So I came back to the game after a year or so and my characters are all in need of respec.
In addition there are new traits which I know nothing about and if they are same as before, lets just say I didn't pay much attention before.
Now I have a chance to make it right, so I ask you guys If you could help me choose traits for a FED/KDF tactical and FED engineer.
I know there are skill guides available, and will read them later but after trait respec is done.
What's the race's of each character? IE: Human Tac, Bolian Engineer?
That would really help.
And... You are talking about traits and not skills? Or both?
What's the race's of each character? IE: Human Tac, Bolian Engineer?
That would really help.
And... You are talking about traits and not skills? Or both?
Tac is human and klingon, engineer is alien (the one where you could choose more traits before the new system).
As far I remember the new trait system allows you to use any race with any traits, am I correct?
I really don't understand why there are no replies to this topic, also I didn't find any guides which I find crazy, since it's very important what traits you use.
Yes I need traits guide, every one is talking about skills, no one about triats :mad:
Tac is human and klingon, engineer is alien (the one where you could choose more traits before the new system).
As far I remember the new trait system allows you to use any race with any traits, am I correct?
I really don't understand why there are no replies to this topic, also I didn't find any guides which I find crazy, since it's very important what traits you use.
Yes I need traits guide, every one is talking about skills, no one about triats :mad:
Okay, first off - Tacs. NB these are suggested only, but damn useful.
Space Traits -
Accurate - 10% increase is not to be sneezed at for actually hitting things.
Efficient Captain - +30 warp core efficiency - improves power levels in systems with low power (so if you have 100 in weapons and 50 in shields you'll have only 25 in engines and auxiliary but this will boost those last 2 slightly)
Elusive - +10% defense. Why wouldn't you like to be harder to hit?
Warp Theorist - +10 Starship Warp Core Potential (Improves Power Levels) and +10 Starship Electro-Plasma System (Improves Power Transfer Rate). Boost power levels in all systems and transfer that power quicker when you need to (ie coming out of full impulse your weapons go back to full strength more quickly).
Techie - +30 Starship Hull Repair (Improves Hull Healing) Crippling Fire - This trait causes all of your critical hits with attacks to reduce your target's Accuracy by a moderate amount. This effect stacks up to three times. Shoot your opponent and make yourself harder to hit in the process? Yes please.
Some people like Last Ditch Effort for the damage resistance granted by Go Down Fighting but since GDF only applies when you have less than 50% hull left you will probably still pop before this becomes too handy.
Secondly - for the Engineer I'd take exactly the same space traits except for Crippling Fire (obviously) and neither of the 2 Engineer specific traits is really worth a damn unless you use a lot of batteries (EPS Manifold Efficiency) or get hammered so often that you feel the need to use Miracle Worker twice in quick succession (Grace Under Fire). I'd take a ground trait instead or maybe Astrophysicist (+10 Starship Sensors (Improves Stealth Detection, Resists Confuse and Placate), +10 Starship Flow Capacitors (Improves Shield Drain and Energy Drain) and +10 Starship Particle Generator (Improves Exotic Damage) ) if you use a lot of sci BOFF powers with your ship.
For Ground - because there is so much to choose from (and most of the new racial specific traits are ground ones already) you really need to do this for yourself. Pick a playstyle and go with what boost that. Want to be the tank and have everyone more likely to shoot you? Go Aggressive. Want to be flanked less? Limited Telepathy. It really does depend on what YOU want here.
Hope this is helpful.
As to no guides being available, there are suggestions on STOAcademy as to what skills, traits, Boffs and even weapons to use on what ship. You can also find all the info on the traits on http://sto.gamepedia.com/Traits (more commonly called STOWiki). At the end of the day, people can make suggestions, but the choices are yours unless you are after a specific build (like you can be a Cleric in D&D but are you a healer alone or a battlecleric? Depending on which you want to be can affect which race you pick, which skills you start with, what stats you want to max and so on... same here. Is your tac in an escort or a cruiser (or a sci, so Astrphysicist would be really useful). Is your engineer using an Aux2Batt build? You may find the EPS Manifold Efficiency skill helps when using Aux batteries.
"...we are far more united and have far more in common with each other than the things that divide us.”
Jo Cox 22.6.1974 - 16.6.2016
It triggers on EPtX powers. Toss a few points into batteries and you can have the bonus up permanently if you're flying one of the 95% or so of ships that have the capacity to weave EPtX every 15 seconds.
