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Sim Guide

Colony Invasion Simulation - Sim Guide: Detailed Simulation Build Recommendations.

 

Captain builds


As a general rule of thumb, if you have a ground build that has no troubles in Elite ques, you will not have a problem with the Simulation and are basically good to go as you are.

Another way to tell if your build is going to have troubles with the Simulation, is to pick a fight with a strong opponent. Go to Dyson Sphere Ground Battlezone and find a general or any Voth mini-boss. Beat them and their escorts without a single defeat and you’re good to go for sim. Or go to the Kobali Zone and have a show down with the final Vaudwaar side mission group. Again, if you can do that without a single defeat, you’re good to go for the sim.

Over the next few days/weeks/months we will come up with recommendations for detailed builds. There will be no one size fit all build, instead we try to group the by Career and wallet depths.

Soo keep on looking for our Detailed Simulation Build Recommendations.

Now go out and have fun defending your colony from those who wish to harm it!

Builds

Science Officer Build
Engineer Officer Build
Tactical Officer (This build is from DPS League, we are still working on a new build to place here)

Science Officer Build for the well established

See description below all the pretty pictures

Equipment

sa

Modules

 

 

Paradox Bomb (Temporal Kit Module, Dilithium Store)

 

Exothermic Induction Field (Loot, Exchange)

 

Anti-Time Entanglement Field (Temporal Reputation)

 

Seismic Agitation Field (Summer Event Store)

 

Cold Fusion Flash (Exchange, Kelvin Timeline Lock Box)

 

Kit

Science Kit [Armour]x2 [KP/Wpn] [KPerf]x2

Armour

Advanced Fleet Recoil Compensating Armour [CrtD] [HP] [ResAll]x2 (Fleet Gear)

Shield

Duelist Attenuating Personal Shield (Competitive Reputation)

Primary Weapon

Advanced Temporal Defense Chroniton Dual Pistols (Temporal Reputation)

Secondary Weapon

Duelist Tetryon Decompression Pistol (Competitive Reputation)

 

Devices

 

 

20x Large Hypo (R&D, Vendor, Exchange, Loot)

 

Frosted Boots (Winter Event Store)

 

Temporal Flux Generator (Reward from Episode ‘Time in a Bottle’ in the Iconian War)

 

Gambling Device (Ferengi Lock Box, Exchange, Lobi Store)

 

Traits

d

Ironsides (Exchange)

Molt (Exchange)

Active Rerouting (Exchange)

Vicious (Exchange)

Agony Modulator (Exchange)

Field Researcher (Base Ability)

Field Technician (Base Ability)

Creative (Base Ability)

Technophile (Lv. 15 Kit R&D)

 

Reputation

f

Miniaturized Chrono-Capacitor

Mental Acuity

Personal Energy Amplifier

Deadly Aim

Rending Shots

 

Skills

gp

Duty Officers

k 

Explanation

This Build cost a lot of Energy Credits, Fleet Credits, Dilithium and Marks so it’s not for something you can just put together on a whim. You have to have deep enough pockets to get all the stuff, even if there is no Lobi Gear in there.

 

Basic Idea

This build is an ‘Area Of Effect’ (AOE) build resolving around holding a group of targets and using ‘Damage Over Time’ (DOT) AOE abilities on them to melt them down.

How it is put together

Kit Modules

The Kit modules were either chosen because of their damage output or their hold ability.

  • Paradox Bomb pulls all the enemies up to 20m into a tight group and holds them there. This ability is what makes this Build work.
  • Cold Fusion Flash is one of the most damaging Sci Abilities out there, it also applies a hold.
  • Exothermic Induction Field is also one of the most damaging Sci Abilities and it’s one of the few that has Duty Officers that make it even more so.
  • The last two Kit Modules are pretty much interchangeable with anything else you want to put there. In this build I use pure damage Abilities, but you can change that out for whatever you want. Thought if you chose to only swap one, my recommendation would be to go without Seismic Agitation Field since it isn’t working against flying enemies, which makes it a bit situational.

Alternatively, you can put in:
l Medical Tricorder if you aren’t sure you will be able to swap when the SG is in need of healing.
o Triage for the little bit of extra Team Healing.
u Neutronic Radiation for a damage ability that isn’t bound to ground based enemies, but beware this is RADIATION damage, don’t use it on Tholians.

