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Advice for Ground Build?

Started By:
Arno12, Sat 05 May, 2018 3:11 PM
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    #16
    I think I might do what I did with my temporal space ships. Go for all the lovely dots. DOTS EVERYWHERE!

    MWAHAHAHAAHAHAHAHAH.
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    #17
    Thanks Raz, looks interesting, I'll give it a try.
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    #18
    Well my new build is awesome Smile, I can easily go solo in the Dyson and Deferi battlezones and actually contribute now to combat, Thanks DARK, your advice was awesome Smile
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    #19
    Question, what is the best ground reputation set for engineers and what would complement it weapons and kit wise?
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    #20
    Question, what is the best ground reputation set for engineers and what would complement it weapons and kit wise?
    While I'm sure there's more expensive and higher performing builds around, the most commonly suggested and one of the top performers is simply to use the Plasma and critical bonuses from two free sets.

    That's the kit and armor from the Romulan Imperial Navy set, with the shield and weapon from the Na'kuhl Temporal Operative set.

    That gives you (at Mk XII):
    +50% to Secondary Attack damage
    +20% Plasma Damage
    +4.2% Critical Chance
    +38.8% Critical Severity
    +10% Energy Damage Resistance (While Aiming)
    +30% Critical Severity (While Crouching)

    You also get one of the best, most survivable shields in the game, since you get 10s of immunity if you shields drop below 10% (1 minute cooldown). You're probably not going to want to actually use the set's minigun, I personally favor a Plasma Wide Beam Rifle since the secondary fire hits 5 targets, it's (one of?) the longest range, and there's no discernible delay to using said secondary fire (which is good for making sure you take advantage of Exposed targets).

    With regards to Engineers specifically (which happens to be the only ones I really know and play), the Shield Pulse module is highly recommended. Low(ish?) cooldown, instant AoE shield heal. Beyond that, I tend to play an exceedingly lazy Engineer so I have a Flamethrower Turret, a Seeker Drone, a Methuselah Drone, and an Echo Papa 607 Drone System. I also use the DOffs that give a chance of spawning additional turrets and Support Drones (since I give those to the two engineers on my Away Team anyway).

    So effectively, I spawn a turret, a mini-army of 4-6 drones, and then just aim and kneel and shoot at max range. Still hit wave 12 on a regular basis, even when I'm deliberately minimizing effort.

    Oh, the above doesn't work well against Borg, but meh. Also be sure to pick up a Gambling Device, that's the strongest buff we get, particularly since the above is setup for crits.
    It's always a safe bet following Dark's advice. Big Grin

    Ground reputation sets don't have the same effectiveness as space sets generally. I've tinkered with borg and iconian sets for ground but unlike space the ground sets are rarely optimal. Feel free to not use ground rep gear unless you really want to.

    Unless you're fighting borg, in which the borg ground set is okay, even if the crafted sniper rifle is better against borg than the rep weapon.
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    #21
    One addendum that's become more relevant with the new content, make sure to have an Engineer BOff on your Away Team that has Mortar (LCdr or Cdr rank ability) available.

    You don't need to have it be their default loadout (as I said, mine generally use Support Drone II since I use the DOff that can spawn more) but make sure it's learned. That way if an enemy ends up in an out-of-bounds area you can't target, you'll still have some way of killing them and advancing the mission. Just have to walk far enough away to be out of combat, then switch them over.

    Hadn't seen this issue in forever, but it happened to me in the first ViL mission (not tutorial, the one on DS9) and I've been hearing reports of it happening elsewhere.
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    #22
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    #23
    K guys bringing his thread back from the dead with a question, I'm currently working on my Rom-Alien Tac Toon and while I grind out marks for the ship parts and traits I figured why not work on the ground build in the meantime.

    I noticed that the Delta Expedition Tactical Kit Frame with [KPerf]x2 [CritH] [Kp/Wpn] is still the go to kit, but since kit frames are still excluded from re-engineering and the one with these mods is unreasonably expensive on the exchange, is their a decent alternative?
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    #24
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    #25
    Have a look at the Fleet Research lab, the Versatile kits available from it all have the Kperf mod (only 1 rather than 2 however) weapon damage and shields expert. While you won't get CritH from them, their gimmick is unlocking a version of an ability not normally available to the class (such as a vascular regenerator on the tactical kits) and they all come at UR quality.

    You could gain the KP/WPN modifier back if you upgrade one to epic since it's a fixed mod for all kit types, that would mean the only bonus you'd lose entirely is the CritH mod.
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    #26
     –  Last edited by Arno12; Tue 14 Aug, 2018 4:01 PM.
    Have a look at the Fleet Research lab, the Versatile kits available from it all have the Kperf mod (only 1 rather than 2 however) weapon damage and shields expert. While you won't get CritH from them, their gimmick is unlocking a version of an ability not normally available to the class (such as a vascular regenerator on the tactical kits) and they all come at UR quality.

    You could gain the KP/WPN modifier back if you upgrade one to epic since it's a fixed mod for all kit types, that would mean the only bonus you'd lose entirely is the CritH mod.
    I was leaning towards them, Ugh when can we re-engineer kit frames Sad