test content
What is the Arc Client?
Install Arc

Ok, I'm new to STO, and got force respec'd, need help fixing my build...

captmunroecaptmunroe Member Posts: 0 Arc User
So, apparently for one reason or another (got conflicting answers from people) I got force respec'd when I reached Vice Admral (50), and since everything was reset to 0, now I don't know what I should set everything to to take advantage of this unwanted respec...

I need some help, so I'm turning to y'all in the hopes that someone can help me out... I will list all of my ships weapons, devices, etc. so if you want to help, you at least know what I'm working with and can suggest what I should set my skills, traits and abilities to, and/or offer ideas of things I should replace... Basically, I need help fixing my build, and don't know what I should do...

My Character is an Engineer, those skills and traits were wiped as well...

Ship - Assault Cruiser:

Fore Weapons:
  1. Phaser Array Mk IX
  2. Phaser Array Mk IX
  3. Photon Torpedo Mk IX
  4. Photon Torpedo Mk IX

Aft Weapons:
  1. Phaser Array Mk IX
  2. Phaser Array Mk IX
  3. Photon Torpedo Mk IX
  4. Photon Torpedo Mk IX

Deflector:

Positron Deflector Array Mk X [ShdS]
Uncommon Ship Deflector Dish


+15 Starship Shield Emitters
(Improves Shield Healing)
+15 Starship Structural Integrity
(Improves Ship Hit Points)
+22.5 Starship Shield Systems
(Improves Shield Hit Points)

Impulse:

Combat Impulse Engines Mk X [Spd]
Uncommon Impulse Engine


+12.9 Flight Speed
(Efficient at Low Power Levels)
+6 Flight Turn Rate

Full Impulse
All Power to Engines
+100 Flight Speed

Warp:

Deuterium-Stabilized Warp Core Mk IX [Eff]
Uncommon Warp Engine


+15% increase to base resistance rate of all Power Levels
Maximum Warp Factor 9.4
+13.8 Starship Warp Core Efficiency
(Improves Power Levels when Low)

Shields:

Shield Array Mk XI
Common Ship Shields


5,350 Maximum Shield Capacity
(10% Bleedthrough)
178.3 Shield Regeneration every 6 seconds

Devices:

Nimbus Pirate Distress Call
Auxiliary Battery
Weapons Battery
Shield Battery

Engineering Consoles:

1. RCS Accelerator Mk III
Uncommon Ship Engineering Console


+12.5% Flight Turn Rate

2. RCS Accelerator Mk VIII
Rare Ship Engineering Console


+27.5% Flight Turn Rate

3. RCS Accelerator Mk X
Common Ship Engineering Console


+27.5% Flight Turn Rate

4. EPS Flow Regulator Mk V
Rare Ship Engineering Console


+40% Power Transfer Rate

Science Consoles:

1. Sensor Probes Mk X
Uncommon Ship Science Console


+22.5 Starship Sensors
(Improves Stealth Detection, Resists Confuse and Placate)

2. Impulse Capacitance Cell
Rare Universal Console


Impulse Burst
Speed and Defense Buff

+151.5 Flight Speed
-90.9% Flight Turn Rate
+100 Defense

Tactical Consoles:

1. Photon Detonation Assembly Mk X
Uncommon Ship Tactical Console


+22.5% Photon Projectile Weapon Damage

2. Directed Energy Distribution Manifold Mk VIII
Uncommon Tactical Console


+12.5% Beam Weapon Damage

3. Phaser Relay Mk VI
Uncommon Ship Tactical Console


+15% Phaser Damage

Bridge Officer's Skills & Traits.

Elisa Flores - Tactical Officer - Commander:

Skills:
  1. Torpedo: High Yeild I
  2. Beam Overload II
  3. Torpedo: Spread III
  4. Attack Pattern Omega III

Traits:
  1. Leadership [+Subsystem Repair and Hull Regen Rate]
  2. Superior Peak Health [Toxic Damage Resist; Bonus Hitpoints]
  3. Superior Soldier [Ranged Weaon Damage and Critical Severity]
  4. Superior Teamwork [+Team Exploit Damage]

Kolez - Tactical Officer - Commander:

Skills:
  1. Torpedo: Spread I
  2. Beam Fire at Will II
  3. Attack Pattern Beta II
  4. Attack Pattern Omega II

Traits:
  1. Natural Immunities [Radiation and Toxic Damage Resistance]
  2. Reptilian Strength [Bonus Melee Damage and Knockback]
  3. Resilient [Physical and Energy Damage Resistance]
  4. Sure Footed [Protection from Knockback and Root]

Waltraud - Tactical Officer - Lt. Commander:

Skills:
  1. Tactical Team I
  2. Beam Target Shields II
  3. Cannon: Rapid Fire II [Replaceable]