Gear

  • Science Kits basically are all about the [KPerf] Mod. The more you can get there the better, thought the prices for those can be horrendous. You can get a nice T6 ship for the price of an epic Mk XIV for [KPerf]x3. Because of this I use a [Armor]x2 [KPerf]x2 version. The Fleet armour is paper thin and anything that helps with that is very welcome.
  • The Fleet armour increases Critical Severity by 80%, that is the single highest increase you can get on any gear or set.
  • Competitive Shield/Pistol 2 Piece Set, was chosen for it’s set bonus which decreases CD. With this and some Traits, you can fire off your Kit Modules every 15 seconds which is the Global Cool Down aka. the lowest you can get.
  • The primary gun can be chosen more or less on a whim. I just like the Temporal Dual Pistols. The only requirement is that it is rapid firing, which means full auto rifles or dual pistols. The reason for that requirement can be found in the Reputation Trait Rending Shots.

 

Traits

  • Ironsides, Molt and Active Rerouting are all Healing/Resistance traits. With the Armour being rather crap when it comes to actually being Armour, you will need that little bit of extra.
  • Vicious increases your damage output the longer you stay in combat.
  • Agony Modulator slows down targets that try to flee your hold and puts a small DOT on top of that.
  • Field Researcher, Field Technician, Creative and Technophile make your Kit more effective by either increasing the effectiveness or your modules or decreasing the CD.

Reputation

  • Miniaturized Chrono-Capacitor and Personal Energy Amplifier again improve your Kit by either increasing the effectiveness or your modules or decreasing the CD.
  • Mental Acuity gives you a bit of an extra Omph while aiming. This is on top of the bonus you already receive from doing it anyway.
  • Deadly Aim and Rending Shots improve your Critical Chance and Severity. Noteworthy here is that Rending Shot doesn’t have a fixed value like Deadly Aim. Instead it will increase your Critical Chance with every shot fired. That means every bolt that comes out of your weapon not every firing circle.

Duty Officers (Doff)

  • Explosive Expert: You can only equip one of them, but they make your Exothermic Induction Field just that little bit deadlier.
  • Biologist: Makes your debuff last longer.
  • Biochemist: Gives your Kit Modules a debuff on top of their damage ability. This is properly the most important Doff in the list.
  • EMH Mk I: Just a chance of a little bit of extra healing for your team.

 

The other one or two (depending on if you unlocked the sixed ground doff slot) can be used pretty much like you want. I put a stacking Crit Severity Doff in there. Those are more commonly found in Tac builds, but you can just as easy use another Nurse.

How to Play

To play this build, you target the middle of an Enemy mob and start of the Kit Module Sequence with the Paradox Bomb. After the mob is grouped together nicely, you drop all the other abilities on them and watch them melt.

If there is a big Enemy in the mob, use your Captain’s debuff abilities before starting your Sequence.

Once your Sequence is up and running, fire your dual pistols into the mob to increase your Critical Chance.

Credit

Credit goes to SphinXau who made me aware of a few things during a discussion on Discord. This new version reflects a few of his suggestions.

 


Engineer Officer Build

Click on "Explanation" to see the description.

Equipment

sa

Kit Modules

Explanation

1

Photonic Barrier Generator (Iconian Reputation)

2

Active Immunity Mine Field Mk XIV ( Undine Lock Box or the Infinity Lock Box)

3

Beam Turret (Exchange, R&D)

4

Sabotage (exchange)

5

Medical Generator (exchange, Fleet Research Lab, R&D)

 

Gear

Explanation

Kit

Universal Lukari Kit XIV [KCD] [KP/Wpn] [KPerf] [Matrix] [PSG]

Armour

Iconian Resistance Armor (Iconian Reputation)

Shield

Na'kuhl Temporal Operative Personal Shield (mission “The Temporal Front”)

Primary Weapon

1: Herald Antiproton Beam Projector (lobi store)

2: TR 116B Rifle (exchange, R&D) Very handy against Borg

3: Lukari Piezo-Electric Wrist Apparatus Mk XIV (lukari rep)

Secondary Weapon

Na'kuhl Temporal Operative Assault (mission “The Temporal Front”)

 

Devices

Explanation

 

20x Large Hypo (R&D, Vendor, Exchange, Loot)

 

Frosted Boots (Winter Event Store)

 

Temporal Flux Generator (Reward from Episode ‘Time in a Bottle’ in the Iconian War)

 

Gambling Device (Ferengi Lock Box, Exchange, Lobi Store)

 

Traits

d

Explanation

Bombardier (Exchange)

