So, please forgive my ignorance but I've got 2 questions...
1) What's the difference between a kit module and a kit? Cause I figured out how to equip and use the kit, but the modules I am clueless about!
2) How do your officers improve if they have a different career path than you? It was explained to me that I can only buy training manuals for those who are in my career! How do the others improve and at what level can you promote them?
Other than this, and the occasional glitch, I am absolutely LOVING this game! My husband and I tried it when it first came out, and frankly, we didn't fall in love with it. I can't believe how much it's improved! Wow!
Thanks.
P.S.
Oh yeah, sorry....how do you join Fleets? And what's the point of them?
Thx, again.
K'lara@Dredzone71
The kits by themselves don't offer any extra skills for the character. The mods can be added to them to add skills. For example, some tactical kits can have grenade mods added to them so that a tactical character can throw grenades.
Think of it as the kits being gear that has 1 or more slots in it. Each slot can hold a kit mod. Without a kit mod, the kits are just empty gear that doesn't really do much.
You do need to look closely at the slots in the kits, because kit mods can only be put into slots that are designed for them. This site might help explain that a little better than me: http://sto.gamepedia.com/Kit
For your second question, the way that Bridge Officers (Boffs) work is that each one can only be trained with skills in their own class. For example, science can only be trained with science skills, etc. There are exceptions to this, but I will get into that later.
Right now the main thing is learning how to train them. All of your Boff's skills that are rank 1-2 can be trained by a Boff skill trainer. There is one on ESD, Q,Nos, New Romulus, and the Romulan Flotilla. All that you need to do is go to one of them, and you will see a list of the skills they can train.
They can train both ground and space skills for each class. You will need EC to buy the manuals, and have space in your inventory for them. Also, to train them on the Boff, you will need to also have the expertise needed to train it.
They are color coded according to the level. White (at the top of the list) is for ensign, the next color is green for Lt., blue manuals are Lt. Commander, and purple are Commander level skills.
There are also ranks from 1-2 of each of these skills in the Boff skill trainer.
For any skills that have a 3rd rank, you will either need a Boff that has that high of a rank, and turn them into a manual for that one skill, or you will need to create a manual from a character of that class. (Manuals can also be bought and sold on the exchange).
The way manuals can be created by character is by the character being a specific class, and having certain skill points in specific skills in their skill tree. If you look at your skill tree, it will show on some skills that if a captain has a set amount of skill points in that skill or higher, they can train specific skills.
An example of this is Tac captains can train Beam Fire at Will if they have enough skill points in the skill that unlocks it.
Where the Boffs need to be turned into a manual is for other skills that are rank 3 that captains cannot train. For example, Beam Overload 3 cannot be trained by a captain. The only way to get it is to have a tactical Boff that has that skill.
If this Boff is not in your active roster, then you can right click on them, and tell it to turn them into a manual. Then, select the skill you want, and it will turn that Boff into that manual. You will not be able to use that Boff again. They will disappear.
For your final question, fleets can offer many things. They can give access to fleet gear, and ships that you will not other wise offer. Also, they can give you other people to play with. Also, at end game, some of the queued missions are better if you have a premade group to run with. There is far less risk of failures.
To join, you will need to be invited to one. Also, you can only be invited to one of the faction you have chosen. For example, Feds cannot join a KDF fleet. If you are playing a Romulan, then you will need to be level 10, and complete the mission where you pick the faction you want to join. Then you can be added to a fleet from that faction.
Also, I suggest looking around. There are different types of fleets out there. There are ones that are hardcore, and require you to either pay (by donating to their fleets projects) so much in a set amount of time, or they will kick you. Others that don't care about the quality of players they have, as long as they have numbers.
Also, some that sell promotions based off of how much you donate, not what you know, or how you treat others. And some that are casual, where you may not have a lot of players on, and progression is slow, but they are friendly, and don't take the game too seriously.
Then, you also have some that might fall between some of these different types.
The best thing to do is go to the recruitment subforums, and look at the different ones there. Also, while there reading about them, you may want to contact some of the ones from those fleets, and ask any questions you may have.
It is better to research it, than to just accept the first offer that comes along.
Have fun, and happy gaming.
Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
To note in partial correction to razar2380's post:
The BOFF trainer vendor and your captain used to be able to "train" the skills directly. This is no longer true since PADDs were introduced.
Now, the BOFF trainer vendor sells the level I and II skill PADDs, and your Captain can create level III PADDs for some skills within their profession via the R&D interface.
A BOFF candidate may also be turned into a PADD for any skill that they have; this includes some level III skills which are not otherwise available, and allows you to create PADDs that are not of your profession in some other cases.
I did mention that the Boff trainer gives manuals, and that you need space in your inventory for them. The Boff trainer doesn't sell PADDs.
I also mentioned that a Boff can be turned into a manual to be trained at the cost of the Boff. You cannot get PADDs from them either. Only the manual.
I didn't mention that to make rank III manuals from your captain that you need to make a PADD in the crafting system. However, the PADDs are only needed to make a manual from your captain. You don't need to craft a PADD for manuals you get from the Boff skill trainer, or from converting Boffs into manuals.
The only use for PADDs is to make manuals for the rank III skills that your character themselves can train.
Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
Not about STO, but rather, about the forums. However this seems to be the most appropriate place for it.
Anyway. I just joined, as you can tell by my number of posts, and as I've just joined I am not allowed to make new threads, but can only respond to threads others have created. "After a certain amount of time has passed since my registration date," I'll be able to create new threads.
So...does anyone have an idea how long "a certain amount of time" is gonna be?
Okay, I'm a complete noob to this game and still learning. At the moment I'm on the 'Escape' portion of the Empress Sela story arc...
And.I.Can't.Get.Past.It
I'm a level 33 Captain, Fed Engineer using the default cruiser available at that rank. I mostly have the default equipment that comes with the ship as my drops haven't been all that great (IMO). One of the general things advised is not to mix 'colors' of weapons so I haven't...despite the fact that some of that equipment seems better than my standard phasers and torpedos.
Also, another piece of advice that seems common is not to worry about my skills until hitting level 50 so I've done ZERO development in that regard. I have given my boffs some new skills (as advised from other sources). They are all purple at this point as I've snatched them from the Exchange.
Regarding the mission I'm stuck on: I know how to beat the tractor mines but while I'm doing that I'm getting hammered by Romulans and any damage I've done to them is getting healed while I deal with those stinking mines. All in all I last less than 2 minutes.
What I need is solid advice on where to get better equipment at my level (I am willing to spend a modest amount of real money to support the game but not too much). And solid advice on how to build my toon/ship...at least at my current level.
Also, does the game scale in difficulty as you level? Do repeatable missions have more difficult enemies at higher levels?
Please list missions in your responses that I may be able to beat and grind through.
Okay I am at a total lost with my R&D Aegis project & for the R&D Particle Emission Plasma Torpedo Launcher project. Although I've achieve a level 15 within all my skills school, and have plenty of Research Lab Scientist & Project Weapon specialist in my roster, I don't have the necessary ones to complete these tasks.
R&D Officer:
Where can I find/buy the proper officers to complete these projects? If anyone could point me in the right direction, I would really appreciate.
Space Set:
How and where can I go to get the complete Jem'Hadar ship space set? If anyone could let me know which challenge I need to do, it will be tremendously helpful.
Officers Training:
Somehow, I've managed to unlock the Specialization Qualification- Intelligence, which allows me to train my Boffs in that skill, however, I have no clue how to get the training for the Command training.
Thanks in advance to anyone willing to share the requested information.
Okay I am at a total lost with my R&D Aegis project & for the R&D Particle Emission Plasma Torpedo Launcher project. Although I've achieve a level 15 within all my skills school, and have plenty of Research Lab Scientist & Project Weapon specialist in my roster, I don't have the necessary ones to complete these tasks.
R&D Officer:
Where can I find/buy the proper officers to complete these projects? If anyone could point me in the right direction, I would really appreciate.
You have to get the properly DOFF by buying one off the Exchange. It will be quite expensive. Alternately wiht patience, you do the R*D Assiatance DOFF assignment from the Personal Office in Starfleet/KDF Academy. You will have a chance of getting a DOFF you'll need for the special R&D gear.
Space Set:
How and where can I go to get the complete Jem'Hadar ship space set? If anyone could let me know which challenge I need to do, it will be tremendously helpful.
You have to pieces of the Jem'hadar Space set are mission rewards from "Operation Gamma" and "Bodly They Rode" missions from the Cardassian Mission arc. You have to reply Operation Gamma twice to get the full set.
The gear will scael to you rank to a maximum of Mk XI at level 50+.
Officers Training:
Somehow, I've managed to unlock the Specialization Qualification- Intelligence, which allows me to train my Boffs in that skill, however, I have no clue how to get the training for the Command training.
Thanks in advance to anyone willing to share the requested information.
You create a Specialization manual in the Officer Training School of R7D. You have to create a PADD first. And then you can create the Specilalization manual. Then you can use the manual to train the BOFF.
Okay, I'm a complete noob to this game and still learning. At the moment I'm on the 'Escape' portion of the Empress Sela story arc...
And.I.Can't.Get.Past.It
I'm a level 33 Captain, Fed Engineer using the default cruiser available at that rank. I mostly have the default equipment that comes with the ship as my drops haven't been all that great (IMO). One of the general things advised is not to mix 'colors' of weapons so I haven't...despite the fact that some of that equipment seems better than my standard phasers and torpedos.
Also, another piece of advice that seems common is not to worry about my skills until hitting level 50 so I've done ZERO development in that regard. I have given my boffs some new skills (as advised from other sources). They are all purple at this point as I've snatched them from the Exchange.
Regarding the mission I'm stuck on: I know how to beat the tractor mines but while I'm doing that I'm getting hammered by Romulans and any damage I've done to them is getting healed while I deal with those stinking mines. All in all I last less than 2 minutes.
What I need is solid advice on where to get better equipment at my level (I am willing to spend a modest amount of real money to support the game but not too much). And solid advice on how to build my toon/ship...at least at my current level.
Also, does the game scale in difficulty as you level? Do repeatable missions have more difficult enemies at higher levels?
Please list missions in your responses that I may be able to beat and grind through.
Cheers and thanks for any responses.
Evasive maneuvers helps you break from the tractor mines, just pound on the attacking ships, use defensive boff skills to stay alive.
