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Captain
Join Date: Jun 2012
Posts: 568
# 25
09-14-2012, 04:11 AM
Quote:
Originally Posted by zubo100 View Post
Ah yes i have not really thought about ground skills. Thanks for the advice there.

Now this skillset looks nice. A lot of people use 3 points in power insulators and inertial dampeners, but i guess this is more important for PvP? Anyway i found out i still have 5 respecs left so i will try this out with an escort as soon as i have redone enough old episodes to have some basic equipment. The Ody will have to wait until next month, with the stipend then i will have 5000points and can get me the whole package.
Yeah, Insulators increase your resistance to power drains - there's very little at endgame PVE that will be draining you, and as an engineer you have access to boosting abilities like EPS or Nadeon anyway in an emergency.

Inertial Dampeners used to be a bit more useful than they currently are, but since the skillchanges there's not much in PVE that bothers you for longer than a few seconds (besides Tractor beams, which it doesn't really help with, and there are better counters for like APO and PH)

In a Cruiser you probably won't be bothered by Tractor beams much, but Escorts are another matter - it's hard to keep things in your anrrow weapon arcs when you can't turn. I'll usually bring a copy of APO1 or PH on anything running narrow-arc weapons for that reason.

For PVP, it'd be another ball game entirely and you'd probably be better off with a specialised build. I'd ramp up Insulators to 6 or 9 - but there's an argument against taking Dampeners if you're fighting anyone with TBR.

Quote:
One more thing about the ground skills: This means i have to take 3 kits with me to switch around, correct? Are there any weapons that are particularly useful in ground stfs? My last try on one of those was before they got split up into ground only and space only and back then aoe-knockback or split beam weapons worked well...maybe the breen freezegun is useful? And what kind of shields? Currently i use the jem-hadar set for the extra healing, although i have the feeling the weapon is not the most powerful one...

You also said to use ground doffs to boost the beamed down equipment. What kind of doffs are generally needed to make this work?

And thank you once again for all the useful advice here.
Yeah: Most of the Engineering kits are situationally useful -

+ Enemy Neutralization (Mines/Bombs vs normal mobs, Weapons Malfunction vs Bosses)
+ Breach Engineer (The "Self sufficient"/Soloing Kit)
+ Equipment Technician (Weapons Malfunction and Shield Recharge - "Tanking")
+ Bunker Fabrication (Defensive Fabrication Kit)
+ Fabrication Specialist (Offensive Fabrication Kit)

Generally speaking for Ground STFs you'll want a Pulsewave for normal encounters (high DPS and an AoE standard shot) and a Rifle for long-range shots.

The STF equipment sets (MACO and Omega for Feds) have an inherent "instant remodulator" power for a full set (3/3 pieces: armor, shields, weapon). The MACO equipment set comes with a decent rifle.

Concerning Ground DOFFs:

+ Borg Warfare Specialist ("Ledrene" - Obviously gives +Damage on STFs)
+ Armory Officer (Purple gives a decent chance to spawn 3 Turrets)
+ Explosives Expert (Purple gives a decent chance to spawn 3 Mortars)
+ Fabrication Engineer (Purple gives a decent chance to spawn 3 Support Drones)
+ Medic (Combined with Combat Supply, you'll summon NPC medics quite frequently)
+ Diagnostic Engineer (Odd choice perhaps, but you have kits with the Equipment Diagnostics ability - "Breach Engineer" being generally more useful than "Support Technician" - meaning you'll get the damage output buff quite regularly)

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