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Biological Specialists(32A) are trained to support teams in the area of operations via augments. Their HEV Mark 3 suits contain customisable modules capable of protecting themselves against attacks and for field research purposes. |
Vitals | |
---|---|
Health | 420 |
Armor | 5 |
Energy | 200 |
Movement Speed | 2.90 |
Weapon: Plasma Rifle | |
---|---|
Damage | 45 - 53 |
Range | 18 |
Attack Speed | 0.3 |
Magazine Size | 80 |
Enlisted | Warrant Officer | Comissioned Officer |
---|---|---|
0 XP | 65000 XP | 0 XP |
Displays teammate who are injured
Severe injuries
will glow Red
Moderate injuries
will glow Orange
Minor injuries
will glow Yellow
Venoms
and Toxin
will glow Green
Cooldown: 3 Seconds
Bio Specialist practices his expertise to keep himself safe.
Each point increases Fitness, Dexterity, and Mechanical skills by 1
Level | Skill | Stat Gain |
---|---|---|
1 | Self Aid, Binoculars | 1 |
2 | Biogen Reactor | 2 |
3 | Improved Prone, Ocular Implants | 3 |
4 | Stasis Weave | 4 |
Sees threats from afar.
Energy Cost: 10
Cooldown: 20 Seconds
Special reactor for HEV Mark 3.
50%
50%
0.25
per second.10%
0.25
per second.15
Safeguards Bio Specialist from harm.
80%
Cooldown: 30 Seconds
Bio Specialist pumps people up with protein.
Mutual exclusive with Threat Suppression
Level | Unlock |
---|---|
1 | Nano Boost |
2 | Haste MGL |
3 | Nano Boost Level 2 |
4 | Haste MGL Level 2 |
Nano Weave
refreshes Sprint Bar
and Jump
with Muscular Augment Level 4
when Bio Specialist is hitBio Specialist vaporizes bad things away.
Mutual exclusive with Muscular Augments
Level | Unlock |
---|---|
1 | Irradiate |
2 | Nanite Hijack |
3 | Irradiate Level 2 |
4 | Nanite Hijack Level 2 |
Nano Weave
disables enemy energy regen and abilities for 15 seconds in a radius of 15
with Threat Suppression Level 4
Bio Specialist shields allies from harm and provide healthcare.
Mutual exclusive with Containment Measures
Level | Unlock |
---|---|
1 | Nanite Barrier |
2 | Molecular Resuscitaor |
3 | Nanite Barrier Level 2 |
4 | Molecular Resuscitator Level 2 |
Nano Weave
continues to provide 80%
damage reduction and 50
HP with 2
Shield armor for 2 seconds with Safeguard Contigencies Level 4
Bio Specialist uses traps to stop the infected.
Mutual exclusive with Safeguard Contingencies
Level | Unlock |
---|---|
1 | Repulsive Shot |
2 | Stasis Trap |
3 | Repulsive Shot Level 2 |
4 | Stasis Trap Level 2 |
Nano Weave
with Containment Measures Level 4
puts enemy who attacked Bio Specialist into stasis and subject to any damage source for 3 seconds.Bio Specialist becomes physically closer to a teammate.
Mututal exclusive with Transference Skills
Each level gives 3
Finess.
Level | Unlock | Finess |
---|---|---|
1 | Vitality Link | +3 |
2 | Cellular Reconstruction | +6 |
3 | Vitality Link Level 2 | +9 |
4 | Cellular Reconstruction Level 2 | +12 |
Nano Weave
applies Cellular Reconstruction Level 2
on Bio Specialist after 2 seconds of casting it on an ally unit with Bio-Resonator Level 4
Bio Specialist makes good use of energy.
Mutual exclusive with Bio-Resonator
Each level gives 3
Mechanical.
Level | Unlock | Mechanical |
---|---|---|
1 | Energy Transfer | +3 |
2 | Vulkan Capacitor | +6 |
3 | Energy Transfer Level 2 | +9 |
4 | Vulkan Capacitor Level 2 | +12 |
Nano Weave
increases Vulkan Energy Shield
abosorption ratio, energy armor, and cooldown recovery rate by 5 seconds with Transference Skills Level 4
Nano Weave
increases maximum energy by 300
with Transference Skills Level 4
Boosts muscle mass of allies.
Level | Rifle Butt Interval | Armor | Ally Limit | Duration | Energy Cost |
---|---|---|---|---|---|
1 | 0.8 Seconds | +10 | 3 | 25 Seconds | 75 |
2 | 0.4 Seconds | +20 | 5 | 35 Seconds | 60 |
Minor
and Traumatic
ailments with Nano Boost Level 2
Cooldown: 30 Seconds
Makes allies act faster.
Level | Movement Speed | Reload Speed | Attack Speed | Duration | Energy Cost |
---|---|---|---|---|---|
1 | +40% | +50% | +0% | 4 Seconds | 75 |
2 | +50% | +75% | +25% | 6 Seconds | 65 |
Farts toxin cloud onto a zombie.