If you have to many problems with the mission team up with some-one to complete it.
Don't spend money on the game at low levels to succeed, it's not needed (ever really). Drops and mission rewards are fine.
Pay some attention to your skills, you get respec tokens and you can be building up to your endgame.
You really don't need a solid build at your level, it's meant to teach you what works and what you enjoy.
Look me up in game at "Maina kittychan@maina" and I can help you out both with missions and getting yourself up to snuff.
Well I'm being destroyed by a single volley from the Romulan Warbird. I don't mind a challenging fight but that is just stupid hard. Hard enough for me to start losing interest in the game. While I'm breaking the tractor mines the enemy sends out three torpedos at me and I'm done.
The best fights (for me) are the ones that take several minutes for me to win, maybe even with a couple of defeats thrown in, but this is just rediculous. I'm going to have to bring in help for this fight and most likely just sit there while someone else beats them for me.
I'm not liking this AT ALL.
Now that my little rant is over: I have the blue phasers now (which IS causing more DPS for all the good it's doing me). I really want to try and develop skills but I'm at a loss as to what is really best for me. I love the space battles so will likely concentrate my efforts there. I'd like solid PvP build that is a strong mix between Tac & Eng (I like the Cruisers though they are slow).
Advice on builds?
Also, anyone in a helpful Fleet that's recruiting? Mine seems to be too casual. Very few ever seem to be online and I can't get a response from any of them. They are fully developed but I need to contribute in order to reap the benefits of the Fleet. Problem is, everyone else contributes all but doffs and dil and I have very little of either to just give away right now.
Use fire at will or tractor beam Repulsors. the torpedos are destructible, so any sort of AoE you use can take them out. I think even photonic shock wave works. If you time it right, you can hit the Romulan ship with a grav well before they launch either and that will destroy them as they're launched.
Hi, I ran into an issue playing "Where Angels Fear to Tread" last night and I'm not sure if it's a bug or not.
In the portion of the mission where you must Survive the Borg Armada, I get attacked by a cube. I'm fighting with an assault cruiser so it doesn't seem like I can stand up to it without at least some help. I did ok using a hit and run tactic of moving within range hitting it as hard as I could for as long as I could before I was about to be destroyed. Then using evasive action to get out of range again to regenerate shields/hull. Then rinse/repeat. I was able to get the cube down to about a hull strength of 30% a few times, then it respawned at 100% in a new location starting me completely over.
My questions are:
1- is this a bug?
2- Should there have been some help somewhere? Romulans?
3- Am I the problem? I know my ship isn't probably ideally set up to/nor is it probably upgraded enough to fight off a cube single-handed so if I need to focus on that then so be it.
I saw some youtube video walkthroughs of this but couldn't tell if the player was destroying the cube singlehanded or had help. Also, the walkthroughs featured Galaxy dreadnoughts and battle cruisers with a lot of bells and whistles. My ship isn't that advanced.
Hello i purchased a new bridge officer before i had an empty slot, i now have the empty slot for them but i cant find where the bridge officer is or how to add it to my brdige officer slot.
Hi, I ran into an issue playing "Where Angels Fear to Tread" last night and I'm not sure if it's a bug or not.
In the portion of the mission where you must Survive the Borg Armada, I get attacked by a cube. I'm fighting with an assault cruiser so it doesn't seem like I can stand up to it without at least some help. I did ok using a hit and run tactic of moving within range hitting it as hard as I could for as long as I could before I was about to be destroyed. Then using evasive action to get out of range again to regenerate shields/hull. Then rinse/repeat. I was able to get the cube down to about a hull strength of 30% a few times, then it respawned at 100% in a new location starting me completely over.
My questions are:
1- is this a bug?
2- Should there have been some help somewhere? Romulans?
3- Am I the problem? I know my ship isn't probably ideally set up to/nor is it probably upgraded enough to fight off a cube single-handed so if I need to focus on that then so be it.
I saw some youtube video walkthroughs of this but couldn't tell if the player was destroying the cube singlehanded or had help. Also, the walkthroughs featured Galaxy dreadnoughts and battle cruisers with a lot of bells and whistles. My ship isn't that advanced.
Thanks for whatever help you can give!
To fight a Cube you need a lot of shield heals and Hazard Emitters. Cubes have 2 abilities that drains shields really fast: Takyon Beam, which you cant do anything about other than heal yourself, and Shield Neutralizer. That one looks like a glowing green ball that when it hits you green "ripples" will appear around your ship. You can use Hazard Emitters to clear that before it drains too much.
As for it respawning, its hard to tell but its possible you made it follow you too far away from where it spawned. If that happens most enemies will go back and regain their health so you have to do your best to keep it generally in the same area. You can still use your tactic just dont run away in one direction.
Hello i purchased a new bridge officer before i had an empty slot, i now have the empty slot for them but i cant find where the bridge officer is or how to add it to my brdige officer slot.
Any help would be appreciated.
Open your character menu where you can see your char, ship, and boffs and on top go to the stations tab and on the bottom you should see a button that says show next to something like officers on reserve or some such.
