Lt. Commander
Join Date: Sep 2012
Posts: 150
IMO my sci toon ground skills - suck. Those STF tac. drones massacre me with just a couple of hits. I have put points everywhere instead of concentrating on just a few skills, so the question is what's the best or near best skills distribution there?

Just don't tell me that it all depends what role I want to play because it's not an answer but a question. I want a good build for the role you choose.

Ground build. Not space build, there are thousands of threads with space builds but I couldn't find a decent ground build for sci.

Thanks in advance.
Lt. Commander
Join Date: Aug 2012
Posts: 133
# 2
10-12-2012, 08:41 AM

This build focuses heavily on healing, but also gives enough flexibility for switching to a debuff-based kit. It also doesn't make you a paper doll, giving you some points in weaponry as well as shield/armor.
Empire Veteran
Join Date: Jun 2012
Posts: 1,141
# 3
10-12-2012, 08:50 AM
The above build is close to what I run on my sci too.

One thing I will say is that the best kit for a sci is the Borg Medical Analyser, they're hard to come by as they no longer drop and are only really available on the exchange now so they can be expensive but they're well worth it. It has a Tachyon Harmonic and 3 heals.

If you don't mind skipping heals the Analyst kit can be very good, the reason I mention both this kit and the Borg one is the Tachyon Harmonic which strips shields leaves targets open to a follow up pulsewave blast and in a co-ordinated group it can leave mobs very easy to kill by an engineer's mines or a tactial's grenades. The Analyst kit has an aoe group heal and a nice pbaoe knockback which makes it extra useful for Cure Ground node guarding.

These are just my preferences.
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Last edited by defalus; 10-12-2012 at 09:00 AM. Reason: typos.... lots and lots of typos
Lt. Commander
Join Date: Sep 2012
Posts: 150
# 4
10-12-2012, 08:52 AM
Hvala partizan! / Thanks partizan!

defalus, tahnks for the hint on the borg kit, I've never heard of that one, but if it's still available on exchange, I'll make sure to grab it if possible.

Last edited by joxertm2; 10-12-2012 at 09:21 AM.
Career Officer
Join Date: Aug 2012
Posts: 117
# 5
10-12-2012, 09:15 AM
As far as gear is concerned, I won't get into specifics ([CritH], [Cap]x2, etc) as I find that tends to be more of a personal preference thing, but the basic build I have been using is this:

Kit: Medic (much fuss is made of Tachyon Harmonic, but the medic kit is the only one for which the skills seem to work at 100% efficiency, 100% of the time)

Armour: Physical Augmentation - for the very noticable melee bonus

Shield: Whichever has the highest capacity - the medic kit will offset any lack of regen ability

Weapons: A Sniper Rifle and a Bat'leth both with [CritD] - I find that the [CritH] makes less of a difference, but that may be just me.

Devices: If you have it, the Ophidian Cane set (2 slots), a good supply of Hypos (these are for you, your kit is for your team first and you second) and for STF's a good supply of Nanite Hypos. If you don't have a MACO/Omega set, replace the hypos with your remodulator. Nanite Health monitor from the medic kit should compensate well enough. Obviously, the gun, shield and armour would be MACO/Omega in the case that you have them (I prefer the MACO set, but again, that's personal preference I think)


Medic: 7 bars

Physiology: 6 bars

Scientist: 6 bars

Probability Logistics: 3 bars

Weap. Prof: 6 bars

PS Generator: 6 bars

Willpower: 6 bars

Particle Physics: 6 bars

Threat control: 0 - In spite of the tanking ability that this build gives you, this is important to keep low if your role is to keep the team alive. No point in the medic being dead, right?

Anyway, that's a build for a Sci Medic that's been working for me for a long time.

[EDIT] Almost forgot: Don't forget about your Active Ground Duty Officers - Melee and Medical ones seems to make a big difference too.

