Hey! I like space the most, so with that in mind, what is a good Science ground build? I want to make sure that I'm not completely ineffective when I join with others.
Hey! I like space the most, so with that in mind, what is a good Science ground build? I want to make sure that I'm not completely ineffective when I join with others.
If you prefer Space over ground, then I suspect you are only willing to invest 66,000 skill points into the ground tree? If so, for a minimal ground skill spec of 66,000 for PvE, I would suggest: 6 in Medic, 9 in Weapons Proficiency, 4 in PS Generator, 6 in Scientist, 6 in Willpower, 3 in Combat Armor, and 3 in Particle Physics.
If you are willing to maximize your skill point investment in ground with 100,000 skill points, then I would suggest: 9 in Medic, 9 in Weapons Proficiency, 3 in Physiology, 3 in PS Generator, 6 in Scientist, 4 in Probability Logistics, 6 in Willpower, 6 in Combat Armor, and 6 in Particle Physics.
For Reputation passives I would suggest Enhanced Personal Shields/Reactive Shielding for New Romulus, Omega Weapon Proficiency/Regenerative Shield Augmentation for Task Force Omega, Indomitable/Emergency Fix for Nukara Strikeforce, and Deadly Aim/Active Armor Hardening for Dyson Joint Command.
For Armor, Shield, and set Weapon I would suggest the full Omega Force set. I'd suggest a Fleet Advanced Tetryon Pulsewave Assault Mk XII [Dmg]x3 [CritX] and a Romulan Plasma Split Beam Rifle Mk XII [CritX]x2 for secondary weapons depending on the situation.
Now there are three viable options for kits when it comes to Ground PvE content; Analyst (Debuffer), Medic (Healer/Tank), and Physicist (Damage/Crowd Control). The duty officers slotted depends directly on which of the three kits is used.
If using Analyst, I'd use 1x Biochemist (Hypo cooldown reduction), 2x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Biologist (Increased duration of Tricorder Scan and Anestezine Gas Grenade).
If using Medic, I'd use 1x Biochemist (Hypo cooldown reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to increase maximum hit points temporarily with Medical Tricorder/Vascular Regenerator), 1x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Counselor (Chance to increase willpower when using buffs/heals).
If using Physicist, I'd use 1x Biochemist (Either Hypo cooldown reduction or enemy damage resistance reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 3x Geologist (Reduce the cooldown on Hyperonic Radiation and Exothermic Induction Field), and 1x Explosive Expert (Explosive Projectiles with Exothermic Induction Field).
Lastly, we have devices. I'd suggest 140x Large Hypo, the Shard of Possibilities, Frosted Boots, and 140x Large Power Cell.
If you have any questions, I'd be more than happy to help.
I learning to like the ground a little more than I used to. I'm hoping it's more fun with other people than my boffs.
I'm willing to spend more than 66,000 but probably not the max 100,000. Maybe around 85,000? Would you then drop the combat armor down to 3, probabitlity logistics to 3 and medic to 6?
I learning to like the ground a little more than I used to. I'm hoping it's more fun with other people than my boffs.
I'm willing to spend more than 66,000 but probably not the max 100,000. Maybe around 85,000? Would you then drop the combat armor down to 3, probabitlity logistics to 3 and medic to 6?
For a skill build of 84,000 skill points down from 100,000 skill points; I'd drop Physiology to 0, Probability Logistics to 3, Combat Armor to 4, and Probability Logistics to 5. Physiology increases control resistances provided by Scientific Aptitude, the effectiveness of Science kit hypos, and the effectiveness of Biofilter sweep. It's a non-essential but nice to have skill. Probability Logistics increases the duration of disable effects, but three is usually sufficient. However, you don't normally want to put more than 6 ranks in a skill beyond Lieutenant level; the skill point investment is far too high unless you are attempting to hyper specialize for something in PvP.
As for bridge officers, I'd suggest the following for an away team:
Science Bridge Officer:
Abilities: Hypospray Dylovene I, Medical Tricorder II, Vascular Regenerator II, Nanite Health Monitor I
If you prefer Space over ground, then I suspect you are only willing to invest 66,000 skill points into the ground tree? If so, for a minimal ground skill spec of 66,000 for PvE, I would suggest: 6 in Medic, 9 in Weapons Proficiency, 4 in PS Generator, 6 in Scientist, 6 in Willpower, 3 in Combat Armor, and 3 in Particle Physics.
If you are willing to maximize your skill point investment in ground with 100,000 skill points, then I would suggest: 9 in Medic, 9 in Weapons Proficiency, 3 in Physiology, 3 in PS Generator, 6 in Scientist, 4 in Probability Logistics, 6 in Willpower, 6 in Combat Armor, and 6 in Particle Physics.
For Reputation passives I would suggest Enhanced Personal Shields/Reactive Shielding for New Romulus, Omega Weapon Proficiency/Regenerative Shield Augmentation for Task Force Omega, Indomitable/Emergency Fix for Nukara Strikeforce, and Deadly Aim/Active Armor Hardening for Dyson Joint Command.
