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Tactical, Engineering and Science Kit Assistance

jelly0jelly0 Member Posts: 560 Arc User
I want to start doing Elite Bug Hunt assuming its not overly difficult to pug on my 3 Captains but currently I have just been running bog standard kit as I have been having a bit of trouble getting the ones I originally wanted.

I was hoping for some advice on doing this PVE Ground with my Tactical, Engineering and Science Captain in terms of role and abilities I should be taking with me.

So far the best Ground Kit I have gotten has been from this Uneasy Allies Mission along with its Universal Module so any advice would be welcomed and greatly appreciated.

Thanks for reading :)
Post edited by jelly0 on

Comments

  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2015
    If you can get into a fleet, there's some good modules available from the Fleet Spire and Embassy. The Plasma Flamethrower turret and Chroniton Mine Barrier modules for Engineer are especially good for situations like Bug Hunt where you have to hold position against enemies that like to rush you.

    The Undine reputation also has a Nanite Health Generator for Engineer that could be helpful. It's similar to the standard Health Generator but it adds in Toxic resistance, which is the bulk of ranged damage in Bug Hunt.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited April 2015
    Fluidic Kits are quite nice with their buffs/damage procs - just be warned that the engineering ones can create a lot of noise pollution.



    My recommendations:

    Tactical
    -Cryo Grenade(Winter Event)/Active Immunity Grenade(Undine Lockbox)
    -Neutronic Grenade(Delta Rep)
    -Polaron Bombardment(Vaadwaur Lockbox)/Motion Accelerator
    -Suppressing Fire(with AoE weapon)/Overwatch(if single-target weapon)
    -Battle Strategies

    Engineer
    -Active Immunity Mines(Undine Lockbox)
    -Chroniton Mines
    -Shield Pulse(Xindi Lockbox)
    -Neutronic Mortar(Delta Rep)
    -Nanite Medical Generator(Undine Rep)

    Science
    -Triage
    -Nanite Health Monitor
    -Electro Gravitic Field
    -Exo/Endo-Thermic Induction Field(combo with EG-Field)
    -Tachyon Harmonic/Bio-Filter Sweep/Active Immunity Overload(Undine Lockbox)/Vaadwaur Shield Drone(Vaadwaur Lockbox)


    Obviously, mix, match, and find what works best for you.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2015
    Regarding the above, it's worth noting that Chroniton Mine Barrier and Active Immunity Mine Field share a system cooldown of 10 seconds (ability cooldown is 20 seconds for both). Also worth noting that Active Immunity Mine Field can benefit from the Explosives Expert duty officer that gives Chroniton Mine Barrier a chance to disable weapons, not that that's particularly useful in Bug Hunt.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • mynameisnommynameisnom Member Posts: 639 Arc User
    edited April 2015
    My standard setup for tactical kit is a 4/1 setup kit from Undine t5 rep, running motion accelerator/lunge/orbital bombardment, depending on how good my team is, and rally cry, motivation, battle strategies, suppression fire/over watch, usually best paired with a split beam rifle, or omega catbine. High damage aoe rapid shots, I can crit up to around 700 damage PER BOLT running fleet severity armor, and maco shield and rifle for the 2-set heal so you don't melt.

    As for engi, this is my faaaaahayvorite setup. It rips up pretty much everything. And no, please don't use mortars, as you will see they are not reliable. So you can run most any kit for this, running turret/embassy turret, fluidic antiproton turret, equipment diagnostics, quick fix and shield recharge. Required things!:

    DOFFS: two shield recharge doffs, purple, chance for near perfect shields
    Purple turret doff
    Three equipment diagnostics doffs preferably purple but blue works
    The reason for the shield recharge doffs is cuz they're just epic and so handy
    As for equipment diagnostics, if all proc, it will double your AND all your creations damage and that's just the start . And if you et the sixth slot get a purple support drone doff

    Preferred shield and BACKGROUND weapon amaco and armor fleet polyalloy, and make the primary weapon dyson rifle. Kit should be romulan for that plasma dmg boost. NECESSARY TRAITS conduit, and it would help if you are romulan but is not mandatory.