_____________________________________________________
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
So im pretty sure I know the answer to this but I need to ask to be sure: Is there anyway to send a Federation Veteran boff to another character? I want to recreate one of my characters for the Delta Recruitment event and while she does have some MACO gear, the only thing I really want to keep is the Veteran boff that I got from the first winter event that (as far as I know) you cant get anymore. So is there anyway I can transfer this boff? Or can I only keep it if I keep my char?
EDIT: and ****, I just noticed this is post #666.... I swear I'm not going to steal your soul for answering me!
_____________________________________________________
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
To fight a Cube you need a lot of shield heals and Hazard Emitters. Cubes have 2 abilities that drains shields really fast: Takyon Beam, which you cant do anything about other than heal yourself, and Shield Neutralizer. That one looks like a glowing green ball that when it hits you green "ripples" will appear around your ship. You can use Hazard Emitters to clear that before it drains too much.
Thanks for the info, I'll get Hazard Emitters for my science Boff.
When you say Shield heals, are you talking about the Emergency Power to Shields or Reverse Shield Polarity skills? I've got those, so I should be good there to a point. I was just wondering if you also meant something else there.
As for it respawning, its hard to tell but its possible you made it follow you too far away from where it spawned. If that happens most enemies will go back and regain their health so you have to do your best to keep it generally in the same area. You can still use your tactic just dont run away in one direction.
I'll bet I was absolutely dragging the cube further from where it spawned. I'll have to keep making lateral runs and changing direction to try and keep it in the same roundabout place.
@westmetals: I need your handle past the westmetals@ portion (unless I'm missing something I can't message you).
Regarding the Gravity Well comment that's a level III science ability. My cruiser only allows level II so I can't use it.
I'm not having a problem with the mines themselves, it's the massive one-shot kill I'm suffering from. Really getting under my skin. I can hit evasive manuevers but then the cool down prohibits me from dodging a second time.
Thanks for the info, I'll get Hazard Emitters for my science Boff.
When you say Shield heals, are you talking about the Emergency Power to Shields or Reverse Shield Polarity skills? I've got those, so I should be good there to a point. I was just wondering if you also meant something else there.
Emergency Power to Shields (EPtS) and Reverse Shield Polarity (RSP) are both good. On the science boff that you're adding Hazard Emitters (HE) to you might also want to add either Science Team II or Transfer Shield Strength II, both of those are also Shield Heals.
Also I almost forgot, when fighting Borg they'll usually beam drones aboard your ship. You'll know when they use it when you see a Big green circle with a person and other details inside it appear over your ship or when you see "Assimilate Ship" on your list of buffs/debuffs. To clear that you'll want Tactical Team.
_____________________________________________________
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
@westmetals: I need your handle past the westmetals@ portion (unless I'm missing something I can't message you).
Regarding the Gravity Well comment that's a level III science ability. My cruiser only allows level II so I can't use it.
I'm not having a problem with the mines themselves, it's the massive one-shot kill I'm suffering from. Really getting under my skin. I can hit evasive manuevers but then the cool down prohibits me from dodging a second time.
The easiest way to deal with the Romulan D'D insta-kill is to stay outside of its tractor range (5km I think?) If it cant tractor you it wont fire the heavy torp volly. Another way is to have Beam Fire at Will (assuming you have mostly beam weapons) and just pop that right when you get tractored. Your beams will (most likely) hit the heavy torps.
_____________________________________________________
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
Open your character menu where you can see your char, ship, and boffs and on top go to the stations tab and on the bottom you should see a button that says show next to something like officers on reserve or some such.
So, recurring question time:
I've finally got my Beams school up to 15 and am in the process of trying to craft out some beams with suitable mods. I know 3x CritD is the supposed to be the hotness, but I'm running into that awful wall known as RNG. I've turned up some 2x CritD, I just don't know what is a good choice for the 3rd mod, if I'm going to settle.
I HAVE A PROBLEM. Can someone explain why my EC is depleting? I had over 150k and all of a sudden Im at 38k. What is going on?
Well I guess my first question which is going to seem a bit wierd is... what exactly were you doing between the loss. I know a lot of rep and fleet have EC requirements that I don't always look at (which may be the issue of having millions of EC) but I don't always pay attention to rep and fleet requirements when I'm dumping stuff in.. so you may have done the same thing.
That's the only thing I can think of... and 100k isn't far off a fleet dump... may be a bit for a rep but 100k for a fleet and another what..10 for a rep....
but I'm guessing here... I'd need to know more info
So, recurring question time:
I've finally got my Beams school up to 15 and am in the process of trying to craft out some beams with suitable mods. I know 3x CritD is the supposed to be the hotness, but I'm running into that awful wall known as RNG. I've turned up some 2x CritD, I just don't know what is a good choice for the 3rd mod, if I'm going to settle.
Anyone got any advice for me on that?
Honestly... I wouldn't sweat it too much. that third CritD is great but really is only necessary for the min/max builds... but in no way shape or for at all is it even remotely neccessary.
If I had to say what a good third would be I'd go with Crit Chance or Acc. Crit Chance would boost the chance of you getting those crit d's to proc and ACC will let you hit more, though honestly the ACC is hardly necessary, but it's better then say DMG.
Personallly if there was no RNG... I'd probably not even go with 3 crit d's... I'd go with 2 crit d's and 1 Crit Chance if you're asking me, taking the hit on a bit of crit damage to get the crit to pop more. The thing is, the chance is miniscule, which is why the third 3crit d is better.
