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Posted Sat 17 May, 2014 3:06 PM
Now that the new, configurable kits have been out for awhile, I thought I'd start a thread exploring which kit modules are becoming the most useful for each career and why.
Here's what I'm thinking for Engineers:
Chroniton Mine Barrier
- damages and slows anything trying to get in melee range
Turret Fabrication
- more ranged direct-fire DPS. used with the right DOffs will often get you more than one turret popping up simultaneously. (sub-question: which turrets are the most useful?)
Quantum Mortar
- slow firing but will target and fire on anything on the other side of walls or even on other levels. This can be a good thing or a bad thing.
Shield Recharge
- Helps keep those shields up when things start getting dicey.
Transphasic Bomb
- nice to use on walkers in the Dyson battle zone when they start walking forward with their shield. also rather nice to have during the Khitomer In Status mission.
So that's a look into the Engineering bag of toys. What others modules are proving to be handy?
And..what about the Tactical and Science sides?
Thoughts?
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Posted Sat 17 May, 2014 4:52 PM
I posted the modules I first used in this topic but this was before the global cooldowns.
At the moment, my focus has been my Engineer on ground.
Chroniton Mine Barrier, this is good for the Engineer on the go, high damage and can usually kill or badly damage a large number of opponents.
Turret Fabrication, with the doff defiantly, if you are only going for one then I would suggest the Undine Antiproton one, the reason for this is due to it's knock back, handy if you are protecting an objective like on Cure Ground.
Quantum Mortar, definite must and with the doff of course.
Shield Recharge, no, I believe this to be a useless kit power, Engineers have one built in and the MACO 2 part set can grant you an additional shield charge. The Support Drone also has a shield recharge built in.
Transphasic Bomb, personally I don't take this, too situational an micro management, I like to put things down and go, if you are stationary then maybe, I know some people like this so it's a good choice all the same, depends on playstyle.
Now, onto some additional ones I like for engineers.
Seeker Drone, creates some additional firepower to follow you round, nothing too special but hopefully takes some aggro off yourself.
Weapons Malfunction, this is a good power to have against big enemies, knocking their weapons offline for a short amount of time.
Fuse Armour, slows enemies down and has a small DoT effect, I would usually use this in combination with Weapons Malfunction.
All of these are going to depend on what type of slots your Engineering Kit Frame has on it
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Posted Sat 17 May, 2014 5:39 PM
Aye, the only time I've ever seen transphasic bomb be useful is on ka ground.
I run turrets, mortars, seeker drones, weapons malfunction, and the alternate my last depending on what I'm doing.
"There's a point where we needed to stop and we have clearly passed it. But let's keep going and see what happens..."
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Posted Sat 17 May, 2014 5:53 PM
I'm finding that the ones that are most useful to my play style, aren't necessarily what I'd recommend for others.
I like running and strafing. So I usually use things that don't put me in a single position for long. Things like Medical Generator, Turret Fabrication, I leave on another kit and use things like Motion Accelerator, Weapons Malfunction, and that on my preferred kit.
The new Fluidic kit is a very nice one because they have a PsiDOT that grants a ton of things damage possibilities that you wouldn't normally think could. Creates a lot of fun. Weapons Malfunction and the Defensive Dome (forgot the proper name) get it and when it ticks off, its a bundle of joy.
I haven't played enough on Tactical or Science with the new kits to get a sense of anything. Though for Science I will say that Triage is a nice skill for them. Though it doesn't seem to work the way I want it to.
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Posted Sun 18 May, 2014 7:57 AM
–
Last edited by Curzon Peers; Sun 18 May, 2014 8:02 AM.
As always I recommend just about everything but the hypos and stasis field for a science, but that's very nonspecific.
I tend to think less in terms of individual modules and more in the complete package but I can highlight some good ones.
