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-   -   Best powers for a Tac Melee Boff? (http://sto-forum.perfectworld.com/showthread.php?t=347961)

ericsonxx 08-09-2012 09:18 PM

Best powers for a Tac Melee Boff?
 
Topic. This is ignoring any possible buffs a captain can give, or any other BOFF, just what are the 4 best powers to make a Tac Boff good in melee?

p2wsucks 08-09-2012 11:33 PM

There are none.

carmenara 08-09-2012 11:38 PM

You have lunge III, target optics, fire on my mark, all these when used in unison can make a lunge very deadly as it deals physical damage to a target through the shields. Whether the boff AI is good enough to use the target debuffs and lunge in the correct sequence is a different story.

Controlling boffs with lunge can be very difficult as they will charge the enemy at random and get killed by return fire just about instantly at advanced or elite level. This does make sci or eng boffs more useful for away mission as they can setup a siege + healing base instantly on their own. With long range weapons for all boffs you just machine-gun hostiles to death from safety.

supergaminggeek 08-11-2012 09:53 PM

Sweeping Strikes. Always Sweeping Strikes. Lunge, maybe Fire on my Mark. Motion Accelerator, perhaps?

sollvax 08-12-2012 01:54 AM

Agree on sweeping strikes (very powerful)

baudl 08-12-2012 03:38 AM

the way you ask the question leaves only 2 choices Operative kit or combat specialist kit.

test both for yourself, decide afterwards.

with only 2 rare borg salvages you can get both at DS9


there will always be one that will suggest combat specialist and another that will argue for operative, so making a decision about it will still remain by you.

p2wsucks 08-12-2012 12:30 PM

Quote:

Originally Posted by baudl (Post 5247551)
the way you ask the question leaves only 2 choices Operative kit or combat specialist kit.

test both for yourself, decide afterwards.

with only 2 rare borg salvages you can get both at DS9


there will always be one that will suggest combat specialist and another that will argue for operative, so making a decision about it will still remain by you.

Fyi, he asked about boffs not captain builds.

baudl 08-12-2012 02:27 PM

Quote:

Originally Posted by p2wsucks (Post 5251641)
Fyi, he asked about boffs not captain builds.

oh sorry i completely misread that.

cmdrskyfaller 08-13-2012 09:56 AM

Quote:

Originally Posted by ericsonxx (Post 5213411)
Topic. This is ignoring any possible buffs a captain can give, or any other BOFF, just what are the 4 best powers to make a Tac Boff good in melee?

My ground team consists of 3 tacs and 2 science. My capt. is one of those tacs.


My 2 boff tacs have:

Stealth Module 1, Lunge 1, Sweeping Strikes 2 and Lunge 3


My science boffs are one healer and one crowd controller/debuffer.

Healer:

Medical Tricorder 1, Vascular Regenerator 1, Medical Tricorder 3, Nanite Health Monitor 1

Crowd Controller:

Electro-Gravitic Field 1, Medical Tricorder 2, Tachyon Harmonic 3, Stasis Field 3.

My captain uses the Fire Team kit since all its abilities hurt the enemy and buff the damage/defense of your team..which is perfect for this setup.


All my tac Boffs fight unarmed. The reason for this is they react MUCH faster to commands. Ive tried giving them batleths, lirpas, swords... nothing works as well as unarmed. I wish there was a 'dagger' weapon :P

I stand in the back, tell my tacs to go stealth and send my science debuffer in first to tachyon harmonic the targets out. After that the debuffer doff automatically switches to its other abilities which are heals and crowd control so usually that doff will neutralize two targets on its own.

When the tachyon harmonic hits I send the tacs with lunge 3 order. that usually one-shots any target. After that they go Chuck Norris on whats left standing.

My healer doff is always busy healing as it is set under passive orders.

My capt. is constantly sniping and using the buffing tac skills.


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