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By my count, there are 15 T5 ships available for just dilithium or a level 40 token, which someone might want a starter build for to help them finish off the episode missions and start the reputation grind. My Strict Budget Build covers the three science vessels, the Baby Step series covers the three cruisers with tactical ensigns, and there's definitely an argument to be made that some are just bad choices. But there are two more I thought really ought to have their own builds available. This series will not be as thoroughly researched as those previous series, and it will not feature optimized skill builds (there are many resources for that), but the builds will be proven in the Badlands Battlezone and in solo Defense of Starbase One Advanced, as well as extensively parsed in the Wanted (Argala System) patrol with comparisons to similar builds. That should adequately demonstrate that they can get you whatever reputation marks you need, using only mission, basic (generally Mk XII uncommon) Exchange, and Phoenix Store items. Each build will be allowed one Mk XV item to maintain parity with the Strict Budget Build, usually a forward weapon. It's also easy enough to put these together that I could be persuaded to do more if there's a ship that deserves it.
So, why the Jem Escort? One reason is there in the title, it is the only one of the 15 ships that comes at T5-U, giving it a significant advantage in console slots and in hull strength. And it costs only 1,000 dilithium instead of the usual 20,000. I still would have put it into the bad choice column for having too many tactical abilities, though, except for the fact that Jem'hadar characters don't get a choice, they're forced to use it. So, for everyone playing a Jem'hadar character without any account unlocked ships, this is mostly for you. It must also be said that people do very frequently ask about advice for the T5 escorts, and this is the one with the least tactical seating and the most other seating, so it's the best shot the type has.
Now, general build theory. Without expensive things like Boimler or Technicians, Photonic Officer is the only choice for cooldown reduction, and the maximum available rank in this seating is 1, so I used that. With a forward focused ship, good turn rate, a Commander tactical seat, and no Command seating a cannon build is very much the obvious choice. And with so many tactical abilities I was looking for some way to make them useful, which the Morphogenic set provides. The 3 piece bonus from the Morphogenic set generates up to 30% CrtD from activating cannon firing modes, up to 6% CrtH from beam firing modes, and up to 22.5% cat1 from torpedo firing modes, so that is quite powerful, and using one of each of those, plus the standard Attack Pattern Beta and Tac Team, brings me up to 5 out of 6 tactical ability slots. So I definitely had to go with polaron and the Morphogenic set for this ship. Unfortunately that means that there are very few worthwhile mission reward consoles for the build, really just the Temporal Disentanglement Suite is worth using, although there are several reputation consoles that will be useful when they become available, so for now most of the consoles are generic ones and not all that helpful. The 6th tactical slot is filled with Focused Assault, not because it's good but because it's the only remaining ability within the budget that does not conflict with the others and does anything for the build at all. Otherwise I stuck as close to the Baby Step series as I could. For upgrade suggestions, I again recommend STO BETTER's Energy Basics page.
Overall, the build felt a bit frustrating to me, but was effective. Cooldowns were a constant problem, as expected, but the additional turret and weapon buffs did make that up and bring it to rough parity with the Hegh'ta BoP, which I did not expect. In survivability, it was more or less the exact opposite experience from the Hegh'ta: there were very few heals available, the shields were always low and I could not keep it at full health in elite, but having double the hull capacity thanks to being T5-U meant it could usually just take the punishment regardless, although it still did sometimes have to run and heal in Wanted Elite and in Starbase One. That definitely makes it a more forgiving build, but it felt a lot less satisfying to me.
