Hello all. I'm a returning player that plays on and off again until I finish the latest story modes. I saw that there was a temporal agent event going on so I started a new TOS character and went with a tactical character. I was moving along through the story episodes until I got into the Delta Quadrant. I finished the mission that introduced the Kobali battlefront. I ended up staying on the planet and doing some of the missions there instead moving onto the next episode in the story arc. After finishing those planetary missions I hit level 65 and that's when it feels like I hit a wall. I'd had no problems in any story missions until now. I started doing the Satellite Defense mission. And I died. A lot. Couldn't finish the mission as I'd respawn and then die usually within 15-30 seconds. Tried switching ships and ended up doing a little better but ended up dying many times again before giving up. It feels like the mission difficulty jumped quite a bit after I hit 65. Not sure what to do now. I did some googling and I've always been a casual player, not getting to in deep into the game, just really like the story missions. In my searches I came across all of these builds. I had been running with a T6 Defiant build that was somewhat 'canon' to the show version. I tried switching over to more of a cannon build with quad cannons, and then dual heavy cannons and then turrets with torpedoes, but it didn't make much difference. I switched over to an arbiter battlecruiser with a mix of cannons, torpedos and phaser beam weapons. It last a bit longer, but still ended up getting hammered by 3 or four enemy ships and not lasting long.
So I guess I'm looking for some help. Have others run into this issue? Would a different build make a difference? Does getting equipment/weapons above XII make that much of a difference. I'd like to go back to the Defiant ship, as I wanted to play that through as I've done several engineering/cruiser characters.
0
Comments
Not sure what you mean by reputations? I do have to double check my space/ground traits every once in a while because for some reason either some or all of them are blanked out after I've activated the max I can do.
CAPTAIN DETAILS
Faction Career Primary Spec. Secondary Spec.
Federation Tactical Pilot Commando
SPACE SKILLS
Lieutenant
Engineering Hull Restoration Improved Hull Restoration Advanced Hull Restoration
Hull Capacity Improved Hull Capacity Advanced Hull Capacity
Science Shield Restoration Improved Shield Restoration Advanced Shield Restoration
Shield Capacity Improved Shield Capacity Advanced Shield Capacity
Tactical Energy Weapon Training Improved Energy Weapon Training Advanced Energy Weapon Training
Projectile Weapon Training Improved Projectile Weapon Training Advanced Projectile Weapon Training
Lieutenant Commander
Engineering Electro-Plasma System Flow Improved EPS Flow Full Impulse Energy Shunt
Impulse Expertise Improved Impulse Expertise Advanced Impulse Expertise
Science Control Expertise Improved Control Expertise Control Amplification
Drain Expertise Improved Drain Expertise Drain Infection
Tactical Targeting Expertise Improved Targeting Expertise Advanced Targeting Expertise
Defensive Maneuvering Improved Defensive Maneuvering Advanced Defensive Maneuvering
Commander
Engineering Hull Plating Energized Hull Plating Ablative Hull Plating
Damage Control Improved Damage Control Advanced Damage Control
Science Shield Regeneration Improved Shield Regeneration Advanced Shield Regeneration
Shield Hardness Improved Shield Hardness Advanced Shield Hardness
Tactical Weapon Amplification Improved Weapon Amplification Advanced Weapon Amplification
Weapon Specialization Improved Weapon Specialization Advanced Weapon Specialization
Captain
