Both have the effect of negating power loss, due to both leeching/draining AND energy weapon use - ie weapon power consumption when you fire. They get EPS Power Transfer and Nadion Inversion. In space missions, Engineers really specialize in energy weapons. This is a significant advantage to Engineers. In PvE, they are extremely formidable on ground and many players prefer Mines over Grenades because enemies tend to run out of the grenade radius, but they take absolutely NO steps to avoid mines. Because of the generators healing hit points and shields and reducing shield damage taken, combined with the engineer's innate shield-healing abilities, the Engineer is generally the most durable character on Ground, but he is basically stationary. Of course, you can get pretty much the same benefit from your away team having Engineers, rather than YOU being an Engineer. The Engineer should then attack the enemies from within the healing radius of the generators, force the enemies to travel over the mines to reach the Engineer, and get additional support from their support drone and turrets. They can be extremely effective and are the easiest for poorly-geared or inexperienced players to use, IF the player actually sets up mines, health/shield generators, and turrets. They also specialize in shield healing on ground. Science Captains are generally considered the best pure healers in the game and the best Debuffers.Īs a brief summary, I'll go over typical use and strengths/weaknesses of the 3 career paths.Įngineer: On ground missions, Engineers create (mostly) stationary pets, some of which are defensive and others offensive.Known for Healing/Science-based ability bonuses (Examples: Flow Capacitors or Gravity well) and CC (Crowd Control) abilities on Ground Maps.Captain Ground Abilities: Dampening Field, Nanoprobe Infestation, Neural Neutralizer, and Scientific Aptitude.Captain Space Abilities: Science Fleet, Scattering Field, Photonic Fleet, Sensor Scan, and Subnucleonic Beam.Engineers are typically the "tankiest" players in the game, in both space and ground maps.Known for Tanking/Healing ability in Space and Fabrications/Generators/Mines on Ground maps.Captain Ground Abilities: Engineering Proficiency, Support Drone, Cover Shield, Orbital Strike, and Reroute Power to Shields.Captain Space Abilities: EPS Power Transfer, Nadion Inversion, Miracle Worker, and Rotate Shield Frequency.Tactical Captains have the best DPS potential in the game, in both space and ground maps.Known for direct DPS ability in Space and Ground maps.Captain Ground Abilities: Tactical Initiative, Target Optics, Strike Team, Fire on My Mark, and Security Escort.Captain Space Abilities: Attack Pattern Alpha, Tactical Fleet, Fire on My Mark and Tactical Initiative.There are 3 Career Paths a player may choose from: Tactical, Engineer, and Science. You can decide for yourself based upon the abilities each one provides, but I've come to the conclusion that Tactical is truly the best choice, in general. I'd like to lay out the various Career Paths for comparison. This article is just my answer to the question of: "Which is the most effective?" I'll explain why, so keep reading.įirst, I'd like to state for the record that you can be successful, enjoy the game and all it's content with any career path. The simple answer to the question is Tactical.
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