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    sarah2774sarah2774 Member Posts: 238 Arc User
    edited April 2019
    generic5 wrote: »

    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?
    sarah2774 wrote: »

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

    I asked but you did not answer. Each type of ship crusier, sci or escort has a different skill tree. Each playstyle (Tanking, support, Space magic, energy weapons, torpedo focus, long range, point blank sit still, piloting, boardsiding and etc etc.) all have a different skill tree. The traits that complement those skill would depend on which skill tree. If you do not know your playstyle or ship yet it is better to wait as you do not have any difficulty doing mission right now. You probably need to decide when you reach lvl 50.

    OPv9m3F.jpg
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    generic5generic5 Member Posts: 87 Arc User
    sarah2774 wrote: »
    sarah2774 wrote: »

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

    I asked but you did not answer. Each type of ship crusier, sci or escort has a different skill tree. Each playstyle (Tanking, support, Space magic, energy weapons, torpedo focus, long range, point blank sit still, piloting, boardsiding and etc etc.) all have a different skill tree. The traits that complement those skill would depend on which skill tree. If you do not know your playstyle or ship yet it is better to wait as you do not have any difficulty doing mission right now. You probably need to decide when you reach lvl 50.

    I'm not sure what my playstyle is. I just want to finish missions as quickly as possible and move on to the next (Survive and Advance). Of the playstyles that you listed, Energy Weapons and Torpedo Focus are the ones that I've been using.

    'Tanking' can absorb a lot of damage but not necessarily dish it out. It would take too long to finish missions.

    'Support' is out because I run missions solo.

    I don't even know what to make of 'Space Magic' so that's out. Maybe you could elaborate on this?

    'Long Range' is appealing but isn't that what 'Energy Weapons' and 'Torpedo Focus' are?

    'Point Blank sit still' flat-out sounds like suicide to me.

    I'm not good at 'Piloting' because I keep getting all turned around during combat. I even get lost sometimes.

    'Broadsiding' happens to me during combat all of the time. Would Cannons be better weapons for 'Broadsiding'? Or am I thinking too much like a pirate? (Arrr!) >:)

    I hope that this helps.

    ~~~~~

    "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

    ~~~~~
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    All of the styles listed can pretty much use the same skill tree with the exception of 'Space Magic.' Even a 'tanking' build in this game is built around dealing damage as that's the only way to pull aggro. A tank build that does no damage does absolutely nothing in this game.

    Space Magic usually refers to a Science Officer using a Control or EPG build. Those builds usually favor Torps all around, this doesn't sound like what you're looking for.

    As far as what to go with, if you're just looking to kill things fast.. the best current method is Phaser Cannons in front, turrets in the rear, no torps.

    If you're looking for an all around skill tree, I think I linked it earlier, but I have found this layout to be highly effective for the vast majority of all energy weapon builds. If you want to stick with Torpedoes, then @protoneous did a great job of adjusting it for torps here.

    If you want to see what a typical DPS Phaser Build looks like here is a link to my Kelvin Dreadnought. This is a pretty typical build under the current meta, phaser cannons, aux to bat, damage oriented build with some survival thrown in. Obviously, I am not suggesting you copy it completely.. it's a very expensive build.. but you can use it to get some ideas if that's what you're looking for. If any of it doesn't make sense, please just ask.

    Hope that helps a little.
    Insert witty signature line here.
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    protoneousprotoneous Member Posts: 2,988 Arc User
    edited April 2019
    generic5 wrote: »
    I'm not sure what my playstyle is. I just want to finish missions as quickly as possible and move on to the next (Survive and Advance). Of the playstyles that you listed, Energy Weapons and Torpedo Focus are the ones that I've been using.

    'Tanking' can absorb a lot of damage but not necessarily dish it out. It would take too long to finish missions.

    'Support' is out because I run missions solo.

    I don't even know what to make of 'Space Magic' so that's out. Maybe you could elaborate on this?

    'Long Range' is appealing but isn't that what 'Energy Weapons' and 'Torpedo Focus' are?

    'Point Blank sit still' flat-out sounds like suicide to me.

    I'm not good at 'Piloting' because I keep getting all turned around during combat. I even get lost sometimes.

    'Broadsiding' happens to me during combat all of the time. Would Cannons be better weapons for 'Broadsiding'? Or am I thinking too much like a pirate? (Arrr!) >:)

    I hope that this helps.
    generic5 wrote: »
    <Op's original post from page 1 selectively edited> Hello from a frustrated noob! I've been trying to play this game (Free-to-Play) for months now, and I still don't have a clue on what I'm supposed to be doing.

    When I began, I couldn't finish any missions because my ship kept getting blown up. My character (long since deleted) could only get to 7th Level. I played a few more weeks but couldn't even get to 8th Level, so I quit.

    I came back a couple of months ago to try again.

    I am currently playing a 25th Level Human Female Tactical Officer (Federation).

    My problems:

    Space Combat is impossible! Even in the tutorial, my ship got blown up at least 20-30 times!

    A enemy Klingon we need to stop? Fine.

    A Borg Sphere followed by a Borg Cube is just insane!

