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Good Species/Traits for Away Team

leethorogoodleethorogood Member Posts: 302 Arc User
Hi All,

I'm looking for general advice for good Species/Traits for my captains' Away Teams / Ground BOffs. I mostly play tactical captains across all three factions, although I do have one captain who's an engineer (fed).

Thanks for the help. :)
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  • edited March 2015
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  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2015
    I guess that would depend on what you want them to do and the composition of your away team.

    Soldier is nice since its a straight damage buff.
    Creative boosts your kit abilities.

    I think boffs can have resilient as well
    As a time traveller, Am I supposed to pack underwear or underwhen?

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  • mosul33mosul33 Member Posts: 836 Arc User
    edited March 2015
    Hi All,

    I'm looking for general advice for good Species/Traits for my captains' Away Teams / Ground BOffs. I mostly play tactical captains across all three factions, although I do have one captain who's an engineer (fed).

    Thanks for the help. :)

    Before the voth boff was introduced, wich was allready mentioned here as been very good, for sci healer boffs I looked for bajorans (wich get spiritual race trait- increase in healing abilities) with superior lucky and superior soldier, a very hard to find combo. But its very useful. Now even if Creative may boost heals too, not sure if it works on boffs. Or at some point worked, then stoped and so on. Dont remember and didnt track it. Some folks like to have a sci healer with as much res and defensive abilities like peak health and/or ressilient.
    Jem'hadar was mentioned here too, its a great boff.
    It depends alot of your playstyle, what you value (defence or offence) and what races you may like.
    Best to check wiki for more detailed info and get your pick. Its mostly accurate: http://sto.gamepedia.com/Category:Ground_Traits
  • jellico1jellico1 Member Posts: 2,719
    edited March 2015
    science officers loaded to the max with heals

    I think trills have a bonus to medic check them out
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • edited March 2015
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  • leethorogoodleethorogood Member Posts: 302 Arc User
    edited March 2015
    Thank you to everyone who has taken the time to read and reply to this thread, you've all been very helpful! :)

    At present I am working on my Tactical KDF-Rom's Away Team, however I plan to go back and overhaul all of my characters' away teams. For my Tactical characters I usually have the following:

    1 x Offensive Engineer
    1 x Defensive Engineer
    1 x Offensive Science
    1 x Defensive Science

    I've already added an Android Engineer (Defensive) to my Away Team thanks to this thread. :cool:
  • starhawk82starhawk82 Member Posts: 0 Arc User
    edited March 2015
    My ground strategy is effective, if done right, but can be time consuming:

    I take 3x Engineering BoFFs, each with 2 phaser turrets, a mine barrier, and then either a morter or a generator of some sort. I then use the Voth Science officer as a Medic (due to his self revive). If I'm running an Engineer, I gear up with the Medical and Shield generators and the Plasma Turret.

    Once I locate where the enemies are, I set up my away team about 40 meters away, have them deploy their turrets (I have a purple officer that causes additional turrets to spawn), deploy their morters and generators, and then deploy the mine barriers. Once my "forest" is set-up, I leave my away team where they are at and pull the enemies back towards the fight. Easiest way I've found to handle the ground.
  • edited March 2015
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