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  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    protoneous wrote: »
    Here's a master list of vendors including those that offer discounts on specific items. Your personal replicator remains in-game after today's patch. STO wiki Link Commodities

    I'm glad someone remembered and posted that link. :) Once you can get around the Galaxy with greater ease, you might want to visit each location and stock up with gear from the cheapest ( 75 % ) Vendor Items.
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    Sig? What sig? I don't see any sig.
  • echattyechatty Member Posts: 5,916 Arc User
    Looks like you're getting a lot of good help here. I wish you luck on your STO journey.

    They're right that whatever ship appeals to you is the one you should fly. Many of mine fly the Event ships rather than the canon ships once they hit lvl 40. Though having the Vulcan leveling ship will make things a bit different.

    Same goes for preferred energy type, preferred ground/space weapons, etc. Also preferred uniforms. Very few of mine use the default Oddy uniform and some are even mercenaries. Perhaps the Space Barbie end game will appeal once you hit it. I have different captains using different energy types, including some who use what we call rainbow beam and skittle cannon builds where several different energy types are used. And they're just as much fun and quite able to kill things as having just one energy type. It's all in how YOU want to play :)
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    My main's Main Ship has Phasers, but some are Bio-Molecular Phaser Beam Arrays so that means the all sound correct, but three beams are more greenish instead of goldish.
    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
  • generic5generic5 Member Posts: 87 Arc User
    Well, I've finished The Romulan Mystery and am now beginning the Cardassian Struggle. I'm Level 35.
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    generic5 wrote: »
    Well, I've finished The Romulan Mystery and am now beginning the Cardassian Struggle. I'm Level 35.

    Nice, climbing the ladder! :smiley:
    Insert witty signature line here.
  • echattyechatty Member Posts: 5,916 Arc User
    Great to hear!

    It just gets more fun.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • generic5generic5 Member Posts: 87 Arc User
    Can anybody tell me which vendor (and where they are) that sells Ferengi Jellied Gree-Worms? I checked the Exchange and there was none on sale. I went to Deep Space Nine, and Quark himself didn't sell them. Do I need to find the Ferengi homeworld or something? I need the Gree-Worms for a DOff mission for my Chef (Klingon/Ferengi Fusion or something like that).
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • protoneousprotoneous Member Posts: 3,156 Arc User
    generic5 wrote: »
    Can anybody tell me which vendor (and where they are) that sells Ferengi Jellied Gree-Worms?
    Google is your friend. https://sto.gamepedia.com/Ferengi_Jellied_Gree-worm
  • generic5generic5 Member Posts: 87 Arc User
    protoneous wrote: »

    Thanks!

    Well, I'm now Level 41. Looking at the available ships, the cruiser has the highest number of Hull Points but I haven't made a decision yet.

    Also, one of the details on all ships is Base Turn. Is it better for the Base Turn number to be high or low?

    I still have that Vulcan Science ship from Q's Winter Wonderland. Is there a specific reason why no one is telling me to use that ship? Is it a bad ship or something? Is it too squishy?

    I also have about 10 Space Skill points and 3 Ground Skill points saved up.

    At what point should I start building my super group of BOffs? SROs, Mr. Potato Head, etc.

    And it just dawned on me that I still haven't joined a Fleet. God, my brain is tired . . . No days off in the past 2 weeks and it doesn't look like I get one next week either. I'm going to bed. Good night!

    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • sarah2774sarah2774 Member Posts: 238 Arc User
    generic5 wrote: »

    Also, one of the details on all ships is Base Turn. Is it better for the Base Turn number to be high or low?

    I still have that Vulcan Science ship from Q's Winter Wonderland. Is there a specific reason why no one is telling me to use that ship? Is it a bad ship or something? Is it too squishy?

    I also have about 10 Space Skill points and 3 Ground Skill points saved up.

    At what point should I start building my super group of BOffs? SROs, Mr. Potato Head, etc.



