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boff ground skills

What are the kind of skills that I should be training my away team and myself so that I can easily solo dyson ground battlezone. I am getting killed too fast.
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Comments

  • saurializardsaurializard Member Posts: 4,404 Arc User
    It's quite a vague question that's gonna need several details so other players can help:
    -what is your profession?
    -what is your favorite play-style in most similar games (like staying away from battle and let the AIs do the job while you keep them alive, the opposite, wanting to hurt as much as possible, wanting to be hurt as less as possible, to have a good mix of survivability and damage, not caring as being damaged as long as you can recover from the injuries as fast as possible, or other styles?)
    -what are your favorite Boffs?
    -Do traits (both for you and the Boffs) matter to you? Do you want to follow a coherent character-building with traits relevant to the character? Or do you not care if you don't want to have a character without abilities coherent to its character?
    #TASforSTO
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  • shinku#4469 shinku Member Posts: 164 Arc User
    edited September 2017
    I am a tactical fed. I want to stay at the front doing dmg and staying alive as long as possible. I want my boffs to heal and buff me as well as giving covering fire.
    Away team consist of 2eng 1tac 1sci
    I dont care about coherent building as long as I'm producing results.
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  • casualstocasualsto Member Posts: 672 Arc User
    Eng 1 - Command speciality
    - Take cover 1, strategic analysis 1, Shield Recharge 3, Shield Generator 3 ( Use iconian ground set 3 pc)

    Eng 2 - Temporal speciality
    - Shield recharge 1, Reroute power to shields 1, Paradox bomb 1, Medical Generator 3. (Use Maco/Adapted Honor guard 3 piece set)

    Tac - Command speciality
    - battle strategies 1, suppresing fire, return fire 1, Overwatch 3 (Use omega ground set 3 piece)

    Sci - intel speciality
    - medical tricorder, vascular regenerator, electrogravitic field 3, nanite monitor 1.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    What are the kind of skills that I should be training my away team and myself so that I can easily solo dyson ground battlezone. I am getting killed too fast.
    Heals.

    Bring two scis with medical tricorder, vascular regenator, nanite health monitor.
  • trekpuppytrekpuppy Member Posts: 446 Arc User
    There's an excellent boff guide on Reddit.

    During the Sompek event, several of these powers were used as a template for captains who struggled on ground. Multiple 100+ rounds were achieved after that, naturally with the addition of some team tactics and game awareness but the powers helped people from dying too easily.
    ---
    "-Grind is good!" --Gordon Geko
    Accolades checklist: https://bit.ly/FLUFFYS
  • postinggumpostinggum Member Posts: 1,117 Arc User
    1 This applies to pretty much all ground combat:

    Get yourself mk 14 armour and shields, and a good weapon that can hit multiple targets like a split beam rifle and upgrade it to mk 14. Before engaging a mob buff your damage ouput, aim and then shoot - this works on all content with multiple regullar bad guys. Carry a hypo and or shield regen, best tribble you can afford and then best other device. This way the most dangerous member of your squad: that is YOU, are best able to stay alive and kick TRIBBLE. Best shield in game is the free Nakhaul one. Best tribble is gambling device. Best affordable dps armour is fleet critD one.

    Start collecting good damage dealing kit modules and a good kit. I really like the summer event graviton spike module, has the fire power of a grenade, puts baddies on the floor and fires from your gun so less hassle than a grenade.

    Get three of those security officer doffs that beam in extra security guys, and when affordable buy purple ones. This does two things, gives you a bit extra damage and the bad guys a load more additional targets.

    Use your captains abilities, don't save them up until its too late and die.

    2 Stop the bad guys from returning fire.

    If the away team has split beam rifles with KB3 then bad guys will spend a lot of time on the floor. Some types of energy weapons have a proc that helps the group by debuffing the targets armour or stopping them from firing.

    For the away team the eng ability sabotage is great - they won't be able to return fire for a while. Also eng ability equipment malfunction with good doff.