Engineering Defensive Subsystem Tuning Shield Subsystem Performance Auxiliary Subsystem Performance
Offensive Subsystem Tuning Weapon Subsystem Performance Engine Subsystem Performance
Science Exotic Particle Generator Improved Exotic Particle Generator Advanced Exotic Particle Generator
Long-Range Targeting Sensors Improved Long-Range Targeting Sensors Advanced Long-Range Targeting Sensors
Tactical Hull Penetration Improved Hull Penetration Advanced Hull Penetration
Shield Penetration Improved Shield Penetration Advanced Shield Penetration
Admiral
Engineering Warp Core Potential Improved Warp Core Potential Warp Core Efficiency
Engineering Readiness Improved Engineering Readiness Advanced Engineering Readiness
Science Scientific Readiness Improved Scientific Readiness Advanced Scientific Readiness
Shield Mastery Shield Absorption Shield Reflection
Tactical Coordination Protocols Defensive Coordination Offensive Coordination
Tactical Readiness Improved Tactical Readiness Advanced Tactical Readiness
GROUND SKILLS
Group 1 Weapon Criticals Weapon Proficiency Weapon Penetration
Improved Weapon Criticals Weapon Expert Improved Weapon Penetration
Group 2 Armor Expert Endurance Training Regeneration
Armor Master Improved Endurance Training Improved Regeneration
Group 3 Personal Shields Expert Personal Shield Resilience
Personal Shields Master Improved Personal Shield Resilience
Group 4 Kit Efficiency Kit Performance Expert
Improved Kit Efficiency Kit Performance Master
TRAITS
Personal Ground Traits Personal Space Traits
Rifle Training Impact Defense Specialist
Soldier Accurate
Sure Footed Elusive
Situational Awareness Particle Defense Specialist
Lucky Beam Training
Strike Team Specialist Warp Theorist
Field Technician Cannon Training
Resilient Projectile Training
Stubborn Shield Technician
Ground Reputation Traits Space Reputation Traits
Active Reputation Traits Starship Traits
Critical Systems
Other Traits
STARSHIP
Valiant Tactical Escort Tier 6
Fore Weapon 1 Very Rare Phaser Quad Cannons infin [Dmg]x3
Fore Weapon 2 Rare Phaser Dual Heavy Cannons Mk XII [Dmg]x2
Fore Weapon 3 Rare Phaser Dual Heavy Cannons Mk XII [Dmg]x2
Fore Weapon 4 Rare Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Dmg]
Deflector Rare Positron Deflector Array Mk XII [DrainX] [ShCap]
Impulse Very Rare Combat Impulse Engines Mk XII [Full] [Spd]x2
Core
Shield Array Very Rare Covariant Shield Array Mk VIII [Cap]x2 [Reg]
Aft Weapon 1 Rare Phaser Turret Mk XII [CrtD] [Dmg]
Aft Weapon 2 Rare Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Dmg]
Aft Weapon 3 Rare Phaser Turret Mk XII [CrtD] [Dmg]
Heavy Weapon 1 Very Rare Experimental Hyperexcited Ion Stream Projector infin
Device Slot 1
Device Slot 2
Engineering Console 1 Rare Console - Engineering - Neutronium Alloy Mk XII
Engineering Console 2 Rare Console - Engineering - Ablative Hull Armor Mk XII
Engineering Console 3 Epic Console - Universal - Cloaking Device
Science Console 1 Rare Console - Science - Shield Emitter Amplifier Mk XII
Science Console 2 Rare Console - Science - Power Insulator Mk XI
Science Console 3 Epic Console - Universal - Quantum Warhead Module infin
Tactical Console 1 Rare Console - Tactical - Phaser Relay Mk XII
Tactical Console 2 Uncommon Console - Tactical - Phaser Relay Mk XII
Tactical Console 3 Very Rare Console - Tactical - Zero Point Quantum Chamber Mk XII
Tactical Console 4 Uncommon Console - Tactical - Phaser Relay Mk XII
BRIDGE OFFICERS
Lieutenant Universal
Engineering
Ensign: Engineering Team I
Lieutenant: Emergency Power to Shields II
Commander Tactical
Ensign: Tactical Team I
Lieutenant: Torpedo: High Yield II
Lt. Commander: Beam Overload III
Commander: Cannon: Rapid Fire III
Lt. Commander Tactical Pilot
Ensign: Beam Target Shields I
Lieutenant: Beam Fire at Will II
Lt. Commander: Torpedo: Spread III