#Captain Details
Captain Name | Sawlak | ||||||
---|---|---|---|---|---|---|---|
Captain Career | Engineering | ||||||
Captain Faction | Romulan | ||||||
Captain Race | Romulan | ||||||
Secondary Specialization | Strategist | ||||||
#Space Skill Tree | |||||||
Rank | Engineering | Science | Tactical | ||||
-- | -- | -- | -- | -- | -- | -- | |
Lieutenant | Improved Hull Restoration | Advanced Hull Capacity | Shield Restoration | Shield Capacity | Advanced Energy Weapon Training | Advanced Projectile Weapon Training | |
Lt. Commander | Improved Electro-Plasma System Flow | Improved Impulse Expertise | Control Expertise | Drain Expertise | Improved Targeting Expertise | Defensive Maneuvering | |
Commander | Hull Plating | Advanced Weapon Amplification | Advanced Weapon Specialization | ||||
Captain | Advanced Long Range Targeting Sensors | Advanced Hull Penetration | Advanced Shield Weakening | ||||
Admiral | Coordination Protocols | Improved Tactical Readiness | |||||
Defensive Coordination | |||||||
Offensive Coordination | |||||||
3 Points Left | 10 | 7 | 26 |
#Space Skill Unlocks
Purchases | Engineering | Science | Tactical |
---|---|---|---|
2 | Emergency Power to Shields III | Engineering Team III | Directed Energy Modulation III |
5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
7 | Emergency Power to Engines III | Auxiliary Power to the Emergency Battery III | Eject Warp Plasma III |
10 | Maximum Hull Capacity | Projectile Critical Chance | |
12 | Boarding Parties III | ||
15 | Energy Critical Damage | ||
17 | Aceton Beam III | ||
20 | Accuracy | ||
24 (Ultimate) | Focused Frenzy | ||
25 (1st Ultimate Enhancer) | Frenzied Assault | ||
26 (2nd Ultimate Enhancer) | Team Frenzy |
I set up this skill tree for my tank character years ago. There are better ones, but it covers what's most important: the direct damage boosting skills in tactical, the tactical ultimate, EPS, and Long Range Targeting, with some points for Hull Plating, Hull Capacity, and Impulse Expertise. Strategist is very likely the most powerful and definitely the easiest to use specialization for this build, so you should invest in it first.
#Ship Loadout: Jem'Hadar Escort
Slot | Item | Notes |
---|---|---|
Fore Weapon 1 | Polaron Dual Cannons | My one Mk XV. |
Fore Weapon 2 | Polaron Dual Heavy Cannons | There's very little difference between DCs and DHCs, use what you have. |
Fore Weapon 3 | Polaron Dual Heavy Cannons | |
Fore Weapon 4 | Morphogenic Polaron Energy Torpedo Launcher | Here for the 3 piece set bonus |
Aft Weapon 1 | Morphogenic Polaron Energy Weapon | Functions as both a turret and an omni-beam, with beam abilities taking priority. |
Aft Weapon 2 | Polaron Turret | Always use turrets when using cannons. |
Aft Weapon 3 | Polaron Turret | |
Experimental Weapon | Experimental Hyperexcited Ion Stream Projector | Does about half the damage of a turret. Good thing it's free. |
Deflector | Quantum Phase Deflector | This wouldn't really have been my first thought, but I'm trusting in Neuro1g and copying the Baby Steps. |
Impulse Engines | Quantum Phase Combat Impulse Engines | The best part of the set is almost certainly the 3 piece. |
Warp Core | Deuterium-Stabilized Warp Core | Weapon power cost is very important on energy weapon builds, so this is a strong option |
Shields | Quantum Phase Resilient Shield Array | The best alternative would be the Sol Defense set for survivability. |
Devices | Energy Amplifier | Crafted in Beams R&D and very valuable. |
Deuterium Surplus | Evasive Maneuvers in battery form, and you can collect 4 per day from the Alhena system. | |
4 Engineering Consoles | Console - Engineering - EPS Flow Regulator | A tiny bit more weapon power management, there's just not much available to fill slots at this budget. |
Console - Engineering - EPS Flow Regulator | ||
Console - Engineering - Neutronium Alloy | This or a Trellium-D Plating from Ragnarok are the best survivability consoles you can get here. | |
Console - Engineering - Reinforced Armaments | This provides nearly as much EPS as the dedicated console plus some hull capacity, mostly I had it from the phaser builds. | |
3 Science Consoles | Console - Science - Temporal Disentanglement Suite | This is a good choice, providing 1% crth and 3.4% crtd, and some survivability as well. |
Console - Science - Field Generator | A bit more shield capacity was about the best I could do. | |
Console - Universal - Prolonged Engagement Power Dynamo | A Phoenix store account unlock providing some additional power. | |
4 Tactical Consoles | Console - Tactical - Morphogenic Matrix Controller | Provides some cat1, the 2 piece provides a little cooldown reduction, but the 3 piece provides a lot of crth, crtd, and some cat1. |
Console - Tactical - Polaron Phase Modulator | A weapon build can never afford to pass up the cat1 boost of a set of tactical consoles. | |
Console - Tactical - Polaron Phase Modulator | ||
Console - Tactical - Polaron Phase Modulator |
#Officer Details
Bridge Officers | Power | Notes |
---|---|---|