It triggers on EPtX powers. Toss a few points into batteries and you can have the bonus up permanently if you're flying one of the 95% or so of ships that have the capacity to weave EPtX every 15 seconds.
Useful to know, cheers.
"...we are far more united and have far more in common with each other than the things that divide us.”
Jo Cox 22.6.1974 - 16.6.2016
Comments
UPDATE: just found this guide. I hope this helps others too.
that was from a while ago, it is probably not useable for the new trait system.
as for traits, I am pretty sure that elusive and accuracy are good,as well as the level 30 trait. I also like the warp theorist trait.
That would really help.
And... You are talking about traits and not skills? Or both?
Tac is human and klingon, engineer is alien (the one where you could choose more traits before the new system).
As far I remember the new trait system allows you to use any race with any traits, am I correct?
I really don't understand why there are no replies to this topic, also I didn't find any guides which I find crazy, since it's very important what traits you use.
Yes I need traits guide, every one is talking about skills, no one about triats :mad:
Okay, first off - Tacs. NB these are suggested only, but damn useful.
Space Traits -
Accurate - 10% increase is not to be sneezed at for actually hitting things.
Efficient Captain - +30 warp core efficiency - improves power levels in systems with low power (so if you have 100 in weapons and 50 in shields you'll have only 25 in engines and auxiliary but this will boost those last 2 slightly)
Elusive - +10% defense. Why wouldn't you like to be harder to hit?
Warp Theorist - +10 Starship Warp Core Potential (Improves Power Levels) and +10 Starship Electro-Plasma System (Improves Power Transfer Rate). Boost power levels in all systems and transfer that power quicker when you need to (ie coming out of full impulse your weapons go back to full strength more quickly).
Techie - +30 Starship Hull Repair (Improves Hull Healing)
Crippling Fire - This trait causes all of your critical hits with attacks to reduce your target's Accuracy by a moderate amount. This effect stacks up to three times. Shoot your opponent and make yourself harder to hit in the process? Yes please.
Some people like Last Ditch Effort for the damage resistance granted by Go Down Fighting but since GDF only applies when you have less than 50% hull left you will probably still pop before this becomes too handy.
Secondly - for the Engineer I'd take exactly the same space traits except for Crippling Fire (obviously) and neither of the 2 Engineer specific traits is really worth a damn unless you use a lot of batteries (EPS Manifold Efficiency) or get hammered so often that you feel the need to use Miracle Worker twice in quick succession (Grace Under Fire). I'd take a ground trait instead or maybe Astrophysicist (+10 Starship Sensors (Improves Stealth Detection, Resists Confuse and Placate), +10 Starship Flow Capacitors (Improves Shield Drain and Energy Drain) and +10 Starship Particle Generator (Improves Exotic Damage) ) if you use a lot of sci BOFF powers with your ship.
For Ground - because there is so much to choose from (and most of the new racial specific traits are ground ones already) you really need to do this for yourself. Pick a playstyle and go with what boost that. Want to be the tank and have everyone more likely to shoot you? Go Aggressive. Want to be flanked less? Limited Telepathy. It really does depend on what YOU want here.
Hope this is helpful.
As to no guides being available, there are suggestions on STOAcademy as to what skills, traits, Boffs and even weapons to use on what ship. You can also find all the info on the traits on http://sto.gamepedia.com/Traits (more commonly called STOWiki). At the end of the day, people can make suggestions, but the choices are yours unless you are after a specific build (like you can be a Cleric in D&D but are you a healer alone or a battlecleric? Depending on which you want to be can affect which race you pick, which skills you start with, what stats you want to max and so on... same here. Is your tac in an escort or a cruiser (or a sci, so Astrphysicist would be really useful). Is your engineer using an Aux2Batt build? You may find the EPS Manifold Efficiency skill helps when using Aux batteries.
Jo Cox 22.6.1974 - 16.6.2016
It triggers on EPtX powers. Toss a few points into batteries and you can have the bonus up permanently if you're flying one of the 95% or so of ships that have the capacity to weave EPtX every 15 seconds.
Useful to know, cheers.
Jo Cox 22.6.1974 - 16.6.2016
Jo Cox 22.6.1974 - 16.6.2016