Honestly... I wouldn't sweat it too much. that third CritD is great but really is only necessary for the min/max builds... but in no way shape or for at all is it even remotely neccessary.
If I had to say what a good third would be I'd go with Crit Chance or Acc. Crit Chance would boost the chance of you getting those crit d's to proc and ACC will let you hit more, though honestly the ACC is hardly necessary, but it's better then say DMG.
Personallly if there was no RNG... I'd probably not even go with 3 crit d's... I'd go with 2 crit d's and 1 Crit Chance if you're asking me, taking the hit on a bit of crit damage to get the crit to pop more. The thing is, the chance is miniscule, which is why the third 3crit d is better.
Yeah, I kind of figured the 3rd CritD is good but not worth killing myself to get.
I didn't realize DMG was actually 'worse' than ACC (guess that means the 3x DMG that just finished cooking isn't worth keeping).
And how do things like Pen and Over stack up as a possibly 3rd mod? It would figure I keep turning up those instead of CritH...
I HAVE A PROBLEM. Can someone explain why my EC is depleting? I had over 150k and all of a sudden Im at 38k. What is going on?
Have you been Doffing? I know I accidently flushed about 100k down the toilet early on by not noticing the 50k EC cost on those Diplo missions for the weapon platforms
Yeah, I kind of figured the 3rd CritD is good but not worth killing myself to get.
I didn't realize DMG was actually 'worse' than ACC (guess that means the 3x DMG that just finished cooking isn't worth keeping).
And how do things like Pen and Over stack up as a possibly 3rd mod? It would figure I keep turning up those instead of CritH...
Worthless... no... dmg isn't worthless... just ACC is generally concidered better. But if you already have your ACC pretty high there isn't much except for small craft that can dodge you. It kind of depends on your traits an Captain skills and such.
The common knowledge I was given is... if you can't hit something that all the damage in the world isn't going to matter. Hence ACC being generally better then DMG... but like I said if you already are hitting everything with almost zero misses with just your traits and Captain skills then ACC may very well be worse. That's kind of something parsing would tell you.
I'm not a huge fan of Pen or Over but I know a few people who like it. Generally I found that in PvE I can overcome almost anything with just pure DPS and any of it's resistances or defenses are... in PvE... easily overcome with just pure DPS.
That said I haven't fought the Heralds yet... but concidering Cryptic's track record where difficult=more HPs and not much else... I'm guess that again pure DPS will kill them better then any of the gimmicks.
How does the shield refrequencer's protonic energy stabilizer module work? The tooltip and the description are quite confusing. The tooltip states, "When using Exotic Damage and Shield Drain abilities, 10% chance:...". The expanded description states:
"Your Exotic Particle attacks, Charged Particle Bursts, and Tachyon Beams are augmented by a Protonic Energy Stabilizer Module, adding Radiation damage over time to these attacks.
This enhancement does not apply to Feedback Pulse or Eject Warp Plasma. This Radiation damage is not increased by abilities and items that normally increase damage."
Am I the only one confused by this? From the tooltip, I gather that anything that deals exotic damage or drains shields has a 10% chance to trigger the effect. From the extended description, I gather that only things dealing exotic damage, the charged particle burst, and tachyon beam abilities will trigger this effect. As for the radiation over time damage... I haven't a clue where that came from. Is proton damage considered radiation or is radiation considered proton? Where did the DoT come from? Other than that single sentence, there isn't mention of the effect having DoT.
So, to the point... Can tetryon glider cause this effect to trigger, due to the shield drain? Will the radiation DoT from thoron infused weapons cause it to trigger? What determines if damage is "exotic" anyway?
Well I guess my first question which is going to seem a bit wierd is... what exactly were you doing between the loss. I know a lot of rep and fleet have EC requirements that I don't always look at (which may be the issue of having millions of EC) but I don't always pay attention to rep and fleet requirements when I'm dumping stuff in.. so you may have done the same thing.
That's the only thing I can think of... and 100k isn't far off a fleet dump... may be a bit for a rep but 100k for a fleet and another what..10 for a rep....
but I'm guessing here... I'd need to know more info
Regarding this: I haven't done anything intentially that should have cost me EC (and Dil, I forgot to mention that I'm losing Dil as well). Can fleets take your assets without your consent?
Have you been Doffing? I know I accidently flushed about 100k down the toilet early on by not noticing the 50k EC cost on those Diplo missions for the weapon platforms
Regarding this: I have been doffing heavily and it's possible that I missed something like this. I recall a weapons platform mission. Do these things also cost Dil at times? I guess I'll pay closer attention in the future.
Now: Can anyone tell me why I can't access the Support system for the game? I can't create a ticket anymore. I keep getting a redirect page leading to a dead end. Just curious.
Comments
The kits by themselves don't offer any extra skills for the character. The mods can be added to them to add skills. For example, some tactical kits can have grenade mods added to them so that a tactical character can throw grenades.
Think of it as the kits being gear that has 1 or more slots in it. Each slot can hold a kit mod. Without a kit mod, the kits are just empty gear that doesn't really do much.