    2a Get your away team doing as much damage as possible. For example sci cold flash kit 100 dps on multiple targets at lt comm on a boff - thats more than their weapon


    3 Healing

    Sure you can go defensive and load up with heals, med generators etc, but the best defense is killing stuff quickly, keeping your eyes open and having some decoy stuff for the bad guys to shoot at.

    Some gear armour/sheld/gun sets have passive bonuses that improve team survivability, like iconian, maco, klingon honour guard, and probably others I've forgotten about. Buying these for the away team helps. At the very least get the away team in mk12 good armour/shields like Romulan Navy Set, jem hadar set etc.

    Also consider kits modules that boost the team, command spec is good for these.

    Give boffs stacks of healing hypos and shield regens, just basic ones are fine.

    4 Specialisations

    As with space combat, filling these helps. I like intel for dyson with all that being shot in the back by arriving/spawning mobs. Remember to activate a secondary specialisation that also boosts ground.

    5. Team up with another player, you get slightly better rewards and it makes things easy.

    Kits modules:

    Some nice kits modules:
    Universal kits from exchange to consider for the capt:

    Solar gateway, this is that beam thing, its like a turret but does way more damage than the engineer boff one. Avaiable easily on the exchange. GET THIS ONE

    Gravimetric traps, black disks that levitate and damage mobs, great for holding annoying things getting too close. See exchange

    Crystaline spike, mobs attack it instead of you. Might only be available from phoenix box system

    Boff:
    Sci: cold flash area effect damage; tricorder scan, debuffs mobs and they die quickly; seismic agitation fields, puts bad on the floor and damages them; cryonic pulse is okay

    Eng: med, shield generator, turret and mortar are okay but are static. Sabotage and weapon malfunction very useful. Support drone is nicely mobile but can wander off, also explosive drone from exchange. Molten terrain very nice like a sci power.

    Command spec: Hammer and anvil, shock and awe, overwhelm shields, strategic analysis, delegated devestation. For team boosting this stuff is really good.

    Intel spec: not great command is better on boffs
  • redvengeredvenge Member Posts: 1,425 Arc User
    If you are having issues staying alive, the Motivation Kit Module is a good option.

    For your Boffs, there are several options.

    Tactical - Command Spec: Take Cover I, Draw Fire II, Hammer and Anvil III, Strategic Analysis III (or Delegated Devastation III)

    Science (Healer) - Temporal Spec: Chronometric Diffusion I, Tricorder Scan I, Medical Tricorder III, Nanite Health Monitor II

    Science (Blaster) - Temporal Spec: Medical Tricorder I, Seismic Agitation II, Cold Fusion Flash III, Paradox Bomb III

    For Engineers, I have a more general philosophy. I usually give them Sabotage I and Shield Recharge II, then give them Command or Temporal powers for their LtC or Cmdr powers.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    For your capt Rally Cry is very useful as it gives the team extra survivability and damage.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    I'm always looking to improve my build so I'll be keeping an eye on this thread. :)
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    Sig? What sig? I don't see any sig.
  • trennantrennan Member Posts: 2,839 Arc User
    This is one of those things. You don't need any specialized boffs. I do this with just a UR Andorian Sci Boff and a Human Engi Boff, since my Captain is Tac. I have a couple of other boffs I can use here as well.

    For the Dyson Ground BZ:

    1) Do not Rush trying to complete anything. This can create an overload situation.
    2) Make sure your boffs are in Mk XII gear. The Maco/Omega/Iconian gear is good here.
    3) Use the Specializations Command and Commando. The bonuses from Command stacks well with the Juggernaut System from Commando. Plus there's crouch dodge bonus and heal from Commando.
    4) Carry Hypo's, to use as needed. Though, also carry some Large Kit Overboosters.

    With that, you can use Medical Nanites, Energized Nanites, and Nanite Cloud from the Omega Rep. Kit setup can vary here. But for a firm basis, Battle Strategies and Overwatch. From here you can pick and choose what you want to use. Here of late my entire kits setup has been. Battle Strat, Overwatch, Take Cover, Trajectory Bending, and either Rally Cry or Motivation.

