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Giving a 2nd go..need some advice on role

stocapitanstocapitan Member Posts: 15 Arc User
edited May 2015 in The Academy
Hey all

so I am giving STO another go but I am wondering what I should do. I've been out of the game for so long I'm wondering if I should start a whole new toon to relearn the game or continue with my 50 Tact officer.

I'm thinking of either doing a Tact officer with cruisers for decent DPS and being not so much a glass cannon or a DPS/off tank engineer if thats possible.

Any input would be great as I really have no idea
Post edited by stocapitan on

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  • edited May 2015
    This content has been removed.
  • davefenestratordavefenestrator Member Posts: 10,694 Arc User
    edited May 2015
    It might be worth creating a Delta Recruit or 3 before May 21, since they get a lot of nice level up bonuses. You'll also get to see the updated stories. As you say it would let you re-learn the game and try out different ship types.

    I'm up to 9 alts now, 3 captain types x 3 faction types.

    It's true that you can use any captain type with any ship type, since the captain only adds 4 powers to the boffs and gear.

    For escort class ships, an engineer isn't a bad choice since the ship has plenty of tactical boff skills, while the engineer adds nice extra heals with rotate shield and miracle worker. A tac captain is nice for a cruiser that can be lacking in tactical boff skills since he brings his own attack pattern and fire on my mark, and so on.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2015
    I strongly recommend making a delta recruit. The rewards are fantastic, especially for your main. Depending on how long you have been away there were huge story changes new tutorials etc. Starting over will be fun. And you get cool shiny stuff too.

    Also, absolutely do something different from your old character. If you were fed, then go kdf or romulan. If you were TAC then go sci or engineer.

    Every captain can do plenty of damage and be tanky. Don't rely on just "I'll be a tactical so I have damage". You have a ship, 5 officers, and 5 or 6 active space crew plus over 20 pieces of gear. All of it can work together to help you. This isn't wow or neverwinter where you are just " your character". Think of the whole picture and how you want it to be.

    People who go tactical just because they think they have to to have enough damage neglect the parts of their build that matter more and end up not having fun. Do it because its the kind of captain you want to be. Damage we can help you with, even as a scientist or engineer.
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    edited May 2015
    I created my first Tac captain for my Delta Recruit, and at lvl 54, I'm underwhelmed by it's performance in ground actions. If I ever create another (6th) toon, it will be another Sci captain, since that seems to be the strongest character I have for ground actions, and gets the most from a science ship. :cool:
    Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac
    Savik - Vulcan Fed Temporal Sci
    Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
    Welcome to StarBug Online - to boldly Bug where no bug has been before!
    STO player since November 2013
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited May 2015
    Try starting a new and different Delta recruiting toon of your choice and run it up to lvl 15 to see if you like it. Relax, enjoy the story, and keep it if you like it.

    Otherwise roll another and level that one to lvl 50 for the benefits.
    Joined STO in September 2010.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2015
    Duplicate post deleted. Though HOW I managed this with the delay between posts is a mystery
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2015
    I created my first Tac captain for my Delta Recruit, and at lvl 54, I'm underwhelmed by it's performance in ground actions. If I ever create another (6th) toon, it will be another Sci captain, since that seems to be the strongest character I have for ground actions, and gets the most from a science ship. :cool:

    Sci in sci is popular and fun, but mathematically they get the least from sci ships except when shield tanking.

    On the ground, what are you trying with your TAC? There's lots of ways for them to go wrong on the ground. Science and engineers are so much easier on the ground.
  • stocapitanstocapitan Member Posts: 15 Arc User
    edited May 2015
    Thanks for all the advice as you have giving me a lot of info. I've decided to start another toon as everyone suggested as the Delta recruit seems too good to pass on.

    On the ground I will setup myself up as squad commander providing team buffs and running 2 exploit damage weapons while my officers have expose weapons.

    Im not sure what ship I will run but I imagine it will be an all beam boat.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2015
    stocapitan wrote: »
    Thanks for all the advice as you have giving me a lot of info. I've decided to start another toon as everyone suggested as the Delta recruit seems too good to pass on.

    On the ground I will setup myself up as squad commander providing team buffs and running 2 exploit damage weapons while my officers have expose weapons.

    Im not sure what ship I will run but I imagine it will be an all beam boat.

    Check your boffs traits. Having one with an exploit weapon (split beams are nice) is pretty effective especially if one has a bonus exploit damage trait. Typically two exploits and three exposes is plenty. Otherwise you find yourself with the second power on cool down too often to make maximum benefit of the expose effects.
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