    HIgh

    It's a good ship to level up when you do not have a free ship. Still not sure what is your prefered playstyle so better use those level ships to explore. Zen and lobi ships are better.

    Do you have any idea on what playstyle you like so we know where to put the skill points?

    When you have enough ec.
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  • protoneousprotoneous Member Posts: 3,156 Arc User
    generic5 wrote: »
    protoneous wrote: »

    Thanks!

    Well, I'm now Level 41. Looking at the available ships, the cruiser has the highest number of Hull Points but I haven't made a decision yet.

    Also, one of the details on all ships is Base Turn. Is it better for the Base Turn number to be high or low?

    I still have that Vulcan Science ship from Q's Winter Wonderland. Is there a specific reason why no one is telling me to use that ship? Is it a bad ship or something? Is it too squishy?

    I also have about 10 Space Skill points and 3 Ground Skill points saved up.

    At what point should I start building my super group of BOffs? SROs, Mr. Potato Head, etc.

    And it just dawned on me that I still haven't joined a Fleet. God, my brain is tired . . . No days off in the past 2 weeks and it doesn't look like I get one next week either. I'm going to bed. Good night!

    With ships base turn rate usually decreases as hull increases so you'd usually associate ships with a lower base turn of about 5-9 with Dreadnoughts, Cruisers, and Battle Cruisers respectively. Inversely, ships with the least hull but highest turn rate are usually escorts which also have the most damage potential and are used with cannons and turrets. Science ships fall somewhere in between and rely in part on a large shield capacity and medium amount of hull.

    So really there is no "what is better" aside from what sort of play style you enjoy with Cruisers being more graceful and sturdy, escorts requiring a very active and faster sort of game play, and science ships falling again somewhere in between.

    I'd consider giving the Vulcan Science ship a try as soon as you can use it. It will be somewhat more boff ability / console / skill tree dependent than a cruiser but if you like hybrid science fun it might be the ship for you but will take a bit more time to set up and use to it's potential. Some abilities and gear that blend well with the ship are unlocked in future missions or at a slightly higher in-game rank. Alternately you could grab another free ship and stick with that for now. The choice is yours. Enjoy the journey and experiment with different things as time permits.

    If you have some extra skill points left over and are unsure of where to use them you might want to consider sharing your skill tree via a link from the stoacademy.com skill planner. You do have to create an account but it comes in very handy.

    Definitely grab Mr. Potato Head when you come across that mission in the Delta Quadrant. Tactical SRO's from a fleet embassy aren't inexpensive and frankly are something you might want to look into as a incremental extra to save up for once your toon is more developed at some point in the future. It's been stated that the game is about 80% piloting and 20% gear so really just doing missions and whatever else you enjoy is giving you the practice (and gear) you need to do well. Even two SRO's likely won't make any appreciably difference at this time. That being said, you're the captain of your own ship so feel free to build it your way.

    If not self employed be sure to check applicable federal and state labor laws as to how many days in a row you can legally work before getting a day off.
  • generic5generic5 Member Posts: 87 Arc User
    With this new ship, (I still haven't picked one), I was thinking of changing things up a bit. Instead of the usual Phaser/Torpedo set-up, I was considering going with an Anti-Proton Beam/Transphasic Torpedo set-up.

    Or is there a better combination? I want to inflict as much damage as possible and if I can make their weapons go offline during the fight, that would be great!
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • generic5generic5 Member Posts: 87 Arc User
    Bueller? Bueller?

    *taps screen* Is this thing on?
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • protoneousprotoneous Member Posts: 3,156 Arc User
    edited April 2019
    generic5 wrote: »
    With this new ship, (I still haven't picked one), I was thinking of changing things up a bit. Instead of the usual Phaser/Torpedo set-up, I was considering going with an Anti-Proton Beam/Transphasic Torpedo set-up.

