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Captain
Join Date: Jun 2012
Posts: 1,743
# 2
11-27-2012, 11:36 AM
Please note that I primarily play ground, so you may want to take that into account. This is what I would suggest:
Tactical Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Antiproton Pulsewave Assault Mk XII [Dmg]x3 [CritX]
Tactical Kit - Fire Team Mk X
Alternate: Tactical Kit - Operative Mk X
Alternate 2 (if more than 2 tacticals): Tactical Kit - Squad Leader Mk X
Devices: Shard of Possibilities, Large Hypo, Crossfire Tribble, Horta
Duty officers: 3x Security Officer (extra escort), 1x Assault Squad Officer (grenade cooldown), 1x Fleet Pack Biochemist (hypo cooldown reduction)

Science Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Tetryon Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Science Kit - Analyst
Alternate: Science Kit - Medic
Alternate 2 (if 2 or more science): Science Kit - Physicist
Cure Ground Elite Armek Battle: Swap the pulsewave for a Bat'leth and use the Medic kit. Draw armek's aggro with the Bat'leth and use the heals to keep you alive.
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: 1x Biochemist (-10 all damage resist), 1x Biologist (tricorder scan duration increase), 2x Doctor (extra temporary hit points chance), 1x Counselor (willpower buff chance).

Engineering Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Polaron Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Engineering Kit - Enemy Neutralization
Alternate: Engineering Kit - Equipment Technician
Alternate 2: Engineering Kit - Fabrication Specialist
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: TBA

Space is a bit more difficult. It would take me hours to list specific build for every last ship. Therefore I will be a bit generic. Generally, you will want to stack Neutronium consoles for engineering slots, energy specific consoles (phaser relay, etc.) in tactical, and field generators/universal consoles in science if your captain is engineering or tactical. If you are science, you will want to stack the console that boosts the ability set you specialize in. For all 3 professions, you should have at least 1 copy of tactical team, hazard emitters, transfer shield strength, reverse shield polarity, and emergency power to shields. Tactical captains work well in the Omega Force space set, and science/engineering captains work very well in the MACO space set. If you would like a more detailed space build, all I need is the type of ship you are flying so that I know what I am working with.

Last edited by majortiraomega; 11-27-2012 at 11:38 AM.