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Healing the exocomps in operation wolf

vector22204#9451 vector22204 Member Posts: 142 Arc User
Hi the exocomps can be healed with an engineering character using the kit Quick fix just incase players are struggling to keep their health up
Post edited by baddmoonrizin on

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  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    They can be healed by anything that specifically targets mechanical units - including that DOT-7 drone with the repair field from a few events back, though being a HoT...it's not very impressive. But it was the only option I had back when Operation Wolf was available for the event.​​
    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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  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,786 Arc User
    They can be healed by anything that specifically targets mechanical units - including that DOT-7 drone with the repair field from a few events back, though being a HoT...it's not very impressive. But it was the only option I had back when Operation Wolf was available for the event.​​

    Yeah, for non-engineers there aren't many other options. I tried using sci healing powers but those didn't work. Which is understandable of course.


    Things like Isolation Field Generator (stealth boost), Transport Inhibitor Field (resistance boost) and of course anything that can draw attention away from them could help a bit though.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • garaffegaraffe Member Posts: 1,353 Arc User
    My strategy is to assimilate the terrans to flood the battlefield with drones, which help take the aggro.
  • leemwatsonleemwatson Member Posts: 5,343 Arc User
    The Omega Rep power can also heal it. Although due to it's extensive cooldown, it's best to wait till the Exocomp is at low HP.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • saurializardsaurializard Member Posts: 4,390 Arc User
    You can also use the universal module Adapt to literally just make them (and the rest of the team) invulnerable for at least 10 seconds. You don't even need to have an exocomp hit for that since you or a teammate are more likely to get hit by a phaser shot first to trigger the invulnerability for every other ally.
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