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Post by Cory Trese on Mar 27, 2018 8:56:15 GMT -5
What are your favorite 3 job combos for Officers?
I like QM + CM + Doc BH + Soldier + MO
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Post by LordofSyn on Mar 27, 2018 9:07:30 GMT -5
What are your favorite 3 job combos for Officers? I like QM + CM + Doc BH + Soldier + MO Smuggler/Commander/Diplomat Bounty Hunter/Exo Scout/Pirate Bounty Hunter/Spy/Military Officer. (This shows how much i needed coffee and should have waited to answer. I did not see the Officers bit. I thought it was for Captains. Still works though.)
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Post by Cory Trese on Mar 27, 2018 9:11:17 GMT -5
Nice, BH/Spy/MO I haven't tried but I like it, both for Captain and Officer!
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Post by Aimstrong on Mar 27, 2018 9:49:02 GMT -5
Captain : MO/CMD/CM Doc(2 versions):DOC/CM/Pistoleer or DOC/CM/Spy QM(2 versions) : QM+Pirate+Zealot QM+Pirate+CMD Spy Spy+MO+Pistoleer Explorer Explorer Exo-scout Soldier DPS backline (Soldier/MO/BH)
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Post by Brutus Aurelius on Mar 28, 2018 8:08:48 GMT -5
For my BH Captains, BH/Sldr/Exo is fun
I've also done Explorer/Smuggler/Merchant and MO/Cmdr/Spy
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 28, 2018 15:26:28 GMT -5
For Combat: Spy+CMedic+Pistoleer ( screenshot) - Heavy on evasion and stealth for defense, heal and morale boost when needed, otherwise grenade and Sneak attacks. Exo-Scout+BHunter+Doctor - Unfaltering Ire, Aggressive Advance, Steady Mobility. Heal when needed. Non-combat: Engineer Doctor+Commander I don't really have favourite combos for the non-combat officers. They are highly flexible and dependent on what attributes/skills they have already, and I try to build on that. I throw 2 Merchant on whoever has the highest Charisma, Commander on whoever has highest Command. Third jobs are usually 'filler'... a combat position if they have innate skills so they can act as backup, or one of Pirate/Spy/MO depending how many standalone specialist recruits I can find.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 28, 2018 15:31:40 GMT -5
I find it interesting that no one is mentioning Zealot+Swordsman. How are the player stats on this? Are there less people utilizing swords compared to other combat jobs?
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Post by uglymug on Mar 29, 2018 8:07:42 GMT -5
My current Captain is Zealot/Swordsman/Commander. I really like swords ability to dance between slots 1 and 2 with AoE attacks and the level 11 Zealot Initiative skill is really nice. +25% armor and +25% damage, iirc.
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Post by Cory Trese on Mar 29, 2018 8:11:29 GMT -5
My current Captain is Zealot/Swordsman/Commander. I really like swords ability to dance between slots 1 and 2 with AoE attacks and the level 11 Initiative Zealot Initiative skill is really nice. +25% armor and +25% damage, iirc. Zealot is a great Job for that combo.
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Post by cipher on Apr 18, 2018 1:20:31 GMT -5
The Realm's Justice : Bounty Hunter LVL 5 / EXO-Scout LVL 8 / Soldier LVL 11. Rest in BH or Soldier , depends on what I need.
Justice's Subterfuge : Spy LVL 11 / Sniper LVL 11. Rest in Explorer or Soldier , depends on what I need.
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Post by resistor on Apr 18, 2018 16:00:51 GMT -5
MO/Commander/Zealot is the combo I usually go for with an MO captain. It stacks Command very well to give bonuses for certain talents.
Engineer/Mechanic/E-tech is a great combo for an officer on a large ship.
CM/Pistoleer/MO is something I'll often get for crew combat and an extra Doctor skill test save talent.
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Netu
Curator
Posts: 54
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Post by Netu on May 4, 2018 10:47:01 GMT -5
I am going to throw out some weird ones, because I like trying new things and testing combos that I really shouldn't:
I did a spy/electronics tech/engineer officer and had great fun. That's a *lot* of electronics and I even brought her to combat just for kicks and giggles, and that was fun.
Later (after that spy RIP'd), I did an engineer/spy/swordsman, because I wanted to try and do a melee spy and this engineer had 5 blades and the stealth gain on level trait. That did not work very well, lol, as there are no real synergies to play off of.
I had loads of fun with my combat medic/spy/pistoleer, too. Seems like a lot of my most note-worthy combinations have included spy, and I don't know why.
I also typically throw commander, quartermaster, or military officer on my doctor, as I pull the crew member at the start of the game with the highest doctor skill up to an officer and work with them that way, as I don't bring doctors to combat, usually.
I had a quartermaster/exo-scout, too, and was going to put another combat job on, more than likely, but I RIP'd.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 4, 2018 12:52:00 GMT -5
Netu, I've tried out various weird mixes for my officers as well. I find that usually, the "half-assed" mixes (i.e. a bit of combat, a bit of operations) don't work out well. Anyone (including my doctor) who doesn't invest at least a half dozen levels into a combat job will die really easily, unless they naturally have high Evasion.
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Netu
Curator
Posts: 54
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Post by Netu on May 4, 2018 18:54:38 GMT -5
Yeah, you're definitely not wrong. I'm just trying to find a nice balance of 2 combat jobs / 1 operations job and what makeups I can come up with. It's pretty bad thus far. Fun to try and figure out, however! :-P
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Post by PyreFox on May 5, 2018 0:51:18 GMT -5
Netu , I've tried out various weird mixes for my officers as well. I find that usually, the "half-assed" mixes (i.e. a bit of combat, a bit of operations) don't work out well. Anyone (including my doctor) who doesn't invest at least a half dozen levels into a combat job will die really easily, unless they naturally have high Evasion. Yeah, all my officers are effectively non-combat but for probably my favorite job combination of doctor/medic/pistoleer. Or maybe my favorite's my current Captain's merchant/smuggler/diplomat. Which I'll almost certainly do on an officer in the future. The synergy's just too good not to. Even if it almost gives you too many awesome talents to want. Also, LordOfSyn, Captains take up a max officer slot in your ship stats: totally counts, very technically.
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