    At level 16, I got the 'Secret Orders' mission (the one in the Briar Patch). I tried it, and it was a disaster! I lost track of how times my ship got blown up. So I went back to ESD and basically did Duty Officer missions for a month to get to Level 20 with a new ship. I was now 4 levels above the mission rank, my new ship was equipped with the highest ranked equipment I could use, and I just barely got through it. After the Away mission part of the mission, I beam back up to the ship, and I have to keep 2 fleeing Klingons from escaping. Except that the Klingons appear on the mini-map with the same red color as everything else. I must have spent 15 minutes flying around looking for the Klingons. I finally found them, and managed to get them both. Of course, my ship blew up a bunch of times, as per usual, but at least I was given credit for completing the mission.

    And during Space Combat, I have to run my character and my Bridge Officers at the same time! How the heck am I supposed to do that when my ship is getting attacked by multiple ships simultaneously?

    I didn't know that I could promote and train my Bridge Crew. Here I am a Commander at Level 25 while my Bridge Crew are all still untrained Cadets. Oops!

    At Level 15, R + D unlocked. Is there an in-game contact that I can talk to for a Tutorial? I am totally lost on this subject.

    When on an Away mission and I scan the area, if I'm told there are some anomalies in the area, does that mean that the anomalies are in the same room that I am in, or somewhere on the entire mission map?

    Those Wavelength puzzles really confuse me. How do the controls work before the 5 second time limit runs out? I wish that there was an auto-solve with those things.

    I've spent my Ground and Space Skill points almost at random with no plan whatsoever.
    @generic5 A new and casual player trying to learn how things work while making one's way through missions as time permits is certainly no small task.

    As a player who currently doesn't have a plan (your words) aside from 'survive and advance' and hasn't yet determined a favorite play style, I'm going break with 'best practices' and recommend my own balanced build from page 7. It was originally designed for characters without a plan who were going to fly all types of ships and try all sorts of things using all sorts of different gear.

    I wouldn't really expect you to have a plan until your character is level 65+ and you've tried a variety of different things. This same variety of ways in which to get the job done is one of the best parts of STO but perhaps also a lot of info for those just starting out.

    It certainly won't limit your performance in any way for some time to come and may indeed make you less squishy until you get to some of the later missions that provide some of the items and experience you need to make a 25-27 pt tac ultimate build work optimally.

    Others may have different suggestions, but this one is both versatile and mine.

    *Please get some advice on the best unlocks that are the blue lines with flashing green dots along the base of your skill tree for both space and ground.
    Post edited by protoneous on
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    sarah2774sarah2774 Member Posts: 238 Arc User
    generic5 wrote: »

    I'm not sure what my playstyle is. I just want to finish missions as quickly as possible and move on to the next (Survive and Advance). Of the playstyles that you listed, Energy Weapons and Torpedo Focus are the ones that I've been using.

    'Tanking' can absorb a lot of damage but not necessarily dish it out. It would take too long to finish missions.

    'Support' is out because I run missions solo.

    I don't even know what to make of 'Space Magic' so that's out. Maybe you could elaborate on this?

    'Long Range' is appealing but isn't that what 'Energy Weapons' and 'Torpedo Focus' are?

    'Point Blank sit still' flat-out sounds like suicide to me.

    I'm not good at 'Piloting' because I keep getting all turned around during combat. I even get lost sometimes.

    'Broadsiding' happens to me during combat all of the time. Would Cannons be better weapons for 'Broadsiding'? Or am I thinking too much like a pirate? (Arrr!) >:)

    I hope that this helps.

    If you want to stick with Torpedoes, then @protoneous did a great job of adjusting it for torps here.

    If you want to see what a typical DPS Phaser Build looks like here is a link to my Kelvin Dreadnought.

    @seaofsorrows explained the styles. The skill tree that suit you is the one above adjusted by @protoneous. The space traits are listed there. I do suggest Phaser beams as Phaser cannons would require you to point at the enemy. That skill tree will help you shoot the enemy regardless of where you are as long as you are within range.
    Phaser energy (to target: 2.5% Chance: One Random Subsystem Offline for 5 sec,) is what you want.

    OPv9m3F.jpg
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Also, if you haven't seen it yet, you might want to check out the cheap DPS Builds offered by the DPS League. These are great, low budget build aimed at new players and captains just starting out.
    Insert witty signature line here.
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    protoneousprotoneous Member Posts: 2,988 Arc User
    generic5 wrote: »
    At level 16, I got the 'Secret Orders' mission (the one in the Briar Patch). I tried it, and it was a disaster! I lost track of how times my ship got blown up. So I went back to ESD and basically did Duty Officer missions for a month to get to Level 20 with a new ship. ...

    I didn't know that I could promote and train my Bridge Crew. Here I am a Commander at Level 25 while my Bridge Crew are all still untrained Cadets. Oops! ...

    I've spent my Ground and Space Skill points almost at random with no plan whatsoever. ...
    That is a really good website Sea mentioned for ship builds as well as a lot of other great info and tips.