    The idea is you spawn 4 turrets, each dealing roughly 200 damage non crit, then the support drone does 150, the assault drone has actually 1shotted exposed players for me. On top of that orbital becomes even better. So traits you need are adrenal release, conduit for power cells. Then what you do is aim, large power cell, equipment diagnostics, quick fix, adrenal release. It just melts everything

    Oh and I don't have a sci kit for you as I have never done much sci stuff so... Yeah
    [SIGPIC]http://s286.photobucket.com/user/parasite_12000/media/jub_zps9318ae82.jpg.html[/SIGPIC]
    stoutes wrote: »
    Those fish are much like their masters, filthy backstabbers... All battlecloaked fish, waiting for the right moment...
    The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    Anything that you have to get from Lockboxes I wont be able to get, too expensive on the exchange and I dont get to open many lockboxes.
  • standupwookiestandupwookie Member Posts: 0 Arc User
    edited April 2015
    They really need to make a separate area for all the kit powers you acquire, it would free up about 40 or so bank spaces.
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    On what planet is Triage XI Purple better than Triage XIII Blue

    Triage XI Purple
    159.2 Hitpoints
    +30 All Damage resist

    Triage XIII Blue
    +148 Hitpoints
    +25 All Damage Resist

    Seriously ????
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited April 2015
    Most certainly get the mines if you're an Engineer and place them around your deployable turrets. The turrets have SOOOOOO much threat the bugs cant help themselves but to run to them so you can pretty much set traps for groups of them with mines and bombs.

    For a Tac build, I strongly recommend to have Overwatch in there for the heal and additional Crit and 2 (yes, two) different types of grenades. They have similar cooldown mechanic like torps do on ships, but you can still crank out more AOE attacks on swarms, (which is important) (Bio/Plasma, Neut/Plasma)
    T93uSC8.jpg
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    This is getting beyond a ******* joke now, just learnt they have nerfed the Assimilation Mission so the module is now green instead of Purple XI.

    The lack of modules from fleet sources and reputation is beyond a joke just like this game has become.

    Cant upgrade them, cant craft them, your only chance of getting anything is from random drops or lockboxes.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited April 2015
    Pretty much; that's why half of my recommendations are lockbox/event modules. Science captains, especially, get the raw end of the deal as none of their main skills are represented in Reputations. Endothermic Induction Field has been the only really good one for them that was readily available.

    It's also the reason I got strictly ground gear leveling rewards on my Delta Recruit.

    Hopefully we'll see something with the Summer Event.
  • geminisierrageminisierra Member Posts: 180 Arc User
    edited April 2015
    that's just the start . And if you et the sixth slot get a purple support drone doff

    how do you get a sixth slot for DOFF's?
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    From Fleet Spire I believe. I think it was 150k Fleet Credits.
  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    This is really stupid, only way to get anything decent is if you pay for the master keys and hope for the best when opening lockboxes.

    Why did some moron at Cryptic nerf all the module rewards from missions.

    Is there a list of Modules and where to obtain them ?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited April 2015
    jelly0 wrote: »
    On what planet is Triage XI Purple better than Triage XIII Blue

    Triage XI Purple
    159.2 Hitpoints
    +30 All Damage resist

    Triage XIII Blue
    +148 Hitpoints
    +25 All Damage Resist

    Seriously ????

    In some items, it seems rarity trumps mk#'s, for some dumb reason!

    :rolleyes:
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • jelly0jelly0 Member Posts: 560 Arc User
    edited April 2015
    Even with 2 rank difference.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2015
    jelly0 wrote: »
    This is getting beyond a ******* joke now, just learnt they have nerfed the Assimilation Mission so the module is now green instead of Purple XI.

    The lack of modules from fleet sources and reputation is beyond a joke just like this game has become.

    Cant upgrade them, cant craft them, your only chance of getting anything is from random drops or lockboxes.

    I know, it was very disappointing to learn that replays gave you TRIBBLE Mark<Purple XI mods as rewards. Glad I ran the stuff out of that mission (+50 times) on my main when all mod rewards were Purple Mark XI.

    I run a Sci. I would use either MACO equipment or Tholian Reputation suits. I would run with any number of heals e.g. Nanite Health Monitor, Sonic Pulse-a must in my opinion, the Endothermic mod, Hyperonic Radiation (for a more offensive build), and Biofilter Sweep for team buffs and debuffs.
    Joined STO in September 2010.
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