Greetings All,
First I have to say that Cryptic just hit on a great way to monetize the new kits with the Lockbox Kit Modules and I must admit that I'm hooked on collecting them
I'm trying to build a Fabrication Kit for one of my Fed Engineers that will most likely become my standard Fabrication Kit for all my Engineers.
I'm trying to go additional artillery with my Fabrication Kit and I'll list the modules that I plan on using with it.
Please feel free to offer and suggestions about how I might be able to improve my proposed Fabrication Kit has well has suggest different kits for all classes (I have 11 Characters)
Kit Used Romulan Fabrication (4) Fabrication Slots (1) Engineering Universal
1st Module Ultra Rare Flamethrower Turret Fabrication V (Have)
2nd Module Very Rare Biotech Turret Mk XII (Have)
3rd Module Very Rare Active Immunity Mine Field Mk XII (Have)
4th Module Best Quantom Mortar I can find
5th Module Best Transphasic Bomb I can find
I might drop the Mortar for a Seeker Drone but I do like how the Mortars tend to keep players moving in PVP and how they work well with choke points everywhere else.
I'll also be building a defense heavy support kit but I have not given it much thought at the moment.
Thanks for your time
Comments
Oh, kits are just the tip of the iceburg. I see season 10 or 11 bringing in a crafting revamp which focuses on making every item in game have components. While I'd like to be able to craft [acc]x4 or [acc]x2 [crtd]x2 fleet weapons, I think this kind of thing adds needless complexity in the name of choice.
Luckly this change has only hit ground so far, which is a safe choice to test this plan as few players actually spend much time playing ground at VA.
I traded in my Embassy and Spire kits, played around with the modules and now my kit is so much better than it was before.
≡/\≡
This along with the trait TRIBBLE is seriously ******* me off.
Where the hell do you get the modules besides dilithium store.
Keep using the one you have until you get a replacement put together
They can drop randomly... got some last night doing some fed newbie missions in the 30s range.
But yeah if you want the Purple you buy it for Dil or EC on exchange (thru your nose).
The Fleet still has their particular mods for sale for FM/Dil thou... you can customize now but you pay way more. More grinding, but you can skip if you dont focus on ground.
I'm the type of player that will usually get one thing that works "well enough for all situations", and stick with it. My problem with kits has always been that, even once I find a kit I like, there would always be one (or two powers) that I'd never/seldom use in my playstyle. For example, I liked the Squad Leader kit, but never used the Smoke Grenade.
Now I can build my own version of a Squad Leader, but use something else instead of Smoke Grenade... Or whatever. I haven't completely figured out what I'm going to do yet, but as I said, I like the *idea* of it.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
You can run the Borg/Undine Assimilated mission for a VR XI kit and module reward. Multiple runnings yield different kits and modules.
Can you actually slot that into here?
For me, as soon as I drop in any turret, the UI darkens out any and all other turrets (have not tried with a mortar launcher yet) and refuses to let me slot them in.
I'd love to go double turrets (as my BOffs have), but it just won't let me.
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I'm with lordhavelok... I am really excited about the kit system, and can't wait to start experimenting with it.
I too usually find something close to what I want and stick with it, and there is usually one or two things in the kits I really don't use.
I just created a new Fed Sci, and I'm using the (I think) Physicists kit, the one with the fire, and stuff... well anyway, I'm not liking everything on that kit and would love to "craft" something that's more in line with how I like to play...
So, I can't wait to devote some time to this..
R.I.P
I too have always been fond of the squad leader kit, although with smoke grenade now being a 30% expose it+rallycry+(multi exploit weapon of your choice) seems to be a good combination for clearing mobs quickly, I picked up the spire squad leader kit though and i'm debating what to replace suppressing fire with, battle strategies comes to mind
I created a new character to play with the launch of S9. Kind of difficult to use something the character never had.
For current max level characters, this kit revamps looks great.
For new characters it's a total wash, from my perspective.
Prior to S9, everyone got a kit to start out with which gave an "extra" power.
After S9 you get shafted and have to rely on getting a drop you can actually use to be equal to what you were previously.
Also, prior to S9 you could go to vendors and buy a different kit and be on your way. Now you can buy the kit frame, but not mods.
So now you're left to the mercy of the RNG. Not ideal.
I know I'll get mod drops from missions as I level, and that's fine since that's how kits worked previously. I also know I can buy mods from the Dilithium store, but that's not going to happen. I'd rather throw that Dil at my Fleet considering how quickly we level.
