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Best Defensive Build for Tac?

bcstarbcstar Member Posts: 333 Arc User
just would like to know best Defensive build for a tac? Basically I want a Ship that can take on almost anything without dropping much shields. Currently I am running a tac Klingon with shields having most my power and I am taking it hard with 4 ships on me. If I get a torp spread on mission, boom I am dust. Currently I am Level 45 in the new KDF Bird of Prey from the KDF Recruiting characters. So this is kind of what I am looking for, is the beefiest T6 the Miracle workers or Dreadnaught line? Secondly I Have the Elachie event engines, shields, and impulse and warp engines. I must be doing something wrong in this ship but the shields in this one and the upgraded Lifetime ship to which is upgraded to T5-X seem to drain really fast. Although the T5-X is tougher than the T6 Bird of Prey by a lot. Lastly I am not playing on PC but PS4 not sure if that changes things a whole lot. Anyhow if someone could help with the best DEFENSIVE build for Tac or even Science and Engineering that be Awesome Thanks in Advance!!
klingon%2Bbird%2Bof%2Bprey.jpg

"bortaS bIr jablu'DI' reH QaQqu' nay'"

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Post edited by baddmoonrizin on

Comments

  • protoneousprotoneous Member Posts: 2,984 Arc User
    bcstar wrote: »
    just would like to know best Defensive build for a tac? Basically I want a Ship that can take on almost anything without dropping much shields. Currently I am running a tac Klingon with shields having most my power and I am taking it hard with 4 ships on me. If I get a torp spread on mission, boom I am dust. Currently I am Level 45 in the new KDF Bird of Prey from the KDF Recruiting characters. So this is kind of what I am looking for
    I posted a build for that ship in the shipyard section here and it worked out quite well. This type of ship isn't really designed to slug it out so really the best defense is a good offense using it's maneuverability and the high spike damage cannons provide. All cannons front and turrets rear are a good choice for your ship. Piloting can take a bit getting used to when flying a BoP that doesn't have too much hull but things feel smoother with practice.
    Currently I am running a tac Klingon with shields having most my power and I am taking it hard with 4 ships on me.
    Having most of your power into shields is a common mistake... I used to do this to. Setting your power levels to the "attack" preset (maximum weapons power) will make you less squishy.

    If if you have access to it the Temer Alliance Raider event ship it's a good step up in durability and for me has been a superb free raider that would be a good upgrade once you've gotten the Tier 5 starship mastery trait off of the recruit BoP. It's still my recruit's primary ship.

    The skill tree is an important part of the build and the one posted has withstood the test of time. The unallocated single skill tree point was put into EPG to help the ensign tactical ability Best Served Cold as well as a few other boff abilities from the winter event store that need a little epg. The tree may seem somewhat the opposite of defensive but is actually quite sturdy in that it get's rid of the bad guys more quickly. Again, this is key.

    For my alt account recruit BoP crafted level appropriate resilient shields [Cap]x2[Reg] and upgraded mission rewarded Efficient Impulse Engines took the place of the mission space set shown in the thread and performed very well all the way to level 65 and completion of Tier 5 reputations for end game gear. Either way is good.

    The build is mission reward and crafted weapon based with extras added as reputations are worked on and missions progress. There's also a couple of event reward consoles suggested that make for very good temporary fillers while ranking up if you have them. A lot of them should be recognizable but would be happy to provide some suggestions for kitting out your BoP from level 45 to end game.
    is the beefiest T6 the Miracle workers or Dreadnaught line?
    I'm partial to Miracle Worker ships and a couple of MW boff abilities that really seem work well.
    Secondly I Have the Elachie event engines, shields, and impulse and warp engines.
    This set is something I'd be more comfortable using on a science ship.
    Anyhow if someone could help with the best DEFENSIVE build for Tac or even Science and Engineering that be Awesome
    Again, turtling up to slug it out is a bit of a false god in this game when really what's needed is a skill tree and build that balances survivability with a good amount of damage (really). I'd use about the same skill tree posted for an engineer or a tac. It can be adjusted for use with torpedoes and even a little bit more turn rate so that it suits your needs. Staying with 27 points into tactical has really added a lot of zing to a lot of my toons as of late ^^