Brutal Impetus (Exchange)

Ironsides (Exchange)

Introspection (Exchange)

Molt (Exchange)

Nanomolecular Architect (Base Ability)

Orbital Devastation (Exchange)

Field Technician (Base Ability)

Vicious (Exchange)

 

Ground Reputation

f

Explanation

Emergency Personal Cloaking Device

Personal Energy Amplifier

Energized Nanites

Reactive Healing Accelerator

Miniaturized Chrono-Capacitor

 

Active Reputation

f

Explanation

Medical Nanite Cloud

Visual Dampening Field

Piezo-Electric Perimeter Snare

 

Skills

Explanation

g

Specialization

Explanation
p

Duty Officers

Explanation

k 

Explanation

This build is cheap to get, only the Duty Officers can be some expansive. But if you can not buy a very rare Duty Officer, a rare or uncommen officer will also do a good job, only the very rare works better with better chance.


Basic Idea

With this build you have to use most of his abilities from the Modules, because as a Eng you need to protect the Shield Generators and slow down the enemies and destroy. Also give your teammates protection.

How it is put together

Kit Modules

  1. Photonic Barrier Generator will give your Shield Generator a good Damage Resistance and Temporary Hit Points every 3 sec. This is a must have as a Eng.
  2. Active Immunity Mine Field Mk XIV is very strong and nice, but the Chroniton Mines (Fleet Spire, Exchange, R&D) can also be used. This module is going with the Duty Officer ''Slanat'' (see duty officers) that have a change to disable weapons with Chroniton Mines. The trait "Bombardier" will also give more Kinetic Damage. It is advised to use the mines this way to get the most damage from it.
  3. Beam Turret is also used with the Duty Officer Cktezoo and give a chance to beam two extra turrets for 60 seconds. You can also use a Mortar with a duty officer, but the problem with a Mortar is that by the time the explosion hits the ground, the enemy is already dead by you or your team. The Mortar is good against enemies Mortars.
  4. Sabotage works very nice against weapons and is also very effective against the Voth
  5. Medical Generator is also very important to have as a Engineer. This will heal your Shield Generator and you wryly need that in the Simulation. The Medical Generator also have a Duty Officer that will have a chance to create a Shield Generator next to the Medical Generator.

Gear

  • The Universal Lukari Kit Mk XIV [KCD] [KP/Wpn] [KPerf] [Matrix] [PSG] is a nice cheap Kit you can get from the Colony World. The nice thing about this trait, is the Protomatter Matrix Emiter that give you and your friends +18% Incoming Health and Shield healing for 10 seconds and 10% Shield Resistance for 10 seconds. This is very nice if you can not use your other heal/protection abilities.
  • The Iconian Resistance Personal Shield is an advanced form of protective energy screen technology. It offers a high shield capacity and enhanced resistance to better withstand Herald assaults. This shield will periodically engage emergency decontamination protocols to remove debuffs. Should the wearer be struck by Physical damage, there is a chance a pulse of force will blast enemies away and cause a minor amount of kinetic damage.
  • The nice thing about Na'kuhl Temporal Operative Personal Shield, is the two set bonus called "Agent's Training". That is why I also have the Na'kuhl Temporal Operative Assault weapon in the secondary slot, because you get +2% Critical Chance and +30% Critical Severity.
  1. The Herald Antiproton Beam Projector is a very nice weapon to use and the most beautiful of this weapon is the chains to up 2 additional targets.
  2. TR-116B Rifle - Sniper Rifle is very smart to keep in your "Inventory" for when the Borg show up. Because the Borg can not adapt to this weapon, the weapon have 100% Shield Penetration.
  3. If you can not buy the Herald weapon because it comes from the Lobi Store, then the Lukari Piezo-Electric Wrist Apparatus weapon is also a very good weapon to use in the Simulation. The nice thing about this weapon, is the Protomatter Regenerative Influx that give your self +9.8 Shield Regeneration 10 seconds and to your self +150% Hitpoint Regeneration 10 seconds.

Devices

  • The Large Hypo is handy to have with you, because you get +240 Hit Points and it Removes hold and stuns for 3 seconds.
  • Frosted Boots are handy when you need to help other teams on other Shield Generators next to yours.
  • Temporal Flux Generator can be a life savior. Because if you are to close in the enemies group, you can activate this ability and replace to a other position. You will have Immunity to All Damage for 5 seconds, but you can not use any other abilities in this 5 seconds.
  • The Gambling Device is a very nice ability, because you don't have to keep this device in the slot. When you active this and you have a "win" (what mostly will happen on the second time you click on it), then you can just remove the Gambling Device and put something else instead. Because the effect of the Gambling Device will stay one hour, even when it is removed from slot.

