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Let's Discuss Ground Builds....Kit Modules and their uses.

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  • w00qw00q Member Posts: 121 Arc User
    Wow, this is very useful, much appreciated!
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited January 2019
    w00q wrote: »
    Wow, this is very useful, much appreciated!

    Glad it is helping. :smiley:

    Which kit modules are you using??
    What is your fav? Most effectve? Any tips for having fun with them?

    Do you have any Ground content questions???

    (Took a break from STO studying today, because: laundry)
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • antiquesroadshowantiquesroadshow Member Posts: 227 Arc User
    edited January 2019
    I've played all 3 classes at a very high level. So I will help some space only captains out here, with some general information. This is general play-style. And doesn't take into account certain specialized builds.

    Engineer strengths: Easy to learn. The toughest class. The best shields. The best at short range. Best vs melee. Limited, but very good debuffing skills. Which make them really good for beginners. Cover Shield and Shield Harmonic Resonance will save you from burst damage over any class. Mines/bombs will make any NPC close to you die almost instantly, making you a short range terror.

    Engineer Weakness: Weak at long and mid-range. Lack burst damage at range. Lacks AOE damage. So their balance is a drawback here. This can make tough fights a drawn out battle. You'll win by outlasting your opponent.

    Science strengths: Best support buffing skills. Best AOE damage and debuffing skills. Best heals. Best control abilities.

    Science weakness: Weakest personal weapons. Weak to control abilities themselves. Weak to burst damage because of weak shields and armor. Weak at long range. Weak vs spread out enemies. AOE abilities need enemies to be close together. Which usually is at the start of a fight. Putting you closer to the enemy. Your best defense is healing yourself. So it's up to the skill of the player to have quick reaction times to know when your in trouble.

    Tactical strengths: Best burst damage. Best long range. Good team buffing skills.

    Tactical weakness: Weakest defense of all classes. Very limited debuffing skills. Most gear dependent. Your only as powerful as the weapon you equip.
    Post edited by antiquesroadshow on
  • casualstocasualsto Member Posts: 672 Arc User
    I've played all 3 classes at a very high level. So I will help some space only captains out here, with some general information. This is general play-style. And doesn't take into account certain specialized builds.

    Engineer strengths: Easy to learn. The toughest class. The best shields. The best at short range. Best vs melee. Limited, but very good debuffing skills. Which make them really good for beginners. Cover Shield and Shield Harmonic Resonance will save you from burst damage over any class. Mines/bombs will make any NPC close to you die almost instantly, making you a short range terror.

    Engineer Weakness: Weak at long and mid-range. Lack burst damage at range. Lacks AOE damage. So their balance is a drawback here. This can make tough fights a drawn out battle. You'll win by outlasting your opponent.

    Science strengths: Best support buffing skills. Best AOE damage and debuffing skills. Best heals. Best control abilities.

    Science weakness: Weakest personal weapons. Weak to control abilities themselves. Weak to burst damage because of weak shields and armor. Weak at long range. Weak vs spread out enemies. AOE abilities need enemies to be close together. Which usually is at the start of a fight. Putting you closer to the enemy. Your best defense is healing yourself. So it's up to the skill of the player to have quick reaction times to know when your in trouble.

    Tactical strengths: Best burst damage. Best long range. Good team buffing skills.

    Tactical weakness: Weakest defense of all classes. Very limited debuffing skills. Most gear dependent. Your only as powerful as the weapon you equip.

    Solid points. That's why mixed teams can be very fun and very effective, especially with the universal kit module variety.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    where2r1 wrote: »
    My notes say: markhawkman's post is next. Then I will hunt down redvenge. Because the last name left is burstorion...and he has a lot to go through.

    I need to start compiling data, too. But I don't have enough information.

    Though, not many players contributed their favorite Kit Modules, here....so I am pretty sure I don't have a comprehensive list of kit modules players find useful and for what reason.

    And I just spilt some coffee on my keyboard...... lovely. Eh, needs cleaning, anyways.

    Stealth Module, pre-nerfrape used to be my favorite kit module. I don't have one anymore after that. Cryptic deemed my fun wrong, and obliterated it. :(
  • questeriusquesterius Member Posts: 8,317 Arc User
    ichaerus1 wrote: »
    where2r1 wrote: »
    My notes say: markhawkman's post is next. Then I will hunt down redvenge. Because the last name left is burstorion...and he has a lot to go through.