    Might be time to practice a bit more with your ship instead of using doffing to rank up and increase the focus on bridge officer abilities, rotations, and basic ship set up and piloting. You must be getting pretty good at doffing by now :wink:

    The though behind this is you're going to run out of room so to speak to practice at lower levels as enemies get gradually more difficult with your rank. More noticeable increases happen at L50, and even more so at L60 and L65. It's time to have a plan with respect to your ship. Hopefully some of the tips in the last 8 pages have come in handy.

    It would be quite easy for many of us to post a build for whatever level 30 ship you decide upon. Good luck out there with the missions.
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    generic5generic5 Member Posts: 87 Arc User
    sarah2774 wrote: »


    The skill tree that suit you is the one above adjusted by @protoneous.

    Thanks. I have respecc'ed my Captain (though now he's a L45 Admiral) using that Skill tree.

    Some questions have arisen during the process:

    When selecting skills, sometimes a small button glows green and you have a choice between two additional skills.

    Which do I pick?

    SPACE

    ENG
    1. Hangar Health OR Battery Expertise
    2. Maximum Hull Capacity OR Subsystem Repair

    SCI
    1. Sector Space Travel Speed OR Transwarp Cooldown Reduction

    TAC
    1. Threat Control OR Hangar Weaponry
    2. Projectile Critical Chance OR Projectile Critical Damage
    3. Energy Critical Chance OR Energy Critical Damage
    4. Accuracy Rating OR Defense Rating

    GROUND
    1. Tactical Training Photon Grenade III OR Tactical Training Smoke Grenade III
    2. Willpower OR Device Mastery
    3. Tactical Training Lunge III OR Tactical Training Sweeping Strikes III
    4. Improved Aim OR Improved Crouch
    5. Tactical Training Target Optics III OR Tactical Training Suppressing Fire III
    6. Furious Footwork OR Fatal Fists
    7. Tactical Training Fire on my Mark III OR Tactical Training Stun Grenade III
    8. Improved Flank Damage OR Improved Flank Resistance
    9. Tactical Training Overwatch III OR Stealth Module III

    Any and all help is (as always) greatly appreciated.
    ~~~~~

    "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

    ~~~~~
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    generic5generic5 Member Posts: 87 Arc User
    A couple of hours ago, I posted a bunch of questions about the respec. I guess the Tribbles must have eaten it. I'll repost it again when I have time. Gotta go back to work 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

    ~~~~~
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    generic5generic5 Member Posts: 87 Arc User
    As promised, here is the repost of the questions. Hope the Tribbles don't eat this one :(

    The skill tree that suit you is the one above adjusted by @protoneous.

    Thanks! That's the one I'll use.

    So I'm respeccing my Captain, and some questions have arisen. While picking the Skills, a small green button with a lightning bolt in it starts to glow indicating that I have a choice of 2 additional Skills but I'm not sure which to pick so I'll post the choices here.

    SPACE

    ENG
    1. Hangar Health OR Battery Expertise
    2. Maximum Hull Capacity OR Subsystem Repair

    SCI
    1. Sector Space Travel Speed OR Transwarp Cooldown Reduction

    TAC
    1. Threat Control OR Hangar Weaponry
    2. Projectile Critical Chance OR Projectile Critical Damage
    3. Energy Critical Chance OR Energy Critical Damage
    4. Accuracy Rating OR Defense Rating

    GROUND
    1. Tactical Training Photon Grenade III OR Smoke Grenade III
    2. Willpower (I think that's what it's called . . . The pop-up cuts the top off) OR Device Mastery
    3. Tactical Training Lunge III OR Tactical Training Sweeping Strikes III
    4. Improved Aim OR Improved Crouch
    5. Tactical Training Target Optics III OR Tactical Training Suppressing Fire III
    6. Furious Footwork OR Fatal Fists
    7. Tactical Training Fire on my Mark III OR Tactical Training Stun Grenade III
    8. Improved Flank Damage OR Improved Flank Resistance
    9. Tactical Training Overwatch III OR Tactical Training Stealth Module III

    I'll have more questions later but it's extremely late, and I'm going to bed. Nite-Nite!


    ~~~~~

    "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

    ~~~~~
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    protoneousprotoneous Member Posts: 2,988 Arc User
    generic5 wrote: »
    As promised, here is the repost of the questions. Hope the Tribbles don't eat this one :(
    The skill tree that suit you is the one above adjusted by @protoneous.
    Thanks! That's the one I'll use.

    So I'm respeccing my Captain, and some questions have arisen. While picking the Skills, a small green button with a lightning bolt in it starts to glow indicating that I have a choice of 2 additional Skills but I'm not sure which to pick so I'll post the choices here.

    <snip>

    I'll have more questions later but it's extremely late, and I'm going to bed. Nite-Nite!
    Choices that work well for me:

    SPACE

    Engineering:
    • Battery Expertise (co-ordination protocols buff hanger pets as well as team mates)
    • Subsytem repair (human bridge crew members also help with this - Leadership at +20 subsystem resist each, stacks)
    Science:
    • Sector Space Travel Speed
    Tactical:
    • Threat control only on a dedicated tank (you'll pull a lot of threat). Usually hangar weaponry for me. You'll need to engage threatening stance later in the game anyways.
    • Projectile CrtH
    • Energy CrtH
    • Accuracy

    GROUND
    • Willpower
    • Improved Aim
    • Fatal Fists
    • Improved Flank Damage
    • Defensive Mastery (as everything else about this build is offensive)

    Get some other opinions as these are just the choices that seem to work best for me
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited April 2019
    You're going to find that these are largely a matter of opinion.