Commander Tactical | Tactical Team I | Distributes shields and clears Assimilate Ship, but it does cause some problems with weapon firing. I still like having it. |
Romulan Operative | Torpedo: Spread II | This makes the torp much more powerful, and triggers cat1 from the Morphogenic 3 piece. |
Attack Pattern Beta II | This is a huge damage boost both to yourself and any allies. If you can get it in a build you should. | |
Cannon: Scatter Volley III | This is the biggest damage boost on the ship, which is why it should absolutely be rank 3. | |
Lieutenant Tactical | Beam Array: Overload I | This triggers crth from the Morphogenic 3 piece |
Focused Assault I | This is the only ability left at this budget that can go in this slot without being locked out by the ones already present. | |
Lt. Commander Engineering | Emergency Power to Engines I | A huge mobility buff, doubles the ship's speed with full uptime. |
Romulan Operative | Reverse Shield Polarity I | A very strong shield heal especially when combined with Tac Team, almost impossible to die while it's active. |
Emergency Power to Weapons III | A must have energy weapon buff with full uptime. Note that you can only use two EPtX due to cooldowns, these are the two you want. | |
Ensign Engineering | Engineering Team I | Since we can't use another EPtX this is the only use for this slot, and it's a solid hull heal that clears some debuffs, but can interrupt things like Tac Team. |
Lieutenant Science | Hazard Emitters I | A decent hull heal that clears some nasty debuffs. |
Pirate | Photonic Officer I | The primary cooldown reduction for the build, although rank 1 isn't quite enough. |
#Traits & Duty Officers
Trait | Name | Description | Notes |
---|---|---|---|
Personal Traits | Accurate | Space Trait. Improves the accuracy of space weapons. | Traits are mostly copied from the Baby Step series, mostly free with few standouts. |
Bulkhead Technician | ''Space Trait''': Increases your Maximum Hull Hit Points. | ||
Cannon Training | ''Space Trait''': Increases Damage from your [[Cannon weapons]]. | This replaces Beam Training and is quite good. | |
Deft Cannoneer | Gain Turn Rate and Inertia when activating Cannon skills*Grants Deft Cannoneer | From Cannon R&D and honestly not worth it, this ship turns well enough. | |
Elusive | Space Trait. Increases your ship's Defense value which reduces the chance for enemy ships to hit you with their weapons. | ||
Fleet Coordinator | ''Space Trait''': Increases your Damage based on how many players are in your party. (Self Included) | If you're on a team this is one of the best traits in the game, and it's free. | |
Operative | Increases Critical Chance and Critical Severity. | This is an ok but not spectacular trait, worth keeping for some time. | |
Point Blank Shot | Space Trait. Increases [[Energy Weapon Damage]] the closer you are to the target. | From House Pegh, this is surprisingly hard to use even with a ship this fast. | |
Thrill-seeker | ''Space Trait''': Increases your Flight Speed and [[Full Impulse]] Flight Speed. | ||
Starship Traits | None | Unconventional Tactics from completing Strategist is definitely worth slotting here, but I kept it cheap. | |
Space Reputation Traits | None | You'll start picking these up very quickly, Precision and Advanced Targeting Systems are top picks. | |
Duty Officers | Conn Officer | [SP] Recharges Evasive Maneuvers when Emergency Power to Engines is activated. | From Phoenix, invaluable for mobility. |
Projectile Weapons Officer | [SP] Chance to reduce the time to recharge torpedoes | Law from the Nimbus arc, not essential, but doffs are usually expensive relative to this build. | |
Astrometrics Scientist | [SP] Recharge time reduced on all Transwarp abilities | You don't even need this that much with mission transwarps. | |
This table shows all damage sources in one Wanted Advanced run, with multiple lines from the same source summed together.
Source | DPS |
---|---|
Dual Heavy Cannons | 6318 |
Dual Cannon | 4260 |
Morphogenic Torp | 4122 |
Turret | 3556 |
Morphogenic Energy Wep | 2059 |
Experimental Hyperexcited etc. | 1098 |
Counter-Offensive | 409 |
^Table ^formatting ^brought ^to ^you ^by ^ExcelToReddit
And finally, here's the table of DPS testing for all four equivalent budget builds. The Luna used the original, unaltered Strict Budget Build, using the mentioned swap of Emergency Power to Shields instead of Aux to Structural for better survivability against non-Borg. The Vor'cha sat somewhere between parts one and two of the Baby Step series, meaning it had exactly the same consoles as the Hegh'ta BoP and similar ones to this build, and the beam equivalents of the phaser weapons, with exactly the abilities and personal traits in those posts. It must also be said that the Vor'cha was the only build to never die on elite difficulty, so it was definitely the toughest, although all the builds took 20 minutes to get through the mission so using them at that difficulty is a bad idea. The Hegh'ta of course used the Quick Looks 1 build.