    I need to start compiling data, too. But I don't have enough information.

    Though, not many players contributed their favorite Kit Modules, here....so I am pretty sure I don't have a comprehensive list of kit modules players find useful and for what reason.

    And I just spilt some coffee on my keyboard...... lovely. Eh, needs cleaning, anyways.

    Stealth Module, pre-nerfrape used to be my favorite kit module. I don't have one anymore after that. Cryptic deemed my fun wrong, and obliterated it. :(

    It's still very powerful. Aside from being able to approach undetected (unless your opponent is a science char) a Mk XIV module can still give a 36% damage boost.
    https://sto.gamepedia.com/Ability:_Stealth_Module
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    questerius wrote: »
    ichaerus1 wrote: »
    where2r1 wrote: »
    My notes say: markhawkman's post is next. Then I will hunt down redvenge. Because the last name left is burstorion...and he has a lot to go through.

    I need to start compiling data, too. But I don't have enough information.

    Though, not many players contributed their favorite Kit Modules, here....so I am pretty sure I don't have a comprehensive list of kit modules players find useful and for what reason.

    And I just spilt some coffee on my keyboard...... lovely. Eh, needs cleaning, anyways.

    Stealth Module, pre-nerfrape used to be my favorite kit module. I don't have one anymore after that. Cryptic deemed my fun wrong, and obliterated it. :(

    It's still very powerful. Aside from being able to approach undetected (unless your opponent is a science char) a Mk XIV module can still give a 36% damage boost.
    https://sto.gamepedia.com/Ability:_Stealth_Module

    Powerful compared to what for cloaking ground kits? Ambush absolutely trumps that. Even more so if you have the doff that allows you to double-tap the ambush effect. Phasic Shroud is still head and shoulders above it for survivability. No, Stealth Module is a trash kit module. It's far weaker than Ambush. A 36% damage boost from behind for X seconds means nothing if your target scampers off because you didn't kill him/her in that initial hit. Not to mention the self-ability/attack disable for X seconds when you first fire up Stealth Module. In contrast, Ambush has that massive damage burst for the initial hit. There's also the doff that can double the Ambush's damage boost on the first hit, and the doff that can reapply the whole ambush effect immediately after you use the initial. Stealth Module's doff increases the damage bonus by a few seconds. That's all. In what universe(including the Mirror Universe), would a tactical captain look at Ambush, Phasic Shroud, and Stealth Module, and pick the lawn fudge that Stealth Module is now?

    Stealth Module used to have its role as the Patient Hunter module. Its strength was NEVER in its weak damage bonus, in any incarnation. Now? It has been relegated to the same spot as the old kit frames that had their abilities blanked. Cryptic didn't give equivalence in a buff when they defanged it of what set it apart from other cloaking ground kits. That link you posted may impress on paper, those who haven't had experience with assassin or objective control stealth builds, but it's a paper module.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    From patch notes of 23 February 2017:
    Stealth Module has been re-designed:
    • Players can now attack when under the effect of stealth module after a period of initial time.
    • Attacking will break the stealth aspect of the buff.
    • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    • Buff is now Bonus Damage when attacking from behind.
    • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
    • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
    • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
    • Duration is still improved by Stealth Module Armory Duty Officers.

    https://www.arcgames.com/en/games/star-trek-online/news/detail/10408973-pc-patch-notes-for-2/23/17

    I am not sure how this kit module worked before...as I was just browsing around Google.

    https://sto.gamepedia.com/Ability:_Stealth_Module
    https://sto.gamepedia.com/Ability:_Ambush
    https://sto.gamepedia.com/Universal_Kit_Module_-_Phasic_Shroud
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    where2r1 wrote: »
    From patch notes of 23 February 2017:
    Stealth Module has been re-designed:
    • Players can now attack when under the effect of stealth module after a period of initial time.
    • Attacking will break the stealth aspect of the buff.
    • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    • Buff is now Bonus Damage when attacking from behind.
    • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
    • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
    • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
    • Duration is still improved by Stealth Module Armory Duty Officers.

    https://www.arcgames.com/en/games/star-trek-online/news/detail/10408973-pc-patch-notes-for-2/23/17

    I am not sure how this kit module worked before...as I was just browsing around Google.

    https://sto.gamepedia.com/Ability:_Stealth_Module
    https://sto.gamepedia.com/Ability:_Ambush
    https://sto.gamepedia.com/Universal_Kit_Module_-_Phasic_Shroud
    It used to last indefinitely and let you basically walk past every enemy on the map. For missions where combat was optional it made it a lot easier.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited January 2019
    It used to last indefinitely and let you basically walk past every enemy on the map. For missions where combat was optional it made it a lot easier.

