There are many traits out there we can take advantage of,but needless to say Starship Trats can be the trickiest to get ahold of -- esp. if you don't pay-to-play in any which way...
So, I'm curious as to what Starship Traits YOU'VE chosen to use and why.
Let me start with myself shall we. I've invested a little zen in the game, I'll be honest. I got the starships I wanted being a Voyager fan and I have fun chopping and changing at times within that sphere of influence. So naturally I have the T6 Starship Traits of the Dauntlness and the Long Range Science Vessel unlocked. I used to use them too...
...but now I've learnt about Starship Traits available via the Exchange and they've taken such slots away given their comparative boons for me. My collection of Starship Traits currently consist of:
1) Improved Predictive Algorithms
2) Improved Pedal to the Metal
3) Pilfered Power
4) Improved Going the Extra Mile
5) Punch It!
Predictive Algorithms comes from my secondary spec of Intelligence and helps clear debuffs whilst increasing my accuracy. Always a good thing in my book. Pedal to the Metal comes from my primary spec of Pilot and helps increase damage output given I like to engage full impulse in battle and use my fast FT5-U Science Vessel starship turn rate to full effect. Pilfered Power is my science nerdgasam Starship Trait of choice. I use Tractor Beam II and Gravity Well III and I'm a drain and firing haste build these days My tractor beam power already drains shields thanks to an active space duty officer, and now both my tractor beam and gravity well drain my opponents weapon and aux power as well as increasing my firing haste by 20%. Going the Extra Mile is all about improving my healing abilities. Though broken (at the moment) in regard to shield heals, the boon for hull heals and the proc (which works even on my shield heals) is very much worth while IMHO. Finally, Punch It is a desperate scramble when all goes south and designed to work in tandem with my Space Trait of Nanite Repair Matrix to heal me for a hefty amount and increase my defenses and speed in a bid to safeguard and keep me in the fight.
All-in-all quite a nifty collection for my playstyle. The question remains however; What Starship Traits do you use,and why?
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The others depend on the type of ship and build I use. My tacs with energy weapons use emergency weapon cycle, and, if needed, a trait for additional survival such as the one that grants heals when in reverse. One of my tacs also uses the trait from the Shikahr.
And sometimes I just pick a trait because it comes with the ship I'm flying and I really want to use it. The Son'a intel science ship has a trait that can easily get your crit chance up to 40-45% for example which can be fun if you use a control/energy combination build. Of course an exotic build could mostly do better than this thanks to the R&D science trait, but since I already had such a build for my Sci I decided to build my engineer around this ship trait.
[3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
I'm not really in a hurry to get them though, since I don't really like the idea of buying ships for their traits only anymore. And I would never fly those ships except to get the traits lol.
[3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
1) Emergency Weapon Cycle
I use either beams or cannons on my ships and reducing the power cost in addition to haste makes this thing most valuable.
2) Supremacy
For my energy boats this thing adds massively to all my power levels.
3) Withering Barrage or Redirecting Arrays
Longer duration for scatter volley or fire at will + nice symbiosis with Supremacy.
4) All Hands on Deck or Peak Efficiency
I favor all hands on deck on my tac toons as it reduces captains abilities CD right along with sci boff abilities; On engineer & sci toons I take peak performance instead as there is no conflict with GDF and the 80% hull requirement. Almost all stuff on min CD then.
