User blog comment:Bing445/Mobile guide/@comment-27374562-20160210131852

Bing, this is a good start, but I think you're off on your assessments of Body Armor Expert and Biosynthesis, and Health Regen.

I used to think BAE was a necessary Skill at higher levels, so much so that my Assault's first Build had 18 Points invested in it. But once I realized the projectile-based multiplier that was being applied to Biosynthesis, I Re-Spec'd him into a straight Glass Cannon (25 CS, 25 AD, 25 KS) and made up for the 0 BAE with a RED 10*** D/OC/B Shockfield. It requires a RED Shocky upwards of 5*** or 6*** (which aren't THAT hard to find) minimum to really have an effect, but it essentially turns a Glass Cannon Assault's killing power into a defensive buff. He was hard to kill (and outkill) when he had RED Armor and resistances in the 60/40/40 range, and he's god-like now that he has a BLACK Vest and Pants (around 80/60/50).

Same with my Medic: his resistances are low at only 60/50/40, but high MK and BB make up for his 0 BAE. Given those Skills, a little bit of Bio on a lower-Grade RED Shocky or the 10*** RED Tempest he has would make him an HP recovering machine and would help him cover enough of his HP that he could throw more MKs at his teammates and less at himself. He's only at Level 80 right now with no Bio Weapon and he does really well in Apoc and LMS.

IMO, BAE is really a bonus only for Tank Heavies, since it takes additional Damage off of TB and maximizes their defense to make up for their lack of multiple DPS buffs. Each Class has its own way of increasing defensive abilities (Glass Cannon Assaults maximize Bio with insane DPS; Medics use BB and MK; Tank Heavies have TB and HG + Hardplate Armor); it's just that the Heavy has the luxury of being able to do so directly (as opposed to indirectly, as with the other two Classes).

Really, aside from Tank Heavies, most of the high-Level players I get matched with who have BAE in their top 3 Skills either get chewed up pretty quickly or don't post a lot of Kills. I can see how 10 to 15 Points may be good for players who prefer a more defensive Build (my Heavy only has 14), but 20 to 25 Points on Assaults or Medics is taking too much away from other Skills that better maximize those Classes.

Also, MK should never be less than 20 IMO, even for Offensive Medics. You simply can never have too much. Also, Energy Regen 12 + 20 Revitalizing Aug = 9.25/sec. For a Support Medic/Healer, that's more important than all that BAE.

And Health Regen becomes useless in late game, regardless of Armor Augs. You're better off using Bio on a multi-projectile Weapon and putting those Points into offensive or defensive Skills.