Republic Veteran
Join Date: Jun 2012
Posts: 799
# 1 [Eng] Path of the Bomb
07-21-2012, 07:52 AM
One of the most efficient Engineering Kits in ESTFs is the Enemy Neutralization kit.

Skill Layout

Skillplanner - Ground

Demolitions
This skill increases the damage caused by Orbital Strike, Chroniton Mine Barrier and Transphasic Bomb.

Weapon Proficiency
Increased damage done by your ranged weapons such as a Pulsewave.

PS Generator
Increases the capacity of your Personal Shield.

Repairs
Increases the Shield Regeneration rate of Reroute Power to Shields and Emergency Shield Capacitor from the M.A.C.O. Armor Ground set, as well as Shield Charges.

Willpower
Grants resistances towards control effects.

Modification Specialist
Adjusts the duration for Weapons Malfunction and Fuse Armor. At 9 points this makes Weapons Malfunction have a 100% uptime as the duration is increased to 30 seconds.
That's 30 seconds where the target have -50% Ranged Weapon Damage and 15 seconds where it's completely disabled.
This makes Weapon Malfunction very effective in Ground STFs as you can disable an Elite Tac, Armek, Tosk or Rebecca entirely for a brief moment and drastically reduce their damage output. This helps keep people alive.

Combat Armor
As an Engineer you really shouldn't be taking shots on the armor that often, especially with Reroute Power to Shields. There's also not that much gained, so unless you have points to spare don't fuss to much over not having Combat Armor.

Duty Officers
Unfortunately there aren't any DOFFs which increase the damage output or reduce the cooldown, or otherwise affect the Demolitions skills. At least not directly.

However as an Engineer you have Support Drones. Now Support Drones aren't worth much in terms of damage or even survivability, their strength lies in the fact that they buff targets with Equipment Diagnostics, Quick Fix and Shield recharge.

Now Equipment Diagnostics in it self isn't that amazing, however with Diagnostic Engineer Duty Officers you can add a 35% chance to increase ALL Damage by up to 50 for 30 seconds. This includes damage from your Pulsewave, Orbital Strike, Chroniton Mine Barrier and Transphasic Bomb. You can slot a maximum of 3 of these.

Aside from that you can have 1 Fabrication Engineer which have a %chance to spawn 3 Support Drones at once.

Beyond that there aren't really any essential DOFFs, you could slot one of the new Tholian for increased damage against a specific enemy.

Gear & Essentials

Weapon
Grab a Pulsewave for maximum damage over the least amount of shots, cone based, which ultimately resulsts in faster kills and fewer Borg Adaptions. You don't need one of the STF shop ones with [Borg], any MKXI with [Dmg]x2 and [KB3] will suffice, the damage type isn't that terribly relevant either.

Secondary I use the M.A.C.O. rifle for long range engagements on ISE and for exploit attacks.

Armor & Shields
The M.A.C.O. set is what I personally run, but you should do fine in either M.A.C.O. or the Omega set. The Omega Force set would slightly increase your Pulsewave damage at the cost of some survivability.

Beyond that always carry consumables, always without exception. You'll want stacks of Large Power Cells and Large Hypes, you don't need Shield Charges.

If you have access to them, then the Ophidian Cane and Shard of Possibilities are both nice to have.

As for Tribbles grab the Gambling Device, as it increases your Critical Hit % chance and Critical Severity % with a 60 minute duration. Pre-buff before you go anywhere.

A note on other kit Abilities

Medical Generators heal far too little to be of any use, not to mention they are stationary which in missions that require fast clearing and constant movement is a huge detriment to their usefulness.

Turrets & Mortars deals far too little damage or fires too slowly in the case of mortars. They also can't be targeted, if there was a laser pointer type ability after fabrication their usefulness would increase immensely. However in their current state they simply aren't up to par. Mortars could also use a prediction algorithm to offset their slow fire rate, they miss targets far too often.

Shield Generators & Force Field Domes, there aren't situations where you need the protection these offers not to mention they are far too fragile in terms of Shield and HP.
In comparison to disabling the targets damage output or throwing damage at them, they lose out in usefulness again. The Force Field Dome should be a buff centered around the Engineer for the duration of it's effect, that would make it immensely more useful than a stationary object.

Shield Recharge, maybe if it was Team wide it would have some use, but in it's current state there's just about no reason to run with it. Other players have consumables or sufficient shield capacity to offset it's requirement, or simply not needed when targets die to overwhelming firepower or control effects.

Combat Supply, not even if we had this for free would I use it. Terrible beyond words. It needs a complete revamp, maybe allow players to buy consumables from it akin to an NPC merchant.

