test content
What is the Arc Client?
Install Arc

A confused person in desperate need of answers (a lot of questions)

tatsunoshinntatsunoshinn Member Posts: 10 Arc User
Hey everyone,
I'm posting here, because I've seen threads now and again about people asking for help or clarification, old players returning, and so forth. Well I guess I am much the same as them, and have a lot of questions to ask, and am hoping I can get clarification for all my questions. While I'm not necessarily a player coming back or a new player, I admit I have been playing this game with the barest form of knowledge. It took me months just to figure auto weapon auto fire and I was clicking each weapon attack individually. I actually brute forced my way through the game, am nearly done with all research on my main, and all reputations and stories done except for competitive. Even so, there's so much I honestly don't understand, and hope I can get some clarification. Also while all the questions I ask here may seem like much, I may still continue to add more. I've been looking through guides and all that, but most of the terms and ideas flew over my head, so bare with me and hopefully give me information in the simplest terms possible. I've also broken these questions down into categories to make it easier to respond to, I hope.
For most questions, they apply to a Human Federation Player ( f2P so only have 2 slots, 1 a Fed Engineer which is my main, and my alt a AOY Fed Tactical. I play them similarly with similar ships, weapons, traits, etc).

Ship Questions -

s1. All right so the most basic ship question I have is...which ship do I use? For someone who is very simple, a solid fast ship is ideal. The more mechanics I have to deal with...the more I get lost. I just recently bought the Temporal
Special Agent Pack (after a year of saving all that sweet dil and then selling it when the Phoenix Prizes popped up) so I have a couple of ships to play with. Specifically
Paladin Temporal Battle cruiser (T6) Nautilus Temporal Science Vessel (T6) Sagittarius Temporal Cruiser (T6) Theseus Temporal Escort (T6) Eternal Temporal Multi-Mission Science Vessel Chronos Temporal Dreadnought Cruiser Ouroboros Temporal Raider
I know it gives me more ships, but I'm just aiming for the tier 6 ones. I'm leaning towards the 31 century ships myself. I love pets (which Eternal and Chronos have) and I never used Battle Cloak (Which Ouroboros has). As I have only used the basic ships and the giveaway ones, I have no idea how either plays. Is pet management hard or just click them to activate and let them go? Also for cloak, so I lose all agro using it? Can I activate objectives while stealthed? (Like the recent Mirror Invasion generators and portals). I would like to know before I choose anything. I'm just grinding the other ships for their traits at this moment.
I also take it the giveaway ships aren't as good as the ones I mentioned? (I have the Vorgon Xyfius Heavy Escort Krenim Science Vessel Lukari Ho'kuun Science Vessel Breen Chel Grett Warship)
I only use them mainly as point and click type ships, but if they can be better, I am open to learning.

S2. Second question boils down to equipment for ships, specifically consoles. I have not been using my dil for buying equipment as I am saving dil for zen to buy things like credit cap, inventory, etc. I may ask more of that later, but for now I'm working under the situation I can't really spend much on equipment. As such, I mainly use what I get from the story missions and events, etc. For this question on consoles, I just have some question: Are consoles with useable buffs / actions better (like Console-Universal - Crystalline Abosption Matrix) better to use then something that just buffs? (Auxilery Power Setting, Weapon Setting,etc). I believe the rule of thumb is to use one specific type of weapon so whatever consoles you use buff them to maximum (antiproton, phaser,etc) but most of my ship gear is just from missions, which I will get into more. So I take it consoles you can just click to use are better? Also in general, is Console - Engineering - Trellium-D Plating Mk XII and Console - Engineering - Polaric Modulator Mk XII worth it? I figure flight speed and all is key, but no idea on shields. As for consoles that are useable but don't the sets, are they worth it? I have from some give aways Console - Universal - Point Defense system, Console - Universal - M6 Computer, Console - Universal - Crystaline Absorption Matrix

S3. Continuing on this path, my second question is on equipment, specifically sets. As of right now, I am trying to equip my ship fitting as much weapons and gear that are part of a bonus. If I have multiple sets, they all work together, right? I currently have Chronmetric Calculations, Preserver Resonant Technologies, and Jem' Harad Space Set, and Krenim Temporal Manpipulation. I do like the on use abilities from those sets, or am I wrong and only one set works? It would help me clear up some nagging questions on that end.
Ship Traits and Skills Questions
STS1. General question for skills. As F2P I don't have much money to put on retraining skills. I had barely understood the old system before it changed to the new one, so I feel like I picked my skills wrong. Based on my research, the balanced build stated here
https://www.youtube.com/watch?v=vMhlKmrXfPY http://skillplanner.stoacademy.com/676588890e408852220d94b00b7948f6
Would be most ideal? This spec, once I do reroll it, will be my spec until I get another free one. It's going to be used on every ship, so can't really spec for carriers one time then escorts another. Is this build viable then for general use? I had tried to put in Engineering due to wanting to survive, but I hear it's better to burn the enemy then outlast them? Since I put a lot into hull and shields, but I still feel squishy, and when I fight dreadnaughts or other tough bosses in mission modes, always feels it takes way to long. So I'd like an idea on that. Also I take it, unless stated otherwise, always better to get beam weapons / omni directional instead of turrets and canons, when possible?

STS2. Personal Space Traits - I'm pretty happy with my PST, but I am curious again about survivability and accuracy. I currently have Accurate, Bulkhead/ Shield Technician, Living Hull, and Techie. Based on my understanding, it would be better to swap those out with more damage, like Beam Barrage, Beam Training, that sort of thing? I plan to mainly use Beams and Torpedoes when possible.

STS3. Space Reputation - Again, this is going for general. I currently have Hull-Repairing Nanites, Omega Kinetic shearing, Advanced Engines, and Enhanced Shield Systems. I have all the reputations to max (except Competitive which I will get in due time) so I would like to know the same for Space Reputation, baring Advanced Engines. I love to go fast hah.

STS4. Looking back I did skip Starship Traits. Specficially, I have Superior Command Frequency, Demoltion Teams, Superior Preditice Algorithms, and Harasser Mines. I also have Unvoncentional Tactics. Should I replace any of them for better DPS (baring Superior Command Frequency, since I love quicker backup,etc). Just curious on that.

STS5. Going back to Specialization, which is best for general DPS? Excluding Command Officer, which I love just for the summon cooldown, I have no idea which secondary one is best for space. Does anyone have any ideas? Also, since I did unlock Superior Command Frequency, do I need to have Command Officer Specialization up to use it? If I can still use it and change specs to more damaging types, I'm completely game for that.


Bridge Officer Questions.

BO1. All right so for the most basic questions. I currently am just equipping whichever BOFF I use with any weapons that have secondary fire of knockback like Cone AoE antiproton Damage and Knockback type stuff. Would those be okay (they all tend to be MK XII). Or should I go get sets for them from missions (Na'khul Temporal Operatives Set, etc). Though if I do, only one BOFF can wear that type of equipment? Sets tend to be unique and I can't like equip everyone with Na'kuhl Temporal Operative Personal Shields, right? So only one can use that shield/ set and all others need different as well?

BO2. I take it, if I have green type BOFFs ( I still have them from the tutorial) then I should get rid of them for purple level BOFFS? They have better qualities so always better to have all purple, right?

BO3. This goes into Space Boff skills. So my understanding (and some playing) having multiple people with same or similar skills (Fire at Will, Torpedo spread, Gravity Well, etc) are not good as they all share cooldowns. Is it better
everyone have all unique abilities, or still stack, since shared cooldown types faster than waiting for that specific skill to be able to be useable again?

BO4. More a curiosity. I want to make an all melee style BOFFs for ground missions. If I do so, then I would do well with just Tacticals BOFFS only? They have specific skills for it. Adding swords and all to science and engineering types isn't a good idea? They wouldn't use as well, correct? Or could engineers drop turrets, then go chargining in swords swinging?

BO5. Specific types of BOFFS this time. Which is best for ground and Space? For Space I'm mainly using Humans (for Leadership) and Hierarchy (For Efficient/ Pirate). For ground I'm using Jem'Hadar, Breen, Voth, and Kobali? Though I do have access to one Liberated borg (from accolade), 1 Reman (again accolade) and 0718 (from the pack I bought). I take it 0718 for his self rez, along with Nelan for the same? Also in general, what are general good ground skills and space skills to aim for them?

