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Tactical DPS

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  • icelord64#3474 icelord64 Member Posts: 23 Arc User
    One other problem i have is my away team not sure what skills to give and what to bring with me on the missions not sure if i should bring 2 engineers and science but i always have 1 tactical with me on the team but not sure what to set her up with or me for that fact so i need to know how to setup my away team.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    Ground game for me right now is some what being tough at times but handleing it and got some stuff on for crit and dmg with my rifle and assualt weapons and have photon and plasma grenades on me but my kits are not the greatess so i struggle on those to figure out which one to use.

    Suppressing Fire is a nice kit module for Tac that will enhance your guns to snare/root things you hit - which should help you avoid getting flanked and keep things clustered together for your grenades.

    The Peak Health and Sure Footed ground traits can come in quite handy for helping you stay in the fight.

    If you want to make life a bit easier on ground, you can get a great personal shield from this mission:
    https://stowiki.net/wiki/Mission:_The_Temporal_Front
    The Na'kuhl shield will automatically give you a 10 second immunity to damage when your shields get low.
  • protoneousprotoneous Member Posts: 3,158 Arc User
    One other problem i have is my away team not sure what skills to give and what to bring with me on the missions not sure if i should bring 2 engineers and science but i always have 1 tactical with me on the team but not sure what to set her up with or me for that fact so i need to know how to setup my away team.

    You could try Battle Strategies and/or Target Optics for your tactical away team member.

    Engineers and science officers can work very well for an away team.

    For science team members perhaps try a mix of heals, some damage, and some debuffs.

    Heals - Medical Tricorder, Vascular Regenerator, Nanite Health Monitor

    Damage & Debuffs - Hyperonic Radiation, Tachyon Harmonic, Tricorder Scan (don't use radiation on Tholians, they like it)

    For engineering team members things like Turret Fabrication, Quantum Mortar Fabrication, and Shield Recharge seem to work nicely. Mortars can work great for "bad guys" that get stuck in difficult places.

    For your own kit abilities as a tactical officer consider trying a couple of damage buffs like Battle Strategies & Ambush, as well as a grenade and other attack (i.e. Lunge). Keep those damage buffs rolling as often as you can and include your own Captain's version of Target Optics in it.

    It's kinda like the basic "tactical rotation" for your ship from the last page only instead of using Photonic Officer you can use craftable Large Kit Overboosters to speed things up. <-- don't share this tip with anybody it's supposed to be secret :smile:

    Remember that tip from @szerontzur about a ground trait for yourself as a tactical Captain that exposes targets when using a grenade?
    Tactical Captains have an interesting ground trait that will let you cause Expose with your grenades; you can pair that with an Exploit weapon for some fun synergy.
  • icelord64#3474 icelord64 Member Posts: 23 Arc User
    I'm going to need a clearer picture on how many of each class i should bring like i know to bring another tact along but not sure if 2 engineers is too many and 1 science isn't enough i saw on internet somebody brought 2 science officers on his team.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited June 2023
    Tactical Captains have limited healing options, so it's generally a good idea to bring a Science BOFF who functions as a medic.

    For my 'Medic', I usually go with some variation of:
    Electro-Gravitic Field; Medical Tricorder; Vascular Regenerator; Nanite Health Monitor/Dampening Field
    This will give you a BOFF who's pretty good at healing the party while also being able to lock down enemies with an AoE Root.
    (I STRONGLY advise AGAINST giving BOFFs Hyperonic Radiation as confusion effects have a nasty habit of infecting your own team with it.)

    Engineer BOFFs are easy, load them up with mines, Shield Recharge, and whatever other deployables you prefer. The AI is actually surprisingly good at making use of Fuse Armor as well.

    Tactical BOFFS tend to be force multipliers, my suggestion for a general combat support tactical would be:
    Photon Grenade; Battle Strategies, Plasma Grenade, Overwatch
    This will give you a Tactical BOFF who protects the team, enhances the team's damage, and provides zone control/suppression with grenades.

    There's no right or wrong answer for Away Team composition. You generally want a Science BOFF to heal health and an Engineer BOFF to heal shields. Beyond that, it's entirely up to personal preference.