    Even in this case.. protoneous gave you his suggestions.. many of which are very different from mine.

    In the end, you're going to have to decide on these for yourself, but I will lend my opinion as well.

    Hangar Health OR Battery Expertise

    I prefer Hangar health as I don't use Batteries that much. If you usually fly one ship that doesn't have a hangar, then obviously Battery Expertise is the way to go.
    Maximum Hull Capacity OR Subsystem Repair

    Maximum Hull Capacity hands down. Subsystems are usually repaired with powers so the 2nd option does little to nothing.
    Sector Space Travel Speed OR Transwarp Cooldown Reduction.

    Dealers choice. I like Travel Speed myself.
    Threat Control OR Hangar Weaponry

    If you're not running a 'threat tank' which most people ditched after the nerf to Feedback Pulse, then Hangar Weaponry is the most useful. If you don't use a hangar at all, then you can pick either one as you're not going to get anything from either option.
    Projectile Critical Chance OR Projectile Critical Damage

    Always pick critical chance when you have the option. There are tons of things that boost Critical Damage, but far fewer that boost critical chance.
    Energy Critical Chance OR Energy Critical Damage

    See above, Chance.
    Accuracy Rating OR Defense Rating.

    Accuracy.

    GROUND

    Tactical Training Photon Grenade III OR Smoke Grenade III

    Doesn't matter.
    Willpower (I think that's what it's called . . . The pop-up cuts the top off) OR Device Mastery

    Willpower.
    Tactical Training Lunge III OR Tactical Training Sweeping Strikes III

    Doesn't matter.
    Improved Aim OR Improved Crouch.

    Improved Aim.
    Tactical Training Target Optics III OR Tactical Training Suppressing Fire III

    Doesn't matter.
    Furious Footwork OR Fatal Fists

    Fatal Fists if you are a melee build, otherwise always pick Footwork. You can use it as an escape, use your rifle butt and use the speed bonus to get out of harms way.

    Tactical Training Fire on my Mark III OR Tactical Training Stun Grenade III

    I prefer Fire on My mark, but again.. really doesn't matter.

    Improved Flank Damage OR Improved Flank Resistance

    Damage.
    Tactical Training Overwatch III OR Tactical Training Stealth Module III

    Doesn't matter.
    Insert witty signature line here.
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    protoneousprotoneous Member Posts: 2,988 Arc User
    Fatal Fists if you are a melee build, otherwise always pick Footwork. You can use it as an escape, use your rifle butt and use the speed bonus to get out of harms way.
    This is pure build forum gold. Speed bonuses are always great. Just learned something new.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    edited April 2019
    I like Crouching when added to...
    https://sto.gamepedia.com/Captain_Specialization/Commando_skills
    ...you literally get tiny pips of healing while crouched.

    If you die a lot on Ground, it might be just enough to keep your Captain alive.

    btw - I've never Aimed at anything in this game. :/
    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
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    phoenixc#0738 phoenixc Member Posts: 5,508 Arc User
    I like Crouching when added to...
    https://sto.gamepedia.com/Captain_Specialization/Commando_skills
    ...you literally get tiny pips of healing while crouched.

    If you die a lot on Ground, it might be just enough to keep your Captain alive.

    btw - I've never Aimed at anything in this game. :/

    Aiming is good if you use a more mobile style, I often use it and it works. You can actually use it along with crouching since crouch is a toggle (though every time I do crouch it seems to signal the enemies to close in for melee).
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    generic5generic5 Member Posts: 87 Arc User
    I just finished the Episode "Jabberwocky", and am now L46. "The Factory" is next. Almost done with "The Cardassian Struggle" story arc. I did capture the defeated changeling and have started the "Turn over Defeated Changeling" DOff mission at ESD.

    Thanks to everyone for their input on my Captain's respec.
    ~~~~~

    "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

    ~~~~~
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Yeah, people are complaining.. but the 'free T6 Ship if your choice' thing is great for new players.

    I would highly recommend you participate in the upcoming event.. you can get any T6 ship you want from the C-Store for free. Yes, it will take a little time, but it will be incredibly easy and save you $30 (USD) if that's a big thing for you.
    Insert witty signature line here.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    Yeah, people are complaining.. but the 'free T6 Ship if your choice' thing is great for new players.

    I would highly recommend you participate in the upcoming event.. you can get any T6 ship you want from the C-Store for free. Yes, it will take a little time, but it will be incredibly easy and save you $30 (USD) if that's a big thing for you.

