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Posted Wed 09 May, 2018 4:03 PM
–
Last edited by Scarlett; Fri 09 Nov, 2018 7:44 PM.
This is my current build (as of November 2018, so there are updates to make as you will see below). I'm no expert, but this has me playing Advanced content with ease.
+++
Captain Information
Captain Name Kathryn Beringer
Captain Career Science
Captain Faction Federation
Captain Race Human
Primary Specialization Intelligence
Secondary Specialization Commando
Intended Role Defender (if you know what I mean )
Personal Gear
Armor:
Advance Fleet Recoil Compensation Mk XIV [HP] [ResAll]x2 [CrtD]
Shield:
Omega Force Reflex Enhancing Shield Mk XIV [Ene]
Weapon 1:
Elite Fleet Phaser Split Beam Rifle Mk XIV [Dmg]x2 [DoT3] [SHeal]
Weapon 2:
Zephram Cochram Shotgun Mk XIV [CrtD]x2 [CrtH]x2
Kit Frame:
Delta Expedition Science Kit Mk XIV [KitPerf] [CrtX] [PSG] [Regen] [KP/Wpn]
Kit Modules:
- Electro-Gravitic Field Mk XIV - Science
- Cold Fusion Flash Mk XI! - Science
- Nanite Health Monitor Mk XV - Science
- Strategic Analysis Mk XII - Command
- Medical Tricorder Mk XV - Science
Devices:
- Gambling Device
- Large Hypospray
- Large Shield Charge
- Large Power Cell
Duty Officers
Biologist
- xxxx
Geologist
- 6% chance for Phasic Instability when using Electro-Gravitic Field
Geologist
- 6% chance for Phasic Instability when using Electro-Gravitic Field
Biochemist
- All Dmg Resist +40 when Sci Kit debuff applied to target
Doctor
- 20% chance w/ Medical Tricorder and Triage to add additional heal
Doctor
- 20% chance w/ Medical tricorder and Vascular Regenerator to gain +50% HP for 30 seconds
Character, Reputation, and Ground Traits
Personal Ground Traits
Watch Your Back -
Creative -
Field Technician -
Lucky -
Peak Health -
Medical Vanguard -
Brutal Impetus –
Soldier –
Vicious -
Ground Reputation Traits
Mental Acuity – Species 8472
- When aiming, +10% Dmg bonus
Lethality - Task Force Omega
- CrtH bonus +5%
Deadly Aim - Dyson
- Increased CrtD +20%
Magnified Armaments - Gamma
- xxxxx
Miniaturized Chrono-Capacitor – Temporal
- xxxxx
Active Reputation Traits
Concussive Tachyon Emission (Delta)
- 288.8 Kinetic Dmg w/ 100% Shield Penetration on hit, Shield Offline for 8 sec.
[Space]
[Space]
[Space]
[Space]
Set Bonuses
NONE
Node Tree
Weapons
- Weapon Proficiency
- Weapon Critical
- Weapon Penetration
Health
- Endurance Training
-- Improved Endurance Training
Shield
- Personal Shield Expert
- Personal Shield Resilience
-- Improved Personal Shield Resilience
Kits
- Kit Performance Expert
-- Kit Performance master
Node Unlocks
- Willpower
- Improved Aim
- Fatal Fists
- Resistance
- Offensive Mastery
Personal Stats
Health - 815
Shields - 487
Crit Chance - 11.5%
Crit Severity – 154.1%
Away Team
Tactical / Intelligence - Orion
Armor: Elite Fleet Dampening Armor Mk XII [HP] [ResAll] [Nanite]
Shield: Elite Fleet Adaptive Personal Shield Mk XII [Adapt] [Cap] [Rev]
Weapon: Romulan Plasma Pulsewave Assault Mk XII [Dmg] [DoT3]
Abilities:
- Resonant Tachyon Stream I
- Suppressing Fire I
- Frictionless Particle Grenade III
- Overwatch III
Engineering / Command - Human
Armor: Advanced Fleet Pollyalloy Weave Armor Mk XII [HP] [ResAll]x2
Shield: Elite Fleet Personal Shield Mk XII [Cap] [Rev] [Adapt]
Weapon: Elite Fleet Phaser Split-Beam Rifle Mk XII [Dmg]x2 [KB3] [SHeal]
Abilities:
- Take Cover I
- Hammer & Anvil II
- Return Fire I
- Quantum Mortar Fabrication II
Science / Intelligence - Betazoid
Armor: MACO Armor Mk XII
Shield: MACO Resilient Personal Shield Mk XII
Weapon: MACO Phaser Battle Rifle Mk XII
Abilities:
- Medical Tricorder I
- Tricorder Scan I
- Frictionless Particle Grenade III
- Nanite Health Monitor II
Science / Command - Trill
Armor: Omega Force Armor Mk XII
Shield: Omega Force Reflex Enhancing Shield Mk XII
Weapon: Omega Force Antiproton Auto Carbine Mk XIV
Abilities:
- Medical Tricorder I
- Tricorder Scan I
- Strategic Analysis II
- Nanite Health Monitor II
+++
Tactical / Command - Human
Armor: Elite Fleet Pollyalloy Weave Armor Mk XII [HP] [ResAll] [Nanite]
Shield: Advanced Fleet Personal Shield Mk XII [Cap]x3 [PBDmg] [Adapt]
Weapon: Terran Task Force Bat’leth Mk XIV [CrtD]
Abilities:
- Take Cover I
- Graviton Spike II
- Strategic Analysis II
- Lunge III
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Posted Sat 19 May, 2018 5:25 PM
Scarlett, do you find the guys with Exploit weapons use them "well"? It's always been my experience that they never actually ExploIt on Exposed guys. It's been years since I let my boffs have Exploiting weapons.