BO6. Going alongside the previous question, I did hit maximum with my diplomacy. As such, I am wondering which KDF BOFF to get. Orion for space barbie purposes is nice, but would Gorn for ground melee or Nausicaan for space traits. Would the space traits stack with the Hemogony BOFF or would it hardly be noticeable? Large gorn fighting as a tank like character for my Fed team would be glorious, but I do like being powerful in space, since that is the majority of gameplay.

Bo7. Last question on BOFFS. Their racial skills are always being used when they are clicked to be active, correct? Like the cold attack from my Breen Boff, etc. I believe so, but just wanted clarification.


Character Questions

C1. All right, time to get to the ground section for my character, instead of my ship. I pretty much want to have my character (Engineer specifically) melee heavy. I also love setting out followers and defenses. For solo play, are these worth the prices: Universal Kit Modules - Overcharge Turret, Biotech Turret, Universal Kit Module - Solar Gateway. I just want to set them down before the fight, than have my guy rush into melee range. Are these worth it, or anything else turret/ mortar wise to set for my Engineer?

C2. This is specific, again, to my melee desires. I am willing to use some Dil to get myself Shattering Harmonics Sword. Absolutely love melee versus ranged. I just love the contrast. If so I would also buy the Shattering Harmonics Environmental Suit. My question is, would I also need to get the shield, or is it okay with 2 pieces? Because I have the Na'khul shield, and having some immunity with that shield is very useful. Is the shield really needed to bring out the maximum power of the sword, or no?

CS3. And here's a noob question. If I use the aforementioned Shattering Harmonics Environmental Suit, is there any way to hide it? I mean hide it when I equip it's look. Or are Environmental Suits always visible when you equip them? I like the look but rather show what my character normally equips instead, if possible.

CS4. This is more for the side / long range weapon. Until I eventually get that shotgun I'm hoping for (classic) I do like to have a physical long range weapon. I take it that duelist tetryon decompression pistol is my best bet? I hear it shoots both tetryon and physical damage at the same time? I would be willing to use some dil on that for sure if that is the case.

Random Assortment Questions -
For those who read all the way to the bottom and provide answers below, thank you so much. These questions here are more general stuff and suggestions then any specific needed concrete answers, so do answer them how you see fit.

RA1. - So first question. How do I unlock more look for my characters? If I understand correctly, at least from reputations, you need to buy one of each set (shield,/ weapon/ armor and/or kit) to unlock the look for your character,right?
And if so, does that only count for that character, or is it account wide unlock?

RA2. So I have also been saving up my credits to buy some ships, mainly carriers (Herald and such for Fed). However, with the ships I have currently having a carrier slot, and rumored Carrier ship for the summer Event, I may be thinking otherwise. If so, which is it better to use credits on? Buying keys to unlock boxes, (which builds up that currency + chance for ships,etc) ,or save for ships or traits or such? I want to figure best course of action from veterans.

RA3. I am currently building a very small fleet with a friend. I know it would be easier to just join a big one, but they are the reason I got into STO so don't want to leave it. However, is it possible for me to temporarily leave, join another fleet and buy the unlocks ( more traits, more R&D, etc) then rejoin mine or would that be considered unethical? Also if so, anyone can recommend me a fleet to ask if I can join temporarily to do so? If not, what about fleet..alliances I think they call it? I'm not clear on that at all.

RA4. So going back to my love of melee....are there any costumn pieces that look like..plate armor? Cape, helmet, that sort of thing. Really want all my crew to look like knights rushing forward to beat a target down. Melee range needs melee attire,no?
RA5. If I do decide to use credits to buy Keys, which lockboxes are best to open? Specifically the higher chance for traits / weapons / ships? Or are they all equal types? I have...I think one of everything so would like input on that.

RA6. Last question. I have no idea how upgrading works. So..how does it work? I understand the concept of making it go from mark…XII to XIII but..I don’t understand the Chance of Quality Improvement.Is that from like..green to blue to gold? If so, then whats the difference between the type (XII +) to quality (green to blue). I have stuff to do upgrades, just afraid to do upgrades, since I only get them from random drops and stuff like the particle event during the anniversary.

RA7 - About costumes. From my understanding, when you unlock costumes from things like Reputation, are they account wide or just character wide?Also can you mix and match them?Like Maco Chest and Competitive cape? Finally, can BOFFs use the costumes you make or are they limited (baring special BOFFS).
«1

Comments

  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    Hopefully my answers are good enough, if not, please feel free to ask for additional information.

    S1. Whatever you want. Any T5U or T6 vessel is viable for any content game has to offer. If you like a ship because it has nice design, pick that one. If you feel it gets stale or just feels wrong, try another one. I think it took me nearly 1.5 years of experimenting until I finally settled down with my Vesta, and now I'm extremely happy with it.
    However, if you have trouble picking, from the ones you listed, I would personally suggest Eternal, which is possibly the best science vessel in the game, stat-wise.
    Giveaway ships are also ok, but you are right, 31c vessels are better.

    S2. Consoles with clickable abilities (clickies) can be hit or miss. As a rule of thumb, you better want something to boost your passive stats, meaning something that always gives you something and you don't have to wait 2min for console to be useful. But there are also plenty of consoles that are utterly mince even if they give passive boosts (such as those that boost aux or wep power).
    If you have trouble deciding what to equip and don't have access to fleet or reputation consoles, from, slot Neutronium Alloy engineering consoles, Particle Generator science consoles and whatever boosts your energy weapon type (Phaser Relay for phasers, Plasma Infuser for plasma etc). The consoles I listed are not "the optimum", so don't go out your way to upgrade them, but they drop in story missions and should be cheap on exchange.
    Trellium-D and Polaric Modulator are not best, but they do their job just fine. M6 Computer is worth using, Crystalline is ok if you have open slot, Point Defense System is rubbish.

    S3. If you have multiple sets, they all work as long as you have necessary items equipped. However, bear in mind that in most cases, going for the active power (the clicky) is not worth it, cause the clicky doesn't do anything too useful.


    STS1. No, I would NOT suggest using this skilltree. Skills are very personal choice, but aside from the fact that this skilltree does not fit your "general usage" description, science ultimate it uses got recently heavily nerfed. I would suggest you something like this - that would allow you to fly almost any ship and build type.
    https://cdn.discordapp.com/attachments/242391728978526209/315226448036102154/unknown.png
    Cannons vs beams question - it depends. In general, use whatever you like or feel you are stronger with.

    STS2. https://www.reddit.com/r/stobuilds/wiki/build_anatomy/traits/space

    STS3. Those can vary heavily between players, depending on the build they're using, but as a rule of thumb, you want to have Auxiliary Power Configuration: Offence, Advanced Targeting Systems and Precision constantly slotted. For energy builds, Enhanced Armor Penetration is very good 4th choice, for torpedo builds, Omega Kinetic Shearing.

    STS4. Command Frequency is very good trait, I myself am using it very often. Predictive Algorithms is meh, but can stay there if you don't have anything better. However, the other 2 belong into the category of "the worst ship traits in game". 31c ships give very nice traits if you level them up, and Unconventional Tactics and Pedal to the Metal from Specializations are also much better replacements.

    STS5. You want Temporal Operative primary (Continuity is just so helpful, trust me) and Strategist or Pilot secondary.
    About trait, that is totally separate from specialization, which means Command Frequency trait works totally fine with Command Officer specialization offline.


    BO1. Your boffs can use whatever equipment you don't want to equip on yourself.

    BO2. Theoretically yes, but practically your boff rarity doesn't matter much. That is something you could plan, but don't make it your priority and don't waste your money on that just yet.

    BO3. With tactical BOFF abilities, you might want to double them up (so you could have one always ready), but that's not mandatory. With science and engineering, one of each is totally fine, no need to have multiple copies of anything.

    BO4: Yes, tacticals have special melee abilities, but your science guys may heal you and engs drop turrets. Totally up to your choice.

