I am new to Star Trek Online and would like some advice for starting out. I am planning on running a Soldier Tactical Officer(DPS) and would like advice on where to put the first 10 levels of skill points as well as which race and traits are best.
First being a tactical officer i would put all your skills in the following slots
under Tactical
Starship attack patterns
Starship weapons training
Engineering
Driver coil until you open Lt.commander slot (you will need the power later in admiral slots)
Science and Operations
Starship shield emitters
the rest put in ground skills and this should open your Lt.Commander options.
If you need any other help i can be reached in game at JonPark@JonPark
or here in the forams
good luck and see you in game
IMO, this is not a good idea. Driver coil is commonly seen as the least useful skill, as it has little to no effect in actual combat. Also, filling out all 9 levels of a skill is also not recommended, as the last 3 levels often give very little benefit. I suggest looking at the spec detailed here:
This is an excellent guide for those new to the game.
As for traits, most who want best possible performance will go with Alien, or a species with at least two selectable traits. For these two, you can't go wrong with Accurate and Elusive.
IMO, this is not a good idea. Driver coil is commonly seen as the least useful skill, as it has little to no effect in actual combat. Also, filling out all 9 levels of a skill is also not recommended, as the last 3 levels often give very little benefit. I suggest looking at the spec detailed here:
This is an excellent guide for those new to the game.
As for traits, most who want best possible performance will go with Alien, or a species with at least two selectable traits. For these two, you can't go wrong with Accurate and Elusive.
This is the PVE escort build on the site you linked to modified for the first 10 levels. I know you said it was a bad idea to max a single stat, but there isn't any other place to place them until the next promotion. If you could give advice on the order in which i should i place them, it would be greatly appreciated.
Yeah, that should suffice. There are some exceptions as to when you should max a stat, such as those detailed in the guide, as lower-level skills cost less to max, and so give a little more bang for your xp buck. As such, the lower-level skills detailed in the guide that are maxed tend to be ok to max.
As for order of placement, it doesn't really matter, as the first 10-20 levels are generally fairly easy. Personally, I would go with Weapons Training first, followed by Shield Emitters and Hull Repair as secondary priorities, while filling up the others at leisure.
Really, I'd say pick a race that you enjoy as a character you'll be playing. Enjoy the game.
Accuracy(space) and Peak Health(ground) are generally good traits to roll with, regardless of role.
As for skill allocation, there's two things to consider - bridge officer ability trainings(less of an issue once you have some player connections) and what kind of ships/playstyles you want to go with.
For dps, you want weapon skills and power to keep those weapons running.
For tanking, you want resists and ample amounts of power for shields and auxiliary. Engines if you want to run heavier on evading.
For control/support, plenty of power for auxiliary. The rest depends on what kind of abilities you want to use. Specialize and you can do some great things.
If you're really wanting to min/max, I'd suggest taking it to the FED/KDF general and shipyard boards.
Let me add another point of view (and in no particular order):
A - If you want to enjoy the ride of the game then either 1) Don't do DOff missions or 2) Focus on just the Rare DOff missions. If you want to level as fast as possible: DOff as much as you can.
B - For the love of anything you hold dear - play in groups and listen to the experts.
C - Learn to Craft - Cryptic may revamp this and having the skills sooner than later may benefit you. If they don't then at least you have another option to acquire gear other than worrying about EC/Dilithium/Reputation. Having said that: C1 - Scan every anomaly in every mission you DO play.
D - Don't just join any Fleet invite you get in game - research the forums for a home (unless you want to go solo).
Comments
under Tactical
Starship attack patterns
Starship weapons training
Engineering
Driver coil until you open Lt.commander slot (you will need the power later in admiral slots)
Science and Operations
Starship shield emitters
the rest put in ground skills and this should open your Lt.Commander options.
If you need any other help i can be reached in game at JonPark@JonPark
or here in the forams
good luck and see you in game
IMO, this is not a good idea. Driver coil is commonly seen as the least useful skill, as it has little to no effect in actual combat. Also, filling out all 9 levels of a skill is also not recommended, as the last 3 levels often give very little benefit. I suggest looking at the spec detailed here:
http://hilbertguide.com
This is an excellent guide for those new to the game.
As for traits, most who want best possible performance will go with Alien, or a species with at least two selectable traits. For these two, you can't go wrong with Accurate and Elusive.
I am going to start an Alt character and go engineering since my original character is tactical.
Is this good: This is the PVE escort build on the site you linked to modified for the first 10 levels. I know you said it was a bad idea to max a single stat, but there isn't any other place to place them until the next promotion. If you could give advice on the order in which i should i place them, it would be greatly appreciated.
Sincerely,
Ensign Markas Carter
As for order of placement, it doesn't really matter, as the first 10-20 levels are generally fairly easy. Personally, I would go with Weapons Training first, followed by Shield Emitters and Hull Repair as secondary priorities, while filling up the others at leisure.
Accuracy(space) and Peak Health(ground) are generally good traits to roll with, regardless of role.
As for skill allocation, there's two things to consider - bridge officer ability trainings(less of an issue once you have some player connections) and what kind of ships/playstyles you want to go with.
For dps, you want weapon skills and power to keep those weapons running.
For tanking, you want resists and ample amounts of power for shields and auxiliary. Engines if you want to run heavier on evading.
For control/support, plenty of power for auxiliary. The rest depends on what kind of abilities you want to use. Specialize and you can do some great things.
If you're really wanting to min/max, I'd suggest taking it to the FED/KDF general and shipyard boards.
A - If you want to enjoy the ride of the game then either 1) Don't do DOff missions or 2) Focus on just the Rare DOff missions. If you want to level as fast as possible: DOff as much as you can.
B - For the love of anything you hold dear - play in groups and listen to the experts.
C - Learn to Craft - Cryptic may revamp this and having the skills sooner than later may benefit you. If they don't then at least you have another option to acquire gear other than worrying about EC/Dilithium/Reputation. Having said that: C1 - Scan every anomaly in every mission you DO play.
D - Don't just join any Fleet invite you get in game - research the forums for a home (unless you want to go solo).
E - Be an expert at your gameplay.
F - Have fun ... its a game, not a simulator.