Hyperonic radiation and exothermic induction field (in that order) are going pretty much at the top because they are direct damage DoTs which helps you kill the most quickly. Hyperonic is better in my opinion since it applies to the target while exothermic is applied to an area which enemies can move out of, but both are powerful and both expose.
After that Tachyon harmonic is good to have since it burns off shields and can cause them to go offline entirely. THe knockback may be useful at times (see below)aaaa
Sonic pulse has some situational use. If you are guarding a target that you need to keep things away from like in cure or infected ground, the knockback is good to have. it is also good for knocking targets into hazards (taking a swim in the soup in infected is instantly fatal; much quicker than shooting them)
If you are the healer, then Medic and Vascular regenerator are obvious.
After that it's a toss between triage and nanite health monitor. Triage is great for when the whole party is injured and bunched up since it's a fire and forget PBAoE heal and can trigger extra doff heals. Naite health monitor can also be shot off blind and will heal nearby allies a couple times, so both are good for group play, it comes down to situation.
My cleaner of choice is biofilter sweep. it clears exposes and all the effects the hypos do and adds resistance; the only thing it doesn't do is add HP like Dylovene.
When it comes to putting it all together, I recommend using the old spire kits as a good guide. The best kits for science were physicist and medic (though analyst wasn't bad either), and the spire kits were the best.
Spire Physicist had Electro-Gravitic field, exothermic Induction Field, Hyperonic Radiation, Sonic Pulse and Tachyon Harmonic (ie. what I listed above). I like to remove Electro-Gravitic field and replace it with Triage or Nanite Health monitor for an always helpful team heal.
Spire Medic had Triage, Nanite Health Monitor Vascular Regenerator, Medical Tricorder and Biofilter Sweep. I personally think that many heals is overkill. Medics are great to have along but if you burn all 5 of those at once you're in trouble, and you lose out on damage, so I like to replace one of those slots with Tachyon Harmonic or Hyperonic Radiation to create something similar to the old Borg Medical Analyzer.
Obviously the best kit frames for those are the spire frames as they have 4/0/1 and 0/4/1 layouts respectively and buff exactly what you want to go there along with shields and weapons and are indigo grade.
If you want an ability mix the Fluidic science Kit is the best choice for the Psi affixes, which one to pick depends on what modules you want to fit. If you are going with a mix, I'd reccomend Exothermic, Hyperonic, 1 single heal and 1 multi heal then the last slot is either tachyon or biofilter. Alternate choices are an extra heal or sonic pulse.
You should pay attention to how you play and alter the above as you feel to fit your style better.
A note on what I didn't choose: Anesthizine gas can be useful as it is a damage debuff, but in most cases I think quickly taking out enemies works better and the other stuns seem more useful to me. Electro gravitic field and stasis field are both fragile holds which means they won't work for long when you shoot those targets, rendering them a bit moot. Stasis has an edge case since it totally pauses the actions of a target so you can use it to save a target for later. The hyposprays aren't recommended because they only remove half of the possible debuffs each; Melorazine's resistance buff is redundant with biofilter sweep and a couple of doffs, while Dylovene's HP buff is a little more useful but doesn't negate the shortcoming of not curing all debuffs and is redundant with your other heals when doffed.
I can;t comment on the new modules from the lockbox as I haven't been able to use them yet, but they sound neat.
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Posted Sun 06 Jul, 2014 5:52 PM
Alas, no love for Tac Captains?
I've been looking at:
1) Rally Cry - for group and solo heals (not sure if it's really useful even as a Mk XII Ultra Rare though)
2) Psionic Command Aura - +44 Control Resist & +20% Run Speed is nice..and glowing purple eyes! The downside to this is it's a 15-meter AoE effect that reaches through floors and ceilings. Not always a good thing.
3) Stun Grenade - Mk XI minimum to stun anything (including Borg) for almost 10 seconds.
4) Battle Strategies - Nice damage buff.
The above should be findable on the Exchange.
And a useful rep-based module is the Undine photon Grenade, thanks to the additional radiation damage it dies.