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).
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
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
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:
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.
Comments
Soldier is nice since its a straight damage buff.
Creative boosts your kit abilities.
I think boffs can have resilient as well
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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
I think trills have a bonus to medic check them out
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
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:
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.