
BurnJ |
Hi guys! I am about to start an Android Mechanic with a Theme of Bio-technician and an Archetype of Medic. I will be replacing Artificial Intelligence with Experimental Prototype. The idea is to be an all purpose combat healer. Creatures, Ships, Systems, etc. My weapon type of choice... Injectors of course! I want to heal like Ana from Overwatch. But with a Glove instead of a Sniper.
However, I did not even think about the fact I would still need to damage my allies to heal them with injector weapons. I stumbled across this little gem though... The Bio Hacker class. Lot's of value is added to my concept with just a single level into that class.
So, is it worth taking the first level of Biohacker for the obvious synergy? I would of course miss out on the lvl 20 Mechanic, and Injector Expert would never scale.
Also, if anyone has any better suggestions, like a different multi-class distribution such as 11 Mechanic, 9 Biohacker or something, let me know!
(As a side note, think I could make my Custom Rig and Custom Scanner the same device?)

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really you get the good stuff from biohacker at 3rd level. so, it might make sense to get to 3rd level on biohacker and then commit to mechanic, if that's where you want to go.
otherwise, skip it. just a 1 level dip in biohacker isn't worth it.

BurnJ |
really you get the good stuff from biohacker at 3rd level. so, it might make sense to get to 3rd level on biohacker and then commit to mechanic, if that's where you want to go.
otherwise, skip it. just a 1 level dip in biohacker isn't worth it.
Thanks for the advice! The idea is to use Mechanic's Experimental Weapon to make my Injection weapon even more bad ass. Having a custom and evolving injection weapon was part of the original concept.
I will need to do more research to see how Biohacker's Injection Expert and Weapon Specialization syngerize or don't with Injection weapons altered by Experimental Pro-type.

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Yakman wrote:really you get the good stuff from biohacker at 3rd level. so, it might make sense to get to 3rd level on biohacker and then commit to mechanic, if that's where you want to go.
otherwise, skip it. just a 1 level dip in biohacker isn't worth it.
Thanks for the advice! The idea is to use Mechanic's Experimental Weapon to make my Injection weapon even more bad ass. Having a custom and evolving injection weapon was part of the original concept.
I will need to do more research to see how Biohacker's Injection Expert and Weapon Specialization syngerize or don't with Injection weapons altered by Experimental Pro-type.
i'm not an expert - i'm just repeating what a guy in our group is doing. We started at 10th level - he was an operative. Now that COM has come out, he's doing a 3 level biohacker dip, so i guess he's going to end up being Operative 11 / Biohacker 3.
A new player has joined us at Level 12, and he's running a pure biohacker. But we've only had one session - it'll be interesting to see the differences in the two as it goes on.

Lethallin |
2 people marked this as a favorite. |

If your theme is to focus on Injection weapons and being a combat medic, why go the Mechanic route at all?
Seems thematically, a full Biohacker makes a lot more sense than a injection weapon inclined Mechanic. I'm just not sure what your vision of this Mechanic is for how they do their thing.
And as a Mechanic, you're going to be very limited in the type of weapon available to you (if you're just looking at using fist weapon injectors specifically).

BurnJ |
If your theme is to focus on Injection weapons and being a combat medic, why go the Mechanic route at all?
Seems thematically, a full Biohacker makes a lot more sense than a injection weapon inclined Mechanic. I'm just not sure what your vision of this Mechanic is for how they do their thing.
And as a Mechanic, you're going to be very limited in the type of weapon available to you (if you're just looking at using fist weapon injectors specifically).
Mechanics have an alt class feature called Experimental Prototype that replaces your Artificial Intelligence. You can create an overpowered injection weapon using the Mechanic class. The level 1 version I will use the base glove, but that weapon levels up just like the AI does. It will let me have a better Injection weapon then any Biohacker could have. Also, it can be constantly rebuilt how I want as it levels.
Also, the original concept was an all purpose healer. Ships, Systems, and Creatures. Mechanic with the Medic Archetype seemed to fit that role the best.