    Or is there a better combination? I want to inflict as much damage as possible and if I can make their weapons go offline during the fight, that would be great!
    Suggesting phaser over antiproton as there's a significantly larger number of mission rewards that increase, use, or have useful set bonuses for phaser... from an omni/console set to a beam or cannon/console/torpedo set (Missions: Beyond the Nexus and Sunrise respectively) versus 1 mission for AP and 3 for Transphasics, one of which is in combination with disruptor, and the others which are cluster torpedos that aren't torpedo's in the traditional sense (not affected by boff abilities).

    Getting their weapons to go offline during a fight would be nice (shields if they have them even better) but isn't practical unless you're in a science ship with subsystem targeting or any ship by slotting the boff ability 'target <x> subsytems' . But that uses up a tactical boff ability slot which would be better served the majority of times with other abilities such as tactical team, a torpedo buff such as spread, an attack pattern (i.e. beta), or a beam or cannon buff (i.e. BFAW 3). Subsystem targeting effectiveness relies upon drainX and controlX and is a single target ability and is only a chance to take a subsytem offline. Not too often in missions or end-game you're really up against a single target unless its a boss NPC so multi-target abilities are usually preferred.

    Imho you'd be better off launching a quantum phase torpedo spread shield slam to damage the bad guys shields in combination with BFAW and APB. Perhaps others have had better luck luck with Transphasics than my own experience but feel free to experiment.
    Post edited by protoneous on
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    One answer to an often asked question.
    https://reddit.com/r/sto/comments/59ouom/noob_question_of_the_day_what_type_of_damage_is/

    Places to get Mark XII Antiproton Beam if you want to go that route. Reputation - You'll need either lots of luck or lots of Dil.

    Iconian Resistance
    https://sto.gamepedia.com/Reputation:_Iconian_Resistance

    Temporal Defense Initiative
    https://sto.gamepedia.com/Reputation:_Temporal_Defense_Initiative

    And more info here.
    https://reddit.com/r/sto/comments/90hdep/what_are_the_antiproton_space_sets/

    You can try making your own AP gear via R&D. Just an FYI - Most people who believe AP is the best go all in and go all beams, no torps. Up to you, of course.
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    Sig? What sig? I don't see any sig.
  • generic5generic5 Member Posts: 87 Arc User
    protoneous wrote: »

    Imho you'd be better off launching a quantum phase torpedo spread shield slam to damage the bad guys shields in combination with BFAW and APB.

    The quantum phase torpedo will be on the (still unchosen) ship.

    BFAW= Beams Fire at Will (This I know)

    APB= ??? (Anti-Proton Beam, maybe?) or is a BOff skill of some sort?

    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    generic5 wrote: »
    protoneous wrote: »

    Imho you'd be better off launching a quantum phase torpedo spread shield slam to damage the bad guys shields in combination with BFAW and APB.

    The quantum phase torpedo will be on the (still unchosen) ship.

    BFAW= Beams Fire at Will (This I know)

    APB= ??? (Anti-Proton Beam, maybe?) or is a BOff skill of some sort?

    APB = Attack Batten Beta. Tactical Bridge officer abilit. A Debuff. Best when timed with Fire At Will.

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • generic5generic5 Member Posts: 87 Arc User

    APB = Attack Batten Beta. Tactical Bridge officer abilit. A Debuff. Best when timed with Fire At Will.

    Cool! Thanks! So I activate both of them at the same time, right?

    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • protoneousprotoneous Member Posts: 3,156 Arc User
    Consider adding emergency power to weapons to that list of things to be activated with APB and BFAW, to ensure maximum zing.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
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    Sig? What sig? I don't see any sig.
  • generic5generic5 Member Posts: 87 Arc User
    What about Beams Overload?