You do need to look closely at the slots in the kits, because kit mods can only be put into slots that are designed for them. This site might help explain that a little better than me: http://sto.gamepedia.com/Kit
For your second question, the way that Bridge Officers (Boffs) work is that each one can only be trained with skills in their own class. For example, science can only be trained with science skills, etc. There are exceptions to this, but I will get into that later.
Right now the main thing is learning how to train them. All of your Boff's skills that are rank 1-2 can be trained by a Boff skill trainer. There is one on ESD, Q,Nos, New Romulus, and the Romulan Flotilla. All that you need to do is go to one of them, and you will see a list of the skills they can train.
They can train both ground and space skills for each class. You will need EC to buy the manuals, and have space in your inventory for them. Also, to train them on the Boff, you will need to also have the expertise needed to train it.
They are color coded according to the level. White (at the top of the list) is for ensign, the next color is green for Lt., blue manuals are Lt. Commander, and purple are Commander level skills.
There are also ranks from 1-2 of each of these skills in the Boff skill trainer.
For any skills that have a 3rd rank, you will either need a Boff that has that high of a rank, and turn them into a manual for that one skill, or you will need to create a manual from a character of that class. (Manuals can also be bought and sold on the exchange).
The way manuals can be created by character is by the character being a specific class, and having certain skill points in specific skills in their skill tree. If you look at your skill tree, it will show on some skills that if a captain has a set amount of skill points in that skill or higher, they can train specific skills.
An example of this is Tac captains can train Beam Fire at Will if they have enough skill points in the skill that unlocks it.
Where the Boffs need to be turned into a manual is for other skills that are rank 3 that captains cannot train. For example, Beam Overload 3 cannot be trained by a captain. The only way to get it is to have a tactical Boff that has that skill.
If this Boff is not in your active roster, then you can right click on them, and tell it to turn them into a manual. Then, select the skill you want, and it will turn that Boff into that manual. You will not be able to use that Boff again. They will disappear.
For your final question, fleets can offer many things. They can give access to fleet gear, and ships that you will not other wise offer. Also, they can give you other people to play with. Also, at end game, some of the queued missions are better if you have a premade group to run with. There is far less risk of failures.
To join, you will need to be invited to one. Also, you can only be invited to one of the faction you have chosen. For example, Feds cannot join a KDF fleet. If you are playing a Romulan, then you will need to be level 10, and complete the mission where you pick the faction you want to join. Then you can be added to a fleet from that faction.
Also, I suggest looking around. There are different types of fleets out there. There are ones that are hardcore, and require you to either pay (by donating to their fleets projects) so much in a set amount of time, or they will kick you. Others that don't care about the quality of players they have, as long as they have numbers.
Also, some that sell promotions based off of how much you donate, not what you know, or how you treat others. And some that are casual, where you may not have a lot of players on, and progression is slow, but they are friendly, and don't take the game too seriously.
Then, you also have some that might fall between some of these different types.
The best thing to do is go to the recruitment subforums, and look at the different ones there. Also, while there reading about them, you may want to contact some of the ones from those fleets, and ask any questions you may have.
It is better to research it, than to just accept the first offer that comes along.
Have fun, and happy gaming.
I did mention that the Boff trainer gives manuals, and that you need space in your inventory for them. The Boff trainer doesn't sell PADDs.
I also mentioned that a Boff can be turned into a manual to be trained at the cost of the Boff. You cannot get PADDs from them either. Only the manual.
I didn't mention that to make rank III manuals from your captain that you need to make a PADD in the crafting system. However, the PADDs are only needed to make a manual from your captain. You don't need to craft a PADD for manuals you get from the Boff skill trainer, or from converting Boffs into manuals.
The only use for PADDs is to make manuals for the rank III skills that your character themselves can train.
(EDIT- This may help to clear up any confusion between what a PADD, and a manual are: http://sto.gamepedia.com/Bridge_officer_and_kit_abilities )
Anyway. I just joined, as you can tell by my number of posts, and as I've just joined I am not allowed to make new threads, but can only respond to threads others have created. "After a certain amount of time has passed since my registration date," I'll be able to create new threads.
So...does anyone have an idea how long "a certain amount of time" is gonna be?
And.I.Can't.Get.Past.It
I'm a level 33 Captain, Fed Engineer using the default cruiser available at that rank. I mostly have the default equipment that comes with the ship as my drops haven't been all that great (IMO). One of the general things advised is not to mix 'colors' of weapons so I haven't...despite the fact that some of that equipment seems better than my standard phasers and torpedos.
Also, another piece of advice that seems common is not to worry about my skills until hitting level 50 so I've done ZERO development in that regard. I have given my boffs some new skills (as advised from other sources). They are all purple at this point as I've snatched them from the Exchange.
Regarding the mission I'm stuck on: I know how to beat the tractor mines but while I'm doing that I'm getting hammered by Romulans and any damage I've done to them is getting healed while I deal with those stinking mines. All in all I last less than 2 minutes.
What I need is solid advice on where to get better equipment at my level (I am willing to spend a modest amount of real money to support the game but not too much). And solid advice on how to build my toon/ship...at least at my current level.
Also, does the game scale in difficulty as you level? Do repeatable missions have more difficult enemies at higher levels?
Please list missions in your responses that I may be able to beat and grind through.
Cheers and thanks for any responses.