    Oh....it used to work like the cloak on my BoP???
    I could turn it on and fly by everything.

    Can't attack anything unless you turn it off, first???

    Of course, you want to fly by everything because flanking bonus.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    where2r1 wrote: »
    It used to last indefinitely and let you basically walk past every enemy on the map. For missions where combat was optional it made it a lot easier.
    Oh....it used to work like the cloak on my BoP???
    I could turn it on and fly by everything.

    Can't attack anything unless you turn it off, first???

    Of course, you want to fly by everything because flanking bonus.
    It still has a long enough timer to last longer than you usually need it to.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • sarah2774sarah2774 Member Posts: 238 Arc User
    edited January 2019
    The kits module I use must have 3 requirement for AOE or long range.

    1. Synergy
    2. Support
    3. Healing

    If the kits are stand alone, then it's rejected. The kits must be able to upgrade to MK XV so all specialisation kits are rejected unless the developers update them later to be upgradable to MK XV. The only non-upgradable kit I use is the chroniton jolt as it does not need to be upgrade to be useful. However specialisation kits are very good for Boff they do not do combo.

    All the abilities must be used together.

    Science abilities combo
    1. Tricoder Scan 3, Cold fusion Flash 4 (kit), endothermic induction field(kit) and dampening field 3
    2. Nanoprobe infestation 3, neural neutralizer 3, Overcharge turret fabrication(kit) and if needed concussive tachyon emission.
    3. Scientific Aptitude 3, Triage IV (kit) and if need more heal medical nanite cloud and the ultimate prefect shield Radiant subatomic field/back in fight 2.

    Engineer abilities combo
    1. Obital chasing beam 3 (it will chase the enemy) and support drone fabrication (chance 2 more addtional drone so 3 drone do the chasing).
    2. Force field dome 5 (kit), Overcharge turret fabrication(kit), reroute power to shield 3, engineering proficiency 3 and if needed concussive tachyon emission.
    3. Protomater Generator drone 3 (kit), medical nanite cloud and the ultimate prefect shield Radiant subatomic field/back in fight 2.

    Engineer passive kit - Shield reinforcement field.

    Still have not found a really good combo for Obital chasing beam 3, need more damage chasing stuff.

    All class

    Chroniton jolt (kit) I use to support any of the 3 combo to give more power. (+100% kit performance and -10% recharge time)

    For hiding to survive temporal flux, visual dampening field and paradox corrector.

    Those are the best combo I have found for my playstyle. Sometimes before I finish clicking all the abilities in 1 combo the enemies are all dead so i try to gather them unless it's a boss.

    P.s. Tactical combo I will skip as I assume most of you know the tactical combo build.

    OPv9m3F.jpg
  • feliseanfelisean Member Posts: 688 Arc User
    my favorite combinations:
    Sci:
    • Gravitational Juncture or Paradox Bomb (Strong Crowd Control skill for better AoE after the use)
    • Exothermic induction field or endothermic induction field (Strong AoE Initial DMG, DoT Field)
    • Cold Fusion Flash (Strong AoE DoT)
    • Harmonic Resonance Device (Strong AoE field)
    • Seismic Agitation Field (Aoe+Nockdown) or Sompek Lightning (Strong AoE) or Medical Tricorder (Heal)

    Eng:
    • Chroniton Mine Barrier (Strong ground AoE)
    • Cloaked Mine Barrier (Strong ground AoE)
    • Explosive Drone (Strong AoE)
    • Echo Papa or Seeker Drone (Singletarget Dmg) or Paradox Bomb or Gravitational Juncture (Crowd Control) or Transphasic Bomb (Strong AoE)
    • Quantum Mortar or Neutronic Mortar or Photon Grenade Launcher(Strong AoE)