    Since there isn't a Quantum Phaser (or is there?), should I just go with Anti-Proton Phasers as my main attack?
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • protoneousprotoneous Member Posts: 3,156 Arc User
    generic5 wrote: »
    What about Beams Overload?
    Works great on a single target but puts beam fire at will into a cool down so usually they aren't used together. Bridge officer and kit abilities
    Anti-Proton Phasers
    'Anti-Proton' and 'Phaser' are two entirely different energy types. We usually stick to one energy type and use tactical consoles that specifically boost that type for extra zing (see photo above lol). There are variations of both energy types but will keep things simple and uncluttered for now aside from this...
    Since there isn't a Quantum Phaser (or is there?)
    'Quantum phase' beam, cannon, and torpedo make reference to set items available via mission replay that are phaser and quantum torpedo based respectively. Use the beam or cannon in conjunction with the console and torpedo. More info on the set - Quantum Phase Catalysts

    Practical 3 piece set benefits: destabilizing beam clicky, increased phaser damage, some very synergistic drainX, a chance to restore your own shields while draining the enemies, and a quantum torpedo that does a very nice job of draining the enemies shields.

    The torpedo in this set was the one referenced for the 'quantum phase torpedo shield slam" above as it works just that good. Think of it as a quantum torpedo with the added benefit of draining shields.

    Please note you can only equip one of the mission weapons so you can't re-run the mission to equip your entire ship with quantum phase beam arrays (I've seen some people try this).
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    edited April 2019
    The Mission Sunrise offers a three part set for Quantum Phase Catalysts.

    Not sure how much it all adds to my ship's beam set up, but this set is on my main and several of my other COs.

    At level 60 you will be able to skip nearly all mission to get to the ones with the weaps and gear to boost those weaps. It's also one way to get gear for all of your BOFFs.

    Question: Have you completed Illutions of Communication?
    https://sto.gamepedia.com/Mission:_Illusion_of_Communication

    If so, it's a great mission to repeat to gather SIFs to help heal your ships hull. Eventually, those will be Mark XII and purple. Many players use missions in this way. Once you get to level 60, it will be easy to skip missions just to get the gear to make your ship all Phaser ready or all Anti-Proton ready. Right now the Devs seem excited to make every weapon a Polaron one so a Pol set is easy to get right now.

    Here is a list of missions and the gear you can get if you are willing to repeat the mission for the gear.
    https://sto.gamepedia.com/Episode_replay
    FYI - The list is missing the most recent missions, and still has missions no longer on the standard mission list. You should eventually see some of these Mission under that second Available Tab.
    Mission_Journal.jpg?version=7fdcdb6e50ca0c1febf4c5ff055954e5
    Probably still can't do any missions on Nimbus III. Hopefully, one day, you'll enjoy taking down a Gorn that tossed a bolder at you and then have "Law" join your crew.

    Another way to fill out your ship and BOFFs will be the Reputation System that begins at level 50. For Phasers (or Disrupters) look to Counter-Command.

    Temporal Defense Initiative best for AP. The beams are kind of white with hints of prismatic colors as the beams flows from the weapons.

    Reps are a good source of weapons for completing damage related Endeavors.
    Post edited by zedbrightlander1 on
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    Sig? What sig? I don't see any sig.
  • generic5generic5 Member Posts: 87 Arc User
    So I buy Attack Pattern Beta III only to find out that I can't use it. 'No problem', I think, 'I'll just buy APB II.' I do so only to find out that I can't use it either. 'The heck with it', I think, 'I'll just buy APB I and be done with it'. Guess what? I can't use it.

    Yes, I did train my Tactical BOff (Elisa Flores, I think) in each of these Skills, but every time that I try to assign APB (whatever #) to the Station, it doesn't give me the option.

    What did I do wrong now? :|
    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • protoneousprotoneous Member Posts: 3,156 Arc User
    edited April 2019
    generic5 wrote: »
    So I buy Attack Pattern Beta III only to find out that I can't use it. 'No problem', I think, 'I'll just buy APB II.' I do so only to find out that I can't use it either. 'The heck with it', I think, 'I'll just buy APB I and be done with it'. Guess what? I can't use it.