Traits:
  1. Basic Covert [+Stealth and Exploit Damage]
  2. Leadership [+Subsystem Repair and Hull Regen Rate]
  3. Superior Resiliency ]Physical and Energy Damage Resistance]
  4. Teamwork [+Team Exploit Damage]

Zarva - Engineering Officer - Commander:

Skills:
  1. Emergency Power to Shields I
  2. Emergency Power to Weapons II
  3. Boarding Party II
  4. Eject Warp Plasma II

Traits:
  1. Corrosive Blood [+Resist(Toxic); Deals Toxic Damage when Bitten]
  2. Creative [+Damage on Kit Powers; +Healing on all powers]
  3. Lucky [+Critical Hit and Expose Chance]
  4. Resilient [Physical and Damage Resistance]

Lasva - Engineering Officer - Commander:

Skills:
  1. Emergency Power to Engines I
  2. Auxiliary to Structural I
  3. Directed Energy Modulation II
  4. Aceton Beam II

Traits:
  1. Acute Senses [+Perception; +Exploit Damage; +Res(flanking)]
  2. Aggressive [Increase Damage and Threat Generation]
  3. Basic Peak Health [Toxic Damage Resist; Bonus Hitpoints]
  4. Cold Dwelling [Resist Slow and Root]

T'Vrell - Science Officer - Commander:

Skills:
  1. Tachyon Beam I
  2. Tractor Beam II
  3. Scramble Sensors II
  4. Gravity Well II

Traits:
  1. Logical [Psionic Damage; Confuse and Placate Resist]
  2. Nerve Pinch [Melee Hold]
  3. Peak Health [Toxic Damage Resist; Bonus Hitpoints]
  4. Physical Strength [Bonus Melee Damage]

I also have many other consoles, and even some other weapons either in my Bank, or my Inventory... but it'd take too long to list all of that, especially since this post is quite lengthy as it is...

If anyone can give me a hand here on setting my Character Skills & Traits, and my Ship's Skills & Traits, I'd be extremely appreciative... I've been playing STO for around a month, and am not entirely sure how I should go about fixing this unwanted respec...

Thanks in advance...
Post edited by captmunroe on

Comments

  • ogitalogital Member Posts: 26 Arc User
    edited March 2014
    if you go to http://www.stoacademy.com/tools/skillplanner/search.php you can look up builds others have posted. Just choose your career, faction and ship from the drop down menus, and it will come up with a list of existing builds.
    I came to explore foreign Galaxies, and now I'm hunting Rabbits
  • captmunroecaptmunroe Member Posts: 0 Arc User
    edited March 2014
    Well.. see... I had a pretty good setup using the items listed above, believe it or not, and if possible, I'd like to continue using as much of them as possible... That's why I was asking for Stat/Trait suggestions, and not a place I can find other people's builds... But thanks for the link, it could come in handy at some point...
  • janus1975janus1975 Member Posts: 739 Arc User
    edited March 2014
    Wow you've certainly provided a lot of information! Which is a good thing, it helps with providing advice.

    In terms of what traits, and where to put your skills points, I would like to recommend checking out the articles on STO wiki at www.sto.gamepedia.com called "Trait", and for bridge officer skills, "Bridge Officer Ability". There's also a handy one called "Consoles". I return to many of these articles regularly as a reference guide for rebuilds or tweaks. It's important to know what something does, and what else it affects.

    Another great site will help you with your build is called www.stoacademy.com. In it, you can build your ship, with your ground equipment and away team, and click the abilities you want recommendations for. The skills tree then gives a 'star' next to each thing that directly links back to a skill, along with a description (same as the skills respec guy in the game) of that skill. Sometimes it's not quite up-to-date (it doesn't have your specific warp core which is a recent addition) but at least it gives you an idea of how your choices in devices and boff skills affects your skills trees. To help me understand your build, I built the ship in that site to get my head around it, so it is a very handy tool available to use.

    A lot of what you decide on will depend on how you like to play and what you want to do. As an engineer, you can certainly make a ship that size work very well and be very nimble (compared to science or tacticals who don't get access to useful engineering traits), but you might prefer to be balanced in space and on ground. That will make a difference as to your final layout and traits/skills tree.

    I don't want to just provide a "do this/don't do that" which I never think is really useful long-term, instead I'll point out some of the basic potential issues I see with the build so far, so you can test/experiment, and make some decisions on what suits you...

    Two fore/two aft photons: IIRC they share cooldown so if you use torp boff skills, the cooldown means you'll fire e.g. HY1 on one torp tube, but then the other needs the normal cooldown before it fires one. This might be a waste of a weapon slot that could be taken up by a beam.

    Low-end consoles/equipment: if you hover over an image in the game (or right-click) you get the 'rack rate' stats for it. I'm concerned with having old equipment on the ship because e.g. a blue RCS Mk 8 lists as +28%, same as a plain Mk 10, that green Mk 3 only lists as +12%. In other words, it could be replaced with common equipment and still be better.

