I have been playing STO on and off since launch and have played many alts on PC and now on XBOX but there are two things that I have always felt kind of overwhelmed about and have a hard time making a decision.
First some background... I want a strong build but I don't necessarily need absolute best of the best dps. For example, I have no intention of crafting, upgrading and trashing things over and over trying to get the perfect mods. I'd rather find some good reputation or fleet gear that is worthy of upgrading.
I'm currently working on gearing a console Fed Tactical captain flying an Arbiter Battlecruiser (hopefully upgrading to fleet soon) and skills invested for the science ultimate that gives 50% crit chance. I have tier 5 in all reps and starting to accumulate fleet credits and dilithium. Only thing I don't have is lobi.
So, I'm at that point where I have to decide what flavor of tac consoles and what ground set I want to invest in. I know I want to build a beam boat as that best suits my playstyle and I already have some of the standard stuff (KCB, Assimilated Mod, Plasmonic Leech, Red Matter Capacitor) but I'm very open to suggestions.
Space - What energy type do I want and which specific beams to get?
1. I know AP is the most popular because the +crit severity is better than any proc and I assume that would also have good synergy with the science ultimate but most people suggest crafted AP beams with perfect mods. Are there easier to acquire alternatives?
2. I hear the Terran Task Force Disruptor beam is very good. Since I haven't bought any tac consoles yet is this worth going for an all disruptor build?
3. I know tac consoles of specific type are better than the +Beam but is the difference that significant? Is there any merit in just getting the +beam and leaving my future options open?
Ground - Which ground set, frame and modules are worth getting?
1. Every rep has shield, armor and weapon sets plus fleet gear and lockbox stuff on exchange. This is the area I am most completely overwhelmed. I have no idea what to get... Omega? MACO? Something else?
2. What modules and frame are recommended for a tactical captain?
Thank you for all your advice and suggestions!
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Comments
First off: Don't be afraid to mess up. STO's actually pretty forgiving in that regard, and you'll get better with every mistake.
Now, for individual questions:
Space:
1: Antiproton weapons are the most popular, but hardly the only option. Study effects a little, find what you like, and commit when you're ready. Personally, I like the Chroniton Beams from the Temporal Defense Initiative set, but that's partially a theme I've got running. You could do perfectly well with basic phasers/disruptors/plasma, provided you were willing to commit to a single damage type.
As for getting that "perfect mods" thing going? Don't. The odds are stupid low, and it's a better idea to settle for the closest you can get your hands on. People don't mention it, but crafting and upgrading are expensive if you're not immersed in the game long-term.
2: If you think you want to go that road, feel free! Nothing stopping you. Just make sure there aren't any parts of the set that are almost impossible to obtain, usually due to old event-locked content or lockboxes that have long gone off the market. Reputation-related gear is usually a good choice in that regard.
3: The difference is significant enough to work on focusing a single energy type when you're investing in fleet-grade consoles, but while you're first starting out and learning what you like working with whatever consoles you can salvage on a battlefield is generally fine.
Ground:
1: Take a deep breath, and remember what I told you. It's okay to make mistakes. Figure out what you like using stuff you can buy off a shelf at your faction's gear store, then see what works best for your style from there. I actually went with the fleet versions of those very same basic items. They're a bit plain for some, but completely functional and extremely versatile.
2: Being a Science Officer, I don't know much on Tactical gear, but [KPerf] is always a tag you should look for on a frame. Beyond that, it's up to you. For modules, I'd recommend using a single grenade (Photon or Plasma, your choice) and using the rest of the space on various buffs. I particularly enjoy Ambush, since it lets you flank someone while cloaked and gives you some minor bonus damage with your first shot.
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Again, I'm sorry if this is just a necropost in the dark, but I'm hoping it helps someone.
ingame: @.Spartan
Original Cryptic Forum Name: Spartan (member #124)
The Glorious, Kirk’s Protegè
fleet armour that gives crits( only dil item here), nakul shield and gun for set bonus + other gun of choice - this is what deeps people have as their best choice.
Other good cheap one:
rom armour,shield and kit for three piece bonus + weapons of choice
Upgrade whatever you get to mk 14, worry about epic later.
Kit modules are trickier as they depend on a lot more variables and your preferences, I like to stay alive, do damage and boost group so for tacs I always have graviton spike( summer event), usually rally cry plus a mix of: deadly intent, trajectory bending, hammer and anvil, crystaline spike, solar gateway, graviton traps, the new methuselah drone( K13) and comp rep kit look good, sonic supression field, paradox bomb has been good. There are tons to choose from:
http://sto.gamepedia.com/Kit#Tactical