Post by Sinocelt on Sept 15, 2017 13:32:12 GMT -5
I created a table to help me optimize my captains and officers. Click here to access it. (A modified version is now on the Wiki.)
● Rank 11 is the rank you need in order to unlock the best talents.
● Rank 30 is the highest level you can reach.
● Captains can get a total of 36 ranks at level 32 (the highest level). They can reach rank 11 in three professions by level 29.
● Officers can get a total of 32 ranks at level 32.
You can use this table to help you create either versatile or very specialized captains and officers. If you want your captain and/or officers to participate in crew combats, you'll want them to be specialized fighters. Otherwise, don't invest into weapons skills, but invest in the attributes most useful for crew rolls: wisdom and charisma.
"Balanced combos" invest equally in three professions in order to unlock each profession's best Talents.
FIELD MEDIC =======================
The team you lead into combat know you’ll make sure they come back alive.
1. Military Officer 1 | 11
2. Doctor 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Command 3 | 13
Doctor 5 | 22
Pistols 3 | 11
Tactics 1 | 5
COMMANDO LEADER ====================
The team you lead into combat know you’ll fight at their side and make sure they come back alive.
1. Military Officer 1 | 11
2. Pistoleer 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Command 2 | 9
Doctor 2 | 11
Evasion 1 | 6
Pistols 6 | 22
Tactics 1 | 3
Note: Invest one skill point in Blades so you can use an off-hand blade.
FREE AGENT =========================
You seldom get caught, and the few unlucky souls who ever did catch you came to regret it. In a fight, your foes can’t seem to focus on you, but your allies always find you ready to support them, be it with a bullet or a bandage.
1. Spy 1 | 11
2. Pistoleer 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Doctor 2 | 11
Electronics 1 | 6
Evasion 1 | 6
Pistols 6 | 20
Stealth 2 | 7
Note: Invest one skill point in Blades so you can use an off-hand blade.
MERCHANT PRINCE ====================
You trade goods and favors all over the galaxy. Should they ever find themselves forced to decide on a common leader, the Factions would probably choose you.
1. Merchant 1 | 11
2. Diplomat 1 | 11
3. Commander 1 | 11
------------------------------------
Command 3 | 14
Intimidation 2 | 11
Negotiation 5 | 20
Tactics 2 | 6
Note: Commander or Smuggler? Choosing the former means fewer skills, thus greater focus (Command, Intimidation, and Negotiation all fuel talents for this combo). Choosing the latter means higher Negotiation to back an even greater selection of Negotiation-based talents. See the Smuggler Prince, below.
SMUGGLER PRINCE ====================
Equally at ease in black markets as in the palaces of high princes.
1. Smuggler 1 | 11
2. Merchant 1 | 11
3. Diplomat 1 | 11
------------------------------------
Command 1 | 5
Intimidation 2 | 12
Negotiation 7 | 28
Stealth 1 | 3
Tactics 1 | 3
Note: Either Charisma or Wisdom is usually added to Negotiation rolls. Charisma is also the backbone of five of your talents (the Merchant has three; the Smuggler and the Diplomat each have one). Starting as a Merchant means +3 Charisma and a 20% chance of learning a rumor while spicing, whereas starting as a Smuggler means +3 Wisdom, +1 Fortitude, +1 Strength, and +2 Quickness, so the highest total attribute bonus of any profession.
TREASURE HUNTER ====================
As a child, you dreamed of treasures hidden in wild places. As an adult, you dream of wild places and sell their treasures to finance your passion.
1. Explorer 1 | 11
2. Smuggler 1 | 11
3. Merchant 1 | 11
------------------------------------
Command 1 | 5
Electronics 1 | 5
Exploration 2 | 9
Intimidation 1 | 6
Negotiation 4 | 17
Stealth 1 | 3
Tactics 2 | 6
Note: Should “Merchant” be replaced by “Exo-Scout,” as Alex recommends?
XENO HUNTER ========================
The xeno have many preys, but only one natural predator: you.
1. Bounty Hunter 1 | 11
2. Soldier 1 | 11
3. Exo-Scout 1 | 11
------------------------------------
Evasion 2 | 9
Exploration 2 | 11
Intimidation 1 | 9
Rifles 6 | 22
"Imbalanced combos" invest unequally in three professions in order to maximize certain skills.