    That's the game now. Spend Money or Time. :: shrug ::
    f5cc65bc8f3b91f963e328314df7c48d.jpg
    Sig? What sig? I don't see any sig.
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    generic5generic5 Member Posts: 87 Arc User
    edited April 2019
    I finally decided what ship to take for L40. (Yeah, I know . . . what took me so long? I'm only L47 now, for crying out loud). I think I took the Assault Cruiser. It has 4 ENG Consoles, 2 SCI Consoles, and 3 TAC Consoles. I'm planning on using Anti-Proton Phasers and Quantum Torpedoes. The ship has 4 Fore Weapons and 4 Aft Weapons.

    I'm nearing the end of the Cardassian Struggle story arc, and will then start the Borg story arc (they use Disrupters) so I was thinking:

    ENG Consoles: A Diburnium Hull Plating, maybe a SIF Generator (or two) and (if I can find one) a Trellium-D Plating.
    SCI Consoles: A Field Generator and a Shield Emitter Amplifier. Or maybe 2 Field Generators or 2 Shield Emitter Amplifiers.
    TAC Consoles: An Antiproton Mag Regulator, a Zero Point Quantum Chamber and maybe a Vulnerability Locator.

    Or is there a better set-up?

    If I have more than one of the exact same Console, do I get double the bonus or is it a case of Diminishing Returns (the first gives you 100%, the second gives you maybe 80% and so on . . . )?

    My R+D is plodding along at a snail's pace. Beams, Projectiles and Shields are all L15, Engineering is L12, Cannons is L8, and the rest are all at L5.

    I have started that TFO thing to get a free T6 Ship. Is there an easy way to target the Klingon missiles or is it just chance?

    Somehow, I ended up with 3 Master Keys but I couldn't sell them. I opened a couple of Infinity Lockboxes and got a Very Rare Tholian Warfare Specialist (Federation) and an Ultra Rare Kelvin Timeline Officer (DOff). These I can sell or should I keep them?
    Post edited by generic5 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

    ~~~~~
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    protoneousprotoneous Member Posts: 2,988 Arc User
    generic5 wrote: »
    I finally decided what ship to take for L40. (Yeah, I know . . . what took me so long? I'm only L47 now, for crying out loud). I think I took the Assault Cruiser. It has 4 ENG Consoles, 2 SCI Consoles, and 3 TAC Consoles. I'm planning on using Anti-Proton Phasers and Quantum Torpedoes. The ship has 4 Fore Weapons and 4 Aft Weapons.
    Is this the ship you chose? https://sto.gamepedia.com/Assault_Cruiser I'd pick out an energy type to stick with as the first step. I'd wouldn't use Antiproton as it has only one mission reward 2 piece set that buffs it whereas if you use Phaser you're up to 5 pieces or more and at least 2 different sets that work well with it, one of which includes a quantum torpedo.

    Also, I'd consider the ship as a stepping stone only which is fine for doing missions as it's boff ability slots are somewhat lacking for end game. Specifically too much in the way of engineering boff slots and lacking a LtC Tac and a universal ensign or Lt slot that could be used as tactical. You may want to invest some time or savings into some active duty doffs that either support an Aux2Batt build or something simpler such as tactical team and EPtX cool downs. The choice is yours.
    I'm nearing the end of the Cardassian Struggle story arc, and will then start the Borg story arc (they use Disrupters) so I was thinking:

    ENG Consoles: A Diburnium Hull Plating, maybe a SIF Generator (or two) and (if I can find one) a Trellium-D Plating.
    SCI Consoles: A Field Generator and a Shield Emitter Amplifier. Or maybe 2 Field Generators or 2 Shield Emitter Amplifiers.
    TAC Consoles: An Antiproton Mag Regulator, a Zero Point Quantum Chamber and maybe a Vulnerability Locator.

    Or is there a better set-up?
    Can't provide specific advise on consoles without knowing your spec tree. In general though one resist console for ENG should be all you need if you use a Neutronium Alloy. This would leave more room for other consoles such as an EPS Flow Regulator to help get some more power flowing to those 6-7 beams you're firing and a RCS Accelerator to increase your turn rate.

    For TAC an AP Mag Regulator would be N/A (wrong energy type) if you go with phaser. The Zero Point Quantum would be fine for now but usually the tendency is to fill your tac slots with energy specific tac consoles on a mainly beam boat as the beams are doing the majority of your damage. Fleet Vulnerability consoles are great once you reach L50 and have the fleet credits to purchase them.
    If I have more than one of the exact same Console, do I get double the bonus or is it a case of Diminishing Returns (the first gives you 100%, the second gives you maybe 80% and so on . . . )?
    There certainly is diminishing returns for Damage Resistance.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    edited April 2019
    Consider repeating Missions to help outfit your CO, BOFFS and Ship the way you want it to be equipped.

    If you want 6 or 8 AP beams, try...
    https://sto.gamepedia.com/Mission:_Fluid_Dynamics
    ...6-or 8 times especially after leveling to 60.

    Armor for you CO and BOFFs...
    https://sto.gamepedia.com/Mission:_A_Gathering_Darkness

    Need Personal Shields?
    https://sto.gamepedia.com/Mission:_Jabberwocky

    Or return to...
    https://sto.gamepedia.com/Mission:_Jabberwocky

    It would be for both Armor and Shields, but that would mean doing the mission 10 times for both CO and Away Team. You might go a little bonkers, but definitely doing something like this to keep your CO equipped to his/her best until you hit level 60.

