So, what kit modules go well with the three careers? I've long been told that engineering and command goes well, but what modules would you all recommend? Same for tactical and science captains.
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But generally I think it doesn't matter what career you are. If a particular Spec ability works for you, it works.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
My character Tsin'xing
If they didn't expire when your target was defeated, they would be much more useful.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Science does work well with command, while i found intel to be a very useful addition for engineer and tactical.
Usefulness will differ with various play styles though.
My character Tsin'xing
Lockbox kit Trajectory bending - 10 sec outgoing shots count as flanking with +66% CritD should it crit. Tac module from xindi lockbox, available on exchange being sold-on by people that opened the box, not cheap but sub 10m.
Command kit Hammer and Anvil - +50% flanking damage, teammates/boffs not in a flanking position get huge damage resistance boost.
Lots of tac players use some combo of the above.
Any combo that can keep a mob in one spot followed by area effect damage can demolish weak opponents, combine that with damage buff or damage resistance debuff and its deadly. Something like frictionless grenade + strategic analysis + bombing run/polaron bombardment/exothermic/grenade etc.
If playing eng or sci Delegated devestation to boost high DPS teammates weapons, 4 teammates getting +40% energy weapon damage for 25 sec at cost of 10 sec of not firing your own gun. Stack with other team boots like iconian 3 piece clicky, strategic analysis etc and briefly double the tacs' firepower.
My character Tsin'xing
Hammer and Anvil + Take Cover is an incredible defensive combo. All your BOffs/teammates just pop a squat, get a strong damage resistance boost and heal for quite a bit every second. Hammer and Anvil is by far the best Command kit module on ground, seeing as it has an unlimited amount of allies it can buff, and it boosts both your allies' durability and damage output depending on their positioning. Return Fire is basically an "oh s**t!" button that I pop when I or one of my teammates is about to die. Gives everyone a potentially very large ability cooldown reduction and a sizeable damage boost as well. Great for helping others get a life-saving heal out or just packing the hurt onto the enemy before everybody dies.
Though I'm not a fan of the animation, Strategic Analysis is also a great Command kit module to use if you're focusing on team support. Probably works best on Engineers or Science officers, but nevertheless it's a great utility ability. Delegated Devastation can be very powerful if you time it right with the Tactical officers on your team, but it leaves you unable to defend yourself for some time. For Science healers that aren't doing much shooting, this ability would likely synergize very well with them. Generally though, I give Delegated Devastation to one of my BOffs so that they buff my damage. Like Return Fire, Sanctuary is another "oh s**t!" button, and one of only two Command kit modules that doesn't benefit any of your teammates (Coordinate Bombing Strike being the other). I could see it being useful for Science healers on the brink of death, allowing them to basically go invisible and then run off to recuperate themselves or revive a fallen ally.
Regarding Intelligence kit modules, they're kinda hit-or-miss. Resonant Tachyon Stream is very good for shield-tanking and just general survivability, pairs well with Engineers. Sonic Suppression Field works very nicely with Tactical officers. Incite Chaos works very well with Science captains specializing in controlling the enemy, plus it's pretty fun to watch your enemies shoot at each other. If you can spare a kit slot, Harmless can be very useful for Science healers. The rest of them are very situational and in most cases rather gimmicky. Overall, Command kit modules are much more useful and versatile overall for ground missions, while Intelligence kit modules are very situational and are not as applicable to every situation.
Of course its best on missions were everyone has no option to stick together - otherwise its like herding cats
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Edit: My tac character has pretty good ground survivability, thanks to:
1) RTS (purple quality)
2) Iconian ground armor + shields
3) As many +hp and +shield traits as possible
4) The traits that restore health on crit and upon dealing damage.
I don't use the vascular regenerator kit because the +20% antiproton herald kit is just too delicious.