I really don't get it. Three separate missions I've had to skip now with my science captain, because you guys (Cryptic) insist on putting her into ground combat all alone, without her team (the one with the catwalks, the one escorting the diplomats on DS9, and another DS9 one I forget now, all with final bosses in groups.)
I'm a science captain -- I don't understand how you expect me to solo Jem'Hadar in groups of 4. What am I going to do, debuff them to death? I'm dead in seconds if I don't have any cover at all (I'm already an aggro magnet, even
with my team.) How do you know if I've even taken any CC or if I'm all heal & buff?
I just don't understand, it's like you don't realize what kinds of classes are in your own game. Well, I just have to play your way or not at all. Which means, my science captain really isn't much good
Comments
Get an AOE weapon, and use a Physicist Kit. Root them, drop all the AOE and Debuffs on them, run away, and do it again when it comes off CD.
I can melt groups in this game much easier on my Sci Captain then I can on my Tac or Eng Captains, even without my Away Team.
Also, most of the missions that don't give you an away team give you NPCs that fight. I don't know what the "one with the catwalks is" maybe Facility 2048? But the DS9 Mission where you escort the Diplomats, "Second Wave" the Gorn kicks some major butt, just let him lead the way, or pull mobs into him. "Facility 2048" also gives you a changeling and some Jem'hadar that kick some major butt. The final boss in the series, Kar'ukan, in "Boldly they Rode" is tough and you don't get any help there, but stay at range and you should be fine.
Once he dies during the final boss fight, I can't rez him and I'm on my own to take out everybody else that's left (which is usually everybody.)
Heck I'll give both Physicist's kit & Medic kit a shot. Also keep in mind I'm playing on Advanced difficulty (I wish I could set difficulty for space separately from ground!!!) All my Jems are all shielded and like to gang-up their abilities on me...
Kits:
Physicist:
Alright kit, corwd control is handy, but not high on damage, more debuff
Use of this kit is substantilly increased with a 'geologist' doff type, that causes 'phase instability' on gravimetric shift (equipping a few of this type of doff makes the ability gravimetric shirt have a chance of creating a ground gravity well) VERY handy :P
Drawbacks, No healing abilities, so lower survivability
Analyst:
Probably the most ballance kit for a sci
Tachyon harmonic has a chance to knock shields off completely for a few seconds, with a pulsewave ready you can cause major damage to shielded foes.
Triage. group heal and some nice damage resistance to boot
Sonic Pulse, knocks a lot of enemies on thier butts and gives you a chance to deal more damage while they are on the floor. Very handy (though requires you to be near the targets)
Anestizine Grenade: debuffs your enemies resistance, speed and damage output for a short time, you take less damage, a nice ability to have
Medic:
One of the best kits for surivability in game, 4 sets of heals. Takes a little time to ajust on when best to use the ability, nanite health monitor should be used when you dont have it up, vascular regen if you have some damage, medical tricorder is great for a quick heal after an unlucky critial hit, and triage offers that extended resistance boost.
As a sci captain i would suggest always carrying these 3 kits to use as the situation demands,
Some handy doffs to use in conjuction with the kits are a biochemist doff (one that on grants a resistance debuff to any enemy hit with a sci ability) Regular doctor doffs for added hit point on a heal, or a special doctor doff that can trigger a second heal when medical tricorder/triage is used.
Also when a sci captain on ground keeping in mind of your innate science captain powers
Tricorder scan - handy AoE debuff on all enemies in range,
Dampening field - Lowers the damage output of enemies in the bubble
nanoprobe infestation - A second tricorder scan that spreads betwen enemies
And a side note:
Neural Neutralizer - This is a commonly misunderstood power, a lot of people will just use it without knowing its use. The ability is basically a ground 'jam sensors' but its range is limited to targets that are right next to you (shown by the shock-like effect) for x amount of seconds you become invisible to your enemy, but this does require you to be next to a group of enemies to get its full use.
A good tactic (requires analyst kit) is to run up to a group of enemies, use neural neutralizer, then sonic pulse, this knocks them on their butt, and then unable to see you to hit you closeup, giving you a few free cheap shots :P