ASSASSIN ===========================
Who knows how to cure knows how to kill.
1. Spy 1 | 1 | 3
2. Pistoleer 1 | 30 | 30
3. Combat Medic 1 | 2 | 3
------------------------------------
Doctor 2 | 4 | 5
Electronics 1 | 1 | 3
Evasion 1 | 14 | 14
Pistols 6 | 29 | 30
Stealth 2 | 2 | 3
Note: Invest one skill point in Blades so you can use an off-hand blade.
KNIGHT ERRANT ======================
Your sword is your soul, and your soul belongs to your Faction; you’ll protect Its interests from the deepest wilderness to the farthest reaches of the void.
1. Explorer 1 | 1 | 3
2. Swordsman 1 | 30 | 30
3. Zealot 1 | 2 | 3
------------------------------------
Blades 4 | 26 | 27
Command 2 | 3 | 3
Electronics 1 | 1 | 2
Evasion 1 | 14 | 14
Exploration 2 | 2 | 4
Intimidation 1 | 3 | 3
Tactics 1 | 1 | 2
Note: The Explorer’s Device Freak trait grants you a second Gear slot, and Gears can greatly boost your fighting ability.
NEGOTIATOR =========================
Start as a smuggler, straighten out as a merchant, then serve as a diplomat trusted by all Factions.
1. Smuggler 1 | 4 | 4
2. Merchant 1 | 2 | 2
3. Diplomat 1 | 27 | 30
------------------------------------
Command 1 | 2 | 2
Intimidation 2 | 16 | 17
Negotiation 7 | 30 | 33
Stealth 1 | 2 | 2
Tactics 1 | 1 | 1
PREDATOR ===========================
The wilderness is a scary place—especially with you in it.
1. Explorer 1 | 1 | 2
2. Exo-Scout 1 | 2 | 4
3. Soldier 1 | 30 | 30
------------------------------------
Electronics 1 | 1 | 2
Evasion 1 | 14 | 14
Exploration 4 | 6 | 7
Rifles 4 | 28 | 29
Tactics 1 | 1 | 1
Note: The Explorer’s Device Freak trait grants you a second Gear slot, and Gears can greatly boost your fighting ability.
● Rank 11 is the rank you need in order to unlock the best talents.
● Rank 30 is the highest level you can reach.
● Captains can get a total of 36 ranks at level 32 (the highest level). They can reach rank 11 in three professions by level 29.
● Officers can get a total of 32 ranks at level 32.
You can use this table to help you create either versatile or very specialized captains and officers. If you want your captain and/or officers to participate in crew combats, you'll want them to be specialized fighters. Otherwise, don't invest into weapons skills, but invest in the attributes most useful for crew rolls: wisdom and charisma.
"Balanced combos" invest equally in three professions in order to unlock each profession's best Talents.
FIELD MEDIC =======================
The team you lead into combat know you’ll make sure they come back alive.
1. Military Officer 1 | 11
2. Doctor 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Command 3 | 13
Doctor 5 | 22
Pistols 3 | 11
Tactics 1 | 5
COMMANDO LEADER ====================
The team you lead into combat know you’ll fight at their side and make sure they come back alive.
1. Military Officer 1 | 11
2. Pistoleer 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Command 2 | 9
Doctor 2 | 11
Evasion 1 | 6
Pistols 6 | 22
Tactics 1 | 3
Note: Invest one skill point in Blades so you can use an off-hand blade.
FREE AGENT =========================
You seldom get caught, and the few unlucky souls who ever did catch you came to regret it. In a fight, your foes can’t seem to focus on you, but your allies always find you ready to support them, be it with a bullet or a bandage.
1. Spy 1 | 11
2. Pistoleer 1 | 11
3. Combat Medic 1 | 11
------------------------------------
Doctor 2 | 11
Electronics 1 | 6
Evasion 1 | 6
Pistols 6 | 20
Stealth 2 | 7
Note: Invest one skill point in Blades so you can use an off-hand blade.
MERCHANT PRINCE ====================
You trade goods and favors all over the galaxy. Should they ever find themselves forced to decide on a common leader, the Factions would probably choose you.