For Armor, Shield, and set Weapon I would suggest the full Omega Force set. I'd suggest a Fleet Advanced Tetryon Pulsewave Assault Mk XII [Dmg]x3 [CritX] and a Romulan Plasma Split Beam Rifle Mk XII [CritX]x2 for secondary weapons depending on the situation.
Now there are three viable options for kits when it comes to Ground PvE content; Analyst (Debuffer), Medic (Healer/Tank), and Physicist (Damage/Crowd Control). The duty officers slotted depends directly on which of the three kits is used.
If using Analyst, I'd use 1x Biochemist (Hypo cooldown reduction), 2x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Biologist (Increased duration of Tricorder Scan and Anestezine Gas Grenade).
If using Medic, I'd use 1x Biochemist (Hypo cooldown reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to increase maximum hit points temporarily with Medical Tricorder/Vascular Regenerator), 1x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Counselor (Chance to increase willpower when using buffs/heals).
If using Physicist, I'd use 1x Biochemist (Either Hypo cooldown reduction or enemy damage resistance reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 3x Geologist (Reduce the cooldown on Hyperonic Radiation and Exothermic Induction Field), and 1x Explosive Expert (Explosive Projectiles with Exothermic Induction Field).
Lastly, we have devices. I'd suggest 140x Large Hypo, the Shard of Possibilities, Frosted Boots, and 140x Large Power Cell.
If you have any questions, I'd be more than happy to help.
Comments
If you prefer Space over ground, then I suspect you are only willing to invest 66,000 skill points into the ground tree? If so, for a minimal ground skill spec of 66,000 for PvE, I would suggest: 6 in Medic, 9 in Weapons Proficiency, 4 in PS Generator, 6 in Scientist, 6 in Willpower, 3 in Combat Armor, and 3 in Particle Physics.
If you are willing to maximize your skill point investment in ground with 100,000 skill points, then I would suggest: 9 in Medic, 9 in Weapons Proficiency, 3 in Physiology, 3 in PS Generator, 6 in Scientist, 4 in Probability Logistics, 6 in Willpower, 6 in Combat Armor, and 6 in Particle Physics.
For Reputation passives I would suggest Enhanced Personal Shields/Reactive Shielding for New Romulus, Omega Weapon Proficiency/Regenerative Shield Augmentation for Task Force Omega, Indomitable/Emergency Fix for Nukara Strikeforce, and Deadly Aim/Active Armor Hardening for Dyson Joint Command.
For Armor, Shield, and set Weapon I would suggest the full Omega Force set. I'd suggest a Fleet Advanced Tetryon Pulsewave Assault Mk XII [Dmg]x3 [CritX] and a Romulan Plasma Split Beam Rifle Mk XII [CritX]x2 for secondary weapons depending on the situation.
Now there are three viable options for kits when it comes to Ground PvE content; Analyst (Debuffer), Medic (Healer/Tank), and Physicist (Damage/Crowd Control). The duty officers slotted depends directly on which of the three kits is used.
If using Analyst, I'd use 1x Biochemist (Hypo cooldown reduction), 2x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Biologist (Increased duration of Tricorder Scan and Anestezine Gas Grenade).
If using Medic, I'd use 1x Biochemist (Hypo cooldown reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 2x Doctor (Chance to increase maximum hit points temporarily with Medical Tricorder/Vascular Regenerator), 1x Doctor (Chance to provide a bonus heal with Triage/Medical Tricorder), and 1x Counselor (Chance to increase willpower when using buffs/heals).
If using Physicist, I'd use 1x Biochemist (Either Hypo cooldown reduction or enemy damage resistance reduction), 1x Research Lab Scientist (Confuse with Neural Neutralizer), 3x Geologist (Reduce the cooldown on Hyperonic Radiation and Exothermic Induction Field), and 1x Explosive Expert (Explosive Projectiles with Exothermic Induction Field).
Lastly, we have devices. I'd suggest 140x Large Hypo, the Shard of Possibilities, Frosted Boots, and 140x Large Power Cell.
If you have any questions, I'd be more than happy to help.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I learning to like the ground a little more than I used to. I'm hoping it's more fun with other people than my boffs.
I'm willing to spend more than 66,000 but probably not the max 100,000. Maybe around 85,000? Would you then drop the combat armor down to 3, probabitlity logistics to 3 and medic to 6?
For a skill build of 84,000 skill points down from 100,000 skill points; I'd drop Physiology to 0, Probability Logistics to 3, Combat Armor to 4, and Probability Logistics to 5. Physiology increases control resistances provided by Scientific Aptitude, the effectiveness of Science kit hypos, and the effectiveness of Biofilter sweep. It's a non-essential but nice to have skill. Probability Logistics increases the duration of disable effects, but three is usually sufficient. However, you don't normally want to put more than 6 ranks in a skill beyond Lieutenant level; the skill point investment is far too high unless you are attempting to hyper specialize for something in PvP.
As for bridge officers, I'd suggest the following for an away team:
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Great info here!