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Away Team composition for Ground missions?

ihatepwe735ihatepwe735 Member Posts: 337 Arc User
Are there any good guides on the composition of away teams?

With Space BOFFs I know that Superior Romulan Operative is pretty tops, but on the Ground I'm not sure what to look for.

Androids seem good as they have a self res... I don't know what other ground traits / species are particularly good at ground. I assume that Space oriented races are to be avoided for Away teams as they only have 3/4 possible ground skills but then I wonder if one of the 3 makes up for the lack?

Weapons? People seem to recommend Split Beam Rifles - do ground sets work on Away team members? Will they use the skills?

I bread tribbles long ago - are tribbles worth equipping on away team members?

I normally go with sci/sci/eng/tac where the science members are trained to heal (with a few debuffs) the engineer is mostly turrets and the tac is grenades, but I don't know if that's efficient or the skills share cooldowns.

Comments

  • annemarie30annemarie30 Member Posts: 2,593 Arc User
    I like having Boffs with different ground traits. I always have Scotty hologram, because the level 1 launcher, the android cause of self rez, another engineer for the mines and then depending, either the Jemmy boff for tac or a sci for heals
    awkward.jpg
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    I usually break down my teams pretty similar..Tho when on my Sci toon I have an extra Eng Boff.
    My 2 Sci Boffs run 2 heals and 2 offensive abilities.

    A squared away away team will take care of stuff sometimes before you can.
    All of my away team has the Na'kul Shield.
    My away teams start out with Plasma Piercing Beam Rifle(s) as they are hilarious and can be fired continuously from boffs.At least until they get the excess rep gear :P.


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  • questeriusquesterius Member Posts: 8,301 Arc User
    I like having Boffs with different ground traits. I always have Scotty hologram, because the level 1 launcher, the android cause of self rez, another engineer for the mines and then depending, either the Jemmy boff for tac or a sci for heals

    Level 1 launcher?
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • bendalekbendalek Member Posts: 1,781 Arc User
    Your basic composition is ok - I normally run number 1 as a Sci "Nursemaid" with heals, plus Tricorder Scan for debuff's. Number 2 is an Eng "constructorbot" with at least one Shield Recharge and a turret + Shield generator (good for places like Dyson and Kobali ground, where you only have 2 BoFF's ) Number 3 is a Sci "Poisoner" with debuffs, and radiation / AoE's. And number 4 is a Tac "Grenade Launcher" with a Team/AoE buff.

    For equipment, they usually get Rep gear - 8472 is pretty decent with the Disruptor Rifle, as is Terran for the same (for the debuff proc) However if you have Tier 6 in 8472 this is now the goto set for BoFF's as it adds a Plasma variant of the rep rifle. (see below)

    You want to avoid any weapon that has a long charge or recharge on firing modes, as BoFF's will just stand around and do nothing but wait with one of those, so no Sniper Rifles for instance. The Omega Rifle is also good the Tac because it's secondary is a Grenade Launcher.

    For traits, as mentioned, Androids are great because of the self rez, as is the Voth BoFF. Also Holographic and Borg/ Liberated Borg for the passive resists.

    If you're a Rom, then you're in luck because rom BoFF's not only have SRO, but for ground they get several good traits - Superior Plasma Weapon Specialist (great with the above mentioned 8472 rep set) and Superior Soldier, another good trait.
    As well as Physical Strength which is handy if enemies get into melee range for being smacked down with rifle butt's or pistol whipped.

    Passive bonuses on rep sets will help BoFF's, but they won't/can't use most "clickies" or special abilities from sets - After Delta Rising launched many enemies got an AI buff which taught them how to crouch and use flanking and cover, however for some reason Cryptic didn't bother giving BoFF's these new ideas - So any set with "specials" such as the "crouching shield" on the Dyson set won't work on BoFF's, neither will any flanking bonuses (unless it's by pure luck that they are behind the enemy).