R&D Officer:
Where can I find/buy the proper officers to complete these projects? If anyone could point me in the right direction, I would really appreciate.
Space Set:
How and where can I go to get the complete Jem'Hadar ship space set? If anyone could let me know which challenge I need to do, it will be tremendously helpful.
Officers Training:
Somehow, I've managed to unlock the Specialization Qualification- Intelligence, which allows me to train my Boffs in that skill, however, I have no clue how to get the training for the Command training.
Thanks in advance to anyone willing to share the requested information.
You have to get the properly DOFF by buying one off the Exchange. It will be quite expensive. Alternately wiht patience, you do the R*D Assiatance DOFF assignment from the Personal Office in Starfleet/KDF Academy. You will have a chance of getting a DOFF you'll need for the special R&D gear.
You have to pieces of the Jem'hadar Space set are mission rewards from "Operation Gamma" and "Bodly They Rode" missions from the Cardassian Mission arc. You have to reply Operation Gamma twice to get the full set.
The gear will scael to you rank to a maximum of Mk XI at level 50+.
You create a Specialization manual in the Officer Training School of R7D. You have to create a PADD first. And then you can create the Specilalization manual. Then you can use the manual to train the BOFF.
Evasive maneuvers helps you break from the tractor mines, just pound on the attacking ships, use defensive boff skills to stay alive.
If you have to many problems with the mission team up with some-one to complete it.
Don't spend money on the game at low levels to succeed, it's not needed (ever really). Drops and mission rewards are fine.
Pay some attention to your skills, you get respec tokens and you can be building up to your endgame.
You really don't need a solid build at your level, it's meant to teach you what works and what you enjoy.
Look me up in game at "Maina kittychan@maina" and I can help you out both with missions and getting yourself up to snuff.
The best fights (for me) are the ones that take several minutes for me to win, maybe even with a couple of defeats thrown in, but this is just rediculous. I'm going to have to bring in help for this fight and most likely just sit there while someone else beats them for me.
I'm not liking this AT ALL.
Now that my little rant is over: I have the blue phasers now (which IS causing more DPS for all the good it's doing me). I really want to try and develop skills but I'm at a loss as to what is really best for me. I love the space battles so will likely concentrate my efforts there. I'd like solid PvP build that is a strong mix between Tac & Eng (I like the Cruisers though they are slow).
Advice on builds?
Also, anyone in a helpful Fleet that's recruiting? Mine seems to be too casual. Very few ever seem to be online and I can't get a response from any of them. They are fully developed but I need to contribute in order to reap the benefits of the Fleet. Problem is, everyone else contributes all but doffs and dil and I have very little of either to just give away right now.
My character Tsin'xing
In the portion of the mission where you must Survive the Borg Armada, I get attacked by a cube. I'm fighting with an assault cruiser so it doesn't seem like I can stand up to it without at least some help. I did ok using a hit and run tactic of moving within range hitting it as hard as I could for as long as I could before I was about to be destroyed. Then using evasive action to get out of range again to regenerate shields/hull. Then rinse/repeat. I was able to get the cube down to about a hull strength of 30% a few times, then it respawned at 100% in a new location starting me completely over.
My questions are:
1- is this a bug?
2- Should there have been some help somewhere? Romulans?
3- Am I the problem? I know my ship isn't probably ideally set up to/nor is it probably upgraded enough to fight off a cube single-handed so if I need to focus on that then so be it.
I saw some youtube video walkthroughs of this but couldn't tell if the player was destroying the cube singlehanded or had help. Also, the walkthroughs featured Galaxy dreadnoughts and battle cruisers with a lot of bells and whistles. My ship isn't that advanced.
Thanks for whatever help you can give!
Any help would be appreciated.
To fight a Cube you need a lot of shield heals and Hazard Emitters. Cubes have 2 abilities that drains shields really fast: Takyon Beam, which you cant do anything about other than heal yourself, and Shield Neutralizer. That one looks like a glowing green ball that when it hits you green "ripples" will appear around your ship. You can use Hazard Emitters to clear that before it drains too much.
As for it respawning, its hard to tell but its possible you made it follow you too far away from where it spawned. If that happens most enemies will go back and regain their health so you have to do your best to keep it generally in the same area. You can still use your tactic just dont run away in one direction.
Open your character menu where you can see your char, ship, and boffs and on top go to the stations tab and on the bottom you should see a button that says show next to something like officers on reserve or some such.
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
EDIT: and ****, I just noticed this is post #666.... I swear I'm not going to steal your soul for answering me!
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
When you say Shield heals, are you talking about the Emergency Power to Shields or Reverse Shield Polarity skills? I've got those, so I should be good there to a point. I was just wondering if you also meant something else there.
I'll bet I was absolutely dragging the cube further from where it spawned. I'll have to keep making lateral runs and changing direction to try and keep it in the same roundabout place.
Thanks again man!
Regarding the Gravity Well comment that's a level III science ability. My cruiser only allows level II so I can't use it.
I'm not having a problem with the mines themselves, it's the massive one-shot kill I'm suffering from. Really getting under my skin. I can hit evasive manuevers but then the cool down prohibits me from dodging a second time.
