The Ground Playbook 2.0
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Join Date: Dec 2007
Ground Playbook 1.0: Science Captain's Playbook
07-07-2011, 03:59 AM
Ground 2.0 has nerfed Science moreso than the other professions, as is the sad tradition of STO. If the discourse among ground PvPers is to be believed, then more science nerfs are coming from the PvPers in Ground 2.1. However, the relative strength of kit vs. kit is still the same, although the best science kit is now named 'Physicist' instead of 'Geophysicist'.
You are the bringer of the ultimate weapons of exposes: Gravimetric Shift 3 & Tricorder Scan 3. Medical Tricorder 3 is nice too. I beg you to learn these powers so that you might teach others.
There are two kits: Medic, with 4 heals. And Geophysicist, with 4 exposes. You'd rather use Geophysicist since a BO is a better healer than you are.
Science Captain's Playbook
The ultimate offensive, with only a
to save you. 20 exposes! But it may not be enough to keep you alive.
Only Max Inferno has more exposes. But this play includes a medic to keep you alive.
The more exposers you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has seven heals.
The ultimate defensive! This play has heals, making it greater than Mist Redwood.
The more turrets you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has seven heals.
Whiteouts stop all activity, including your own. This play has nearly no offense whatsoever and should only be used in extreme circumstances. Crouch, set your CAMT for every enemy you try to kill, and pray.