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Need advice on science ground kit for STFs

vindicivuotovindicivuoto Member Posts: 38 Arc User
Haven't played for a while and never got to play any STFs. I intend to start with Khitomer ground as the newbie guide suggests. I've got access to passable gear, but I could use some help with kit modules. The relevant threads I've found are mostly dated, and discussions of newer lockbox abilities are virtually nonexistent.

I'm thinking, a 2/1/2 kit with exothermic induction field, tachyon harmonic, psionic assault, medical tricorder and nanite health monitor. Straightforward damage, shield stripping, damage debuff, single target heal, aoe heal. Looks good on paper, but I'd like to know if there are better alternatives.
Post edited by vindicivuoto on

Comments

  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited October 2014
    looks good to me. I have something similar. I just picked up the freebe undine Kit from the last FE and took exothermic induction field, tachyon harmonic, Electro-Gravitic Field , medical tricorder and nanite health monitor.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2014
    The undine is a good 2/1/2 kit. I have a solid 2/1/2 but also have a couple 4/1 kits in case I want to go all offense or all healer.


    IMO there are only a handful of good sci kit modules.

    - Nanite Health Monitor is a must-have, IMO.
    - I LOVE tachyon harmonic. It's close-in-only, but when you're in range to use it, it's awesome-sauce.
    - Exothermic seems nice and I love the idea, but it just doesn't do all that much damage, even when spec'd out for it.

    I like to have 2 heals for the average kit, so that I can heal a teammate and myself, or myself twice in extreme situations. I like to have two offenses, and I pick and choose what I want for my 5th.


    Lately I have been using KHG MkXII (with MkXIII pulsewave), a split-beam Anti-Proton from Defera, Ophidian Cane, Shard of Possibilities, and the following kit modules:

    NHM
    Med Tricorder
    Exothermic
    Tach. Harmonic
    Automatic hypospray (auto rez, and if expires when target is still alive, skills cooldown buff)

    Take inspiration from it where you can.

    I also have Triage and biofilter sweep which I can slot in there, and run 4 healing modules (counting auto hypo) and a single attack -- which I'd pick tachyon or exothermic. However, for the most part I've been using this combo for everything, from daily missions to borg STFs to undine stuff, etc. I like the balance it has.

    EDIT: Oh, and if I want to go all-attack, I have tach. harm., exothermic, embassy sonic pulse, and electro-gravitic with gravity-well doffs. For the heal I'd always run NHM, as I have a nice purple MkXI module and love it.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited October 2014
    One of my SCI's still runs with a legacy kit that doesn't take modules.

    My newest runs with Anesthizine Gas, Hyperonic Radiation,Exothermic Induction Field,Electro-Gravitic Field and Hypospray - Dylovene (because she's caitian so the +phys w/phys traits and pounce is lethal).

    I'm considering dropping Anesthizine for sonic pulse to increase that 'pounce/melee' combo.

    Before using any of the offensive powers, make sure to pop them with a tricorder scan and/or dampening field. Nanoprobe is neat too, but sometimes I infect myself when I initiate melee.

    Always carry some Dosi Rotgut on ground excursions.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2014
    I found the anesthizine gas to be lackluster. Plus the targets moved out of it enough that I was wasting time throwing it. I stopped using that very quickly. IMO one of the less useful modules available.

    I've never liked Dylovene in general, BUT I understand that it can be quite useful. If you go that route, it would be best to carry a melee weapon and use it in conjunction with dylovene.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited October 2014
    Plus Dampening field is better for the AoE and makes the Gas a bit redundant.
  • vindicivuotovindicivuoto Member Posts: 38 Arc User
    edited October 2014
    Thank you all for responding.

    As for the Undine set kit, the willpower bonus looks somewhat underwhelming. I got me a nice Xindi kit that boosts armor (my weak point), particle physics, and grants extra chance to expose targets. Of course, now I'll have to determine how it's going to conflict with the "Lucky" trait...

    None of you mentioned psionic assault. Does it mean it's plain bad or just rarely used? I imagine, cutting the damage output of a boss by a third could be handy. On the other hand, does it even work on bosses?

    Again, I appreciate your help.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited October 2014
    I'd put Psionic on the same realm as the gas. Dampening field, an innate ability already gives you -50% dmg reduction on energy attacks.

    Very few mobs or bosses come at you with melee, and if they do, you can usually just run away.

    If you're using DF and one of the other (psionic/gas), imo it's probably just to negate the natural cooldown on DF, a captain ability.

    I'd recommend hopping on the exchange and buying up 1 of every skill, common (white), at Mk X or XI. Then you'll get a chance to play with a bunch of combinations until you find a setup you like, and it won't cost you very much at all.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited October 2014
    I looked at psionic assault. I didn't like it. It's a stun, or rather a chance for one. Stuns are fragile and broken as you keep pounding a target, thus IMO useless and wasted effort.

    The reduction of target damage I can get via tricorder scan and other methods.

    It's a waste of a kit module slot IMO.


    EDIT: Just a quick reference to help you plan out what you want:

    http://sto.gamepedia.com/Kit
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