Elite (DPS thousands) | Advanced 1 (DPS thousands) | Advanced 2 | Advanced 3 | Advanced 4 | Advanced Average | |
---|---|---|---|---|---|---|
Hegh'ta Heavy BoP | 20 | 20.1 | 21.5 | 22.5 | 23.2 | 21.8 |
Jem'hadar Escort | 19.3 | 23.4 | 20.6 | 21.8 | 19.7 | 21.4 |
Luna Science Vessel | 24.8 | 31.4 | 28.3 | 27.9 | 27 | 28.6 |
Vor'cha Battlecruiser | 15.1 | 15 | 14.1 | 14.8 | 14.6 | 14.6 |
^Table ^formatting ^brought ^to ^you ^by ^ExcelToReddit
By my count, there are 15 T5 ships available for just dilithium or a level 40 token, which someone might want a starter build for to help them finish off the episode missions and start the reputation grind. My Strict Budget Build covers the three science vessels, the Baby Step series covers the three cruisers with tactical ensigns, and there's definitely an argument to be made that some are just bad choices. But there are two more I thought really ought to have their own builds available. This series will not be as thoroughly researched as those previous series, and it will not feature optimized skill builds (there are many resources for that), but the builds will be proven in the Badlands Battlezone and in solo Defense of Starbase One Advanced, as well as extensively parsed in the Wanted (Argala System) patrol with comparisons to similar builds. That should adequately demonstrate that they can get you whatever reputation marks you need, using only mission, basic (generally Mk XII uncommon) Exchange, and Phoenix Store items, and they will be extremely straightforward to improve following standard advice. Each build will be allowed one Mk XV item to maintain parity with the Strict Budget Build, usually a forward weapon. It's also easy enough to put these together that I could be persuaded to do more if there's a ship that deserves it.
So, why the Hegh'ta? Mostly because of the flexibility provided by the universal bridge officer seating. Out of those 15 ships only 5 can slot Photonic Officer 2 to have actually sufficient cooldown reduction, and 3 of those are science vessels and the 4th is the rather odd Vo'quv Carrier. Only the Hegh'ta can run a conventional energy weapon build and also have Photonic Officer 2, and it has plenty of turn rate to use dual cannons effectively as well. With that combination, I had high hopes for it. Plus, such a build could be easily transferred to possibly the most accessible T6 ship, the M'chla Refit BoP from Klingon Recruitment. But I'd never really seen it discussed much. So it was time for that to change.
As for overall build theory, with the desire for Photonic Officer 2 settled, and the obvious fact that the ship didn't have anything to recommend a build other than energy weapons, I had to pick between beams and cannons, and having so many more front than rear weapons along with an excellent turn rate made cannons the obvious choice. For energy type, there are 3 that have good sets from missions, but the disruptor sets only have beam weapons, and polaron's Morphogenic set really wants you to have 5 tactical abilities which I preferred to avoid (you'll see that on the Jem'hadar Escort), so that left phaser looking like the best option. That also meant I could stick very close to the Baby Step series for the gear and only have the abilities be different, and you can check that series for upgrade options as well as the usual source, STO BETTER's Energy Basics.
Overall, the build proved quite fun to fly, with the combination of cooldown reduction and cannons making it feel powerful, and the good number of heals and again the cooldown reduction meaning my health was never low for long. The one real flaw is that it is relatively easy for enemies to kill it with burst damage because of the low hull and shield modifiers, more so than any of the other three builds I tested it against. The rear torpedoes on the elite difficulty Kazon Carriers did that several times and it could not stand and fight against the battleships in Starbase One, it had to repeatedly leave combat to heal. Still, it did well given the budget constraints.
