Ground combat guide: Gear
--Starting a ground character--
(Skip this if you already have a toon you want to do ground on)
Faction is less important on ground than it is in space. All factions can access almost all the same gear. Teaming is the only thing affected by faction as cross-faction teams are not allowed in battlezones and a few PVE queues are faction-specific (but all the queues discussed here are cross-faction).
Each race gets an innate bonus on ground. They range from completely useless to marginally useful but not noticeable. If you're creating a new character for ground, pick the pretty one.
Career, on the other hand, makes an enormous difference for ground. Four of the captain abilities, the team abilities, kit modules, and half the ground skill tree are career-specific.
Engineers are better at AOE attacks and can use turrets, mines, generators, and mortars. Tactical captains can use grenades and buffs. Science captains can use a few debuffs and heals in their kits as well as a couple of AOE attacks. Engineers and tactical captains tend to do substantially more damage than science captains, but each career is fully capable of beating any ground content in this game.
(Skip this if you already have a toon you want to do ground on)
Faction is less important on ground than it is in space. All factions can access almost all the same gear. Teaming is the only thing affected by faction as cross-faction teams are not allowed in battlezones and a few PVE queues are faction-specific (but all the queues discussed here are cross-faction).
Each race gets an innate bonus on ground. They range from completely useless to marginally useful but not noticeable. If you're creating a new character for ground, pick the pretty one.
Career, on the other hand, makes an enormous difference for ground. Four of the captain abilities, the team abilities, kit modules, and half the ground skill tree are career-specific.
Engineers are better at AOE attacks and can use turrets, mines, generators, and mortars. Tactical captains can use grenades and buffs. Science captains can use a few debuffs and heals in their kits as well as a couple of AOE attacks. Engineers and tactical captains tend to do substantially more damage than science captains, but each career is fully capable of beating any ground content in this game.