    Much later on you'll be able to level your fav gear all the way to Mark XV, but you will need tons of EC, Dil, and probably about1700 Marks to get the gear you want.

    If you're positive you want to stick with AP, then...
    https://sto.gamepedia.com/Reputation:_Temporal_Defense_Initiative
    ...is a good Mark to focus on for AP. Lots of chances to up your game with the gear you get via spending Marks on Requisition Boxes, then later Dil to fill in the gaps.

    If the Delta Recruit drive returns, you won't hurt yourself by creating a new Fed PC to later filter tons of goodies back to your other Fed Captains. It works for Klingons, too. The Delta Recruit thing happened right after I had leveled my first Captain to about level 30 or so and I immediately created a new Captain which I soon declared to be my main. Today, have 9 Captains.

    All of the other eight PCs are there to support the main being the best I can make him. He gets most of the Dil and most of the EC. I level his gear before I level any of the others. Basically, they work the mines, he spends it. You will need a posey of Captains to support your main to make this game work it's best magic for you unless you can spend a little money here and there to fill in the gaps like expanding your inventory or expanding how many officers you can recruit from 100 to 400. Spending a little Zen now and again is actually a good thing on your main. Account-Shared Bank is a must or you will drive your self crazy every time you want to share EC or items.

    A few vids to help you on ways to gather Dil, Ec and other important stuff.
    https://www.youtube.com/watch?v=oSROTdRzGv8

    https://www.youtube.com/watch?v=AtzF6aUtBFw
    Post edited by zedbrightlander1 on
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    generic5generic5 Member Posts: 87 Arc User
    protoneous wrote: »
    Can't provide specific advise on consoles without knowing your spec tree.

    As of L48 (I leveled during the TFO thing), here is my Spec Tree:

    SPACE

    LT:
    ENG: Hull Restoration, Hull Capacity
    SCI: Shield Restoration, Shield Capacity
    TAC: Energy Weapon Training (Improved, Advanced), Projectile Weapon Training (Improved)

    LT. COM:
    ENG: EPS Flow (Improved), Impulse Expertise (Improved)
    SCI: None
    TAC: Targeting Expertise (Improved), Defensive Maneuvering (Improved)

    COM:
    ENG: Hull Plating
    SCI: Shield Regeneration, Shield Hardness
    TAC: Weapon Amplification (Improved, Advanced), Weapon Specialization (Improved, Advanced)

    CPT:
    ENG: Defensive Subsystem Training, Offensive Subsystem Training
    SCI: Exotic Particle Generator, Long-Range Targeting Sensors (Improved, Advanced)
    TAC: Hull Penetration (Improved, Advanced), Shield Penetration (Improved, Advanced)

    ADM:
    ENG: Warp Core Potential (Warp Core Efficiency)
    SCI: None
    TAC: Coordination Protocols (Defensive, Offensive), Tactical Readiness

    GROUND

    Group 1: Weapon Proficiency, Weapon Criticals (Improved), Weapon Expert, Weapon Penetration (Improved)
    Group 2: None
    Group 3: None
    Group 4: Kit Performance Expert (Kit Efficiency, Kit Performance Master)


    Here are the 'Lightning Bolt' button choices that I made (Thanks to all who weighed in):

    SPACE

    ENG: Battery Expertise, Maximum Hull Capacity
    SCI: Sector Space Travel Speed
    TAC: Hangar Weaponry, Projectile Critical Chance, Energy Critical Chance, Accuracy Rating

    GROUND

    Tactical Training Photon Grenade III, Willpower, Tactical Training Sweeping Strikes III, Improved Aim,
    Tactical Training Target Optics III, Furious Footwork, Tactical Training Fire on my Mark III,
    Improved Flank Damage, Tactical Training Overwatch III

    I have also unlocked my first Ultimate Enhancer. Which should I choose?

    Frenzied Reactions OR Frenzied Assault OR Team Frenzy

    I personally am leaning towards Frenzied Assault because it affects damage.
    protoneous wrote: »
    I'd pick out an energy type to stick with as the first step. I'd wouldn't use Antiproton as it has only one mission reward 2 piece set that buffs it whereas if you use Phaser you're up to 5 pieces or more and at least 2 different sets that work well with it, one of which includes a quantum torpedo.

    I guess I'll stick with Phasers then if there are more buff sets for it than for Anti-Proton. Especially since one of the sets includes something for the Quantum Torpedo or would some of the Senseis on this thread recommend a different type of Beam attack that has good buff sets that complement Quantum Torpedoes?

    I've also been thinking that I won't gear up my L40 ship as I'm already L48 and will get a new ship at L50 anyways, so why waste the time? Alas, that means that the U.S.S. Nimoy will never leave Dry Dock. Speaking of Dry Dock, while managing my ships, I have the option of putting some of my ships into Dry Dock. How many Dry Dock slots do I have as a FTP player?



    A few vids to help you on ways to gather Dil, Ec and stuff.

