too short :)
Anywho, thanks in advance for any help.
b) Is having Everflowing Source + Ward of the NORNs overkill? +60% duration seems to be a great deal, meaning I need to heal less and can therefore use combo points for ruiners.
Actually with runes you can get it up to 90%. ;) Which is still not overkill.
RedCascade
07-28-2009, 10:27 AM
Actually with runes you can get it up to 90%. ;) Which is still not overkill.
Yeah, that defo sounds like it would make you a powerhouse :) The more I look at it, the more tempted i am to drop Spirit of Fenrir and boost up the other skills.
Something like...
http://img12.imageshack.us/img12/6804/tree2x.png
I would max the proc skill.
RedCascade
07-28-2009, 03:03 PM
OK, so as above but with the +health skill at 2, and with the proc skill maxed :)
StripClubDj
08-08-2009, 05:11 AM
http://i86.photobucket.com/albums/k96/stripclubdj/CyberBio.jpg
Plus if anyone has Myomer level 50 (Cyber or Human) with the 3 empty spots hit me up I have alot to trade!
Powered by vBulletin™ Version 4.1.3 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.