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Posted Sat 19 May, 2018 6:28 PM
You know, I don't ground often. But when I do, things died and the team lives. Except in that one Iconian mission ...
So .. maybe? Yes! Hmm. I dunno.
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Posted Sat 19 May, 2018 7:03 PM
I feel like I don't ground enough, actually. I have to get boots on the ground (and in Voth and Vaadwaur skulls) a little more often.
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Post ID: 359923
#5
Posted Mon 21 May, 2018 2:55 PM
Hmm. For Voth and Vaadwaur BZ I use the Sci/Cmd and Eng/Cmd pair (together called Charie's Angels). I feel you can really see BOff dynamics there but generally in between mini-game "pads" if that makes sense. Once on a pad you tend to work in teams with others so the BOffs are left to their own shenanigans.
Otherwise, I recommend not actually shooting on ground maps and just watch th BOff AI at work to see what they do. At that point I'm just using kit abilities, but shooting is not a thing I really have to do. I also tinker with the various controls at the BOff UI for tougher missions.
I am confident that gear quality matters as well. That doesn't mean they should go to the party blinged out, but upgrading stuff to Mk XIV is relatively painless and worth the investment once you settle on their gear.
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Posted Mon 21 May, 2018 3:49 PM
Correct me if I'm wrong, but your Boffs look like you're reading out of that "TSP" playbook that's up in the Reddit, right? I use lots of that myself (but for instance, I use two Tacs whereas I see you with two Sci, I forget which one of us is "by the book" on that one). I often end up decking out my Away Team in Advanced Fleet Armor/Shields/Weapons.
The one thing I need to start doing is getting my crew to try out a few Temporal and Miracle Worker ground abilities. That guide doesn't cover those two specs, and I want to see what those two have to offer.
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Posted Mon 21 May, 2018 7:35 PM
Oh yeah. It's a straight rip-off. No shame there
BUT they only cover abilities and generic gear suggestions. So, I chose Phaser stuff because ... Federation and have been using Fleet gear because ... cheap? Except the Klingon uses a Plasma gun and that sorta bothers my OCD for emersion. He was a straight idiot when I gave him a Bat'leth
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Posted Mon 21 May, 2018 8:17 PM
Oh, that all makes perfect sense. I tend to outfit all my chars' various away teams with Phasers/Disruptors/Plasma as is faction-appropriate. And dear God no, never give a boff a melee weapon. The life you save may be your own.
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Posted Mon 21 May, 2018 8:21 PM
But ... Klingon ...
Admittedly, if you slot melee abilities then BOffs *do* get into HtH and he can do some hurt. But it's still a little messy. Range for the Robots
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Posted Sun 17 Jun, 2018 3:46 AM
Hm, I'm currently working on a canonish/Role Play build for my boff's and I could use some advice, this is my current away team:
Tactical Vulcan Female
Tactical Android Male (Made to look Like Klingon)
Engineer/Command Liberated Borg
Science Bajoran Female
I wanna keep a sense of uniformity and protocol with them for role play purposes, such as having them equipped with the same shield and armor while having them utilizing only phaser based weapons, i considered investing in fleet equipment but I thought that would be too much especially since I used up my dilithium for another ship build I'm working on. Would crafted and upgraded equipment work well if they had the right modifiers?
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Posted Sun 17 Jun, 2018 5:12 AM
Would crafted and upgraded equipment work well if they had the right modifiers?
You can craft gear but upgrading costs dilithium.... lots and lots of dilithium.
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Posted Sun 17 Jun, 2018 5:47 AM
You can craft gear but upgrading costs dilithium.... lots and lots of dilithium.
I was actually thinking long term, like another omega particle/phoenix box event, though truth be told I'd be better off saving up getting the better equipment.
I don't intend to do these changes right now, just...gradually.
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Quote
Post ID: 363142
#13
Posted Sun 17 Jun, 2018 1:53 PM
Upgrading and re-rolling can't be a bad thing for the team, yet I think the improvements have a small return on investment. For my part, my away team uses Mk XII gear without problems.
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Posted Sun 17 Jun, 2018 3:28 PM
Upgrading and re-rolling can't be a bad thing for the team, yet I think the improvements have a small return on investment. For my part, my away team uses Mk XII gear without problems.
Same here. No issues with ground even with XII gear. It doesn't take near the investment that space does in order to get through the content at a decent speed. Unlike the old days when ground was a long agonizing chore.
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Posted Sun 17 Jun, 2018 3:43 PM
Same here. No issues with ground even with XII gear. It doesn't take near the investment that space does in order to get through the content at a decent speed. Unlike the old days when ground was a long agonizing chore.
Technically that's what I was Planning, keeping their gear at Mk XII which is their current gear level, I mean, I'm their Captain I'm certainly not gonna let them have better stuff then me . I was only considering upgrading them if I crafted them since I usually craft at Mk II. As it is my boff's equipment is a ramshackle kitbash of stuff I have on hand. Heck my borg is equipped with a Rare recoil compensating armor Mk X, a Terran taskforce shield I accidentally got from reputation and the tactical borg arm weapon you get from the episode fighting that annoying borg undine that camps the respawn point.