    BO5: For space, the best are Romulan tactical from Fleet Embassy (the one that comes with *Superior* (!) Romulan Operative), Hierarchy science (free from mission, I guess?), Nausicaan with Pirate (one of the rewards when you reach T4 in Diplomatic DOFFing) and Krenim officers from Fleet Research Lab.
    Saurians who have Efficient trait and Humans (they always have Leadership) are good choice when you can't afford aforementioned ones.
    For ground, I have no idea, but given how you have limited BOFF space, I would suggest you to concentrate on space.

    BO6: Nausicaan, definitely.

    BO7. I think so, don't have any of those in my crew though.


    C1-2. Sorry, I am not familiar with engineering and tactical ground gameplay, nor do I melee often.

    C3. Right-click and "Disable visuals"

    C4. Search for TR-116b on exchange. Has long range, does kinetic damage and completely bypasses shields.


    RA1. Unless it's C-store transaction, it's character only. And you can get additional outfits from exchange, from Winter Wonderland or Risa Summer event, or buy them from C-store.

    RA2. Save them up for traits and/or consoles and/or upgrades. You have 31c pack, no need to waste EC for ships that aren't better than those.

    RA3. Unless you want a fleet ship, you can just ask someone who has big fleet to invite you on their fleet map. You will stay in your fleet, but have access to their stores as long as your fleet has necessary Provisions. Now, if you want a ship, or don't have provisions, you can join another fleet, shop in there, leave it and then have your friend invite you back. Some fleets are totally fine with it and will allow you to buy anything for free, other might ask you to contribute something and some might tell you to "**** off".

    RA4. I haven't reached the "space barbie is true endgame" stage yet, sorry.

    RA5. Infinity, but don't do it. Chances of getting something worthwhile is ridiculously low, so if you happen to have any Master Keys, sell them on exchange instead.

    RA6. Don't upgrade random items. Upgrade only things you know that are good to keep and you will be using them until you move to completely another build (or until Cryptic decides to nerf them :D ). Also don't upgrade anything that is common, uncommon or rare (white, green or blue).
    About quality, you have a CHANCE for the item to get better quality. Let's say you have a Very Rare item that is mk XIII, and the quality bar shows you 3% of rarity upgrade chance. That means when you upgrade it to mk XIV, you have 3% of chance for the item to go Ultra Rare. Sometimes you get lucky and get rarity upgrades with low %. But other times, you have to throw plenty of upgrades at the item and wait for the chance bar to go to 60%.
    Keep in mind that upping the rarity of something is not generally necessary, just getting items to mk XIV will be fine.

    RA7. You should be able to mix and match them, but read RA4. BOFFs can you your costumes.
  • devilment666devilment666 Member Posts: 112 Arc User
    Hopefully my answers are good enough, if not, please feel free to ask for additional information.

    <SNIPPAGE>

    U R wrong! No mention of space bar bashing at all!

    (Runs away from tunebreaker at Warp 9.95)
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
  • sarah2774sarah2774 Member Posts: 238 Arc User
    I try to keep it simple as a f2p you have limited resources and should upgrade when you can afford. It's important to upgrade the most important items first. Since both of the toons are fed it easier.

    It should be in this order
    1- Get all Purple BOFFs
    2- Get good weapons (Should skip if cannot afford)
    3- Make all equipment to MKIV
    3- Get a good ship
    4- Buy good boff skill
    5- Get good traits
    6- Get good doffs

    s1- Try the different type of ships (Crusier/Tactical/Science) and see which one you like playing. Unless you know what you enjoy you will be wasting resources trying to upgrade all.The Temporal Special Agent Pack have got good ships are almost the best in the game. Playing with cloak is like stalking the enemy. (hide and pounce).

    s2- For now there are more important things to upgrade just use what you have and try to use the space set and free console.

    s3- They work but they don't add to each other on bonus as they use different power source. Unless you have lots of cash i would not follow the same types of power unless you really want high DPS.

    STS1- My opinion others may differ, I suggest to go for tactical ultimate. Search for tac ultimate with long range targeting(sci) and hull(eng). You need more damage as your weapons are weak at this stage.

    STS2- Go for survivability for now.

    STS3- Add critical first followed by damage, hull and shield. Have a least 1 hull and shield.

    STS4- You wont have many starship traits so use the one that gives bonus. Equip a trait then hover the mouse cursor over the weapons or clicky to see what bonus it adds. Always make sure equip traits give bonus.

    STS5- This changes all the time when cryptic upgrade. The best spec now is intel (1st) and pilot(2nd) for space. It used to be temporal(1st).

    BO1- Equip them with what ever set you can get from mission to get set bonus.

    BO2- All BOFF should be purple, just choose whatever race you want you can customise the looks, skill and specialisation later. Buy from the exchange they are quite cheap now.

    BO3- will skip you need to watch some DPS build videos. They cooldown differently.

    BO4- Bad idea BOFF should be long range so they can protect you.(It up to you)

    BO5- All BOFFs are the same, it just depends on how you build them up and what skill you put in. (Some may disagree). I use the same BOFF for all mission to save resources. The BOFF's are exteamy strong with all Specialiasation and with lots of skill.

    BO6- Get what looks nice space barbie or strong gorn then follow BO5 tips.

    C1- They are worth the price but should only 1 since you have limited space to equip them.

    C3- You can disable visual.

    C4- you need to use which weapon you like best. After that then you can choose the damage type. One slot can put a short range weapon the other put a sniper rifle. Then see which you like.

    RA1- Character bound you have to have the whole set for looks.

    RA2- Keep the ec for other stuff you should only buy when you know what you want. Use free ships to try different playstyle.

    RA3- It your enjoyment. If they are your friends they should understand. Not everyone plays the same pace in sto. Better go with a good fleet and have new friends to play with and stay with that fleet. (It up to you)

    RA5- F2p player should avoid lockboxes the odds are really bad. Better to sell the keys in exchange and get ec to buy stuff. Openning boxes should be left to the professionals.

    RA6- Once you know what weapons, equipment and console you like you should upgrade to mkIV. The stat increase is very large.
    Quality improvement is very expensive (should be avoided unless you are rich) and they only give extra modifier.

    RA7- From zen store they are account wide, the rest is character. BOFF can use any costume your character unlock. The zen costume can be mix and match but not the rep one.

    OPv9m3F.jpg
  • sarah2774sarah2774 Member Posts: 238 Arc User

    SKill planner outdated as season 13, find tac ultimate tree.
    OPv9m3F.jpg
  • devilment666devilment666 Member Posts: 112 Arc User
    sarah2774 wrote: »
    I try to keep it simple as a f2p you have limited resources and should upgrade when you can afford. It's important to upgrade the most important items first. Since both of the toons are fed it easier.

    It should be in this order
    1- Get all Purple BOFFs

    BO2- All BOFF should be purple, just choose whatever race you want you can customise the looks, skill and specialisation later. Buy from the exchange they are quite cheap now.

    I think you need to expand on why BOffs need to be purple (Very Rare) quality. It means they get two Superior traits. However, you just don't want to have a BOff because it's purple, you need to look at what traits it has.

    For BOffs on your away team, Superior Creative for science/medic BOffs and engineering BOffs is useful. Other useful ground traits are Superior Lucky and Superior Resiliency.

    Useful space traits on BOffs are harder to come by on the pure Fed side of the fence. Roms have access to Superior Romulan Operative BOffs and Klingons get Naussicaans with Piracy. One of the Delta arc missions offers up a Science Hierarchy BOff (often referred to as Mr Potatohead), who has Efficient/Pirate as space traits. He's a cross-faction BOff and almost a staple of any non-Rom build.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    > @sarah2774 said:
    > tatsunoshinn wrote: »
    >
    > Hey everyone,
    > Based on my research, the balanced build stated here
    > http://skillplanner.stoacademy.com/676588890e408852220d94b00b7948f6
    >
    >
    >
    >
    > SKill planner outdated as season 13, find tac ultimate tree.

    No, just no.

