Ground combat guide: Gear
--Science kit modules--
Science captains have fewer options for damage output but more defensive and healing modules. Dathan the Vorta Biochemist DOFF (reward from the Facility 4028 episode) adds a damage resistance debuff to kit abilities.
I have a Science toon that I do a lot of ground combat with. He can't do the damage that my Tacticals and Engineers can, but he does more than what's needed to get through Elite ground content.
-Medical Tricorder - Heal with a few defensive buffs. A high enough mark/rarity can entirely heal your character. With a 10-second cooldown, this is a really nice heal to keep on tapping.
-Vascular Generator - Heal over time, clears debuffs, and has a bonus to damage resistance. Its heal is comparable to Medical Tricorder's (of a similar mark/rarity) but spread out over 10 seconds. It's like Hazard Emitters on the ground. 20-second cooldown.
-Nanite Medical Monitor - If your health drops below 75%, it heals you and gives you a damage resistance buff. It has 3 charges.
-Vaadwaur Shield Drone - Follows you around and reduces incoming damage by 90% for up to 30 seconds. It can be targeted by enemies.
-Exo/Endothermic Induction Field - AOE attack that produces a hazard that generates more damage, and a DOT that does more damage. The long activation time is a downside, but it's the best damage-inflicting kit module for Science captains. Endothermic Induction Field is available at the Winter Event. The Vun Kralla DOFF adds projectiles to this ability.
-Hyperonic Radiation - Small DOT that can be spread to other enemies. Geologist DOFFs can shorten the cooldown on Exothermic Induction Field and Hyperonic Radiation when these abilities are used.
-Seismic Agitation Field - Generates a 20-second hazard that deals mild kinetic damage and knocks enemies over.
Science captains have fewer options for damage output but more defensive and healing modules. Dathan the Vorta Biochemist DOFF (reward from the Facility 4028 episode) adds a damage resistance debuff to kit abilities.
I have a Science toon that I do a lot of ground combat with. He can't do the damage that my Tacticals and Engineers can, but he does more than what's needed to get through Elite ground content.
-Medical Tricorder - Heal with a few defensive buffs. A high enough mark/rarity can entirely heal your character. With a 10-second cooldown, this is a really nice heal to keep on tapping.
-Vascular Generator - Heal over time, clears debuffs, and has a bonus to damage resistance. Its heal is comparable to Medical Tricorder's (of a similar mark/rarity) but spread out over 10 seconds. It's like Hazard Emitters on the ground. 20-second cooldown.
-Nanite Medical Monitor - If your health drops below 75%, it heals you and gives you a damage resistance buff. It has 3 charges.
-Vaadwaur Shield Drone - Follows you around and reduces incoming damage by 90% for up to 30 seconds. It can be targeted by enemies.
-Exo/Endothermic Induction Field - AOE attack that produces a hazard that generates more damage, and a DOT that does more damage. The long activation time is a downside, but it's the best damage-inflicting kit module for Science captains. Endothermic Induction Field is available at the Winter Event. The Vun Kralla DOFF adds projectiles to this ability.
-Hyperonic Radiation - Small DOT that can be spread to other enemies. Geologist DOFFs can shorten the cooldown on Exothermic Induction Field and Hyperonic Radiation when these abilities are used.
-Seismic Agitation Field - Generates a 20-second hazard that deals mild kinetic damage and knocks enemies over.