5) Is a bit more build dependent but I ended up with either one of those; sometimes I even change them depending the upcoming scenario:
- https://sto.gamepedia.com/Trait:_Invincible
- https://sto.gamepedia.com/Trait:_Shield_Overload
- https://sto.gamepedia.com/Trait:_Attack_Pattern_Delta_Prime
- https://sto.gamepedia.com/Trait:_Scramble_Fighters
- https://sto.gamepedia.com/Trait:_Target_Rich_Environment
- https://sto.gamepedia.com/Trait:_Numerical_Superiority
- https://sto.gamepedia.com/Trait:_Time_to_Kill
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1) All Hands On Deck: Tactical Skills reduce cooldown on Captain and Science Skills
2) Overwhelming Force: High Yield Torpedoes add Photonic Shockwave (AOE Damage and Disable)
3) Superior Non-Linear Progression: Moving in Reverse no longer drains power, and add heavy Hull and Shield Regeneration, reduces cooldown on Captain Abilities, +2% Critical Chance on Hull Heal
4) Weapon System Synergy: 10 Shots with Energy Weapons (Omni Phasers) provides 10 seconds of +25% Damage and +50% Shield Penetration to Torpedoes
5) Restorative Support: Hull Heals spawn a probe that regenerates Hull and does shield damage to enemies within 5 Km.
-Subspace Reinforcement: From the Ornash (T6 Elachi Monbosh). While this starship trait is slotted, and you suffer more than 15% of your hit points in damage within a 3 second period, you will summon an Elachi Support Craft to aid you. This support craft is equipped with limited weaponry, but can provide support through healing. Creates a level __ Elachi Support Craft for 30 seconds after taking a large amount of damage (You may have up to 2 Elachi Support Craft active at a time).
While the summoned ships do pathetic damage and the healing won't save your life in an overwhelming situation and many times they don't target you, but your destructible torps, themselves or more useful, other allies, they have the advantage of having no cooldown, only being limited to 2 ships at once, so theorically, you can have 2 little ships with you in combat all the time if you keep getting damaged. Also, it works with shuttles, which is funny because the crafts are either bigger or not too smaller than your own small craft.
-Improved Temporal Insight: From the Delta Recruitment event: Your insight into future events allows you to pre-emptively reduce the impact of enemy weapon fire. Activating any hull-restoring ability will grant your vessel a short period of immunity from all damage. To self: Immunity to All Damage for 4 sec (Max once per 45 seconds)
What else can be said? Total immunity for 4 seconds, even if you don't have a Pilot ship.
-Punch it: From the Privateer/Infinity lockbox:
"Punch it, Chewie!"
-Heavy Tachyon Mine: from the Tac-focused Multi-Mission Recon ships.
I really like this one for these reasons:
-it's 100% shield penetration
-it gives a shield damage resistance debuff
-it reduces shields on detonation and leaves a cloud that keeps draining shields
and my two favorite reasons:
-it doesn't damage your ship
-if it's shot down it still detonates
-Restorative Support: Hull Heals spawn a probe that regenerates Hull and does shield damage to enemies within 5 Km.
I will say that I use Improved Non-Linear Progression on escorts to remove the power drain from going in reverse to compliment the Back Her Off ability from the pilot specialization. Mainly because I use elite fleet warp cores with AMP and an engine capacitor, & to take advantage of it, my engine is set just below 75.
This causes the high-end trait of Improved Pedal to the Metal to actually reduce my effectiveness by causing me to blow past my target everytime I try to line up for an alpha strike, coupled with the long time it takes to reach max effectiveness, I eventually found it impractical. So I use INLP instead so I can constantly remain behind my target for intel flanking bonuses without worrying about losing power to my weapons, or recieving all of the enemy's fire to the face. To make up for this, I pair it up with the Miradorn's Advantageous Positioning trait for 20% armor pen when flanking.
My cruisers on the other hand will use IPttM as they're slow enough to keep the enemy in a stable firing arc, and they don't flank anyway. Ships like this get the T6 JHHEC's Tactical Analysis trait instead.
Anything with a boff slot for Energy Siphon will run with Greedy Emitters and Cryonic Siphon, and maybe Enhanced Power Condensers if there's no room for a Plasmonic Leech console on the ship.
These are the voyages of the U.S.S. Pioneer...
All hands on deck - recharge of captain abilities is super duper
Emergency Weapon Cycle - reduce weapon power cost and increase fire rate
Supremacy - plasmonic got nerfed so now i use this for moar energy
Advantageous Positioning - good synergy with intel flanking