    For a new player I would only ever recommend a balanced build until they work out where they want to go with things.
    When you first start out you don't know if you'll enjoy beam builds, or torps, or ranking or all out science magic. So going the ultimate route simply railroads you into a set path with no to experiment and try things out. It simply sacrifices too much to have one fancy clickie ability.
    We all know the tac ultimate is flavour of the month thanks to the DPS leagues praising it but those guys have dedicated build and are focussed in where they want to go.
    A newbie wants to be given a balanced skill set to try different things first and learn what they like. Let them have the basic toons to be good enough for most content but with room to experiment and pick a path of destination.
    SulMatuul.png
  • sarah2774sarah2774 Member Posts: 238 Arc User
    sarah2774 wrote: »
    I try to keep it simple as a f2p you have limited resources and should upgrade when you can afford. It's important to upgrade the most important items first. Since both of the toons are fed it easier.

    It should be in this order
    1- Get all Purple BOFFs

    BO2- All BOFF should be purple, just choose whatever race you want you can customise the looks, skill and specialisation later. Buy from the exchange they are quite cheap now.

    I think you need to expand on why BOffs need to be purple (Very Rare) quality. It means they get two Superior traits. However, you just don't want to have a BOff because it's purple, you need to look at what traits it has.

    For BOffs on your away team, Superior Creative for science/medic BOffs and engineering BOffs is useful. Other useful ground traits are Superior Lucky and Superior Resiliency.

    Useful space traits on BOffs are harder to come by on the pure Fed side of the fence. Roms have access to Superior Romulan Operative BOffs and Klingons get Naussicaans with Piracy. One of the Delta arc missions offers up a Science Hierarchy BOff (often referred to as Mr Potatohead), who has Efficient/Pirate as space traits. He's a cross-faction BOff and almost a staple of any non-Rom build.

    Good expand. I did not mention as it can be expensive and time consuming to look for traits. Better to get enough purple boff than search special one's (Superior Rom, Piracy, Lucky and Leadership).
    OPv9m3F.jpg
  • sarah2774sarah2774 Member Posts: 238 Arc User
    lordsteve1 wrote: »
    > @sarah2774 said:
    > tatsunoshinn wrote: »
    >
    > Hey everyone,
    > Based on my research, the balanced build stated here
    > http://skillplanner.stoacademy.com/676588890e408852220d94b00b7948f6
    >
    >
    >
    >
    > SKill planner outdated as season 13, find tac ultimate tree.

    No, just no.

    For a new player I would only ever recommend a balanced build until they work out where they want to go with things.
    When you first start out you don't know if you'll enjoy beam builds, or torps, or ranking or all out science magic. So going the ultimate route simply railroads you into a set path with no to experiment and try things out. It simply sacrifices too much to have one fancy clickie ability.
    We all know the tac ultimate is flavour of the month thanks to the DPS leagues praising it but those guys have dedicated build and are focussed in where they want to go.
    A newbie wants to be given a balanced skill set to try different things first and learn what they like. Let them have the basic toons to be good enough for most content but with room to experiment and pick a path of destination.

    I suggested the tac ultimate as most new players got only MkII stuff. Any extra damage would help make gameplay easier. Later once they know their build they can adjust accordingly.
    OPv9m3F.jpg
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Telling a newbie to get an ultimate skill to get more damage is like telling a learner driver to get an F1 car to get better at driving.
    SulMatuul.png
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Ok, so I've written some info for part of your OP. I don't have knowledge about all areas so i'll leave them alone.

    Ship Questions -

    s1. All right so the most basic ship question I have is...which ship do I use?
    Essentiually usewhatever ship you want. Pick it based on how it looks, how it flies or just because you loved it in the films/shows. There is no right or wrong answer here and it's entirely up to you.
    Some ships are better for certain tasks (you wouldn't fly a cruiser for an escort fast moving bomber for example) but most ships are fairly flexible in terms of what you can do with enough effort and thought.


    S2. Second question boils down to equipment for ships, specifically consoles.
    Quite a few mission reward consoles are quite good actually, despite what people will say. A lot of players are stuck on the idea of following whatever meta or cookie cutter build is flavour of the month in the game's top DPS tiers, so will ignore anything that doesn't fit those builds. But you can put together a perfectly serviceable and more importantly fun build made up entirely of free stuff.

    S3. Continuing on this path, my second question is on equipment, specifically sets.
    Set bonuses are a nice little extra but don't feel like you must make use of them to be the best. Take a full on max drain build as an example - the best equipment to get the most DrainX skill boost is noty 4 set pieces it's a mixture of 4 different deflector,
    shield, w' core and engines. It's all about what fits your build and what you want to do with it. Some set bonuses might be essential for you - i never leave port on a sci build without Isokinetic Cannon due to my massive EPG skill to boost it. But others will be situational and less useful. Some sets will railroad you down a set path too, pushing you to use less effective weapons or gear for your build


    Ship Traits and Skills Questions

    STS1. General question for skills.
    Asa new player learning the game i'd always recommend a balanced skill tree to start. It allows you to have a god at most basic stuff with reasonable effectiveness, which means you learn the game mechanics and what you like. Going for a highly specialized skill tree should really only be an end goal once you know what sort of build and play-style that toon likes and works well with.

    STS2. Personal Space Traits -
    The real beauty of the traits system is you can mix n match them and swap them out whenever you want for free. So just experiment really. Plus some decent ones can be bought on the exchange for fairly cheap prices. Specific advice is difficult to give without some idea what you want your toon to be doing.

    STS3. Space Reputation -
    Just the same as with personal space traits. Mix 'em up and experiment. You'll maybe find a weird combo that works only for you, don't feel like you must follow the rest of the players.

    STS4. Looking back I did skip Starship Traits. Specficially, I have Superior Command Frequency Good and quite useful, Demoltion Teams TRIBBLE, remove it and replace it, almost all players agree it's useless and sadly they are all correct, Superior Preditice Algorithms good for a free trait, might as well use it if nothing else is an option., and Harasser Mines Could be goodfor a specific beam focused build. I have not experienced it being too great but it's free damage ifit works and if you've nothing else then why not use it!. I also have Unvoncentional Tactics In my view a bit too situational to make good use of..
    There's a few traits people will say are essential and some that people will say are useless. As they come mostly from costly c-store ships think wisely before buying. However you can buy some lockbox ones for pretty low prices off the exchange to play about with and some are quite good.

    STS5. Going back to Specialization, which is best for general DPS? Excluding Command Officer, which I love just for the summon cooldown, I have no idea which secondary one is best for space. Does anyone have any ideas? Also, since I did unlock Superior Command Frequency, do I need to have Command Officer Specialization up to use it? No you don't need the spec selected to use it. If I can still use it and change specs to more damaging types, I'm completely game for that.
    Exactly what spec you take is dependent mostly on your build. I use pilot 1st, intel 2nd, but that fits my build best. Other people might like Temporal for the EPG boost for example.


    Bridge Officer Questions.

    BO1. Mostly a mater of taste. You can have everyone use the same gear or have a mixed bag to cover all eventualities.

    BO2. This has been covered pretty well up-thread already.

    BO3. Some abilities will lock each other out yes. You can go with double copies to help get past long cooldowns or if you have certain traits like Reciprocity you can have single copies. A lot of this is build specific so difficult to offer meaningful advice yet.

    BO4. Not sure on this, i don't play melee very much.

    BO5. I just pick the ones i like the look of some i'll let someone else answer this with better knowledge.

    BO6. I went with the Nausican because the trait does stack with Mr Potato-head. But it's really your call. Some players insist on having a half naked Orion slave girl around, others want a Gorn in a suit.....whatever floats your boat!

    Bo7. Not sure on this one.

    Character Questions

    C1. I don;t have an engineer toon so i'll leave this part alone.

    C2. Again not my area so i'll leave this alone.

    CS3. Yes you can have the visual off and make you toon look like something else if you want.

    CS4. A truly mental ranged weapon i love its the Herald Antiproton Beam Projector from the lobi store. It looks nuts, it is powerful and it chains to nearby enemies, very useful.

    Random Assortment Questions -

    RA1. - Outfits come in a variety of types. Rep ones are per character. C-store ones are account unlock providing the toon is that faction. Lockbox ones are per character. To be perfectly honest i have NEVER bought a c-store outfit as they are often given away for free during new season release giveaways by the game itself.