    Tac:
    • Rally Cry (Strong teamwide Heal, Resistance Buff and Crth/Crtd buff)
    • Return Fire (Strong Teamwide dmg buff and cooldown reduction) or Trajectory Bending (Selfbuff, Flanking and Crtd)
    • Ambush (Strong self Damagebuff) or Motivation (Teamwide Damagebuff + Heal)
    • Graviton Spike (Strong AoE Dmg and Crowd Control) or Gravitational Juncture (Crowd Control) or Paradox Bomb (Crowd Control)
    • Sompek Lightning (Strong AoE) or Protomatter Munition Deployment (Strong AoE) or Polaron Bombardement (Strong AoE)

    Those Modules normaly combined with:
    • Delta Kitmodule Frame with crth, kperfx2, WpnDmg
    • Advanced Fleet Recoil Compensating Armor (Fleet Starbase T2) or Herald Armor (Lobi) or EV Suit with Crth, Crtd, Ene (Nukara boxes, reengineerable)
    • Nakuhl Shield (Episode Reward)
    • Primary Weapon: Herald Projector (Lobi), Romulan Wide Arc Rifle crtdx4, Boolean Assault Cannon (Lobi), Split Beam Rifle Crtdx4, Full Auto Rifle Crtdx4, TR-116b (Anti-Borg Weapon)
    • Secondary Weapon: Nakuhl Weapon (Episode Reward, for the 2 piece bonus)
    • Devices: Frosted Boots, Gambling Device, Kit Overbooster (those are super awesome, use them on cooldown!!), Large Hypo, Ketracel White (Jemhadar only)

    We've published more specialized Builds for some Maps at sto-league.com ;)
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited January 2019
    sarah2774 wrote: »
    P.s. Tactical combo I will skip as I assume most of you know the tactical combo build.

    If you have the time please go over the Tactical combos.

    What identifies a set of Kit Modules as a "good combination"???
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    felisean wrote: »
    We've published more specialized Builds for some Maps at sto-league.com ;)

    I see Colony Defense Simulation for everyone. But I believe no one does those any more since they took the EC off the Colony Provisions.

    https://www.sto-league.com/ground-builds/ <--direct link to ground builds for the DPS League / tigeraries left it here earlier on page 1.

    The STO league stuff is on the STO Academy page...which I have yet get to work right on my Kindle nor on my Chromebook. Are they planning to update their website for mobile?

    Same question I will ask you...as I asked tigeraries....

    Out of this list on STO DPS League of Ground Builds, which build do you have the most fun with??

    Do you use the builds exactly as advertised with no personal touches?

    Do you have a favorite Kit Module? Which ones are those?
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited January 2019
    I really need to get my head around this "combinations" thing. I hardly ever think about abilities working in combination.

    Anyhoo...Hubby is saying I need to go to bed, since I took my meds already. So, see ya later, maybe.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • questeriusquesterius Member Posts: 8,317 Arc User
    edited January 2019
    This has become my favorite module since its intoduction:
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Flare_Mortar

    Especially with the Romulan Operative set you're basically cloaked most of the time while exposing foes and dropping mines. And a full team cloak off course.

    Maybe not that useful against players, but against most NPC it's very nice.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    where2r1 wrote: »
    It used to last indefinitely and let you basically walk past every enemy on the map. For missions where combat was optional it made it a lot easier.

    Oh....it used to work like the cloak on my BoP???
    I could turn it on and fly by everything.

    Can't attack anything unless you turn it off, first???

    Of course, you want to fly by everything because flanking bonus.

    Its strength was in it being like a space style cloaking device. You could pick your fights, or use it for objective control.
    where2r1 wrote: »
    sarah2774 wrote: »
    P.s. Tactical combo I will skip as I assume most of you know the tactical combo build.

    If you have the time please go over the Tactical combos.

    What identifies a set of Kit Modules as a "good combination"???

