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How should I set up my ground team?

saverick459saverick459 Member Posts: 0 Arc User
edited August 2012 in The Academy
I'm a level 25 tactical officer and I've been avoiding investing heavily in leveling up my officers. I've been looking for a guide on ground builds, but I haven't been able to find one that details what officer makeup I should use, what traits to look for, what abilities I should give them, and is it worth doubling up on abilities (IE is it worth taking medical tricorder 2 & 3). The guides only seem to focus on how ground combat works.

I'm currently running 2 Tactical BO, 1 Science BO, and 1 Engineering BO. I'd ideally like a run and gun setup. Is there anything I should focus on? And are their any interesting tricks like space combat's Emergency power to X (x2) for continues use.
Post edited by saverick459 on

Comments

  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2012
    Honestly, BOFFs on the ground, not that smart.

    I'd recommend this for your away teams: 1 tac, 1 engineer, 1 sci, and the fourth being whatever class you are, tactical in this case.

    You really shouldn't invest in your BOFFs on the ground too much either. Common armor (I recommend Energy Dampening Armor) of the highest mark you can wear, have a mixture of expose/exploit weapons on them. (Expose for engineers and sciences, exploit for tacs is good). Also mix up the energy types, because damage they do count for your damage accolades. Give them a common or uncommon shield of the highest mark you can use, and call it good.

    I will say, at admiral level, look for an item called "Personal Mobility Shield Mk XI". I HIGHLY recommend this. I mean, it isn't like game-breaking, but it's dirt cheap for a rare personal shield, and provides a good deal of protection. It's good enough to even take you through a normal (not elite) ground STF when you get to those.


    But yeah, don't worry about spending a lot of money on them, your character takes priority.

    As for their abililties, leave em be, honestly, if they are gonna be dumb, they are gonna be dumb. Remove some if you feel like your BOFF is being a big pain with them, but otherwise, they matter little.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited July 2012
    Take a science boff specced with all heals and it will make everything a lot easier. Beyond that it basically doesn't matter.
  • saverick459saverick459 Member Posts: 0 Arc User
    edited August 2012
    For the Engineer is it more useful to focus on shields or fabrication abilities? I understand shields have diminished in value after the Combat Update.
  • ggg247ggg247 Member Posts: 0 Arc User
    edited August 2012
    My standard BOff set-up is 1 Tac, 2 Eng, and 1 Sci, unless my character is an Eng, in which case I go with 2 Tac, 1 Eng, and 1 Sci.

    I like my Eng BOff(s) to use Mine Barrier, Turret Fabrication, Mortar Fabrication, Shield Fabrication, and/or Medical Fabrication. For Sci, I like a mix of heals and damage. Tac of course is all damage.

    I like Polyalloy armor on everyone. I also try to have at least one BOff with an Exploit weapon. Otherwise, whatever you find during missions is good.
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