#Captain Details
Captain Name | Sawlak | ||||||
---|---|---|---|---|---|---|---|
Captain Career | Engineering | ||||||
Captain Faction | Romulan | ||||||
Captain Race | Romulan | ||||||
Secondary Specialization | Strategist | ||||||
#Space Skill Tree | |||||||
Rank | Engineering | Science | Tactical | ||||
-- | -- | -- | -- | -- | -- | -- | |
Lieutenant | Improved Hull Restoration | Advanced Hull Capacity | Shield Restoration | Shield Capacity | Advanced Energy Weapon Training | Advanced Projectile Weapon Training | |
Lt. Commander | Improved Electro-Plasma System Flow | Improved Impulse Expertise | Control Expertise | Drain Expertise | Improved Targeting Expertise | Defensive Maneuvering | |
Commander | Hull Plating | Advanced Weapon Amplification | Advanced Weapon Specialization | ||||
Captain | Advanced Long Range Targeting Sensors | Advanced Hull Penetration | Advanced Shield Weakening | ||||
Admiral | Coordination Protocols | Improved Tactical Readiness | |||||
Defensive Coordination | |||||||
Offensive Coordination | |||||||
3 Points Left | 10 | 7 | 26 |
#Space Skill Unlocks
Purchases | Engineering | Science | Tactical |
---|---|---|---|
2 | Emergency Power to Shields III | Engineering Team III | Directed Energy Modulation III |
5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
7 | Emergency Power to Engines III | Auxiliary Power to the Emergency Battery III | Eject Warp Plasma III |
10 | Maximum Hull Capacity | Projectile Critical Chance | |
12 | Boarding Parties III | ||
15 | Energy Critical Damage | ||
17 | Aceton Beam III | ||
20 | Accuracy | ||
24 (Ultimate) | Focused Frenzy | ||
25 (1st Ultimate Enhancer) | Frenzied Assault | ||
26 (2nd Ultimate Enhancer) | Team Frenzy |
I set up this skill tree for my tank character years ago. There are better ones, but it covers what's most important: the direct damage boosting skills in tactical, the tactical ultimate, EPS, and Long Range Targeting, with some points for Hull Plating, Hull Capacity, and Impulse Expertise. Strategist is very likely the most powerful and definitely the easiest to use specialization for this build, so you should invest in it first.
#Ship Loadout: Hegh'ta Heavy Bird-of-Prey
Slot | Item | Notes |
---|---|---|
Fore Weapon 1 | Quantum Phase Dual Heavy Cannons | A mission reward and it gives a set bonus. Not much superior to a regular DHC, but might as well. And my one Mk XV. |
Fore Weapon 2 | Prolonged Engagement Phaser Dual Cannons | An account unlock from Phoenix store, so definitely worth having, and slightly superior to a standard DC in long battles. |
Fore Weapon 3 | Phaser Dual Cannons | There's very little difference between Dual Heavy Cannons and Dual Cannons, use whatever you have, although TRINITY says DCs may be slightly better. |
Fore Weapon 4 | Quantum Phase Torpedo | With the two piece set bonus this is one of the more powerful torpedoes in the game, and it's a mission reward. |
Aft Weapon 1 | Trilithium-Enhanced Phaser Turret | The Trilithium 2 piece is a good option regardless of budget, and we can fit it in here. |
Aft Weapon 2 | Phaser Turret | Always have to use turrets when you're using cannons. |
Experimental Weapon | Experimental Hyperexcited Ion Stream Projector | Does about half the damage of a turret. Good thing it's free. |
Deflector | Quantum Phase Deflector | This wouldn't really have been my first thought, but I'm trusting in Neuro1g and copying the Baby Steps. |
Impulse Engines | Quantum Phase Combat Impulse Engines | The best part of the set is almost certainly the 3 piece. |
Warp Core | Deuterium-Stabilized Warp Core | Weapon power cost is very important on energy weapon builds, so this is a strong option |
Shields | Quantum Phase Resilient Shield Array | Good alternatives would be the Sol Defense set for survivability or the Bajor Defense set for the cat1 set bonus. |
Devices | Energy Amplifier | Crafted in Beams R&D and very valuable. |
Deuterium Surplus | Evasive Maneuvers in battery form, and you can collect 4 per day from the Alhena system. | |
3 Engineering Consoles | Console - Engineering - Reinforced Armaments | Mostly here for the Trilithium 2 piece, but the stats are not bad either. |
Console - Engineering - EPS Flow Regulator | A tiny bit more weapon power management, there's just not much available to fill slots at this budget. | |
Console - Engineering - Neutronium Alloy | This or a Trellium-D Plating from Ragnarok are the best survivability consoles you can get here. | |
3 Science Consoles | Console - Science - Temporal Disentanglement Suite | This is a good choice, providing 1% crth and 3.4% crtd, and some survivability as well. |