    For a starter science build with a skill tree that's still invested in long range targeting sensors (mainly science damage but still able to use energy weapons and fly other ships) I'd suggest something like this.
  • bcstarbcstar Member Posts: 333 Arc User
    Wow thanks so much for the in-depth write up I will be referring to this for a while to find the best build set up i am comfortable with. Thanks!!
    klingon%2Bbird%2Bof%2Bprey.jpg

    "bortaS bIr jablu'DI' reH QaQqu' nay'"

    Revenge is a Dish, Best Served Cold ~ Khan Noonien Singh
  • foppotee#4552 foppotee Member Posts: 1,704 Arc User
    There are a few prolific good "tank" players in these forums.

    I think at least 1 of the current community moderators, darkbladejk (?), too emphasizes tanking abilities.

    I usually don't go too far to either extreme, but nice to see a change from the more normal dps chasing inquiries.

  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    edited April 2021
    From what I've heard ingame, a decent survivability base without sacrificing too much damage is 1-2 Nurse (Fed) or Medic (KDF) doffs with the hull regeneration effect (These are rather expensive, especially at purple, so these are nice to have, but may not be workable for you - also, make sure you slot them in ground slots; yes, they say space, but unless Cryptic changed them, they can go in ground slots.), Maxed MW spec on primary, the Energy Refrequencer trait from Iconian rep and 2-piece disco set (people generally go shield and core for that).

    Also, the more endeavor points you have in hull regen, the better.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • eladonwarps#6040 eladonwarps Member Posts: 231 Arc User
    In ships like those, the Defense stat is key, and to keep that going strong, you gotta keep moving. Keep your throttle up, and be prepared to use abilities like Evasive Maneuvers, Emergency Power to Engines, and/or Auxiliary Power to Inertial Dampeners. Last I checked, console activates many of those powers automatically as long as they're on the build, so feel free to visit a major social hub and pick up some training manuals in the latter two.

    I also agree that adding some resistances like Neutronium or Triburnium Alloy consoles will help. Also check your traits for this. For defensive flying, many people prefer putting their build points in Hull rather than shields, since many enemies can do shield drains that make them far less effective than they seem on paper.

    I also don't normally like to say "change ships," but I do think that you've cited two ships that are not the most durable. I'd say you'll likely find many Science Vessels and almost all Cruisers, Carriers, and Dreadnaughts to be more durable than the Recruit BoP and the Veteran Destroyer. Consider looking around at such ships when you get additional T5 ship options at lvls 50 (for LTS only) and 61. That said, if you stay with the Tactical focused ships, then your best bets that will make the most of those Tac Consoles are improving damage output. But since you asked for defensive stats, the former is still my rec.
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  • garaffegaraffe Member Posts: 1,353 Arc User
    What I typically do is first figure out what strategy I am going to use to take out the enemy.

    Ex: Stealth torpedo bomber, run and gun cannons, park and spray beams, park and launch anomalies, etc.


    Next, I build my captain around a survivability strategy specifically designed for my chosen offensive strategy.

    Ex: My Stealth torpedo bomber has zero captain points in the science tree, all her points are spent on beefing up hull cap/reg/heal as well as damage resist, defense, and offensive tac skills. My park and launch anomalies captain has zero points in the tactical tree.

    In general, I pick my traits using the same strategy I use to pick skill points.

    Finally, I build my ship (including BOFF skills) to magnify my captain skill layout.

    Ex: My stealth torpedo bomber allocates tac consoles to vulnerability exploiters, sci consoles slots for various universal consoles, and eng console slots to beefing up hull cap/heal/resist. I choose my space equipment to compliment my weapons.