If kit mods are added to vendors in the near future then no problem. If them not currently being available from vendors is a bug then okay, TRIBBLE happens. But if this was intended, then who on the Dev staff thought this was a good idea?
Kit mods should be added to vendors. Keep them common rarity so that players at least have something useful. That way players can chase the green/blue/purple mods as much as they want.
Losing faith in humanity, one person at a time.
I used to use the spire squad leader for DOFFed Rally Cry + doffed Overwatch.
I play my tactical Vulcan as a melee specialist using 3x melee crit security officer doffs, with the above 2 and a consumable recharge biochemist, with omega set for even more crit/severity, very rare Beta quadrant consumables, and a gambling device. Using a falchion my crit was reaching 46% with over 200 severity.
Then the new kits hit: I traded in my mk12 spire squad kit, my 12 operative spire kit, and a romulan fire team. I bought a mk9 blue motion accelerator, dropped both grenades and suppressing fire...
My ideal kit is: Rally Cry, Overwatch, Stealth, Lunge, Motion accelerator.
Works great for pvp too.
And once I get that undine ground set for 30% more physical damage the fit will hit the shan.
Im Tactical and currently use
Tactical Kit - Operative
Stealth Module
Battle Strategies
Lunge
Ambush
I bought a pretty strongly upgraded plasma grenade from the Fleet Embassy, but for the rest of my kit I think I'll have to start collecting via other means.
I'm guessing elite ground STFs and 1st place in Big Dig, can anyone confirm? Any other possible sources? Since S9 I haven't seen a Big Dig queue pop anymore
The winners are the old players, which traded their old kits for new kits and now have many modules and boni.
Revamp idea was nice, but the implemenation lacks important things.
Yeah cause 30 minute reply cooldown is going to speed it up.
They should have just made all modules available at fleet stores.
Yep I have both of the Turrets slotted and they work quite well in tandem with each other
The Biotech Turret has some nice repel on it and the flame turret burns them up coming in and on the way back
If you look at the Undine lock box modules you'll notice that their mines are classified has Fabrication whereas normal mines are Mechanic some of the other modules like the Undine Biotech Turret work the same way and can be slotted with other turrets.
And for those of us who can't yet buy a Fleet Kit you'll find that the Fluidic Class kits are almost has good and quite the bargain on the exchange
Fleet Kits have (4) of one type slot with (1) universal slot and (4) base skill boosters and are Character bound.
Fluidic Kits have a (2) (2) and (1) Universal slot setup with (2) base skill boosters and are account bound; however, unlike the Fleet Kits, Fluidic kits have bonuses that can do extra damage if you have the right skill modules slotted into them.
For Example I have a Fluidic kit for my Tactical Characters that boost the base skills of weapons and Grenades and it also can do extra damage when slotted with Plasma Grenades, Photon Grenades and Sweeping Strikes.
IMO Fluidic Kits are by far the best value kit option on the market.
Edit:
To find Fluidic Kits on the Exchange follow these instructions:
Do a search for all with all also selected for rarity has well
For Engineering type in: Fluidic Engineering Kit Mk XII
For Science type in: Fluidic Science Kit Mk XII
For Tactical type in: Fluidic Tactical Kit Mk XII
For some reason the new kits and kit modules are not linked in right in the exchange at the moment and can't be found if you try searching in the kit section.
It would be nice if they sold the 2-2-1 kit for new players, too, though. It's good.
Science Kit Mk XI [Sci] [Shield] [Wep]
4 Medical 1 Research
Medical Nanites Mk XI
Medical Tricorder Mk XI
Triage Mk XI
Vascular Regenerator Mk XI
Tachyon Harmonic Mk XI
haven't unlocked many of the fleet kits yet, and have a couple of spare purples I'm not using. Might try the Undine kit if I get a good research kit piece (exothermic field preferably). The fact you can mix and match without penalty is a very good thing, was worried they'd be bound to the kit once inserted.
http://www.bobthegamer.com/sto/kits.zip
(To be clear, this is not guaranteed to be perfect, and there are some things that are in "note" form, so may only make sense to me. I'm also not sure how long I'll leave it up, nor do I promise any updates.)
See the bottom of the sheet for multiple tabs of information. On the first tab are known kit frames you can get from Fleet stores, lockboxes, missions, and reps. Tab 2 contains modules. Tab 3 are descriptions of Frame Mod tags. Tab 4 are Links/Notes, and on Tab 5 are the results of some testing I did between my old kits and their stats with their new kits (yes, I bought multiple modules from different sources, and plugged them in/out to see which were better).