    One way, is how well the Kit Modules synergize with each other. For example, Ambush + Trajectory Bending, or the ground "Blinkstrike" module: https://sto.gamepedia.com/Universal_Kit_Module_-_Stabilized_Folded-Space_Transporter combined with the "Falcon Punch" module: https://sto.gamepedia.com/Tactical_Kit_Module_-_Repulsor_Burst.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    felisean wrote: »
    TR-116b (Anti-Borg Weapon)

    frankly, i consider leck's knives the superior choice for anti-borg operations...because they ignore shields and are unadaptable like the TR, but unlike the latter, the knives are equally good at massacring EVERYTHING, not just borg - especially since their secondary is an AoE​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    felisean wrote: »
    TR-116b (Anti-Borg Weapon)
    frankly, i consider leck's knives the superior choice for anti-borg operations...because they ignore shields and are unadaptable like the TR, but unlike the latter, the knives are equally good at massacring EVERYTHING, not just borg - especially since their secondary is an AoE​​
    Leck's knives have a range of only 15 which is pretty short. TR is a sniper rifle.
    where2r1 wrote: »
    I really need to get my head around this "combinations" thing. I hardly ever think about abilities working in combination.
    One of my favorite tricks is to use AoE damage powers that have a debuff as a side-effect of damaging your enemies. Get a purple quality Biochemist and now all those AoE attacks will give your enemies a damage resist debuff.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • burstorionburstorion Member Posts: 1,750 Arc User
    In my opinion, the best setup for general purpose ground gear is

    Lecks knives/shotgun - anti borg, anti shield, fairly fast rof. Perfectly usable as a main weapon as long as you pay attention to their shortcomings (range, mainly). The TR rifle in my opinion should be only for speciallised sniper builds. When you get a rare phoenix token get the shotgun if you don't have the knife!

    Energy weapon of choice - Either for set bonus or a general use weapon (I'm fond of the biomatter ejection rifle/snotgun which tosses out an aoe puddle of goo that has a plasma dot and debuffs (that benefits from temp spec and commandos secondary recharge powers to allow a pretty useful ability drop it often (and the dot procs temp specs debuffs and dot boosts) too but classics like the boolean work well). Really, this is a matter of taste and style of play.

    Terran Armor or Temporal Armor - Terran buffs flanking/trajectory bending builds, Temp armor increases dot damage - Depending on the build both have charms. Another option is the fleet recoil armor which at gold is a pretty amazing general purpose armor. Another option is the vanguard EVA suit - while its weaker, its all damage make it viable for the truely lazy who want to not have to switch to a different armor in Demon areas (plus eva suits counter elachi gas, ect so thats always useful)

    Na'khul shield - Way, way, way too good for its own good, its essentially god mode when active. No other shield for ground comes close in terms of keeping a player alive

    Kit - This has many options. For plasma the rom navy kit is amazing (+plas damge, critx mod), or the lab fleet kits with their extra power but generally any kit with more than two or three kit performance mods will serve you well
  • sarah2774sarah2774 Member Posts: 238 Arc User
    edited January 2019
    where2r1 wrote: »
    sarah2774 wrote: »
    P.s. Tactical combo I will skip as I assume most of you know the tactical combo build.

    If you have the time please go over the Tactical combos.

    What identifies a set of Kit Modules as a "good combination"???

    Woah, you have felisan and sto-league.com who's tactical combination build is much better then mine. Their combination specialize in DPS. Since you ask I will provide.

    Tactical abilities combo
    1. Ambush (kit), Trajectory Bending (kit), Strike Team 3 and Fire on my mark 3 (for boss).
    2. Target Optics 3, Graviton Spike (kit), Protomatter Munition Deployment (kit).
    3. Rally Cry (kit), Security Escort 3 ( 2 more extra so 4 of them will distract and you could add more duty officers to double or tripple them),medical nanite cloud and the ultimate prefect shield Radiant subatomic field/back in fight 2.

    Tactical Initiatve will replace Chroniton jolt (kit) which I use to support any of the 3 combo to give more recharge time.


    Let's use this combination.

    Example 1

    Tricoder Scan 3, Cold fusion Flash 4 (kit), endothermic induction field(kit) and dampening field 3.
    1. First you make the enemy weak debuff and expose (make them naked).
    2. Then you freeze (it works better since they are naked). They will try to run away from the cold.
    3. Then you blow cold air to hold them frozen. They are frozen so they cannot run.
    4. Then you further increase the effect of the cold on them.

    This is a good combination as all ability are working with each other increasing the effect.

    Example 2

    Cold fusion Flash 4 (kit) and Overcharge turret fabrication(kit)
    1. You freeze and they all run out of the freezing zone so no more damage on them.
    2. Since they are all separated the turret have to work harder and turn more time to shoot each one individually.