    Yes, I did train my Tactical BOff (Elisa Flores, I think) in each of these Skills, but every time that I try to assign APB (whatever #) to the Station, it doesn't give me the option.

    What did I do wrong now? :|
    Since you trained Elisa Flores in each of these skills will assume you know how to promote bridge officers (boffs) - select boff, click on skills tab, click on promote at bottom right. At your current rank will assume that all away team members have been promoted to Commander so that they can use all 4 of their abilities, and that all bridge crew have been promoted to whatever level your ship requires, providing you have enough XP.

    For example, if your cruiser has a Cmdr engineer boff slot you'll need an eng boff promoted to the same rank to use all 4 of those space abilities and to be able to train the boff in abilities up to Cmdr. Conversely if the same ship doesn't have a Commander tactical slot you won't be able to use APB3, which is a Cmdr level of that ability.

    So perhaps it's just learning to work with the user interface? Press K or U (you can be in space or on the ground) and click on the 'Stations' tab for your ship. On the left, click on a boff that's at the ship boff station in question. If that's not the boff you want at the station select another using the drop down menu. After you click on a boff at the left it brings up another interface at the right of the same UI. Click on any ability on the right side UI to display a list of boff abilities you've trained the boff on and select the ability that you want to use.

    As a final step while in space, press P, uncheck the box that locks the bridge officer powers menu, and drag the boff abilities to where you want them on your space powers bar. Press ESC/Options/Keybinds to assign a handy key to the power in question.

    Hope this helps.

    APB1 -> Lt, APB2 -> LtC, APB3 -> Cmdr

    https://sto.gamepedia.com/Bridge_officer_and_kit_abilities
  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    generic5 wrote: »
    So I buy Attack Pattern Beta III only to find out that I can't use it. 'No problem', I think, 'I'll just buy APB II.' I do so only to find out that I can't use it either. 'The heck with it', I think, 'I'll just buy APB I and be done with it'. Guess what? I can't use it.

    Yes, I did train my Tactical BOff (Elisa Flores, I think) in each of these Skills, but every time that I try to assign APB (whatever #) to the Station, it doesn't give me the option.

    What did I do wrong now? :|

    Did you click the station itself in the "stations" tab of the "U" floater and get the popup that shows the current skill assignments for that station? If you do that you should be able to click one of the skill boxes in it which drops a menu of the various skills that can be assigned to that box.
  • generic5generic5 Member Posts: 87 Arc User
    edited April 2019
    I took advantage of the Zen Sale going on right now, and bought 1150 Zen. I bought a Captain Rename Token, the Energy Credit Increase thing, and a Captain Retrain Token (as yet unused.)

    I already used the Rename Token.

    Do I have to click on something to get the EC Increase to go into effect or is it automatic? How do I know? I would hate to sell something on the Exchange for a large amount only to find out that my limit is still the default amount for FTP players. That would suck.

    I am currently Level 43 and would like some advice on how to re-spend my Skill Points (both Space and Ground) wisely without messing up (again) and which Traits would best complement those Skills?

    I've been trying to get my DOff Diplomacy Level up to 4 to get that special BOff. I've been doing Diplomatic DOff missions like crazy (except for the ones that costs 50,000 ECs to do) for months but I'm still Level 2. Am I missing something?

    Question: Have you completed Illusions of Communication?

    I've done Para Pacem and Illusions of Communication. Supposedly there's a new Episode ready but I can't find it in the Available Episodes tab.

    ~~~~~

    "We do not do this thing because it is permitted. We do it because we have to. We do it because we are compelled." - Rorschach

    ~~~~~
  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    You are not doing anything wrong on the Doff mission thing, it just takes forever to get anywhere with it. I think it is because the system is so old it still uses the much slower grind these games had back then.
  • echattyechatty Member Posts: 5,916 Arc User
    The EC cap is automatic, you don't need to do anything.