    As for skills, don't be afraid to give you're ground BoFF's a "specialization" as several of them have some really good ground abilities and also the last couple of Lock Boxes have introduced many "universal" BoFF abilities, that can (sometimes) be found pretty cheaply on the exchange (one such is from the Swarm LB which summons 4 "attendants" - they don't do much damage, and they don't last long, but are great for taking aggro form you, and giving your shields/health a chance to recharge and time for you to flank enemies) same with several from the Summer/Winter events and there is also a couple from the Fleet Colony holding.

    Finally, don't be afraid to watch your BoFF's in action every once in a while and see how they perform - See if any one particular BoFF "dies" more often or doesn't use the weapon you gave them, and then change things like gear and abilities around until you get a good "team" going.
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  • sharpfangjr#5006 sharpfangjr Member Posts: 31 Arc User
    I'm glad I found this. I was about to ask the same basic question. I've just returned and need to level to the new level cap. I don't have any special boffs other than the borg engineer. I'm looking for a basic setup I can use with any captain that will generally get the job done, just composition and maybe boff skills. Thanks in advance.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited November 2018
    My away team, I usually go with 2 Tacs, 1 Sci healer and one Engineer. And I usually stick with the basic tac/sci/eng powers. I've not really put much thought into my Away Team using specialty powers from Intel, Command, etc. The basics will get you though just about anything.

    Just about anything can work. Going with 4 engineers all with mines, turrets and mortars can be fun on slow moving borg maps. ;)
  • sarah2774sarah2774 Member Posts: 238 Arc User
    1. A good setup to support

    Science - eng, eng with miracle, sci and tac. Miracle power (Throw Regenerative Nanite Canister and VISOR Emulation Overlay).

    Engineer - tac, tac with command, sci with miracle, eng. Command power ( Take Cover, Strategic Analysis, Return Fire and Sanctuary). Miracle power (Throw Regenerative Nanite Canister and VISOR Emulation Overlay).

    Tactical - tac, sci aoe dps with command, sci healer with miracle, eng. Command power ( Take Cover, Strategic Analysis, Return Fire and Sanctuary). Miracle power (Throw Regenerative Nanite Canister and VISOR Emulation Overlay).

    It important to match powers with the type of weapon given. Intel and temporal ground abilities are lacking better to use sci or eng.


    2. Gear whatever leftover I use on my main toon after upgraded epic xv or extra gear sometimes I like to change flavour of weapons. Some use rep set which i bought for looks.


    3.Traits - Android, borg, romulan, vulcan, andorian, orion (sometimes i just like to watch the boff seduce) and holographic.


    With this set up i can watch my boff kill everything.
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  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    This guide is quite well thought out, down to including specific specializations:

    https://www.reddit.com/r/stobuilds/wiki/tspbasicboffguide

    Basically:
    * Cmd/Sci using Command offensive skills and a high level mortar
    * Cmd/Sci for heals and a bit of Command
    * Int / Sci for heals and some Int grenades
    * Int / Tac for grenades (Int), buffs and debuffs.

  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited November 2018
    I've been rolling a full team of medics for years.

    There may be better combinations out there these days but I haven't really felt any need to change.

    Each boff gets medical tricorder, vascular regenerator and nanite health monitor. They never die. So i can go afk mid fight or stop to type to my fleet while they take care of everything for me.

    It's been a long time since i bothered to go there, but previously I could leave my two boffs on a point in the voth ground zone and they would happily hold it without me or any one else while I went off to deal with other objectives. I assume they could still do that, but I haven't tried it in a couple of years.
  • annemarie30annemarie30 Member Posts: 2,593 Arc User
    questerius wrote: »
    I like having Boffs with different ground traits. I always have Scotty hologram, because the level 1 launcher, the android cause of self rez, another engineer for the mines and then depending, either the Jemmy boff for tac or a sci for heals

    Level 1 launcher?

    Scotty has a photon grenade launcher (mortar) in the ens power
    awkward.jpg
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