Level | Damage per Second | Damage Radius | Duration | Energy Cost | Cooldown |
---|---|---|---|---|---|
1 | 100 | 4 | 15 Seconds | 75 | 45 Seconds |
2 | 160 | 4 | 20 Seconds | 65 | 35 Seconds |
Irradiate
will jump to new target if original target dies, does not extend duration.Irradiate Level 2
takes 25%
more damage from all source.Irradiate
can be cast on an ally.Mind controls a zombie.
Level | Mind Control Duration | Mind Controlled Attack Speed | Energy Cost | Cooldown |
---|---|---|---|---|
1 | 2 Seconds | +0% | 55 | 50 Seconds |
2 | 3 Seconds | +100% | 40 | 35 Seconds |
Mind Control
will jump to new host if original host dies, does not extend duration.Provides shields to allies.
Level | Shield | Shield Armor | Duration | Energy Cost | Cooldown |
---|---|---|---|---|---|
1 | 250 | +5 | 20 Seconds | 75 | 55 Seconds |
2 | 500 | +10 | 25 Seconds | 70 | 45 Seconds |
250
and less than 500
will be reduced to just 250
with Nanite Barrier Level 2
500
will not be reduced with Nanit Barrier Level 2
Is this considered immortality?
Level | Damage Cap | Death Prevention Duration | Instant Heal | Ailments Removal | Health Gain | Energy Gain | Energy Cost | Cooldown |
---|---|---|---|---|---|---|---|---|
1 | 1000 | 90 Seconds | 25% | Moderate | 200 | 100 | 115 | 90 Seconds |
2 | 2000 | 120 Seconds | 50% | All | 400 | 200 | 90 | 60 Seconds |
Heroic
and Biological
unitsBack off, man, I am a sceintist.
Level | Knockback Radius | Knockback Value | Non-Massive Stun Duration | Energy Cost | Charge Cooldown | Charges |
---|---|---|---|---|---|---|
1 | 6 | 6 | 0 Seconds | 45 | 5 Seconds | 1 |
2 | 6 | 15 | 1 Second | 35 | 10 Seconds | 2 |
Here's a little lesson in trickery.
Level | Stasis Radius | Stasis Duration | Slow | Slow Duration | Targets in Stasis can be Attacked | Stasis Trap Immune to Explosive | Energy Cost | Charge Cooldown | Charges |
---|---|---|---|---|---|---|---|---|---|
1 | 4 | 4 Seconds | 75% | 4 Seconds | No | No | 65 | 60 Seconds | 1 |
2 | 4 | 4 Seconds | 75% | 4 Seconds | Yes | Yes | 55 | 55 Seconds | 2 |
Bio Stasis
Bio Stasis
instead of triggering it.Till death do us apart.
Level | Linked Target Health Regen per 1% Missing HP of Linked Target | Maximum Life for Linked Target | Health Regen for Bio Specialist per 1% missing HP of Bio Specialist | Maximum Energy for Bio Specialist | Cooldown |
---|---|---|---|---|---|
1 | +0.03 | +75 | +0.02 | -50 | 60 Seconds |
2 | +0.05 | +100 | +0.02 | -25 | 35 Seconds |
Biological
and Heroic
units.Cuts the relationship with the linked teammate.
Cooldown: 5 Seconds
Can we fix it? Yes we can!
Level | Max HP | Heal per Second | Heal Duration | Ailment Removal | Energy Cost | Cooldown |
---|---|---|---|---|---|---|
1 | +75 | 50 | 5 Seconds | Minor | 75 | 45 Seconds |
2 | +100 | 75 | 5 Seconds | Moderate | 65 | 30 Seconds |
Biological
allies.Keep the energy going.
Level | Energy Trasnfer | Transfer Efficiency |
---|---|---|
1 | 8 | 66.67% |
2 | 15 | 80% |
Biological
and Heroic
units.Cooldown: 5 Seconds
Ah, Gordon, I can see that HEV suit fits you like a glove.
Level | Damage Taken per Energy | Energy Armor | Energy Drain per Second |
---|---|---|---|
1 | 2 | 5 | 4 |
2 | 4 | 10 | 3 |
Vulkan Energy Shield
is disabled.Energy Cost: 25
Cooldown: 10 Seconds
Absorbs energy from nearby enemies
Gain stacking bonus cooldown reduction and energy regeneration for each nearby hostile unit within 8 range. Massive units count as 10 regular units.
Each stack provides:
+0.5%
Cooldown Reduction+0.016/s
Energy RegenerationBeat Nightmare Campaign with Epilogue as the Bio Specialist.
Fixed an issue with some sound loops persisting after their source has expired or ended
Swapped the energy drain rate of Vulkan Energy Shields and its Improved version; the energy drain is now -4 and -3 respectively (from -3 and -4)