Seeker Drones needs either some different effects or a vast increase in firepower to be considered for field use. They are underwhelming in all aspects.

Closing notes
Go blow up some borgs! (Or Tholians, Ferengi, Klingon, Federation, ect ect)

Last edited by aexrael; 07-27-2012 at 10:22 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 146
# 2
07-21-2012, 08:22 AM
Least played?

Since when?

Bombs, bunker, and fabrication specialist have about equal representation.
Republic Veteran
Join Date: Jun 2012
Posts: 799
# 3
07-21-2012, 09:10 AM
By far most Engineers in ESTFs run Fabrication Specialist, no one runs Bunker outside of a handful in Infected Ground where it's still terrible.
Rihannsu
Join Date: Jun 2012
Posts: 10,514
# 4
07-21-2012, 10:43 AM
I must admit, I LOVE Fabrication specialist. One of my Eng Chars has 2 Boffs that ALSO make turrets and stuff... cover shield as a Boff skill? DO NOT WANT!

I actually LIKE Seeker drone. It's nice having a combat pet that follows you and shoots at enemies. Also it has a short enough recharge that you can respawn it when it inevitably gets blown up.

I have seen peeps play bomb kits well, and I must admit they would work nicely in the new fleet marks maps. I suppose I should try it some time....
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Starfleet Veteran
Join Date: Jun 2012
Posts: 203
# 5
07-21-2012, 12:50 PM
Nice post. I respeced my Engineer using some of your suggestions and have seen immediate improvements in the fleet ground events.

Enemy Neut kit has always been my fav.
Career Officer
Join Date: Jun 2012
Posts: 627
# 6
07-21-2012, 03:29 PM
I run with 4 kits on both of my Engineers... and its situational

Doffs (All Purple)
Armory Officer
Fabrication Engineer
Explosive Expert
Diagnostic Engineer
Nurse <--- Will be a Warfare Specialist against Borg when I get one

ISE:

Weapon: Split Beam and Maco Rifle (KHG for my KDF Engineer)

Fabrication Specialist on the path to the Captain
Enemy Neutralization in the Captains room
Fabrication Specialist on the way to Rebecca
Equipment Technician in Rebecca's room (KDF: I exchange the split beam for a sniper) (Fed: I exchange the split beam for a pulsewave)

CGE:

Weapons: Pulsewave and Maco/KHG

Enemy Neutralization is all you need for the whole map.

KAGE:

Weapons: Split Beam (switch to pulsewave in last area) and Maco/KHG

Fabrication Kit the whole way down to the area.. If you're doing the room don't change kits..
Enemy Neutralization if you're on the node team..

Boss room doesn't matter its easy enough with either kit...

----------------------------------

I honestly see more people using Enemy Neutralization than any other kit
It's also more effective in the new ground fleet missions..
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Lt. Commander
Join Date: Jun 2012
Posts: 146
# 7
07-21-2012, 04:05 PM
When in Rome...

Same doffs minus the diagnostic

IGE

Fabrication and Split/MACO till Ogan
Bombs and Pulse/MACO for Ogan
Swap to Fabrication and drop mortars, then bombs the rest of the way
Equipment Tech and double sniper for Rebecca

CGE

Bombs + Pulse/Maco
Drop out of combat before each transformer gauntlet and Armek, put on Fabrication drop mortars, turrets, and then back to Bombs.

KAGE

Bombs and pulse the entire way to the boss
Drop turrets, mortars, everything in the doorway (sometimes swap to bunker, too, for those) then back to bombs. Ill usually whip out a high density for the fight as well, or my split.

-----

As far as using Fabrication Specialist in KAGE, I *really* hate it when people do that. The mortar is nearly as retarded in its targeting as security escorts are and it nearly always moves drones around so you either have to do a lot of backtracking to get the appropriate number killed or it pulls extra down on you at the worst possible times.

For that mission, its best to just not use any pets at all till you get to dropping the shield generators. Then you want chaos and havoc, not before.
Republic Veteran
Join Date: Jun 2012
Posts: 799
# 8
07-22-2012, 03:34 AM
Quote:
Originally Posted by gypsyblade View Post
I run with 4 kits on both of my Engineers... and its situational
I used to have a varied setup as well, until I started running the Enemy Neutralization kit more aggressively and it out parses the other kits by a fair margin.

Quote:
Originally Posted by gypsyblade View Post
ISE:

Weapon: Split Beam and Maco Rifle (KHG for my KDF Engineer)

Fabrication Specialist on the path to the Captain
Enemy Neutralization in the Captains room
Fabrication Specialist on the way to Rebecca
Equipment Technician in Rebecca's room (KDF: I exchange the split beam for a sniper) (Fed: I exchange the split beam for a pulsewave)
Word of caution here, the Split Beam tends to over aggro in Rebecca's room, especially when fired on the middle group of Borgs as it hits those standing at the rear. The M.A.C.O. rifle is recommended as secondary with Pulsewave Primary.
The essentials throughout the map is high damage at range, but you need to maintain high damage up close as well otherwise you risk not making the optional. And the Pulsewave has no equal at close range.