The Lists are not intended to be fully comprehensive. I didn't search the Exchange for "dropped" frames/modules, because some-possible-very-rare/super-expensive edge-cases notwithstanding, the Fleet/Dil/Lockbox/Mission stuff will be better and/or more reliably available.
You'll also notice I didn't bother putting in lower level marks if a higher mark existed at that store (for example, I didn't put in the Mk XI items in the Fleet stores because I'm only going to care that they have Mk XII items).
Anyway, I'm open to questions/thoughts. If you want to share it around, please do. If you find errors or more info, let me know. I hope it helps.
Not all Fleet Kits have a 4/1 setup. Some have 2/2/1. Looking at my notes now... Hmmm... I show the three Engs kits are 4/1... I'll need to double-check those (I thought one was 2/2/1).
Agreed! You can get a good Mk XII kit for ~50k EC. The market is flooded with them! Fleet kits might be slightly "better" (by some definitions of better), but they require Fleet Credits and Dil to purchase (not to mention the Fleet infrastructure costs). That being said, I don't think Fleet Kit frames are all that pricey either, really (and for my three toons for which I have (so far) got new kits, they got Fleet Kits).
Actually, you can search for kit frames and modules. Frames can be searched for under the Kit listing just as you listed in your post. Modules need to be searched for under the "All" setting. See my spreadsheet for a list of Mods you can search for.
However, you can't use any rarity filter (ie don't select Common-Very Rare, leave set to Any). That filter is borked. :rolleyes:
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
KDF Science Officer Kovar formally loaded with a Very Rare Science Kit - Physicist Mk X had the following powers [stats]:
Electro-Gravitic Field III [-66% Run/12s; 75% +2 Root/10s]
Exothermic Induction Field III [L49; 153.2 Fire Dmg; 8.5 Fire Dmg Patch]
Hyperonic Radiation III [19 Rad Dmg/16.5s]
Sonic Pulse III [113 Phy Dmg, 12m Knbk]
He now has a Spire Prototype Science Kit Mk XII with these mods:
Active Immunity Overload (VR Mk XII Lockbox/Exchange) [Ally: +10.7HP/s; +10DR//25s | Foe: 30% Chance 7.5 Tox Dmg/1s//15s, etc.]
Electro-Gravitic Field (Dilithium Store Rare Mk IX Module) [-66% Run/11.4s; 75% +2 Root/7.6s]
Exothermic Induction Field (Dilithium Store Rare Mk IX Module) [L44; 155.2 Fire Dmg; 8.6 Fire Dmg Patch]
Hyperonic Radiation (Dilithium Store Rare Mk IX Module) [19.9 Rad Dmg/16.8s]
Sonic Pulse (Fleet Spire VR Mk XII Module) [136.8 Phy Dmg; 18m knbk]
Net results is that Kovar spent a not-insignificant (but not too bad) sum of Fleet Credits, Dilithium, and EC to gain a new power and slightly improve nearly all his pre-existing abilities.
Was it worth it? Nah. It probably would have been just fine to stick with his old Kit. :rolleyes:
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
My plan till the market falls appart, of course I have 9 characters to worry about not 3 XD in the meantime the old kits work it's not like they suddenly stopped
I wish I would have recorded exactly what I spent. I'm not at my game to go in and check the pricing of things, but I think the end result cost something on order of ~20k Fleet Credits, ~40k Dilithium, and ~4M EC (the latter on that one Active Immunity Overload module, it was pricey).
Of course, I actually spent more than that because I purchased extra modules for experimentation. For example, I purchased several extra Common and an Uncommon Modules for about ~1M EC in total, I think (so I spent ~5M EC on this project). Plus, while I ended up keeping the Spire Sonic Pulse, I also bought a Dilithium Store Sonic Pulse to compare, so there's more "wasted" Dil spent on that mod.
Anyway, it was in the name of Science!, and I had fun tinkering with things, so that part was worth it, at least. Heh.
But you make an excellent point: The old kits work just fine. If you're happy with your old kit, there's no need to invest in the new system.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
You'll probably be waiting a lot longer for this than it'd take for you to just replay "Assimilation" a few dozen times per character...
Leaving aside a few oddities (why the heck is Active Immunity Minefield a Fabrication module whenever Chroniton Mine Barrier is a Mechanic module?!?) the new kits allow for a vastly more powerful ground setup than last season. Engineers in particular are insane in PVE now.