    RA2. If you want a lobi or lockbox ship it's much better to buy it off the exchange than gamble for it with keys. Most would suggest you only buy keys to sell, to make EC. But if you want Lobi crystals then you have no option but to open them, it's your choice.

    RA3. Some fleets will allow this. And for anything that you can get without needing to be at a set rank in a fleet you can find public access channels offering free invites. Look up Nerds of Prey public channel in game if you need access to max rank fleet gear.[/b]

    RA4. So going back to my love of melee....are there any costumn pieces that look like..plate armor?
    There are some kit pieces in the Fed tailor that look a bit like plate armour. Or there's the Jem'Hadar armour you can get in an outfit box, it could be found on the exchange but is expensive

    RA6. Last question. I have no idea how upgrading works.
    Upgrading can seem daunting and to be honest i'd steer away from blowing any resources on it until you have a set buildin mind and some nice gear you wan to stick with.
    Overall with crafting i'd say and end goal would be to have all gear at Mk XIV and if you get quality improvements then thats a bonus.
    Some items get very good extra mods when rarity goes up (e.g. Solanae def gets the highest EPG boost in the game for that type of gear) but unless you are chasing every ounce of DPS don't fret too much about it. Generally by the time your weapon and gear are all at Mk XIV at least a few of them should be up to UR or even Epic through sheer random luck.


    RA7 - About costumes.
    Rep costumes are per character unlock and your boffs can wear them too.
    SulMatuul.png
  • sarah2774sarah2774 Member Posts: 238 Arc User
    For Engineer

    Personal Ground traits
    Orbital Devestation, Regenerative Tissue, Field Technician, Superior Acute Senses, Soldier, Covert, Limited Telepathy, the other 2 slots is optional.

    Personal Space traits
    Grace Under Fire, EPS Overload, Warp Theorist, Ablative Shell, Nanite Repair Matrix, Innocuous, Operative, the other 2 slots is optional.

    http://sto.gamepedia.com/Personal_traits
    http://sto.gamepedia.com/Personal_traits/Unlockable_Personal_traits

    Tactical no comment too many builds
    OPv9m3F.jpg
  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Everyone,

    Thank you so much for all the answers. I really appriciate the help. Even playing a year, I'm barely better off then a complete beginner so hah. So these answers do help me. Though based on the answers above, I do have some more questions :

    STS1A - So I take it a more balanced build is ideal. So it would be better then going for the ultimate down one tree? Would anyone suggest some balance builds? I plan to mostly use beams and some torpedoes, but with concnetration on beams. I'll slot my traits accordingly to fit, but just want to be sure which is best. Since I plan to spend all my dil on zen to buy inventory, bank etc. I want to make this reroll count.

    And I saw

    https://cdn.discordapp.com/attachments/242391728978526209/315226448036102154/unknown.png

    but think I want to add here. My understanding is that shields and hull don't last as long heal wise? so better to slot to damage to burn down enemies faster? Cause my old build had all the hull and shields...but without my engineering ability (on Eng) or Go Down Fighting (On Tac) myships always felt really weak survivability wise.


    RA2A - So my understanding is selling the keys is profitable. But..so it's never good idea to open lock boxes? I see now and again so and so got ship from opening a box.I take it then, that is hyper rare out of the millions that do play? Then why do people buy keys if the turn rate is so low?Sorry just want to clarify that end. But selling for credits so I can just buy stuff does seem logical.

    BO6A - I was doing some reading. Some people can get extra BOFFS from diplomacy? Like before whatever current system came into place? I take it it's too hard to find someone willing to part?I would love one of everything if possible. I did see some on the market like Orion...thats 500 mil? Take it not worth it at that point?

    C3A - So I can disable visual? How do I do that then? I don't much like the environmental look when possible to not see it, even if dil mining.


    RA7A - Really?You can't mix and match rep pieces?That's a bummer. So no point in buying the competitive costume pieces and like..MACO to have cape and heavy looking armor? I really did want to put those together. I could buy them to gear my BOFFs..but again dil towards zen to buy inventory etc for my characters.

    New Ship Questions -

    So for general use, is there any absolutely recommended pieces to buy from reputation?My understanding is that something in adapted Bord, I think warp, is ideal for all builds?I've heard it float around, so would like more feedback on that
  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Oh and one more question. I checked the STO wiki for looks...but is there a website dedicated to showing all reputation looks and / or costumn pieces and how to get them?I wish there was a preview look like in WoW or some such
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    STS1A - You still want to have some survivability, cause you don't do anything if you're starting respawn button 90% of the time. This skilltree I linked you on the picture is very similar to the one I use, and it's identical to the one @lordsteve1 uses. And I can guarantee you, we burn through enemies with ease and stay alive reasonably well, as well it allows us to experiment with multiple build types.

    RA2A - Some people have enough money to burn at game. Some people just like gambling. Some people fall into "gambler's fallacy" trap. Anyhow, I would not open any boxes until you have gotten your character to the point you want it, and you find you have nothing better to spend your money at and would like to try your luck.

    BO6A - Years back, those BOFFs were tradeable, but that's not the case anymore. Right now, if you find you didn't like your BOFF you chose, you can discard them and reclaim another one for free, but you can't own more than 1 simultaneously.

    C3A - If your suit is equipped, but not activated, right-click on it and select "Disable Visuals". If your suit is activated (during mining etc), you cannot get rid of the visual.

    New Ship Question - I would say that Assimilated module from Omega reputation is the one that would benefit you greatly, no matter what. Other things however depend very much on what you want to build.
    Iconian set is very strong with energy builds.
    Adapted MACO shields and impulse engines + Counter-Command deflector are standard for torpedo builds. Ferrofluid Hydraulic Assembly is another thing you definitely want on torpedo build (from Terran reputation), as well as several torpedoes themselves.
    Temporal Defense impulse/core/shields (combined with Solanae deflector which is free from a story mission) are the ones most commonly used on pure science builds.
    There are many great equipment available from reputations, and without knowing exactly what you want to do, it's hard to give any clear answers.
  • sarah2774sarah2774 Member Posts: 238 Arc User
    STS1A- That a good balance build. Depends on what ship you use later on you may need to change a little.

    RA2A- They like to gamble to make more profit. When they win a ship they sell for billions. They got lots of money to burn.

    For reputation looks you need to see the picture for that armor. It looks like that.
    Another way to try is go to Drozana Station on Tribble and try the armor. Tailor on tribble can be bugie on certain costume (zen) but for rep they are good.
    For ships https://www.youtube.com/channel/UC3cf2Ma8K8URFSx03h7hgaw is good just find your ship.
    OPv9m3F.jpg
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    First, @winters83 has a Lets Play series on YouTube: https://www.youtube.com/channel/UCxeD7AK4rmsbayVI9r2QvWQ
    that uses a F2P character and if you follow along you will get a pretty solid build.

    Next, if you are serious about self-improvement in STO you need to get a combat log parser:
    https://www.sto-league.com/combatlogreader/
    The reason this is important is that the advice on how to improve your build changes depending on where you are, and no one who gives build advice on these forums really mentions that.

    If - at level 60 - you typically have dps below 4k, then we are talking foundational level build things, and you probably struggle with mission content and most PvE queues.
    With 8k to 20k your build is much better, and mission content is easy, and at the top end you can queue for advanced queues.