Also all the kit swapping during the mission means you need to wait for Red Alert to drop, this isn't that realistic in a good group because you'll constantly be moving and clearing. If you idle to wait for Red Alert to drop you aren't contributing to the team.

Quote:
Originally Posted by gypsyblade View Post
KAGE:

Weapons: Split Beam (switch to pulsewave in last area) and Maco/KHG

Fabrication Kit the whole way down to the area.. If you're doing the room don't change kits..
Enemy Neutralization if you're on the node team..

Boss room doesn't matter its easy enough with either kit...
I would advise against the Split Beam again here, it doesn't match a Pulsewave and all engagements on KAGE are close range.
The problem with the fabrication kit is the long cooldowns, squishy mortar(s), lack of focus fire, you randomly hit a lot of areas on the map risking over aggro as well, this just puts the team at unnecessary risk. Plus if you only spawn 1 mortar it'll never come even slightly close to the Enemy Neutralization in damage output.

The Engineer has no equal with the Enemy Neutralization Kits except for exceptionally good Tactical Players.
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 9
07-22-2012, 12:50 PM
I actually prefer mortars for KAGE, since it'll gradually pull the elites onto the main level. In fact, they generally arrive just as the top level is cleared out, allowing for a quick mop-up downstairs since the heavy and elite drones will have been killed. It just requires a team that is smart, and will allow the engineer to setup mines/bombs behind a shield after grabbing aggro from the elite. Far too many times people get pissy with me after I drop a shield in front of an elite, ignoring the fact that the elite was about to hit them with a charged blast.

So really, the mortars are beneficial to drawing aggro to the main level when you're with a good team that knows what to do. Otherwise, people rush off in all directions and get wiped, then suddenly every single mob is booking it towards the spawn. It all depends on the group.
Career Officer
Join Date: Jun 2012
Posts: 627
# 10
07-22-2012, 02:16 PM
Quote:
Originally Posted by aexrael View Post
I used to have a varied setup as well, until I started running the Enemy Neutralization kit more aggressively and it out parses the other kits by a fair margin.
I'm aware... again situational and flavor to taste

Quote:
Word of caution here, the Split Beam tends to over aggro in Rebecca's room, especially when fired on the middle group of Borgs as it hits those standing at the rear. The M.A.C.O. rifle is recommended as secondary with Pulsewave Primary.
The essentials throughout the map is high damage at range, but you need to maintain high damage up close as well otherwise you risk not making the optional. And the Pulsewave has no equal at close range.
Read over it again... I switch out my split for a pulsewave.. I'm aware the split beam over aggros in the room... I use the sniper to remove ranged targets and pulsewave to knock targets into the plasma..and snipe becca

Quote:
Also all the kit swapping during the mission means you need to wait for Red Alert to drop, this isn't that realistic in a good group because you'll constantly be moving and clearing. If you idle to wait for Red Alert to drop you aren't contributing to the team.
I know the timing and there are moments where it drops.. the room before the midboss you have a moment to switch before the borg activate.. another moment to switch back before you open the door.. also a moment to switch before you start Rebecca's room.. Never an issue even on fast moving teams...

Quote:
I would advise against the Split Beam again here, it doesn't match a Pulsewave and all engagements on KAGE are close range.
The problem with the fabrication kit is the long cooldowns, squishy mortar(s), lack of focus fire, you randomly hit a lot of areas on the map risking over aggro as well, this just puts the team at unnecessary risk. Plus if you only spawn 1 mortar it'll never come even slightly close to the Enemy Neutralization in damage output.

The Engineer has no equal with the Enemy Neutralization Kits except for exceptionally good Tactical Players.
I've had no issues with my split beam fab kit combo on my way down to the room... its a matter of knowing what to pull and when not to use your secondary...

It's hard to ignore the potential damage you're missing by not using a split beam. The Maco bonus and all the the teammates using expose weapons. My Ferengi Engineer has hit exploit numbers in the thousands against exposed borg. My Ferengi Tactical has even more with his Antiproton Split Beam.

Even if I only summon one mortar.. it can hit for quite a bit of damage... the cooldown is only a minute and not an issue in my book..

My method works for me... I've seen tons of Engineers only use the bomb kits and feel the same way you do... I've even tried it myself.. not my style.. it feels constrictive
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
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