    So long story short, choose your play style first, and build your captain and ship based on that chosen playstyle.
  • szerontzurszerontzur Member Posts: 2,723 Arc User
    In a glassy ship like a raider, you want to go for high defense and speed to mitigate directed damage and avoid getting caught in hazards.

    In a cruiser, you'll want things that enhance your shield hardness, damage resistance and good 'restoration' stats/heals.

    Science ships lean more towards Cruiser tanking; Escorts lean more towards the Raider style. You can easily mix and match to your preference.


    General tips for reducing squishiness:
    -Pick up the Energy Refrequencer Reputation Trait(Iconian Rep). This effectively gives you life-leech with energy weapons.
    -Look for a Deflector with good hull/shield restoration(Kobali Deflector from the Dust to Dust mission is exceptional, but may be overkill for smaller ships).
    -Consider adding more Armor Resistance and Shield Hardness(Aux2Structural and Transfer Shield Strength BOff skills are the quickest way to do this, but there are plenty of gearing and skill distribution options as well).
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited April 2021
    I agree completely with @protoneous, that was a whole lot of really good information.

    Yes, there is such thing as 'tanking' in STO, but it's done in a group where you're diverting threat so that other high damage players can wipe everything out. It's not a good tactic to employ single player or really outside of organized groups, the best thing to do is exactly what's been said here, defend yourself with offense.

    The advice to keep moving is also very good, you get a defensive bonus based on your current speed, so 'zipping around' actually helps you stay alive. As you practice playing with the cannons, you will learn when it's a good time to full throttle and when you're in an advantageous spot where you can 'park' and unload a volley. The Energy Refrequencer tip is also a great one, I use this on every ship I fly, it lets you heal your hull by dealing damage.. it's great.

    I personally don't like the Neutronium Alloy consoles, but many use them. I prefer to replace them with things that let me deal more damage, but I get a lot of my defense from the space set. Using 2 pieces of the Stamets-Tilly set gives you +120% hull regen. I use the Shield and the Warp Core because they're both very strong components. Slap those in with something like the prevailing fortified impulse engines for mobility and a Fleet Intervention Protomater Defelctor and you will see a huge improvement.

    If you don't have any good consoles to boost your offense, then the Neutronium Alloy could be a good call for some extra defense.
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  • bcstarbcstar Member Posts: 333 Arc User
    Thanks for all the amazing comments i have been working with my KDF Recruit I went from level 3 yesterday morning to 63 This morning. managed to push 60 levels before I fell asleep. but as for speedy defensive and such it has worked well its incredible the turn rate is on the recruit BOP so i have been really using it well. Again thanks for all the really good info here I sort of wish we had a pin on the forums for a best defense offence strat for newer or returning players with the above info. could help a lot of people.
    klingon%2Bbird%2Bof%2Bprey.jpg

    "bortaS bIr jablu'DI' reH QaQqu' nay'"

    Revenge is a Dish, Best Served Cold ~ Khan Noonien Singh
  • foppotee#4552 foppotee Member Posts: 1,704 Arc User
    bcstar wrote: »
    Thanks for all the amazing comments i have been working with my KDF Recruit I went from level 3 yesterday morning to 63 This morning. managed to push 60 levels before I fell asleep. but as for speedy defensive and such it has worked well its incredible the turn rate is on the recruit BOP so i have been really using it well. Again thanks for all the really good info here I sort of wish we had a pin on the forums for a best defense offence strat for newer or returning players with the above info. could help a lot of people.

    Congratulations upon the quick leveling, but remember there's something to be said about the education from the journey as well as the destination.
  • annemarie30annemarie30 Member Posts: 2,596 Arc User
    do you have the enhanced battle cloak? if so, run in, fire, if you can make another opass, then cloak, repair rinse and repeat. and ALWAYS attack from cloak for the damage bonus
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