    With that said, I am assuming that you are currently in the low-dps bracket:
    s1. Your ship choice matters a lot less than you think. However, you really get to choose between "space magic" and "not space magic". Science ships are better at space magic, which requires high aux power and is quite technical. Engineering and Tactical ships are better at dealing damage from weapons and generally have a simple strategy and power level setting - the default everything in weapons setting. Of the ships you list, I really like the Temporal Battle Cruiser as it is nimble, and easy to set up for reasonable DPS.

    s2. With regards to consoles: On a budget you WILL choose phaser as your principal damage type. It is easy to completely setup a phaser damage ship with Very Rare Mk XII items using only mission rewards. ALL your tac consoles should be "Console - Tactical - Phaser Relay Mk XII" (Very Rare) that you can pickup from several of the end game episode arcs. Equipping the other mission reward unique consoles) (Trellium-D, Polaric Modulator etc. ) will help your ship get from the below 4k to the 8-20k bracket so use them. As an engineer your skills favor repairing hull over shields, so as you start getting universal consoles, sacrifice your science consoles first.

    s3. WRT set selection mission rewards are going to make available a couple of space sets (deflector, impulse and shield typically). Sol Defence is the most general purpose / tankish, most of the others seem to favor science, you can tell (typically) by looking at the kinds of things the deflector does. Your first foray into the rep system will be to grab the 4 piece iconian set (which at least answers the question: what to put in the Warp Core slot). The weapon sets are all for a variety of damage types, at this level we are concentrating on Phaser damage so that reduces a lot of the choices. However, even if you use no other piece of the set, you will want the [Console - Science - Temporal Disentanglement Suite] from the Krenim Temporal Manipulation set at this phase.

    sts1. Without seeing the spec in question - going for the ultimates is not helpful at this stage. A balanced build that takes hull and shield mitigations from the engineering and science trees and grabs damage skills from tactical will produce a well rounded character. That said - skill selections here are all +1% this, -1% that - they don't (at this stage) make a huge difference. i.e. wait until you can do a respec for free.

    sts2,3,4. Again, until your build is a lot better, choosing these based on apparent utility is good enough.

    sts5. strategist is a good secondary. However, if you take any of the T6 ships you mentioned, and want to train your bridge officers to use the TRIBBLE/Temporal station - you will want to put 10 points into Temporal - or indeed any specialization you want to train BOFFs into.

    bo1. ground question. bah

    bo2. The quality of the BOFF determines its chance to get superior traits. So once you have a boff, you can simply examine the traits and fire the boff with the least desirable traits. This is not always the lower quality boff.

    bo3. Some skills - like tactical team - are important enough to keep cycling that if you can't get the cooldown to the global cooldown you run two copies. There are generally however enough skills that you really want, that keeping two of each is wasteful.

    bo4. ground question. Bah

    bo5. boffs that are good for ground are the boffs that have no space trait, and hence 4 ground traits. The boffs that are good for space have at least 1 space trait. Leadership doesn't stack (apparently) so you want one human boff and no more. You need, NEED, to get into a fleet so you can earn FC and buy the Rare Vulcan Tactical BOFF, which has Superior Romulan Operative, for ALL your tactical stations as it has a stacking bonus to critical damage.

    bo6. At 4 diplomacy get the Nausicaan because his bonus stacks with the Hierarchy guy. And ground is bah!.

    bo7. what? Is this a ground thing?

    c1 - more ground. Bah.
    c2 - also more ground. Bah.
    c3 - ground but ... environmental suits are always visible when you activate them. You typically don't have to unless you are protecting yourself from a hazard such as space or incineration.
    c4 - why all the ground questions?

    ra1 - most of the sets available from the rep system will add a unique look option to your Tailor when you equip 3 pieces for the first time.
    ra2 - Never use keys. Not for the Lobi, not for the (Chance) at ships. Rather buy keys to sell for EC and/or spend EC/keys to buy the ships directly.
    ra3 - yes but you loose your FC balance. Rather join a big fleet with your friend.
    ra4. ground. bah.
    ra5. ?
    ra6. If you do Admiralty and DOFF missions and PvE queues you will get crafting materials. If you level your crafting things you can make your own Upgrade kits. The Lets Play I linked above has a good episode on Upgrading (called "Upgrading"). On Upgrade weekends (the only time you should ever consider upgrading), use your Superior or better upgrades (Sell any Basic or Improved Upgrades you have. Using these wastes dilithium). to upgrade items that (are) at least already Very Rare (Purple). When initially used the item will upgrade Mark levels until Mk XIV, and then you will upgrade it to Ultra Rare then Epic. Ultra Rare and/or Epic *might* happen sooner but the chances of this are low (and reset each time the item upgrades a Mark level). There is a school of thought that says that if you start with a Very Rare Mk II item and level that to Mk XIV it will use less total upgrade attempts to upgrade to Epic.
    ra7. no idea.

    --

    sts1a - really the goal is to hit 20kdps at which point, in PvE content, you are not worried about the rate of incoming vs outgoing dps. As an engineer you should prefer to buff and heal your hull rather than shields.

    ra2a - Because there are players opening lockboxes not for the items, but for profit, because there are players who are opening lock boxes for bound rewards - opening lockboxes to obtain specific - unbound - items is always more expensive than just selling the keys for EC and buying the items from the exchange. I don't know what the actual drop rates are, but the "Big Prize" ship in any lockbox seems to have close to a 1 in 200 chance per lockbox (and then be quite random) but can be purchased off the exchange for closer to the value of 60 keys.

  • tygerzztygerzz Member Posts: 105 Arc User
    While there is nothing wrong with your ground melee eng. kit equips. I am currently running a 5 drone , all attack types, and using the na'kuhl plasma blade. The benefit is I can pre-spawn my drones before entering the 'fight zone'. Turrets and mortars are nice but take time to spawn.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Just a few extra things to mention:
    1. That skill tree shown in the screen-grab is identical to mine because IT IS MINE, lol. I added the pic to our channel Discord app. But yes a balanced skill tree to start off and then you can experiment and decide what you like. Then you can respec later on once you have a good idea where you want to take your build. I started off with the new skill tree last year using the sci ultimate and it worked wonders for my sci-torp boat, but it locked me out of a lot of other stuff as it was way too specialized. It's the sacrifice you make for going so deeply into a certain style of build/skills/tactics etc.
    2. A combat parser is useful, but it is not essential, even to get the best from your build. The VAST majority of content in the game is manageable with 20-40K builds quite easily so once you break that threshold it doesn't mater how high your DPS numbers go unless you become obsessed with getting a set number. Don't let chasing numbers ruin your fun in the game, if a build is running well in advanced (or even elite content) and is surviving and killing things then you are doing well, you don't need a parser for that. BUT....I will admit that a parser can be somewhat useful if you want to know which bits of your build are performing well or not. So it does have uses, though not essential.
    3. Regarding lockbox keys, those opeing the majority of boxes are throwing 1000's of dollars, pounds, euros or whatever at the game. Let them do the gambling and you buy the ship you want off the exchange without risk of losing. The return rate from lockboxes is something daft like less than 1%, so you might get lucky after one key, or you might open 200 and get nothing. On;y reason i'd ever open boxes was to get lobi, in fact it's better to look at boxes as giving you lobi primarily and a tiny chance at a shiny toy.
    4. The rep gear that's essential....difficult to answer without a set build in mind. I'd recommend the Assimilated Console for most energy weapon builds, even for some other build types too for the control boost and crit stuff. AMACO 2pc set is good for torp builds, same with the Terran weapons 2+3pc sets. Romulan shield + engines is good for EPG sci builds, various deflectors like the Terran, Temporal, Counter Command are all good for different builds. Depends really what you want to do.
    SulMatuul.png
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited May 2017
    RE:Character Questions

    C1. So..Eng ground...Quantum or Nuetronic Mortars + Doff that spawns 2 additional Mortars. Try to stay within there range if your gonna go in for cqb so the kits will still help. FOr Point Blank LOLs..Run up and plant a Mk 14 Transphasic Bomb..Then make that your "hold the line speech." When you detonate that (let em get really close to the bomb, then commence to hacking and slashing (staying within your mortars Field of fire) . I also run the Biotech turret (Doffed) and Phasic Shroud (for quick heal)..

    https://sto.gamepedia.com/Kit#Engineering


    C2. I dont think the 3 piece is necessary. Like you I like the Na'khul shield but I mostly keep the 2 piece for the severity bonus.Personally, IM trying out the Featured mission set..looks like ALOT of fun..

    CS3. Yup..turn off the suits visual..However..There are better armors out there. But for Enviorn suits..this ones not bad.

    CS4. So..Idk if physical is worth going for but this..https://sto.gamepedia.com/TR-116B_Rifle_-_Sniper_Rifle...Always seems to work well..

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    So, I had a whole comment go missing.

