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Ground - Best Species

cajunxroadscajunxroads Member Posts: 56 Arc User
edited September 2013 in The Academy
To All

I apologize if this has been discussed before. I did a search but did not find a thread on the topic. So if there has been a discussion before, please provide a link to the discussion and I want to thank those that provided the link(s).

My question is: What is the best species to use as your away team for ground missions?

I want to Thank All that actually provide input into this thread.

Live Long and Prosper
Post edited by cajunxroads on

Comments

  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited September 2013
    There is no "best species." What you need to look for is what works best for YOU, for YOUR playing style. In my case, I myself like having a separate ship and ground crew. Doing that, I can focus on a crew of 5 who are primarily space traits, and 4 who are primarily ground traits. With that, your away team could be made of:

    1. Cats, Ferasan or Caitian depending on faction. Cats are best for Tactical, but possible for Engineering.
    2. The Tactical Jem'Hadar from Facility 4028 can cloak, and his sheer strength makes him great in a fight.
    3. The Breen from Mission Replay event has a special attack with the possibility to freeze his target.
    4. Bajorans, Vulcans, and Trill made good Medics.
    5. Andorians are very warlike, and will be good for Tactical. They also boost all flanking and exploit damage.
    6. The Reman from Mission Replay event has a useful telepathic burst attack, and he also is a good Medic.
    7. The Borg Scientist you get from that KAGE accolade also is a great Medic. His nanites don't assimilate, but they will slow the target, and might even stun the target. He also has the Aggressive trait, which helps to take some of the agro away from you.




    But if your play style is better for double duty, using a crew only just big enough for having everyone doing both ground and space:

    1. The Borg Engineer has Efficient for space, as well as the nanites for ground.
    2. Humans have Teamwork, which will boost your exploit damage for ground, and Leadership, which increases the speed at which your hull and subsystems will repair. If you use torpedoes, make sure to get the Tactical Jem'Hadar from Facility 4028 so he can train one of your Humans in Torpedo Spread 3.


    For more information, see this and this. Best of luck!
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2013
    there are some specific traits you need to consider for a good ground boff.

    for instance "creative" is a perfect trait for your sci and engi healer (shield heals) in the away team
    lucky, soldier, teamwork, etc...will boost range dmg quite a bit. even better if they come in "superior"

    http://sto.gamepedia.com/Category:Ground_Traits added this list of ground traits, where you can browse yourself.
    Go pro or go home
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited September 2013
    Hi,

    I use an all-Lethean team with my KDFs. In space they help with their efficient trait and on ground its just fun when they all use rapture, a telekinetic attack, on a single target. They are not very pretty though :)
  • cajunxroadscajunxroads Member Posts: 56 Arc User
    edited September 2013
    Thanks to all with their input and suggestions.

    Some I think I had a knowledge about and others did not even think about, but it was all good information and I am using the suggestions you all provided.

    Again many thanks
  • cajunxroadscajunxroads Member Posts: 56 Arc User
    edited September 2013
    I just realized that no one discussed one type.

    That type is Android.
    Some have very impressive ground traits.

    Any comments?
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited September 2013
    The problem with Androids is that they are only for 700-day Veterans or Lifetime Subscribers. They are not tradeable, so they cannot be sold on the Exchange.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • cajunxroadscajunxroads Member Posts: 56 Arc User
    edited September 2013
    Lindaleff

    many thanks for your input
    did not know the information you placed

    Again, many thanks to you and all the others that helped in this discussion
    I have no further times on this topic to discuss

    Live Long and Prosper
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited September 2013
    For the most part, the best ground species for Boffs is almost wholly irrelevant: Boffs are very stupid and are utterly incapable of capitalizing on any species-trait advantages. Additionally, there is absolutely no non-faceroll ground content that you're even allowed to use boffs IN.

    Therefore, the best race for ground boffs are the ones that are immune to injuries, like Photonics. For some reason your ship's sickbay is useless, and Boffs have this maddening tendency to leap into the path of enemy fire, off cliffs, or other inanity. If you're playing on Elite, this racks up injuries, and having to go and get them repaired somewhere is a pain in the TRIBBLE, if you even notice it happen. Thus, the best boff race is the one immune to this hassle, because it's sole trait you will actually notice. If you DON'T play on Elite for this reason (and the lack of worthwhile ground rewards anyway), then obviously, this is moot.
    [SIGPIC][/SIGPIC]
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited September 2013
    Which is precisely why you NEVER give your Engineers a cover shield or mine field. Trust me, that shield will get randomly spammed at the worst locations possible, and the mines will be placed nowhere near any enemies. :mad:
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited September 2013
    You do know you can do a lot of micromanagement regarding boff ground abillities. Disable it on the boff and put it on your own action bar, You can send the boff wherever you want and place the mines, turrets, whatever, at any place.
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited September 2013
    Well, yes that is possible. The problem is that I really........am........triggerhappy........That is what happens when you get a Tactical Caitian, give him the ability to pounce, the Romulan Fire Team kit, and a Fleet Antiproton Pulsewave. More often than not, my away team ends up relaxing while I do all the work........:rolleyes:


    So if your play style is anything like mine, the best option is to simply bring an away team of all Medics........:rolleyes:
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited September 2013
    If you want to laugh at solo ground content the race really isn't of consequence. The easiest way to make your ground team OP is just to take a full team of medics. Train them all in Medical tricorder Vascular regenerator and nanite health monitors.
  • gurugeorgegurugeorge Member Posts: 421 Arc User
    edited September 2013
    What I've found with the ground Traits is that I like to match armor types to the ground traits. e.g. if I have someone with +crit, I'll give them a Targeting armor to increase the crit, or if I have one with more crit severity, I'll maximize it even more with recoil compensating armor. Similarly, if I have a Klingon or saurian, I'll give them a melee weapon and physical augmentation armor.

    Similarly with Shields, e.g. for a melee BOFF I'll give them a shield with a chance to do damage to nearby attackers, etc., etc.


    Other than that, I make sure that the Creative ones have medical or damage abilities, or if one has creative plus the other trait that maximizes healing, I'll give them all healing abilities.

    The problem of Engineer BOFFs spamming gens in odd places is a bit of a problem, but if you like micro-management, you can sort that out quite easily.
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