Xenocrat |
1 person marked this as a favorite. |

Lethallin wrote:If your theme is to focus on Injection weapons and being a combat medic, why go the Mechanic route at all?
Seems thematically, a full Biohacker makes a lot more sense than a injection weapon inclined Mechanic. I'm just not sure what your vision of this Mechanic is for how they do their thing.
And as a Mechanic, you're going to be very limited in the type of weapon available to you (if you're just looking at using fist weapon injectors specifically).
Mechanics have an alt class feature called Experimental Prototype that replaces your Artificial Intelligence. You can create an overpowered injection weapon using the Mechanic class. The level 1 version I will use the base glove, but that weapon levels up just like the AI does. It will let me have a better Injection weapon then any Biohacker could have. Also, it can be constantly rebuilt how I want as it levels.
Also, the original concept was an all purpose healer. Ships, Systems, and Creatures. Mechanic with the Medic Archetype seemed to fit that role the best.
Hard disagree.
The glove needlers are small arms, and so can't be a weapon prototype, which has to be a longarm, heavy weapon, or advanced weapon.
Even if it could, you still have to base your prototype weapon on an actual published weapon for your base weapon stats like damage, ammo capacity, and range before applying your prototype modifications. Staying with any particular type of weapon, rather than upgrading to the best available at the highest possible level, is a mistake. Picking a low damage small arm (or longarm) is also an optimization mistake.
To get the most out of your prototype you also want something that all of the protype abilities can help with, which definitely means a two handed weapon so as to take advantage of the ability to wield it one handed.
The only really good early offensive boost of the prototype weapon is the +level damage to an attuned target (whether this is as good as the enhanced accuracy from an exocortex is doubtful). This isn't helpful if you're a healer or support character - straight biohacker is the way to go if that's your concept and focus. A biohacker can fix ships and equipment just fine with engineering skill and high intelligence.
The best ranged injection weapon is the needler rifle line, and they don't benefit much from prototype stuff. The extra damage is not obviously better than injection expert accuracy, the free hand isn't obviously helpful for a ranged combatant who can freely load serums in his gun and shoot them at allies at range without a free hand, double ammo will rarely matter because 14 darts are enough for most combats, the advanced customization options are largely melee, trivial, or crit stuff that can be bought with a weapon fusion, etc.

BurnJ |
BurnJ wrote:Lethallin wrote:If your theme is to focus on Injection weapons and being a combat medic, why go the Mechanic route at all?
Seems thematically, a full Biohacker makes a lot more sense than a injection weapon inclined Mechanic. I'm just not sure what your vision of this Mechanic is for how they do their thing.
And as a Mechanic, you're going to be very limited in the type of weapon available to you (if you're just looking at using fist weapon injectors specifically).
Mechanics have an alt class feature called Experimental Prototype that replaces your Artificial Intelligence. You can create an overpowered injection weapon using the Mechanic class. The level 1 version I will use the base glove, but that weapon levels up just like the AI does. It will let me have a better Injection weapon then any Biohacker could have. Also, it can be constantly rebuilt how I want as it levels.
Also, the original concept was an all purpose healer. Ships, Systems, and Creatures. Mechanic with the Medic Archetype seemed to fit that role the best.
Hard disagree.
The glove needlers are small arms, and so can't be a weapon prototype, which has to be a longarm, heavy weapon, or advanced weapon.
Even if it could, you still have to base your prototype weapon on an actual published weapon for your base weapon stats like damage, ammo capacity, and range before applying your prototype modifications. Staying with any particular type of weapon, rather than upgrading to the best available at the highest possible level, is a mistake. Picking a low damage small arm (or longarm) is also an optimization mistake.
To get the most out of your prototype you also want something that all of the protype abilities can help with, which definitely means a two handed weapon so as to take advantage of the ability to wield it one handed.
The only really good early offensive boost of the prototype weapon is the +level damage to an attuned target (whether this is as good as the enhanced accuracy...
I didn't notice the glove doesn't count. Any value in using 2 Handed advanced melee weapon with Injector? It can be wielded in one hand, and can have injector added to it.

BurnJ |
Xenocrat wrote:...BurnJ wrote:Lethallin wrote:If your theme is to focus on Injection weapons and being a combat medic, why go the Mechanic route at all?
Seems thematically, a full Biohacker makes a lot more sense than a injection weapon inclined Mechanic. I'm just not sure what your vision of this Mechanic is for how they do their thing.
And as a Mechanic, you're going to be very limited in the type of weapon available to you (if you're just looking at using fist weapon injectors specifically).
Mechanics have an alt class feature called Experimental Prototype that replaces your Artificial Intelligence. You can create an overpowered injection weapon using the Mechanic class. The level 1 version I will use the base glove, but that weapon levels up just like the AI does. It will let me have a better Injection weapon then any Biohacker could have. Also, it can be constantly rebuilt how I want as it levels.
Also, the original concept was an all purpose healer. Ships, Systems, and Creatures. Mechanic with the Medic Archetype seemed to fit that role the best.
Hard disagree.
This all makes sense. Thanks!
The glove needlers are small arms, and so can't be a weapon prototype, which has to be a longarm, heavy weapon, or advanced weapon.Even if it could, you still have to base your prototype weapon on an actual published weapon for your base weapon stats like damage, ammo capacity, and range before applying your prototype modifications. Staying with any particular type of weapon, rather than upgrading to the best available at the highest possible level, is a mistake. Picking a low damage small arm (or longarm) is also an optimization mistake.
To get the most out of your prototype you also want something that all of the protype abilities can help with, which definitely means a two handed weapon so as to take advantage of the ability to wield it one handed.
The only really good early offensive boost of the prototype weapon is the +level damage to an attuned target (whether this is as good

Xenocrat |

I didn't notice the glove doesn't count. Any value in using 2 Handed advanced melee weapon with Injector? It can be wielded in one hand, and can have injector added to it.
The capture pole is a decent two handed weapon, but you need to have a plan for what do with your open hand. A shield? (Your move actions are spoken for getting into melee and/or activating your damage boost). A grenade or small arm, I guess? A tech tool? I just think the MAD, feats for armor, and action economy are really bad for a melee mechanic.
Note that adding injection to another advanced melee weapon won't interact with injection expert from your biohacker level.