Traits

  • The Trait Bombardier gives you +10% Bonus Kinetic Damage and this is very nice if you use the "mines" and it will also work on the Mortar.
  • This team trait Brutal Impetus grant you a short-duration damage boost when you or your teammates getting kills. And because you get enough enemies, is this trait very handy.
  • Ironsides and Molt are Healing/Resistance traits. And because you stand on one place, you can use this very good to stay alive.
  • Vicious increases your damage output the longer you stay in combat.
  • Field Technician reduces recharge time for Kit abilities. Because you use most of your modules as Eng you can use the the reduce Cooldowns.
  • Because you need to be close to your own generators (not the shield generator of the Colony) to replace them when needed, you need to stay on one place. Then it is also very smart to slot Introspection in your ground trait. Because you get +5% Bonus All Damage and +5% Health Regeneration.
  • Nanomolecular Architect is very nice, because you use Medical Generator, Photonic Barrier Generator and Beam Turret/Mortar you will get +25 Damage Resistance Rating to your fabrications and +200% Hitpoint Regeneration per minute to your fabrications. In sort, your fabrications heal them self's.
  • As a Engineer you already have the ability to use "Orbital Strike". But this trait Orbital Devastation upgrade the Orbital Strike to "Orbital Chasing Beam 3" and the beam will not come for a sort time, but it will stay 10 seconds longer and chase your enemies.

Ground Reputation

  • Miniaturized Chrono-Capacitor and Personal Energy Amplifier again improve your Kit by either increasing the effectiveness or your modules or decreasing the CD.
  • Emergency Personal Cloaking Device is your last rescue. If your health become less then 30%, then you will go invisible for 7 seconds and this can give you the time to restore again.
  • Energized Nanites and Reactive Healing Accelerator are both healing abilities that you need as a Eng. You as Eng need to survive to keep the Photonic Barrier and the Medical Generator up.

Active Reputation

  • Visual Dampening Field and Medical Nanite Cloud are your last option to safe your Shield Generator if you have to many enemies on the last rounds and your Shield Generator is going to low. Visual Dampening Field will make your Shield Generator for 15 seconds invisible and together with Medical Nanite Cloud it will heal your Shield Generator a little. This can just be the time you need to complete the Simulation with your Shield Generator still up.
  • Piezo-Electric Perimeter Snare is just handy to standby and use it when there are also to many enemies by the Shield Generator. It will give them a nice Electrical Damage.

Skills

  • As a Engineer you get the most from your Kit Modules and that is why you need to full all the Kit Skills. Because you also stand on one place, it is handy to full the Personal Shields Skills also. The other two points you can place on Endurance Training and Armor Expert, but it is just what you think is best. Only Kit Skills and Personal Shields Skills are important.

Specialization

  • Miracle Worker will increase Health Regeneration and you will give your team 20% Runspeed, maxHP, Incoming Healing and Resistance Rating to Ranged Weapon Offline if you activate the ability Back in the Fight 2. My advice is to use this ability when your team have it very difficult. Because the cooldown is 5 minutes and it is a lost when you use the ability to early.
  • Commando is really a standard specialization for ground and if you have finished this specialization, you get 10% Bonus Weapon and Melee Damage. Also the ability Wrecking Ball is very handy if a large group is close together to the Shield Generator.

Duty Officers

  • Cktezoo is a Armory Officer that give you 20% change to get two additional Phaser, Disruptor or Plasma Turrets.
  • As a Engineer you have the ability to beam a Support Drone and Popata(Fabrication Engineer) give you a 20% chance to beam two additional Support Drones.
  • A Engineer can also create a Cover Shield and with Lteem(Quartermaster) you and your team will get a Resistance buff if they come close to the Cover Shield.
  • If you use Mines then Slanat (Explosives Expert) is a good Duty Officer to slot in. Because you get 20% chance that the enemies weapons will be disabled.
  • It is off course important to have a Medical Generator and with Etak'Kas (Transporter Officer) you will have 20% chance to get a Shield Generator next to the Medical Generator.

Disclaimer

  • All builds displayd are examples and cant be viewd as must have (all materials on here are subjective to change)