    I happen to have purchased the Temporal Battlecruiser T6, and configured it with
    * Quantum Phase Beam array + Universal Console from Sunrise
    * Quantum Applications space set from Stormbound.
    * The Krenim Temporal Applications Warp Core and Science console from Butterfly.
    * 4x Console Phaser Tactical Relay from Of Signs and Portents
    * A bunch of Phaser Beam Array Mk XII that I happened to have (no mission for these unfortunatly)
    * Trellium-D, Polaric Modulator and Shielded Datacore from Delta Flight, Temporal Reckoning and Ragnarock

    My stations were:
    * Unassigned
    * TT BA:O FAW
    * TT APB
    * ET EP2S EP2W DEM
    * PH HE

    This little beast cleared 22k on a clumsy ISA run - with so much room for improvement.
  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Everyone,

    Thank you so much for the information.I greatly appreciate it. Every bit of knowledge helps. All right I'm adding some new questions, and hope for replies on that end as well

    ---

    S4 - All right so this might seem basic, but is there a energy level cap? I mean for things like weapons, shields, auxiliary, etc etc. I plan to use mostly beams, and I know that firing multiple beams makes you lose energy, which does less. So in theory, I'd want + weapon power, correct? Now I don't know is there a energy level cap, or can I go insane stacking weapon power?

    ---

    BO8 - So this goes to traits again. I was looking up online, and I have been getting information that Leadership from multiple human BOFFs do not stack? Is that still true or no?

    ---

    RA7 - This is odd...but I remember I have the Horta Hatchling. The question is, I know you can make it a battle pet...but my information for it is outdated.Currently you can make it from DOFF assignments, specifically I read from RnD? I looked in the RnD section under special projects and nothing. Or is it somewhere else?

    RA 8 - All right and one more question on this end.I have heard you can hotkey multiple abilities to be used at once? Like using the spacebar? I think I can do it, just in the key bind section use skill rows, but how do I have the BOFF skills all keybined, or some of them (like torpedo spread and fire at will) My current bars all feel full from clickables and other skills, so feels hard dragging all the skills onto my toolbar. Even if I can..should I?

    RA9 - For those who have all the reputation ground sets..I did some testing on the tribble server, and found for example MACO was it's own set, but the Terran one was more like...part of the uniform which I could add parts from engineering,etc. So my question is, which ground sets are more like the Terran Reputatation..that far as I know can mix and match ?


    Also specifically for ihatepwe735,

    That sounds something I can do..but those Beam Arrays...anything that does drop from missions that sound good to replace?
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    edited May 2017
    ...

    S4 - I don't quite understand energy myself, but more energy typically equals more damage. Your "default" energy configuration on a ship such as the build I presented, should have all max power to weapons with aux and engine set to minimum usually (with the engine power set low you always fly at 100% throttle which has a number of benefits). Your problem with an 8 beam boat then is not the weapon power level setting itself, but maintaining it - 8 beams with a target in their FOV can drain your available weapon power rapidly so you need boosts to your power flow rate - which is provided in that build via the Quantum Applications space set. If/when you change to Iconian or some other rep set you might need to look at EPS flow regulators I think they are called.

    BO8 - It is my understanding that "Leadership" does not stack. Its difficult to know for sure as its not something Cryptic publish on the official wiki so most of us have to go on the published opinion of the experts.

    RA9 - I use keybinding with the following general approach:

    * Use the mouse to turn the ship, but the keyboard for everything else. All weapons are set to auto fire.
    * If you edit the GUI you can turn on 6 visible hot bars. Also, turn off the BOFF skill slots as they cover the screen.
    * Hotbar "1" - drag skills that do explicit attacks against enemies. Very easy to press.
    * Hotbar "2" - drag skills with long term buffs. ctrl-1..0 are harder to hit so we want to press these not often.
    * Hotbar "3" - put emergency heals / context sensitive skills like polarize hull plating (used to escape tractor beams)
    * Hotbar "4" (on the right) - place ship mode skills or launch fighters here. Shift-X is relatively easy to hit so you can refresh your fighters often.
    * Hotbar "5" - no keybindings (by default) for this hotbar - place ALL your remaining skills that have healing effects in the general expected order that you will want to invoke them. Engineering team goes first, then things like emergency power to shields, finally your engineers big hull heals last.
    * Hotbar "6" - place all remaining skills that buff your attack damage. Fire at will, beam overload, power to weapons, etc. followed by 2 copies of tac team.

    Then, apply the following keybinds file by copying the contents into a .txt file in your Startrek Online/Live folder and typing "/bind_load_file keybinds.txt"
    G "+TrayExecByTray 4 9$$+TrayExecByTray 4 8$$+TrayExecByTray 4 7$$+TrayExecByTray 4 6$$+TrayExecByTray 4 5$$+TrayExecByTray 4 4$$+TrayExecByTray 4 3$$+TrayExecByTray 4 2$$+TrayExecByTray 4 1$$+TrayExecByTray 4 0$$
    T "+TrayExecByTray 5 9$$+TrayExecByTray 5 8$$+TrayExecByTray 5 7$$+TrayExecByTray 5 6$$+TrayExecByTray 5 5$$+TrayExecByTray 5 4$$+TrayExecByTray 5 3$$+TrayExecByTray 5 2$$+TrayExecByTray 5 1$$+TrayExecByTray 5 0$$
    Space "GenSendMessage HUD_Root FireAll$$+TrayExecByTray 6 9$$+TrayExecByTray 6 8$$+TrayExecByTray 6 7$$+TrayExecByTray 6 6$$+TrayExecByTray 6 5$$+TrayExecByTray 6 4$$+TrayExecByTray 6 3$$+TrayExecByTray 6 2$$+TrayExecByTray 6 1$$+TrayExecByTray 6 0$$
    

    This file binds hotbars 5 and 6 to "G" and "T" respectively, so whenever you are taking damage you bang away at "G" periodically to activate healing skills that are ready (one per press, from the top down), and as you want to boost your damage, bang "T" a few times to activate the cooled down damage boosts - and keep a tactical team working.
    You can also place a core set of skills on action bar 7 - if you are running aux2bat, drake etc where there is a core rotation that MUST be kept cycling all the time - simply pressing spacebar often will both initiate all weapons to attack, and simultaneously keep the cycle going (probably place both tactical teams here).

  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    edited May 2017
    Finally, with regards to mission weapons:

    Disruptor damage:
    Echoes of Light:
    Console - Tactical - Disruptor Induction Coil along with the Nausicaan weapon set.

    Ragnarok gives:
    Disruptor, Plasma or Phaser VR Mk XII:
    Dual Beam Bank (90)
    Cannon (180)

    Anti-Proton:
    Blood of the Ancients:
    Anti-Proton Beam Bank Mk XII (270)
    Anti-Proton Dual Heavy Cannon Mk XII (45)

    Sphere of Influence:
    two pieces of an Anti-Proton set including warp core.

    Phaser damage:
    Sunrise gives:
    Dual Phase Beam Bank (90)
    Phaser Turret (360)

    Ragnarock:
    Dual Phaser Beam Bank (90)
    Phaser Cannon (180)

    Of Signs and Portents:
    Console - Tactical - Phaser Relay

    Tetryon Damage
    Revolution:
    Tetryon Beam Array (270)
    Tetryon Dual Cannon (45)

    Midnight:
    Console - Tactical - Tetryon Pulse Generator.

    Butterfly:
    Krenim Temporal Manipulations - Tetryon weapon set.

    ----
    So my initial "go phaser" advice is wrong: actually, your best option is to go Tetryon as you have Beams, Cannons, a +30% tetryon damage console, AND a weapon set option from purely episode rewards.
    Post edited by ihatepwe735 on
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    RA9 - For those who have all the reputation ground sets..I did some testing on the tribble server, and found for example MACO was it's own set, but the Terran one was more like...part of the uniform which I could add parts from engineering,etc. So my question is, which ground sets are more like the Terran Reputatation..that far as I know can mix and match ?

    From what I can tell any rep sets created after the Terran one seem to allow use of parts with other costumes. The older ones were considered a separate costume and so there was no mix and match possible, they seem to be moving away from that now.

    So based on that you have the Terran, Lukari, Iconian and Competitive rep costumes that all have parts you can mix 'n match with any other costume parts you might have available.
    SulMatuul.png
  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Everyone,

    Once again, I appreciate the information. Always have to say that, with everyone putting information out there for me to understand. Now again, more questions, some random I always just wanted to know, and one or two build wise.