Emergency Power to Shields (EPtS) and Reverse Shield Polarity (RSP) are both good. On the science boff that you're adding Hazard Emitters (HE) to you might also want to add either Science Team II or Transfer Shield Strength II, both of those are also Shield Heals.
Also I almost forgot, when fighting Borg they'll usually beam drones aboard your ship. You'll know when they use it when you see a Big green circle with a person and other details inside it appear over your ship or when you see "Assimilate Ship" on your list of buffs/debuffs. To clear that you'll want Tactical Team.
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
The easiest way to deal with the Romulan D'D insta-kill is to stay outside of its tractor range (5km I think?) If it cant tractor you it wont fire the heavy torp volly. Another way is to have Beam Fire at Will (assuming you have mostly beam weapons) and just pop that right when you get tractored. Your beams will (most likely) hit the heavy torps.
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
Thank you so much, great community so far.
I've finally got my Beams school up to 15 and am in the process of trying to craft out some beams with suitable mods. I know 3x CritD is the supposed to be the hotness, but I'm running into that awful wall known as RNG. I've turned up some 2x CritD, I just don't know what is a good choice for the 3rd mod, if I'm going to settle.
Anyone got any advice for me on that?
Well I guess my first question which is going to seem a bit wierd is... what exactly were you doing between the loss. I know a lot of rep and fleet have EC requirements that I don't always look at (which may be the issue of having millions of EC) but I don't always pay attention to rep and fleet requirements when I'm dumping stuff in.. so you may have done the same thing.
That's the only thing I can think of... and 100k isn't far off a fleet dump... may be a bit for a rep but 100k for a fleet and another what..10 for a rep....
but I'm guessing here... I'd need to know more info
Honestly... I wouldn't sweat it too much. that third CritD is great but really is only necessary for the min/max builds... but in no way shape or for at all is it even remotely neccessary.
If I had to say what a good third would be I'd go with Crit Chance or Acc. Crit Chance would boost the chance of you getting those crit d's to proc and ACC will let you hit more, though honestly the ACC is hardly necessary, but it's better then say DMG.
Personallly if there was no RNG... I'd probably not even go with 3 crit d's... I'd go with 2 crit d's and 1 Crit Chance if you're asking me, taking the hit on a bit of crit damage to get the crit to pop more. The thing is, the chance is miniscule, which is why the third 3crit d is better.
Yeah, I kind of figured the 3rd CritD is good but not worth killing myself to get.
I didn't realize DMG was actually 'worse' than ACC (guess that means the 3x DMG that just finished cooking isn't worth keeping).
And how do things like Pen and Over stack up as a possibly 3rd mod? It would figure I keep turning up those instead of CritH...
Have you been Doffing? I know I accidently flushed about 100k down the toilet early on by not noticing the 50k EC cost on those Diplo missions for the weapon platforms
Worthless... no... dmg isn't worthless... just ACC is generally concidered better. But if you already have your ACC pretty high there isn't much except for small craft that can dodge you. It kind of depends on your traits an Captain skills and such.
The common knowledge I was given is... if you can't hit something that all the damage in the world isn't going to matter. Hence ACC being generally better then DMG... but like I said if you already are hitting everything with almost zero misses with just your traits and Captain skills then ACC may very well be worse. That's kind of something parsing would tell you.
I'm not a huge fan of Pen or Over but I know a few people who like it. Generally I found that in PvE I can overcome almost anything with just pure DPS and any of it's resistances or defenses are... in PvE... easily overcome with just pure DPS.
That said I haven't fought the Heralds yet... but concidering Cryptic's track record where difficult=more HPs and not much else... I'm guess that again pure DPS will kill them better then any of the gimmicks.
How does the shield refrequencer's protonic energy stabilizer module work? The tooltip and the description are quite confusing. The tooltip states, "When using Exotic Damage and Shield Drain abilities, 10% chance:...". The expanded description states:
"Your Exotic Particle attacks, Charged Particle Bursts, and Tachyon Beams are augmented by a Protonic Energy Stabilizer Module, adding Radiation damage over time to these attacks.
This enhancement does not apply to Feedback Pulse or Eject Warp Plasma. This Radiation damage is not increased by abilities and items that normally increase damage."
Am I the only one confused by this? From the tooltip, I gather that anything that deals exotic damage or drains shields has a 10% chance to trigger the effect. From the extended description, I gather that only things dealing exotic damage, the charged particle burst, and tachyon beam abilities will trigger this effect. As for the radiation over time damage... I haven't a clue where that came from. Is proton damage considered radiation or is radiation considered proton? Where did the DoT come from? Other than that single sentence, there isn't mention of the effect having DoT.
So, to the point... Can tetryon glider cause this effect to trigger, due to the shield drain? Will the radiation DoT from thoron infused weapons cause it to trigger? What determines if damage is "exotic" anyway?
Regarding this: I haven't done anything intentially that should have cost me EC (and Dil, I forgot to mention that I'm losing Dil as well). Can fleets take your assets without your consent?
Regarding this: I have been doffing heavily and it's possible that I missed something like this. I recall a weapons platform mission. Do these things also cost Dil at times? I guess I'll pay closer attention in the future.
Now: Can anyone tell me why I can't access the Support system for the game? I can't create a ticket anymore. I keep getting a redirect page leading to a dead end. Just curious.
And to those who responded...THANK YOU.