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Alien race trait help

juhtaijuhtai Member Posts: 1 Arc User
Hey folks, im having serious problems picking alien race traits atm. First off are race traits game changers at max lvl or are they virtually non existant? Atm im wanting to make a tactical career, and im looking between a number of builds.

The cookie cutter. Accuracy, soldier, lucky, efficient cap.
Ground burst. Accuracy, telepathy, acute sences, covert.
Space orientated. Accuracy, soldier, warp theo, effic cap.

And many more...

Only thing holding me back atm is are they game changers or just fluff?

Any help would be appreciated :)
Post edited by juhtai on

Comments

  • quiscustodietquiscustodiet Member Posts: 350
    edited July 2012
    Accurate, Efficient Captain, Warp Theorist, Elusive or Techie.
    If you love ground, replace the last one with Soldier or Aggressive.
  • red01999red01999 Member Posts: 0 Arc User
    edited July 2012
    Accurate, Efficient Captain, Warp Theorist, Elusive or Techie.
    If you love ground, replace the last one with Soldier or Aggressive.

    If you're going for that build, I'd recommend going with Elusive. It's very helpful overall, and it's probably more efficient in terms of skill points saved than techie (which is probably one of the most inefficient traits in these terms).
  • bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited July 2012
    For a Tac, I went with Accurate, Elusive, Efficient and Soldier.
    Soldier was kind of a toss-up. Creative wouldn't be a bad replacement.

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
  • red01999red01999 Member Posts: 0 Arc User
    edited July 2012
    My alien (who is supposed to be 3/4ths human) has Accurate, Elusive, Soldier and Peak Health.

    Accurate and Elusive I have seen help in action (even with the bulky cruisers that I tend to use), and I could almost feel him hitting harder on the ground with Soldier. Peak Health wasn't glamorous, but it saved my butt on more than a few occasions - plus, after I ran some numbers, it seemed that a decent Willpower score plus Peak Health was about as effective at resisting psionic attacks as Mental Discipline, and useful for a lot more. (Note - you may want to run your own numbers if you're curious on this, math is far from my favorite subject)

    In any case I'd say that that's a pretty solid "mixed space-ground warrior" build.

    If you want a space-centric toon I'd consider Accurate, Elusive, Warp Theorist and Efficient Captain, unless you're a science officer, in which case Astrophysicist would be a good replacement for one of them (possibly even essential), though I would avoid Techie. There are too many ground traits to cover, but some of the better ones seem to be Creative, Aggressive, Resiliant (maybe), Telepathy, and Mental Discipline - plus, of course, Soldier and Peak Health.
  • zackarysszackaryss Member Posts: 61 Arc User
    edited July 2012
    These builds are for space only.

    Maximum DMG +: Accurate, Astrophysicist, Warp Theorist, Efficient Captain

    Good Damage + Tank/support (escort-type ship): Accurate, Elusive, Techie, Warp Theorist (Depending on your build, you may wish to replace Techie or Warp Theorist with Efficient Captain)

    Good Damage + Tank/support (cruiser-type ship): Accurate, Techie, Warp Theorist, Efficient Captain (If you fly a less "tanky" cruiser like a Galor/D'Kora/Excelsior you may wish to replace Efficient Captain with Elusive)

    Science Vessel Support: Astrophysicist, Warp Theorist, Efficient Captain, Techie

    Science Vessel Support 2: Astrophysicist, Warp Theorist, Elusive, Techie

    Science DMG +: Astrophysicist, Warp Theorist, Accurate, Techie

    (I don't recommend this trait set, but it is another option)
    Tank: Warp Theorist, Elusive, Techie, Efficient Captain
    @ZackerySS - Joined on Aug 2008: year of the greenpig
    [SIGPIC][/SIGPIC]
  • marctraiderzmarctraiderz Member Posts: 539 Arc User
    edited July 2012
    juhtai wrote: »
    Hey folks, im having serious problems picking alien race traits atm. First off are race traits game changers at max lvl or are they virtually non existant? Atm im wanting to make a tactical career, and im looking between a number of builds.

    The cookie cutter. Accuracy, soldier, lucky, efficient cap.
    Ground burst. Accuracy, telepathy, acute sences, covert.
    Space orientated. Accuracy, soldier, warp theo, effic cap.

    And many more...

    Only thing holding me back atm is are they game changers or just fluff?

    Any help would be appreciated :)

    Accurate, Elusive, Efficient Captain, Warp Theorist, good for everyone.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited July 2012
    Space is so easy I picked 4 ground traits for my Alien Sci. It does elite space and ground STFs with no problem.
    Resilient
    Soldier
    Peak Health
    Sturdy
    Tala -KDF Tac- House of Beautiful Orions
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited July 2012
    Some are a bit of a tossup. Two you will definitely want are...

    Space -
    Effiicient Captain - This is the equivalent to having 2x efficient bridge officers.