    Oh, I forgot an important Tactical Captain Kit module - Motion Accelerator. This is an invaluable ability Tacticals get access to. BOFFs can slot it, but it's generally better to use it yourself if you're able to. It gives party-wide Root/Snare/Stun immunity, a lot of movement speed, and a large boost to melee damage. It's great in combat, and for just getting around larger maps quicker.
  • icelord64#3474 icelord64 Member Posts: 23 Arc User
    protoneous wrote: »
    Still not sure what to run with on traits so just picking what i think works best til i get pointed in the right direction with traits.

    Probably best to keep things simple for now and focus on your build. Here are a few basic things that work for me within the context of a Tactical officer using an energy build and not paying big bucks..

    Specializations

    For specializations I use Intel/Strategist except for science magic builds then Temporal/Strategist. Adjust to taste of course but these work very well for me.

    Starship Traits

    For starship traits some are from Zen store ships. They're entirely optional.

    Emergency Weapons Cycle is a good one to start with for energy builds - Adds haste & weapons cost reduction = more damage

    Calm Before the Storm - Speeds up abilities and adds haste = more damage

    History Will Remember - Be more tanky

    Some other starship traits that work well are free from recruitment events -

    Improved Critical Systems - Temporal Agent Recruit

    Improved Temporal Insight - Delta Recruit

    There are other starship traits from the storyline (i.e. The Best Defense) and from event ships.

    Personal Space Traits

    Look for anything that mentions bonus damage, +CrtH, +CrtD..

    Fleet Coordinator, Beam Training, Projectile Training, Beam Barrage, Operative

    Space Reputation Traits

    Precision (+CrtH), Advanced Targeting Systems (+CrtD), Tyler's Duality (+CrtH), Auxiliary Power Configuration Offensive & Defensive (adjust to taste), Energy Refrequencer (self heal when dealing damage), Chrono Capacitor Array (reduces boff ability recharge time)*

    *good for those using Photonic Officer along with a couple points of tactical readiness :smile:

    Alot of these traits are going to take me a while to get i haven't got most of em since i haven't crafted hardly any thing just been focusing on leveling up til i hit max rank. So right now i am stuck with what i started with.
  • protoneousprotoneous Member Posts: 3,158 Arc User
    edited June 2023
    protoneous wrote: »
    Still not sure what to run with on traits so just picking what i think works best til i get pointed in the right direction with traits.

    Probably best to keep things simple for now and focus on your build. Here are a few basic things that work for me within the context of a Tactical officer using an energy build and not paying big bucks..

    Specializations

    For specializations I use Intel/Strategist except for science magic builds then Temporal/Strategist. Adjust to taste of course but these work very well for me.

    Starship Traits

    For starship traits some are from Zen store ships. They're entirely optional.

    Emergency Weapons Cycle is a good one to start with for energy builds - Adds haste & weapons cost reduction = more damage

    Calm Before the Storm - Speeds up abilities and adds haste = more damage

    History Will Remember - Be more tanky

    Some other starship traits that work well are free from recruitment events -

    Improved Critical Systems - Temporal Agent Recruit

    Improved Temporal Insight - Delta Recruit

    There are other starship traits from the storyline (i.e. The Best Defense) and from event ships.

    Personal Space Traits

    Look for anything that mentions bonus damage, +CrtH, +CrtD..

    Fleet Coordinator, Beam Training, Projectile Training, Beam Barrage, Operative

    Space Reputation Traits

    Precision (+CrtH), Advanced Targeting Systems (+CrtD), Tyler's Duality (+CrtH), Auxiliary Power Configuration Offensive & Defensive (adjust to taste), Energy Refrequencer (self heal when dealing damage), Chrono Capacitor Array (reduces boff ability recharge time)*

    *good for those using Photonic Officer along with a couple points of tactical readiness :smile:

    Alot of these traits are going to take me a while to get i haven't got most of em since i haven't crafted hardly any thing just been focusing on leveling up til i hit max rank. So right now i am stuck with what i started with.

    The Starship traits are only suggestions.

    Everybody has access to the personal and reputation space traits mentioned.

    Did you find the personal ground trait for tactical Captains that works with grenades?
  • icelord64#3474 icelord64 Member Posts: 23 Arc User
    Yes i found it and put it on and myself and away team are set up to go with what was metion so my team is this way now 1 tacticial including myself so 2 1 engineer and 2 science 1 setup for healing and the other for debuffing and damage.
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