    This is a bad combination as the abilities are reducing each other potential and effect.
    OPv9m3F.jpg
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    sarah2774 wrote: »
    Example 2
    Cold fusion Flash 4 (kit) and Overcharge turret fabrication(kit)
    1. You freeze and they all run out of the freezing zone so no more damage on them.
    2. Since they are all separated the turret have to work harder and turn more time to shoot each one individually.

    This is a bad combination as the abilities are reducing each other potential and effect.
    Of course if you add something to make them hold still it suddenly goes from suck to awesome. :p Like EG field, or that seismic instability module from Risa. Maybe that Temporal power that pulls enemies towards the target?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • questeriusquesterius Member Posts: 8,317 Arc User
    edited January 2019
    * Emperor’s Execution Spinner
    Most famously employed by Emperor Georgiou, this brutal metal disc deploys razor sharp blades, flying in an arc and slicing through all enemies inside it for heavy physical damage.
    * Deploy Agony Field
    This ability places a small generator that deploys an enormous dome-shaped field of Agony, continuously damaging any enemy in contact with it. The dome shrinks slowly over the next 20 seconds.
    * Deploy Ambush Turrets
    Suddenly deploys a pair of short-lived turrets which spray rapid fire phaser bolts in a narrow cone, mowing down any enemies unlucky enough to be caught in their field of fire.

    Did a quick test of these modules on Kobali Prime on my engineer. They could be useful.
    The spinner is probably best suited for a tactical or engineer. The first with plenty of buffs and the second with a flare mortar to expose foes. Short ranged physical damage. Haven't compared it to other physical damage modules such as the Kligat. The firing arc makes it interesting though.

    Agony field. If you like to be stealthy and don't want to attract attention then this module is not for you. This module shouts hey Mother ** here i am so come and get me. Now, combine that with a well prepared ambush and taking out 20 vaadwaur in less than 2 minutes is downright easy. Very well suited for an engineer.

    The ambush turrets are probably useful for tactical and science, but IMO engineers have better options. They DO deploy very rapidly though.

    https://www.arcgames.com/en/games/star-trek-online/news/detail/11069743-the-emperor's-lock-box!
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    @questerius did you happen to grab that Fortune Cookie Tribble? Any good ground buffs? Or is it just a toy?

    +++++++±++++

    I am bowing out on STO again tonight...pupils are dilated, I shouldn't be reading my Kindle, even. I can not focus my eyes until the drops wear off.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • questeriusquesterius Member Posts: 8,317 Arc User
    edited January 2019
    where2r1 wrote: »
    @questerius did you happen to grab that Fortune Cookie Tribble? Any good ground buffs? Or is it just a toy?

    +++++++±++++

    I am bowing out on STO again tonight...pupils are dilated, I shouldn't be reading my Kindle, even. I can not focus my eyes until the drops wear off.

    I Picked up the modules from the Emperor Pack on the exchange, not from opening a lockbox. Have not seen said tribble.

    Edit: modules themselves from pack are account bound so they cannot be found on exchange directly at this time.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    The Fortune cookie tribble is a gimmick, it's tribble buff is the same as a standard tribble, but it also makes chat log messages.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Thanks, guys and gals, for keeping this thread alive, while I am down for the count.
    The Fortune cookie tribble is a gimmick, it's tribble buff is the same as a standard tribble, but it also makes chat log messages.

    Okay, so mostly it is a toy. I will probably get one for the AoD character, just so I can see what it says in chat. Then put it on the back burner. Is the Fortune Cookie Tribble giving out vulgar fortunes? Is that part of the Poll that is going on? That would be funny. Though totally unnecessary.

    +++++++++++++++++++++

    I will try to get back to Kit Modules over the weekend.

    Uh...need to catch up on Anniversary, though. I knew I was going to miss today because of the Eye Doc, but I have the added headache of untangling the mission journal and the flu coming back on me. There isn't enough time to fix everything AND play the game, any more.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    where2r1 wrote: »
    The Fortune cookie tribble is a gimmick, it's tribble buff is the same as a standard tribble, but it also makes chat log messages.
    Okay, so mostly it is a toy. I will probably get one for the AoD character, just so I can see what it says in chat. Then put it on the back burner. Is the Fortune Cookie Tribble giving out vulgar fortunes? Is that part of the Poll that is going on? That would be funny. Though totally unnecessary.
    Nah, that poll's idiocy has nothing to do with the Tribble. It's about the new missions...
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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