    Ground -
    Telekinetic - This gives you a ground ability, to throw an enemy across the room using telekinesis. Great to get people away from you.
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited July 2012
    Space Focus: Warp Theorist, Elusive, Efficient Captain, (Astrophysicist <--Science Ship), (Accurate <--Escort), (Techie <-- Cruiser).... if you really don't know.. than can't go wrong with Techie

    Ground Focus: Soldier, Resilient, Peak Health, (Acute Senses <-- Tact)

    I prefer a good mix since I like both ground and space...

    My Alien Tacts: Warp Theorist, Elusive, Acute Senses, Soldier.

    My Engineers would the same as above...

    My Alien Science: Warp Theorist, Elusive, Resilient, Peak Health
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited July 2012
    xgorillapx wrote: »
    Some are a bit of a tossup. Two you will definitely want are...

    Space -
    Effiicient Captain - This is the equivalent to having 2x efficient bridge officers.

    Ground -
    Telekinetic - This gives you a ground ability, to throw an enemy across the room using telekinesis. Great to get people away from you.

    Idk about Efficient Captain, but my fed alt Pel'auro has Telekinetic... I can tell you this, it CAN work wonders in conjunction with a pulsewave or two, maybe a few other knockbacks I'm not aware of, assuming the pulse can proc and the enemy is close enough to a hazard (examples: Infected Ground plasma, Cage of Fire lava pits). Having KB3 on your pulsewave is also a good idea, as it can give a bit of extra punch to the proc from your Arcwave (secondary) Setting. This is ideal when running Infected Ground (even without Telekinesis, my other characters can easily throw hostiles into plasma with a good chain of attacks and a little luck) or Cage of Fire, where it is not as effective.

    NOTE: Lunge is a must-have in those situations if you're a tactical, it's superior to the standard melee knockback.

    Similarly, being able to heal will be a major bonus, so stocking up with hypos or the occasional Medic kit for scientists will be a good idea.

    One more thing you should remember if you try this: Lunge and the melee knockbacks apply a cooldown before they can harm a target again, and I -think- it affects the other knockbacks I've mentioned here.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2012
    I like TK simply for the ability to temporarily stop an enemy from fighting. :D
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited July 2012
    I like TK simply for the ability to temporarily stop an enemy from fighting. :D

    I kinda infrequently use it. But yeah, the knockback can provide a brief respite from combat, not to mention that TK will give you the upper hand in an otherwise equal duel simply by dealing a tiny bit more damage than needed. :P

    To explain what I consider "equal duel" to be: Identical DPS, identical resistances, armor, and other stats. Everybody has the same procs, abilities, weapons, etc. and uses them so that they balance each other out - in other words, a luck-based 1v1 encounter. In this situation, TK will not only incapacitate the enemy for a second or two, but it will also deal the extra damage you need to win. Furthermore, it may even let you get a shot off before the enemy gets up on their feet, in a way boosting the damage dealt by TK itself.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • smi3thsmi3th Member Posts: 218 Arc User
    edited July 2012
    While my first couple of characters had mixed ground and space traits, now that I have a variety of toons my current formula is that each new toon I get will either have all space traits or all ground traits. I find ground to be more difficult than space so I have lately been building ground toons.

    Accurate, Elusive, Efficient Captain, and Warp Theorist are all around good space traits.
    I can see subbing in Astrophysicist for a science character.

    There's a lot more variety for ground traits so it depends on how you want your character to work. But Soldier is all around good, as is Resilient. I also like Lucky although this is more useful if you plan on using expose attacks than otherwise. If you plan on using Threat Control then by all means Aggressive is useful.

    A lot of the other ground powers are more specific. For example, Creative is good but only if you are using kit powers that either do damage or heal damage. Kit powers that provide buffs or debuffs are not affected by Creative. So for ground traits YMMV.

    Peet Smi3th
  • sweetboobsnsweetboobsn Member Posts: 36 Arc User
    edited July 2012
    Yeah TK is the best for ground STF's especially Infected where at the queen room I can clear a side by myself. I use anything that helps stop Borg from rooting me. Rooting is the main ability Borg have that causes problems in my two years of fighting them. I use TK,stubborn,and another I forgot but it helps stop the rooting. As far as dmg no don't need it I just go hide, buff up, and come out firing, blasting, and pummeling. I can outlast those dmgs guys by using street smarts.
  • calicowallcalicowall Member Posts: 7 Arc User
    edited July 2012
    Sort of an additional question after-the-fact: How do I view my alien character's build/stats/traits now (in-game)? I seem to remember assigning Telepathy, but can't recall all the specifics. What do I do to find a "Character Sheet"; there're small sections for the Doffs and Boffs, but not me. I seem to be missing something here... undoubtedly and icon or subsection of the U-interface. :confused:
    [echo] Ninjas... Druids... Right?! [/echo]
  • tetonicatetonica Member Posts: 142 Arc User
    edited July 2012
    Your traits are listed in the little dropdown menu thingies on the same tab as your equipment fittings.
    Lynis, Orion Engineer, main
    Rrezeth, Gorn Tactical, primary alt
    Nari, Orion Science, secondary alt
  • nrobbiecnrobbiec Member Posts: 959 Arc User
    edited July 2012
    IIRC the traits I gave my Fed J'Pi are efficient captain, accurate, telekinesis and disciplined mind.
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