Last edited by redsoniavrel; 10-12-2012 at 09:44 AM.
Lt. Commander
Join Date: Sep 2012
Posts: 150
# 6
10-12-2012, 09:43 AM
Meh, borg kit is so expensive that I'm unsure if I'll risk going for it. Maybe in the future I will, but not today.

But thanks to other suggestions I'll get both analyst and medic purple kits and test them on random replay missions to see which one fits me better. I mean... I'm using Xenobiologist kit all the time... But for STF it's pretty useless. Yea, I'm ashamed, but toldya, my build simply sucks.

And I like both skill distributions so it'll not be easy to determine which one is better. In fact they both seem great. And definetly better than mine, my threat is on 6, again, I know, what was I thinking?

Thanks guys, you're the best!

Last edited by joxertm2; 10-12-2012 at 09:46 AM.
Lt. Commander
Join Date: Aug 2012
Posts: 133
# 7
10-12-2012, 12:47 PM
Here's a question: what are sci ground players (either of the healing or debuffing variety) using for ground doffs??
Lt. Commander
Join Date: Sep 2012
Posts: 150
# 8
10-12-2012, 01:10 PM
I'll say +1 to that question as the only doff I use is Maela from the first colonization crit:

Ingame it says not additional 33 HP, but 1500 HP. Possibly a bug, dunno.
Starfleet Veteran
Join Date: Jun 2012
Posts: 412
# 9
10-21-2012, 02:13 PM
Originally Posted by partizan81 View Post
Here's a question: what are sci ground players (either of the healing or debuffing variety) using for ground doffs??
I use:

3 Very Rare Nurses; they give a chance to beam down medics whenever you use a hypo. I rarely fail to get at least one medic following me around healing me, and maybe 30% of the time I get 2. In a team, you can't heal if you're dead, and in solo play, it helps tremendously, especially doing Nukara Prime medium missions by yourself.

1 Very Rare Biochemist; Adds a damage resistance debuff when most Science Kit debuffs are applied.

Switch between (when I remember):
1 Very Rare Doctor - when using Medical Tricorder or Vascular Regenerator, chance to increase your maximum hit points. (usually use in teaming)
1 Ground Warfare Specialist - increases your damage output in combat vs. whatever variant (Borg, Undine, Tholian) (usually use Tholian on Nukara Prime)
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Join Date: Jun 2012
Posts: 568
# 10
10-22-2012, 08:55 AM
You can get by with just the standard 66,000 points in ground.

6/9 Medic (for Heals)
9/9 Weapon Proficiency (DPS)
3/9 Physiology
5/9 PS Generator (add more if possible, but 3 or more is sufficient for PVE)
3/9 Scientist
6/9 Probability Logistics (for Tachyon Harmonic)
6/9 Particle Physics (for Exothermic Induction Field)

+ Analyst Kit or Borg Kit for standard PVE (Tachyon Harmonic beats everything else vs Tac Drones)
+ Medic Kit or Borg Kit for Healing and Support (You want me to Tank Armek? Easy.)
+ Physicist Kit for CC and Pure Damage.

Bring a full MACO or Honor Guard Kit if possible (even Mk X is fine) or a solid Armor plus a Personal Mobility Shield and a Remodulator if not. For weapons, you should have an [energytype1] Pulsewave and an [energytype2] Rifle. Bat'leths are optional for certain boss fights and shouldn't be used in standard gameplay unless you really like meleeing Elite Tac Drones. Once you get used to the gameplay, you can run Omega instead if you're a Fed... but Klingonside the Honor Guard weapon is the best in the game for STFs (especially for a Sci, since the secondary fire stacks so well with Tachyon Harmonic!)

A good tribble/gambling device, plus at least one full stack of Health Hypos and Shield Hypos should always be brought with you. The 4th slot is for flavour, Hortas can be quite handy. But always pack some regenerators, just in case.

Make sure you sprint or roll everywhere to take less damage.
And most of all: always, always, always AIM and CROUCH.

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 10-22-2012 at 09:00 AM.

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