    As for my Sci Boff, Medical Tricorder and Vascular Regenerator, with the gravity field thing and something else(I can't remember right off)

    My Engi Boff, depending on which one I use, I have Medical/Shield generator and Quantum Mortar, add in like a Fuse Armor and a Quick fix, or whatever else you decide here.

    With this setup I can easily solo everything in the Dyson Ground BZ. Even the boss dino's. Of course you can pick and choose which boffs to use, and whether or not you want them to have a specialization. But in truth all you need is you and two boffs in Mk XII gear.
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  • casualstocasualsto Member Posts: 672 Arc User
    > @casualsto said:
    > Eng 1 - Command speciality
    > - Take cover 1, strategic analysis 1, Shield Recharge 3, Shield Generator 3 ( Use iconian ground set 3 pc)
    >
    > Eng 2 - Temporal speciality
    > - Shield recharge 1, Reroute power to shields 1, Paradox bomb 1, Medical Generator 3. (Use Maco/Adapted Honor guard 3 piece set)
    >
    > Tac - Command speciality
    > - battle strategies 1, suppresing fire, return fire 1, Overwatch 3 (Use omega ground set 3 piece)
    >
    > Sci - intel speciality
    > - medical tricorder, vascular regenerator, electrogravitic field 3, nanite monitor 1.

    > @casualsto said:
    > Eng 1 - Command speciality
    > - Take cover 1, strategic analysis 1, Shield Recharge 3, Shield Generator 3 ( Use iconian ground set 3 pc)
    >
    > Eng 2 - Temporal speciality
    > - Shield recharge 1, Reroute power to shields 1, Paradox bomb 1, Medical Generator 3. (Use Maco/Adapted Honor guard 3 piece set)
    >
    > Tac - Command speciality
    > - battle strategies 1, suppresing fire, return fire 1, Overwatch 3 (Use omega ground set 3 piece)
    >
    > Sci - intel speciality
    > - medical tricorder, vascular regenerator, electrogravitic field 3, nanite monitor 1.

    Simple, cheapest solution for your reported boff setup. Use it :) and tell us how it went.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    For the Voth Battlezone I always have 1 science Boff and 1 engineer Boff. With regards to gear, they wear the Na'Khul armor and shield; the 2 piece set bonus gives them +2% critical chance and +30% critical severity. Mk XII is fine, but upgrading to Mk XIV would be better. They also have Mk XIV plasma wide beam rifles that are at least very rare quality; the secondary fire mode can damage up to 5 enemies in the cone AoE which is definitely better than a split beam rifle.

    As for skills:

    Science Boff - Medical Tricoder I & II, Cold Fusion Flash III, Hyperonnic Radiation II.
    Engineer Boff - Sabotage I, Chroniton Mine Barrier II, Quantum Mortar I, Explosive Drone Fabrication III

    This setup requires you to spend a lot of EC to purchase training manuals on the Exchange though. Note that the training manuals for the skills below were less inexpensive before the Arena of Sompek event came around the 2nd time compared to the current Exchange prices.


    Sabotage I = AoE effect disables weapons and also causes damage to mechanical / non-living enemies (Voth Battle Suits, enemy turrets and mortars). Pretty inexpensive at less 500k EC or less.

    Cold Fusion Flash III - AoE cold damage and root for 12 seconds with a 10% chance to stun. I think this sells for around 4m EC.

    Explosive Drone Fab III - Creates a spherical drone that shoots an anti-proton beam while closing in on an enemy. At 3m it will explode causing AoE damage. I will self destruct in 20 seconds. I think it costs around 1m to 1.5m EC on the Exchange.




    A cheap alternative that works for me...


    Science Boff - Medical Tricoder I & II, Tricorder Scan II, Hyperonnic Radiation II.
    Engineer Boff - Sabotage I, Chroniton Mine Barrier II, Medical Generator I, Quantum Mortar II
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