... and don't want to suck too much.
I play a Science Captain and have:
Refracting Bulwark 3 pc set (or swap the Cryo Rifle for a Split Beam)
Pulsewave Assault rifle
Fluidic Kit
- Exothermic Induction Field
- Hyperonic Radiation
- Biofilter Sweep
- Plasma Feedback Cascade
- Hypospray – Melorazine
Traits:
- Fluidic Antigens
- Peak Health
- Medical Vanguard
How des this look so far?
Comments
•Hypospray – Melorazine
Bugs do not use energy weapons
Just an opinion, build the set and play with it the way you like.
I'd suggest dropping the last three modules. Biofilter Sweep (BF-S) is good for you, if you do not have an EV suit, and the team if the team is lacking protection. If I run BHE with MACO gear I bring BF-S along, I used to run it in MACO gear without it-before I tried it. But BF-S works wonders for clearing the goo and its effects-it might be worth it to try it once so you can see it's effects.
I found Hyperonic Radiation only so-so damage wise and the long duration cut its effectiveness for me. If you have the Risan ground doffs that add a % chance for brief hold to Exo it might be worth it to slot them. Or there are doffs that provide a chance to reduce the cool down of Exo. Or you could slot ones that possibly shoot fireballs.
I'd suggest slotting two heal modules, for yourself and to use on the Explosive Expert to keep him alive.
I run BHE with the Refracting Bulwark set and find the 2 and 3 piece bonuses usefully.
@xiesha911 - Ah, er. Yeah. Hmm.
@gerwalk0769 - I slot three Gravity Field variant Geologists and that's been fun to see.
Well, so far it's about kit modules. Easy fix.
EDIT - I switched out two Gravitic Field Geologists for the Radiation Variant (as I had them in the roster) then tooled around some ground action and could see a difference in CD for both abilities.
I think the concern with Exothermic Induction is that the NPCs will run from the flames, thus spreading them out.
Thoughts?
1 biochemist only (its restricted)
Totally useless in bughunt
No concern in BHE. The bugs dont run away, they either use TM28 (which isnt triggered by Exo) or just attack.
Many tacs run the graviton spike module which keeps the targets a bit longer in the flames (for other STFs if bugs dont run away).
Really look into traits increasing expose chance. Many of your skills can do that and its a major damage boost to your team. Protection wise CC-Armor would be your strongest option but yours should work too.
@jerichoredoran - the Xindi Sci Kit gives [ExpDmg][ExpHit][ExpDur]. With your advice, is this the Kit to use?
Nanite Health Monitor is great too. it's classic. It's new cousin is also useful. I forget the name but it came out of the Xindi lockbox1. It has an NHM-like effect in that it will revive you if you get KOed with it active, OR if the buff expires it will give you a CD reduction for your kit powers. Automated Adrenal Hypo maybe? Also it makes you run/walk faster while the buff is active.
My character Tsin'xing
Endothermic instead exothermic is also a good mention
So far this is what I've gathered:
Armor, gun, shield as above
Kit - Delta Expedition (looked on exchange for a Xindi Kit and cold only find [ExpDur], which may be decent)
Captain Traits:
Covert / Creative
Field Researcher / Lucky
Medical Vanguard / Fuidic Antigens
Soldier / Vicious
Peak Health
Rep Traits:
Vanquish (Dyson T3)
Defiance (Dyson T5)
Reactive Shielding (Romulan T3)
Omega Weapon Proficiency (Omega T3)
Identify Vulnerability (Nukara T1)
DOffs:
2x Doctor
3x Geologist
1x Biochemist
I was a little surprised how few Ground DOffs I have that I perceive would be useful, much less at VR quality. My Rep traits may need some tweaking for Bug Hunt and that's still in review. My Captain Traits could use some attention as I have focused my attention to Space Traits. Would Coalition Ground Tactics be a worthy consideration?
Thank you for looking!
BTW, what are the abilities of your doffs(yes they have a variety now)? Biochemists with the resist penalty power and the Geologists with the CD reduction power are probably most useful to you. the geologists with the instability power don't proc very often...
Also, I'd probably use Triage over tricorder. AoE heals don't require you to target an ally to use them. Just push the button and Triage heals you and everyone in range.
My character Tsin'xing
Triage has that advantage, but Tricorder has only 6-7s cd (with commando spec) much bigger heal and also resists buff. And of cause getting a cheap UR Tricorder variant from fleet spire instead expensive VR Triage from exchange...
For traits you could also look at Savior, same mechanic as Vicious just for healing. That should also buffs proc heals like rep trait Reactive Healing Accelerator (heal on outgoing crit) and Energized Nanites (5% of outgoing dmg => heal).
You list is also missing the most effective trait Concusive Tachyon Emission. Buffed up that one-hits every delver in the room. The faster they die the less incoming damage to you and team.