    S6 - (mainly to ihatepwe) Thanks so much for compiling that information. I believe it will be useful for me when I'm gearing my ships until I finally buy all the bank / inventory/ etc I need zen wise. So going back to that


    So ideally any sets I get/ focus on is to just fill tactical with all the + to whatever damage for most damage? Nothing about + to energy power?




    S7 - So the maximum for any power is 125. All right so even if I have + 2 to weapon power, it will never go up?So useless to care for + to power past that point?


    S8 - All right this is specifically about sets now. So going by ihatepwe's idea, I am going for Tetryon. If I stay with it and decide to buy some reputation (in this example competitive) do I want 2 different sets with tetryon (competitive and krenim temporal manipulations) or just 1 set and the rest with just no set beams (not counting upgrades, just general gearing)

    Also adding to that question, looking at the episodes, I was told to go for


    S9 - By my understand however, the type of damage type most people go with is antiproton?I hear thats the most damaging (in general, I know builds and ships factor but for like general purposes) so would I aim for that if/ when I want to do more dps?

    S10 - All right here's an idea. I saw in Terminal Expanse it drops a + 20 to beam console. If I equip that, would that offset all the different types I am using? Since the torpedoes are all physical, it would be an across the board buff to every beam weapon I use?




    BO8 - So general rule for seating on ships? Do you have dedicated people you plan to use (Temporal/ Command/ Etc) and teach them all, or just spread it out to everyone? Just want to know on that


    RA10 - All right so here's a random one I wanted to know. For Department Head (First Officer, Engineering, Operations, etc) Does it matter who you put for each position? Do they have a chance to offer more/ better missions or is that all cosmetic?

    RA 11 - Mainly to ihatepwe - All right so how do you change the GUI? Maybe I'm an idiot, but I went to the rearrange HUD and only got options to move it, no option to add more bars. So how do I do it, step by step if possible?


    RA 12 - So collecting fleet credits is useless?I was under the impression I only get fleet credits so I can ask someone to invite me to their fleet holding to buy stuff. But you need professions to buy ships slots and officers?

    As I learn more, I always figure to ask more, hope these constant questions are not too much of a headache.








  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Opps forgot to add

    If I go Tetryon, which is better from episode rewards


    [Resonating Tetryon Beam Array Mk XII [Chance] [Dmg]]

    or


    [Tetryon Beam Array Mk XII [CrtH] [Dmg]]
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    edited May 2017
    S6 - The tactical slots are simple to fill and are always filled with the best +damage you can get for your damage type.

    Of course, when you get serious about your build then the ordinary damage consoles will be out, and you will fill all the tac console slots with fancy things like vulnerability locators available from your fleet: weapon energy and flow rate boosts are typically provided with science or universal consoles.

    S7 - as I understand it: the maximum power level you can select is 100. With + to power you can get 125 or more to weapons: however damage calculations cap at 125. This isn't to say numbers past 125 are wasted: as your weapons fire they lower the available energy (you see this when part of the energy bar turns grey) so going past 125 gives you more shots at full power. Of course there are diminishing returns at that point...

    S8 - you can use as many complementary sets as you want, as long as you can equip enough pieces from each set.

    S9 - The build I showed you I built to prove that one can get >10kdps out of a T6 ship using nothing but episode rewards. As it turned out it does >20k. Which is pretty decent and will let you perform well in normal and a lot of adv queues. Certainly future episode content should be a breeze. At the other end of the scale, players are doing >200k dps. These people, in their race for more DPS, obsess about pushing certain stats to the max.

    Between 20 and 200 there is a LOT of scope to just choose energy types for the fun. Every damage type has some sort of effect and they are all balanced to boost your effectiveness a similar way.

    Seriously, at this level, choose Anti-proton because you like the way it looks. Or because you "like" the idea of critical damage more than shutting subsystems down or setting the enemies hull on fire.

    This advice covers your choice of base, or resonating tetryon beam: choose the one you like the look of. It will not make a discernable difference to your dps or mission effectiveness at this level in the game.

    ps. If you want to explore your "gear from episode rewards only" options in more detail - this list lacks the Terminal Expanse (and possibly other episodes) - but it lists every reward you can get for repeating episodes:

    http://sto.gamepedia.com/Episode_replay

    S10 - As above - I wanted to mention the Terminal Expanse rewards as a stop gap way to get a decent damage boost out of your tactical consoles if you choose a damage type that doesn't have a specific +30% damage console. you loose a third of your damage multiplier which is still going to be rather decent.

    BO8 - not sure what you are asking: If you have a ship with Tac/Temporal seating, you typically want to have one Tactical officer (and only 1) trained in temporal.

    RA10 - doesn't matter.

    RA11 - When you go to "re-arrange HUD" there should be a button called "New" somewhere near the existing action bar. This will add a new vertical action bar on the far right. (This confused me too as I was expecting the action bar to exist with a show/hide option.) When you leave re-arrange HUD mode there is a button on the top right of both action bars that will allow you to expand it to display from 1 to 3 action bars. I am not in front of STO right now so thats the best I can explain it.

    RA12 - If you are not in a fleet, then you shouldn't have any fleet credits. But you should so far have collected fleet marks. When you join a fleet you will be able to trade a number of things - including fleet marks, common quality duty officers, dilithium etc. for fleet credit. Each of the Fleet holdings will have a number of vendors and consoles (more if the fleet holding is upgraded) selling you DOFFs, space/ground equipment, BOFFs and ships even, for a combination of fleet credit + dilithium / other currencies.



  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    ihatepwe,lordsteve1,sara,odin,tune,etc,

    Man all this information is valuable. At this rate, I may think you should make a FAQ. I know this is definitely helping me. As well as everyone else who cointributed. I'm definitely feeling better with my new skills and basic understanding increased.

    Right now I've decided to work on Tetryon stuff as you mentioned. Slow grind, but it'll be nice to do that. Really mamking me enjoy STO once again knowing I'm not as clueless as before.Though as such, more questions *I am endless!*


    B09 - All right so...trying to figure most optimal skills.I know that it depends on ship and build, but far as I can tell, it's mostly going to be beam builds (exotic is way too over my head and torpedo is specialized) So I would like ideas of what general skills to use for tac/ sci/ engineering.I know for Science it's heals and gravity well, for tac it's fire at will (for beam) torpedo spread, and tactical team, and Attack Pattern Omega. Engineering also for heals and...I think thats it? And some buffs (emergency power to etc etc)

    Though when I do start getting my BOFFs specializations, which skills would you suggest for them? Like for temporal, pilot, command, etc. Again just general basic damage types if possible.

    Also is it better to have 2 per skill when possible (gravity/ fire at will) to half cooldowns or have one unique per piece?


    RA11A - All right I was able to make more bars.Yay!...Downside...I can't resize the second bar?It stays vertical and messes with my current HUD. Am I locked having it that way, or any ability to resize/ make it horizontel? I'd appreciate any help with that.


    RA13 - All right so for reputation. I noticed for some reputations I don't have enough of those turn in items (borg neutral implants/ etc). So which is more ideal, using the daily cooldown for one turn in or to try Advanced?I'm kind of nervous to try, hate to pull a group down due to my inexperience. Also how active are advanced for all the token types?

    RA14 - So I heard if you do Tour the galaxy, you can get a cooldown reduction on transwarp. I can definitely use that.But I do feel a bit slow. Any way to increase map speed?I believe the MACO set is only way to kick speed up?Also this will just help me do dailies faster, so which set is best for maximum speed?

    RA15 - Oh here's a random question. So I have used some science ships before and saw the target subsystem skills they have. Though I take it they are useless?Do subsysten attacks hurt the enemy/ affect them?I only imagine it's for pvp?


    As always, thank you all for the information


  • tatsunoshinntatsunoshinn Member Posts: 10 Arc User
    Opps, adding to RA13 - If there are places where you can farm those special stuff without having to do advanced ,or wait for cooldown, any places to go?I believe for Delta you do Kobali and Dyson you Voth battles?
Sign In or Register to comment.