Tactical Starter Build
Juslaw
Juslaw
One of the things we felt was an opportunity to expand our ground content was to introduce some starter builds for players just getting to endgame. The truth is, a good ground build provides easy pathways to farm any number of currencies, makes running events a lot faster, and does not need much time or effort to get started.
For our starter builds, we placed strict limits on how much we could use:
No Fleet Gear
No Reputation Gear or traits
No Upgrades
No Elite Captain token
10M EC maximum for exchange purchases
No Event Items unless it's available in the Rare/Very Rare/Ultra Rare Phoenix Box
1 R&D school only for traits/weapons/gear (Spoiler: It's Kits and Modules)
Despite those very strict limitations, we were able to come with builds that could hit 1K in supported Bug Hunt Elite, and 500 DPS in a Ward C Solo Deathless Clear of Bird Cage Advanced. The goal here is to set up ground builds that can be easily set up by players new to endgame that will carry them through story content and easily up through Advanced TFOs, even into Elite. I ran some of the harder story missions (on Normal) with this character and build with no difficulty at all.
A Ferengi with an economical combat suite for a wide variety of situations at minimal expense.
BHE: 1068 DPS (premade)
BCA Ward C: 591 DPS (solo, deathless)
The cost on this build is extremely minimal and designed to be approachable for characters new to level 50
No Fleet Gear
No Reputation Gear or traits
No Upgrades beyond Mk XII
No Elite Captain token
1 Crafted Mk XII weapon
1 Exchange doff purchase
No Event Items unless it's available in the Rare/Very Rare/Ultra Rare Phoenix Box
1 R&D school only for traits/weapons/gear: Kits and Modules)
September 2025: Posted build
Enough survivability to tank and deal damage on Advanced. With this budget, we'll need to leverage both our weapon and kit since most of the better nukes are out of the budget.
Notes
The meta skill layout would be to skip Shield Capacity, Endurance, and Armor in favor of Improved Weapon Damage, Weapon Criticals, and Weapon Penetration. I just think ground on higher difficulties requires a bit more survivability than that and haven't felt the need to change it.
Notes
Kit Overboosters are absolutely essential as they both increase Kit Performance and reduce cooldowns.
Notes:
We're using a mix of steroids to increase our damage, resistance boosts/heals, and notable a Universal Mine kit modules.
If you don't like mines, consider swapping out for Crystal Prisms (Phoenix Box), or level up the Temporal reputation for Chroniton Micro-Torpedo Spread to get a more offensive nuke. That said, the mines are half the DPS so whatever you replace it with, make sure it's good.
Notes:
The Romulan kit 2-piece is accessible and adds a nice 40% Plasma damage and a Crit mod. It gives us a nice kit frame that's freely available. It's easy to get the kit. Getting one with KPerf is a 2-in-11 shot. I was lucky and got it in one go. Replaceable with better kits but not bad to start.
The Na'kuhl 2-piece is a staple of endgame ground meta.
Notes:
These are not the best traits, but they are readily available.
I would prioritize the Upgraded Gear trait as the first exchange trait to acquire.
We're not using these for maximum new player-friendliness. I would add Deadly Aim, Lethality, Miniatured Chrono-Capacitor, Magnified Armaments, and Energy Nanites as they become available.
We're not using these for maximum new player-friendliness. I would prioritze Medical Nanite Cloud, Defiance, One Little Ship, and Piezo-Electric Perimeter Snare.
Notes:
The Biochemist is one of the linchpins of the whole build. DO NOT SKIP THIS!
BHE:
Tetryon Mine: 463
Plasma Split Beam: 448
Paradox Bomb: 69
Security Teams: 38
Plasma Fire: 23
Temporal Rebuke: 1
No thanks to Legume Creel, who couldn't be bothered to make an appearance. Told you he was marginal.