    Beam console and phaser relay: as you're only using phaser beams, you can replace that Directed Energy Distribution manifold with another phaser relay and get some extra punch.

    At VA, at least in starting, you can always check the exchange for comparatively inexpensive blue Mk XI equipment and upgrade everything across the board for a reasonable sum.

    Sensors: most things 'chain' from one thing to another, so consider consoles as improving something else (namely, a boff skill). Sensors improve Jam Sensors and other such skills which you don't currently use; if you wanted to keep tachyon beam, that benefits from points in your skills tree "Flow Capacitors" and from console "Flow Capacitor". If you wanted to focus on it, then the trait "Astrophysicist" improves flow capacitors as well. This is why it's so tricky to make "get this" recommendations for others--it is so dependent on your own play style and focus.

    Are you wanting to have a ship that does a lot of 'close quarters' combat? The use of Impulse Capacitance, Warp Plasma and Boarding Party suggest so, and if that's the case you might want to consider focusing on beams and not worrying too much about torps. Such a build then frees up those engineering slots for things like hull or shield improvements. This would mean for example replacing your usable tactical skills with "Fire At Will" and tactical team.

    Hopefully this is useful :)
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited March 2014
    ogital wrote: »
    if you go to http://www.stoacademy.com/tools/skillplanner/search.php you can look up builds others have posted. Just choose your career, faction and ship from the drop down menus, and it will come up with a list of existing builds.

    Above is the best advice all i would add is replay missions once u get to lvl 50 to get ur ship all mkxi blue stuff once u done that join the pve queue missions.
    to start on the reputations. But dont jump in to elite missions do normal a few times 1st.

    Now is this forced respec a bug ive seen a lot of posts about it in the last couple of mths
    gs9kwcxytstg.jpg
  • captmunroecaptmunroe Member Posts: 0 Arc User
    edited March 2014
    Maybe if I give you a run through of my typical attack strategy, you can make a few suggestions on how I can make it as effective as possible... I attack almost all opposing ships this way...

    Step 1: Acquire Initial Target (in the case of a group of ships, I start with the biggest one).

    Step 2: Go to Full Impulse power towards, but slightly above or below target.

    Step 3: At 10 km engage Tachyon Beam, then prepare Torpedo: Spread I.

    Step 3: At 5km I engage the Tractor Beam, fire all Torpedoes, prepare Directed Energy Modulation and Fire All Phasers.

    Step 4: After I've passed the target (and the 15 second cooldown is over), I engage Torpedo: High Yield I, and then fire three Torpedoes (2 from the first, and one from the second) while continuing firing all Phasers and come about.

    Step 5: While coming about, I engage Beam Array: Fire at Will II (if there is a group of smaller ships also), Torpedo: High Yield I (that's where the second Torpedo launcher comes in) and Emergency Power to Weapons, and then I send out my Boarding Party, continue firing phasers.

    After that, I essentially just repeat all or portions of that attack strategy... With how I was setup, it was quite an effective strategy... Destroying Klingon ships was like swatting flies... Even Jem'hadar ships weren't much trouble... That's why I was so disappointed to unwillingly get my stats reset...

    If you could help me to get that strategy working again, you'd be the man...
  • captmunroecaptmunroe Member Posts: 0 Arc User
    edited March 2014
    If you have any questions for me, feel free to ask...
  • captmunroecaptmunroe Member Posts: 0 Arc User
    edited March 2014
    I've heard multiple things from multiple players, and also found conflicting info on the web, so I'm not sure what the deal is with this forced respec stuff...
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    captmunroe wrote: »
    \
    Step 3: At 10 km engage Tachyon Beam, then prepare Torpedo: Spread I.

    While Tachyon Beam is nice in PvE, I will warn you it's a bit broken (See http://sto-forum.perfectworld.com/showthread.php?t=1058201). Seems to be working more like "firing on shields" than "shield drain". Anyway, you'll need to invest in Flow Caps to drain more shields using it. Also, flow caps gives you more power if you obtain a plasmonic leech console (See http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech - I put the equation in there).

    The Tachyon Beam drain equation is:
    Tachyon Beam Drain = Base Drain*(1+(0.01*FC)).

    To see base drain, see the drain while on ground (if you can) which states the base drain instead of the flow caps based drain. Note that with this equation, the better the tachyon beam (TB3 vs TB1), the better it scales up.
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited March 2014
    wilbor2 wrote: »
    Now is this forced respec a bug ive seen a lot of posts about it in the last couple of mths

    Game mechanic bug.

    If you level up at 30/40/50 when your playing at a forced lower level you will get a forced respec. The game will say your skills are invalid cause you have more skills than you should have at the forced lower level.

    This only happens when you hit the rank up promotion and while under the effects of playing at a lower level.
Sign In or Register to comment.