Lieutenant Engineering
Ensign: Emergency Power to Weapons I
Lieutenant: Reverse Shield Polarity I
Lieutenant Science
Ensign: Polarize Hull I
Lieutenant: Tachyon Beam II
GROUND EQUIPMENT
Kit Very Rare Tactical Kit Mk X [PSG] [Will] [WpnDmg]
Kit Modules Common Kit Module - Suppressing Fire Mk XI
Rare Kit Module - Overwatch Mk VIII
Very Rare Kit Module - Battle Strategies Mk X
Rare Kit Module - Photon Grenade Mk VIII
Armor Very Rare Energy Dampening Armor Mk X [HP]x2 [RegHP]
Shield
Weapons Very Rare Terran Task Force Phaser High Density Beam Rifle Mk XII [CritD] [Dmg]x2
Devices
I'm still wondering if there isn't something else going on. I played this same mission with my disco engineering character with a cruiser and had absolutely no problems with it. I didn't die once, and there were several defense turrets still alive. This time around with my TOS tactical character in the 'defiant' I died several times, and there were no defense turrets still alive. There was several times in the mission where I'd start getting hit and before I could even react shields were gone and then I was dead.
reputations: https://sto.fandom.com/wiki/Reputation_System
In my opinion, you could go for beams for the moment, and use faw (help against the vaadwaur TRIBBLE). I would use the lt uni for an eng boff, with engneering team 1 + rsp 1, lt science: hazard emitters 1 + photonic officer 1 (the doff to reduce the cd are not really expensive).
you can grab also the starship trait the best defense from the mission House Pegh: https://sto.fandom.com/wiki/Trait:_The_Best_Defense
there is also this console and 1 weapon of your choice: https://sto.fandom.com/wiki/Trilithium-Laced_Weaponry#Console_-_Engineering_-_Reinforced_Armaments
and this one (already advised) https://sto.fandom.com/wiki/Quantum_Phase_Catalysts#Console_-_Universal_-_Quantum_Phase_Converter not only for the phaser damage but also for the auxiliary bonus, interesting if you use the nukara rep traits: https://sto.fandom.com/wiki/Reputation:_Nukara_Strikeforce#Tier_IV - https://sto.fandom.com/wiki/Trait:_Auxiliary_Power_Configuration_-_Defense
oh! I use this for all my captains: https://sto.fandom.com/wiki/Reactive_Armor_Catalysts_Pack from this mission: https://sto.fandom.com/wiki/Mission:_Broken_Circle
If you create an account with the STO Academy skill planner it'll enable you to save your skill tree (and with more work your ship's build) to a link and post it here. It might be worthwhile to at least post your skill tree as whatever you copied and pasted above didn't work.
Here's two links to the space and ground skill trees I use for tactical, engineering, and science characters that are directed energy focused (i.e. for toons that primarily use beams or cannons). The only difference between the two is that one has full points into torpedoes and the other has none. The ground skill tree and primary & secondary specializations used is the same for both.
From my perspective as a Star Trek fan playing STO casually for just over a decade I really wish I'd adopted these skill trees far sooner than I did. They work great for me on both new toons ranking up using mission rewards and at end game when reputation items are added.
My Favorite Tactical Template
My Favorite Tactical Template with Torpedoes
Skill Unlocks - Engineering: Battery Expertise, Hull Capacity. Science: Sector Space Travel Speed, Maximum Shield Capacity. Tactical: Threat Control, Projectile Critical Chance, Energy Critical Chance, Accuracy, All 3 Ultimate's. Ground: Willpower, Improved Aim, Choice of either Furious Footwork or Fatal Fists, Improved Flank Damage, Offensive Mastery.
Keep at it - things get much better. Most players find they need to make some adjustments between level 50 and 65. Think of it as a little bit of fine tuning.