| Symbiant Recommendations This article written by Kaelien on 12.12.2003
Brain Symbiant, Artillery Unit Aban All 3 head implants add the same amount to nanoskills (+137 at ql 300). All of them also add +137 to treatment. For ranged adventurers, if you really needed ranged init, I could see you using the Artillery Brain Symbiant. It adds +83 Ranged Init. at ql 300. Other than that, Artillery has the least mods. Support Unit is the very clear winner if you don't need Ranged Init desperately. The mods that Infantry has that Support Unit doesn't are: (+137 Bow Attack, +137 Melee Energy, +83 Weapon Smithing). All of which totally worthless to Adventurers (Unless you need ws for an old crit scope). Support Unit however has (+69 Intelligence, +137 Nano Init, +69 Psychic, +83 Electrical Engineering, +56 Trap Disarm). The bonus to abilities alone makes this a very clear winner. The Nano Init tops it off.
Final Opinion:
Chest Symbiant, Artillery Unit Aban All 3 Chest implants add +69 Stam, +83 BM/MM/SI. This is almost a toss up implant choice. Artillery is clearly the worst option as it adds to MG/SMG, BreakingEntry in places where the other two have better things. In my opinion, Infantry is the best for both Melee and Ranged Adventurers. The amount it adds to body dev (+137)is more valuable than +42 to Psychic and the +56 Nano Init. Infantry also adds +28 to str, and +137 to Dimach.
Final Opinion:
Ear Symbiant, Artillery Unit Aban All 3 Ear Implants add +35 to NCU at ql 300 and +20 to PM. After that, Support Unit becomes the clear winner. Support and Infantry add 4% to xp mod as well. Support really takes over as best with +28 to intell/psychic. Infantry has +83 Conceal, Support does not.
Final Opinion:
Feet Symbiant, Artillery Unit Aban All 3 Feet symbiants add +42 to agi. The similarities end there. Infantry is the extreme cut and dry winner for both melee and ranged in my opinion. For melee, it adds +137 to melee init. The only advantage that the Artillery has over Infantry is that it adds 9% weapon range. But, you're giving up +15 AddAllOff and a 13 dmg shield. If you really need the weapon range, you could go with artillery, if not, Infantry is better.
Final Opinion:
Left Arm Symbiant, Artillery Unit Aban Artillery is clearly the worst. It is the only one that neglects to give +171 AddAllDef. All 3 offer a +69 HealDelta, +42 Strength and +56 MM. Support Unit offers -3% nano cost and +15% nano range. Infantry offers +35 AddAllOff and +137 Brawl. In my opinion, -3% nano cost and 15% nano range isn't worth more than +137 Brawl and +35 AddAllOff to melee users.
Final Opinion:
Left Hand Symbiant, Artillery Unit Aban The Left Hand Implant has always been a weak spot in implants, this is very true in symbiants as well. For Melee, if you're wanting more fast attack, the best is probably Artillery. If you don't have any use for Fast Attack (ie. Ranged), you'll want to go with Support Unit.
Final Opinion:
Left Wrist Symbiant, Artillery Unit Aban
IF you're ranged, Artillery will probably be the best option due to it's +MultiRanged. For Melee, it's a decision between +56 Nano Resist and (+21dmg shield, +83 Riposte, +137 Multi Melee). However, melee advents have never had much trouble with not enough multi-wield. As for myself, Nano Resist will probably win.
Ocular Symbiant, Artillery Unit Aban
For the Melee Advent, you might want to get the Infantry Unit Eye because of the Sneak Attack. You're really giving up a lot though (+42 Intell and +83 Nano init as well as +56 conceal to be specific) The same thing is true for Ranged Advents with the Artillery Eye. You're giving up the Intell and Nano Init. for +56 pistol and a few other things. As a side note: Apparently the only symbiant that wasn't screwed up requirements wise was the artillery ocular symbiant. Thus, the 15.0 version is the current live unlike every other symbiant.
Right Arm Symbiant, Artillery Unit Aban
Infantry is the only valid option for 1he users. Artillery seems better for ranged users.
Right Hand Symbiant, Artillery Unit Aban Artillery is geared towards Ranged users and is what they'll be wanting to use. Infantry is for melee users as it adds to 1he.
Final Opinion:
Right Wrist Symbiant, Artillery Unit Aban Like the right hand, Artillery is geared towards ranged users and Infantry towards melee users. Support Unit adds NCU, but really isn't worth losing Attack Rating for.
Final Opinion:
Thigh Symbiant, Artillery Unit Aban This one is sort of a toss up between Artillery and Infantry. The main reason for this is that Artillery buffs Agi by +69. If it weren't for that, it would be cut and dry Infantry. I'm still going to have to recommend Infantry over Artillery because of a few things. Infantry adds +83 to melee init, +42 to stamina, +56 to body dev. To me, that seems nicer for both melee and ranged advents.
Final Opinion:
Waist Symbiant, Artillery Unit Aban As much as I enjoy -% nano cost, I think that for melee at least, the stats are strongly in favor of the Infantry Unit. That +83 body dev translates into quite a bit more hp. Even for ranged i'd probably recommend Infantry unless you really needed that full auto.
Final Opinion:
Special Thanks to Glarawyn for allowing me to loosely base the format of this guide on her post. All of the decriptions about every symbiant were written by Kaelien.
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