    I'll watch these vids after I get something to eat.

    ~~~~~

    "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

    ~~~~~
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    duasynduasyn Member Posts: 492 Arc User
    edited April 2019
    generic5 wrote: »
    I finally decided what ship to take for L40. (Yeah, I know . . . what took me so long? I'm only L47 now, for crying out loud). I think I took the Assault Cruiser. It has 4 ENG Consoles, 2 SCI Consoles, and 3 TAC Consoles.

    Somehow, I ended up with 3 Master Keys but I couldn't sell them. I opened a couple of Infinity Lockboxes and got a Very Rare Tholian Warfare Specialist (Federation) and an Ultra Rare Kelvin Timeline Officer (DOff). These I can sell or should I keep them?

    An alternate to the Assault Cruiser is the Mirror Universe Star Cruiser. It uses the same model but get switches the tac and sci boff seating and consoles. Way back when, I perfered that since I wanted to have the 3 'mandatory' (to me) science powers of Sci Team, Polarized Hull and Hazard Emitters. Just my 2 cents on that.

    for the lockbox stuff; I say sell them if the price is good enough.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    You get 5 Dry Dock slots. I use them for my lower tier ships (1 thru 4). If you are here for years, you'll need the space for the Free Event ships if you decide you want to use them.

    That said, I like my Resolute for most of my game play. I use alternate ships for Endeavor. I finally have one set up for each type of energy damage. For you, I'd suggest a "Rainbow Ship." A ship with eight types of beam damage ( Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton ). Once you get a T6 from the C-Store, you can use your T5 for a Rainbow until you get a better ship for that purpose.

    This very old vid shows what one looks like. The ship doesn't matter, the beam colors do.
    https://www.youtube.com/watch?v=wB9sL1Zuo28

    You don't need to see the whole vid, just enough to get the gist.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    If you are sticking with Phasers, here is a good variant source.
    https://sto.gamepedia.com/Reputation:_8472_Counter-Command
    Don't let the color confuse you, just know that this source also gives Disrupters. ¯\_(ツ)_/¯

    As Shultz used to say: "I know nothing!"
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Protoneus is giving a lot of good advice as usual.

    I agree with him, stick with Phasers. Not just because they're currently the 'best' energy type, but because they're abundant in mission rewards. It's so much easier to do low budget Phaser Builds then any other energy type.

    Anti-Proton is going to be one of the harder ones. There isn't much that boosts AP, and what does is either going to come from a lock box or be ship specific. Phaser stuff is easy to get and free.
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    phoenixc#0738 phoenixc Member Posts: 5,508 Arc User
    edited April 2019
    protoneous wrote: »
    generic5 wrote: »
    I finally decided what ship to take for L40. (Yeah, I know . . . what took me so long? I'm only L47 now, for crying out loud). I think I took the Assault Cruiser. It has 4 ENG Consoles, 2 SCI Consoles, and 3 TAC Consoles. I'm planning on using Anti-Proton Phasers and Quantum Torpedoes. The ship has 4 Fore Weapons and 4 Aft Weapons.
    Is this the ship you chose? https://sto.gamepedia.com/Assault_Cruiser I'd pick out an energy type to stick with as the first step. I'd wouldn't use Antiproton as it has only one mission reward 2 piece set that buffs it whereas if you use Phaser you're up to 5 pieces or more and at least 2 different sets that work well with it, one of which includes a quantum torpedo.

    Also, I'd consider the ship as a stepping stone only which is fine for doing missions as it's boff ability slots are somewhat lacking for end game. Specifically too much in the way of engineering boff slots and lacking a LtC Tac and a universal ensign or Lt slot that could be used as tactical. You may want to invest some time or savings into some active duty doffs that either support an Aux2Batt build or something simpler such as tactical team and EPtX cool downs. The choice is yours.
    I'm nearing the end of the Cardassian Struggle story arc, and will then start the Borg story arc (they use Disrupters) so I was thinking:

    ENG Consoles: A Diburnium Hull Plating, maybe a SIF Generator (or two) and (if I can find one) a Trellium-D Plating.
    SCI Consoles: A Field Generator and a Shield Emitter Amplifier. Or maybe 2 Field Generators or 2 Shield Emitter Amplifiers.
    TAC Consoles: An Antiproton Mag Regulator, a Zero Point Quantum Chamber and maybe a Vulnerability Locator.

    Or is there a better set-up?
    Can't provide specific advise on consoles without knowing your spec tree. In general though one resist console for ENG should be all you need if you use a Neutronium Alloy. This would leave more room for other consoles such as an EPS Flow Regulator to help get some more power flowing to those 6-7 beams you're firing and a RCS Accelerator to increase your turn rate.

    For TAC an AP Mag Regulator would be N/A (wrong energy type) if you go with phaser. The Zero Point Quantum would be fine for now but usually the tendency is to fill your tac slots with energy specific tac consoles on a mainly beam boat as the beams are doing the majority of your damage. Fleet Vulnerability consoles are great once you reach L50 and have the fleet credits to purchase them.
    If I have more than one of the exact same Console, do I get double the bonus or is it a case of Diminishing Returns (the first gives you 100%, the second gives you maybe 80% and so on . . . )?
    There certainly is diminishing returns for Damage Resistance.