1. Merchant 1 | 11
2. Diplomat 1 | 11
3. Commander 1 | 11
------------------------------------
Command 3 | 14
Intimidation 2 | 11
Negotiation 5 | 20
Tactics 2 | 6
Note: Commander or Smuggler? Choosing the former means fewer skills, thus greater focus (Command, Intimidation, and Negotiation all fuel talents for this combo). Choosing the latter means higher Negotiation to back an even greater selection of Negotiation-based talents. See the Smuggler Prince, below.
SMUGGLER PRINCE ====================
Equally at ease in black markets as in the palaces of high princes.
1. Smuggler 1 | 11
2. Merchant 1 | 11
3. Diplomat 1 | 11
------------------------------------
Command 1 | 5
Intimidation 2 | 12
Negotiation 7 | 28
Stealth 1 | 3
Tactics 1 | 3
Note: Either Charisma or Wisdom is usually added to Negotiation rolls. Charisma is also the backbone of five of your talents (the Merchant has three; the Smuggler and the Diplomat each have one). Starting as a Merchant means +3 Charisma and a 20% chance of learning a rumor while spicing, whereas starting as a Smuggler means +3 Wisdom, +1 Fortitude, +1 Strength, and +2 Quickness, so the highest total attribute bonus of any profession.
TREASURE HUNTER ====================
As a child, you dreamed of treasures hidden in wild places. As an adult, you dream of wild places and sell their treasures to finance your passion.
1. Explorer 1 | 11
2. Smuggler 1 | 11
3. Merchant 1 | 11
------------------------------------
Command 1 | 5
Electronics 1 | 5
Exploration 2 | 9
Intimidation 1 | 6
Negotiation 4 | 17
Stealth 1 | 3
Tactics 2 | 6
Note: Should “Merchant” be replaced by “Exo-Scout,” as Alex recommends?
XENO HUNTER ========================
The xeno have many preys, but only one natural predator: you.
1. Bounty Hunter 1 | 11
2. Soldier 1 | 11
3. Exo-Scout 1 | 11
------------------------------------
Evasion 2 | 9
Exploration 2 | 11
Intimidation 1 | 9
Rifles 6 | 22
"Imbalanced combos" invest unequally in three professions in order to maximize certain skills.
ASSASSIN ===========================
Who knows how to cure knows how to kill.
1. Spy 1 | 1 | 3
2. Pistoleer 1 | 30 | 30
3. Combat Medic 1 | 2 | 3
------------------------------------
Doctor 2 | 4 | 5
Electronics 1 | 1 | 3
Evasion 1 | 14 | 14
Pistols 6 | 29 | 30
Stealth 2 | 2 | 3
Note: Invest one skill point in Blades so you can use an off-hand blade.
KNIGHT ERRANT ======================
Your sword is your soul, and your soul belongs to your Faction; you’ll protect Its interests from the deepest wilderness to the farthest reaches of the void.
1. Explorer 1 | 1 | 3
2. Swordsman 1 | 30 | 30
3. Zealot 1 | 2 | 3
------------------------------------
Blades 4 | 26 | 27
Command 2 | 3 | 3
Electronics 1 | 1 | 2
Evasion 1 | 14 | 14
Exploration 2 | 2 | 4
Intimidation 1 | 3 | 3
Tactics 1 | 1 | 2
Note: The Explorer’s Device Freak trait grants you a second Gear slot, and Gears can greatly boost your fighting ability.
NEGOTIATOR =========================
Start as a smuggler, straighten out as a merchant, then serve as a diplomat trusted by all Factions.
1. Smuggler 1 | 4 | 4
2. Merchant 1 | 2 | 2
3. Diplomat 1 | 27 | 30
------------------------------------
Command 1 | 2 | 2
Intimidation 2 | 16 | 17
Negotiation 7 | 30 | 33
Stealth 1 | 2 | 2
Tactics 1 | 1 | 1
PREDATOR ===========================
The wilderness is a scary place—especially with you in it.
1. Explorer 1 | 1 | 2
2. Exo-Scout 1 | 2 | 4
3. Soldier 1 | 30 | 30
------------------------------------
Electronics 1 | 1 | 2
Evasion 1 | 14 | 14
Exploration 4 | 6 | 7
Rifles 4 | 28 | 29
Tactics 1 | 1 | 1
Note: The Explorer’s Device Freak trait grants you a second Gear slot, and Gears can greatly boost your fighting ability.