    Yeah, the DOFF leveling takes time, as does crafting.

    Did you check your Stations tab about the power you want to change? You can also set them in the Skills tab for the BOFF who has them, then just go into stations and click that BOFF station, then go over and click Reset Defaults, and it will reset to what you changed it to in the skills tab.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • protoneousprotoneous Member Posts: 3,156 Arc User
    generic5 wrote: »
    Do I have to click on something to get the EC Increase to go into effect or is it automatic? How do I know? I would hate to sell something on the Exchange for a large amount only to find out that my limit is still the default amount for FTP players. That would suck.
    If you've waited 10 minutes and changed maps and logged out of the game at least once, you should be good. What you mentioned would suck happened to me which is the reason for the emphasis. It's automatic but can be with a bit of delay or lag, at least when I last used the EC cap increase on a FTP account. Things like changing maps (i.e. beaming up) and re-logging help ensure the game has time to respond and to update your account. How do you really know aside from the C-store saying that you've purchased the increase? No idea. Better safe than sorry and sticking to the above.
    I am currently Level 43 and would like some advice on how to re-spend my Skill Points (both Space and Ground) wisely without messing up (again) and which Traits would best complement those Skills?
    As a tactical officer there are a variety of options available to you. Do you have any thoughts on what sort of things you'd like to accomplish, your end-game ship, or your play style? You could very well wait until you hit level 50 to sort out your skill tree. Here's some thoughts on and examples of skill tree's ranging from full science to 27 point tactical ultimate with 1 being the most science orientated and 10 being a straight damage and team play orientated build that works great with some mission rewards and a couple of fleet items (that all have non-fleet available substitutes for now) . They're posted just a starting point for discussion by yourself and others.

    1 (full science) ... 4 (modified full science) ... 5 (balanced) (essential framework skill points) ... 25-26 tac ultimate ... (10) 27 pt

    1) Full science - usually best only for dedicated science builds relying upon torpedos, drain, control, and epg. Link to sample full science build

    4) Modified full science - this is my own leveling build. It's highly colored or weighted by my own type of play style that is science heavy and the fact that most of my new toons will be hopping from ship to ship of all types from science ship to cruiser to carrier to escort to hybrid. I like a fully working gravity well, drain, and the ability to throw things around, all while using a variety of gear. Not for everybody but certainly effective in working as intended for me at least. Link to my science heavy universal build

    5) Balanced - all those extra points in science can be re-arranged in a variety of ways if not needed. In this case will just highlight a framework of skill points that are common to a lot of builds for your review. Link to a framework of skill points commonly used

    7) 25-26 point tactical ultimate - 25 tactical skill points are the minimum needed to get 'Frenzied Reactions' (boff ability cool down) with 26 needed to get 'Frenzied Assault' (a stacking damage bonus with each hit). Many people go this route so that they can re-assign 1-2 points (versus a 27 point tactical ultimate skill tree) into other areas.

    10) 27 point tactical ultimate - this adds 'Team Frenzy' (the ability to mark a foe) as well what you get from the 25-26 point tac ultimate. It may very well be the best starting point for a straight damaged based tactical build. You can always work backwards from it as I have. A couple of my mains use this build with great success. Requires a few mission and fleet items to work optimally. With full credit to the author I've moved 1 point each from accuracy (targeting) and defense into the torpedo skill. Link to Sea's Tactical Template (modified for torpedoes)

    Ground: all builds list ground as well. The only difference between the skill point allocation between my examples and Sea's 27 point build is a single point that I use in armor and that he uses in kit efficiency. Neither are wrong and I use both. The extra point in armor gives a slight increase in some resists that I can notice. The extra point in kit efficiency gives (in combination with other things) gives a slight increase in kit ability cool down that is again noticeable and very nice. The choice is yours.
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