    If you are using that particular ship, it is engineering oriented (that only matters for boff placement, any type of captain can use it equally well if they build it right). One of my favorites is the Star Cruiser which has even less tac seating than the assault cruiser so I know it works.

    With Eng ships you can either go primarily tank using engineering buffs and whatnot, (not an easy thing in this game with the way threat tends to get pulled away by the DPS builds, and Tac captains are not as well equipped for tanking as engineers anyway) or you can use offensive engineering abilities to make up for part of the low Tac seating for a more generalized build (and if you have any winter event currency there are some very good offensive engineering things in the winter store, like the freezing beam, that can help too).

    Antiproton is not the darling of the DPS crowd that it was a while ago, but there is nothing wrong with it either. You need to have a high crit chance (and hopefully a high crit damage) skill level along with concentrating on space traits that add to crit to get the most out of it since its proc is all about crit (at least the base antiproton type anyway, some of the others, like Temporal AP, have a different focus). There are not a lot of sets as mission rewards, true, but the Ancient Omnibeam and the warp core that goes with it is pretty good until you have access to reputation or fleet gear.

    Besides, with antiproton some of the best beams are crafted, not dropped, with modifiers like [Pen] and [Over] being especially prized. Mixing energy types is not good unless you do it for some special proc or something, and mixing phaser and antiproton is especially bad (unless you are just doing the Ancient omni thing until you can get a phaser omni or whatever) so whichever you pick stick with it and don't mix.

    And when you start on the reputation system there are more antiproton weapon sets than there are phaser sets, and one of them is the Iconian "Radiant armaments" set which works well with the rest of the Iconian stuff (and it includes an advanced quantum torpedo if you are fond of quantum). One thing that is easy to miss is that Temporal reputation is antiproton based, btw, though their movement drain proc is a bit situational (it is nice for science though since it can keep enemy ships in your hazard attack AOEs, like gravity wells and tykens rifts, a little longer).

    I would recommend swapping the Zero Point Quantum Chamber out in favor of another mag regulator if you go with antiproton, or the appropriate energy type enhancer for whatever energy type you use, (phaser uses "phaser relay" for instance). The torpedo does not do much until you tear the shields down with beams (or cannons though they are not great on cruisers because of firing arc problems) so they are the thing to amp, the torp can take care of itself. You only have three TAC abilities to work with on that ship so most people flying it concentrate on beam abilities and/or attack patterns. In fact many drop torpedoes altogether (unless they are building a torpedo boat) but since most of the sets have torps you have to know how to use one effectively if you want the full set bonus and get the most out of the set so personally I would keep it).

    Like protoneus said, you have way too much in the way of resistance stuff, it is most likely well into the diminishing returns zone.
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    zedbrightlander1zedbrightlander1 Member Posts: 14,764 Arc User
    Protoneus is giving a lot of good advice as usual.

    I agree with him, stick with Phasers. Not just because they're currently the 'best' energy type, but because they're abundant in mission rewards. It's so much easier to do low budget Phaser Builds then any other energy type.

    Anti-Proton is going to be one of the harder ones. There isn't much that boosts AP, and what does is either going to come from a lock box or be ship specific. Phaser stuff is easy to get and free.

    I just went on to the wiki...
    https://sto.gamepedia.com/Episode_replay
    Looks as if the Mission Phasers were removed.

    Still, I like my standard Phaser Fed ship. 6 beams, a few from Missions. And one torp fore and aft. It feels like Star Trek. :smiley:

    At least with...
    https://sto.gamepedia.com/Mission:_Everything_Old_is_New
    ...he could have 6 rare beams with 6 repeats, but there's no early level mission for that now. :/ I feel bad for him since it would have been an easier feat.
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    phoenixc#0738 phoenixc Member Posts: 5,508 Arc User
    Protoneus is giving a lot of good advice as usual.

    I agree with him, stick with Phasers. Not just because they're currently the 'best' energy type, but because they're abundant in mission rewards. It's so much easier to do low budget Phaser Builds then any other energy type.

    Anti-Proton is going to be one of the harder ones. There isn't much that boosts AP, and what does is either going to come from a lock box or be ship specific. Phaser stuff is easy to get and free.

    I just went on to the wiki...
    https://sto.gamepedia.com/Episode_replay
    Looks as if the Mission Phasers were removed.

    Still, I like my standard Phaser Fed ship. 6 beams, a few from Missions. And one torp fore and aft. It feels like Star Trek. :smiley:

    At least with...
    https://sto.gamepedia.com/Mission:_Everything_Old_is_New
    ...he could have 6 rare beams with 6 repeats, but there's no early level mission for that now. :/ I feel bad for him since it would have been an easier feat.

    The "Spectres" episode arc that contains "Everything Old is New" still exists, it just turns up on the "available missions" tab without any fanfare and has been removed from the mandatory mission string. Personally I do not see why they removed it, while it is long (and was a bit glitchy until not long ago) it is a very good arc overall.
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