Console - Universal - Quantum Phase Converter | Worth having on its own for the cat1 phaser boost, and the two piece makes the torp good, and the 3 piece is ok. | |
Console - Universal - Prolonged Engagement Power Dynamo | A Phoenix account unlock like the weapon, provides some power but the two piece bonus cooldown reduction is more valuable. | |
3 Tactical Consoles | Console - Tactical - Phaser Relay | A weapon build can never afford to pass up the cat1 boost of a set of tactical consoles. |
Console - Tactical - Phaser Relay | ||
Console - Tactical - Phaser Relay |
#Officer Details
Bridge Officers | Power | Notes |
---|---|---|
Commander Universal | Tactical Team I | Distributes shields and clears Assimilate Ship, but it does cause some problems with weapon firing. I still like having it. |
Romulan Operative | Torpedo: Spread II | This makes the torp much more powerful, so it's defintiely nice to have. |
Attack Pattern Beta II | This is a huge damage boost both to yourself and any allies. If you can get it in a build you should. | |
Cannon: Scatter Volley III | This is the biggest damage boost on the ship, which is why it should absolutely be rank 3. | |
Lieutenant Universal | Emergency Power to Engines I | A huge mobility buff, doubles the ship's speed with full uptime. |
Romulan Operative | Emergency Power to Weapons II | A must have energy weapon buff with full uptime. Note that you can only use two EPtX due to cooldowns, these are the two you want. |
Lieutenant Universal | Engineering Team I | Since we can't use another EPtX this is the only use for this slot, and it's a solid hull heal that clears some debuffs, but can interrupt things like Tac Team. |
Reverse Shield Polarity I | A very strong shield heal especially when combined with Tac Team, almost impossible to die while it's active. | |
Lt. Commander Universal | Science Team I | Provides some shield healing and clears some debuffs on a pretty short cooldown, but can interupt things so watch for that. |
Pirate | Hazard Emitters II | A decent hull heal that clears some nasty debuffs. |
Photonic Officer II | The primary cooldown reduction for the build. The fact that this ship can slot rank 2 is one of its biggest advantages. | |
#Traits & Duty Officers
Trait | Name | Description | Notes |
---|---|---|---|
Personal Traits | Accurate | Space Trait. Improves the accuracy of space weapons. | Traits are mostly copied from the Baby Step series, mostly free with few standouts. |
Bulkhead Technician | ''Space Trait''': Increases your Maximum Hull Hit Points. | ||
Cannon Training | ''Space Trait''': Increases Damage from your [[Cannon weapons]]. | This replaces Beam Training and is quite good. | |
Deft Cannoneer | Gain Turn Rate and Inertia when activating Cannon skills*Grants Deft Cannoneer | From Cannon R&D and honestly not worth it, this ship turns well enough. | |
Elusive | Space Trait. Increases your ship's Defense value which reduces the chance for enemy ships to hit you with their weapons. | ||
Fleet Coordinator | ''Space Trait''': Increases your Damage based on how many players are in your party. (Self Included) | If you're on a team this is one of the best traits in the game, and it's free. | |
Operative | Increases Critical Chance and Critical Severity. | This is an ok but not spectacular trait, worth keeping for some time. | |
Point Blank Shot | Space Trait. Increases [[Energy Weapon Damage]] the closer you are to the target. | From House Pegh, this is surprisingly hard to use even with a ship this fast. | |
Thrill-seeker | ''Space Trait''': Increases your Flight Speed and [[Full Impulse]] Flight Speed. | ||
Starship Traits | None | Unconventional Tactics from completing Strategist is definitely worth slotting here, but I kept it cheap. | |
Space Reputation Traits | None | You'll start picking these up very quickly, Precision and Advanced Targeting Systems are top picks. | |
Duty Officers | Conn Officer | [SP] Recharges Evasive Maneuvers when Emergency Power to Engines is activated. | From Phoenix, invaluable for mobility. |
Projectile Weapons Officer | [SP] Chance to reduce the time to recharge torpedoes | Law from the Nimbus arc, not essential, but doffs are usually expensive relative to this build. | |
Astrometrics Scientist | [SP] Recharge time reduced on all Transwarp abilities | You don't even need this that much with mission transwarps. | |
This table shows all damage sources in one Wanted Advanced run, with multiple lines from the same source summed together.
Source | DPS |
---|---|
Quantum Phase drain | 5125 |
Quantum Phase DHC | 4555 |
Prolonged DC | 3487 |
basic DC | 3006 |
Trilithium turret | 1919 |
Quantum Phase torp | 1849 |
basic turret | 1743 |
Experimental Hyperexcited etc. | 762 |
Counter-Offensive | 410 |
Quantum Destabilizing Beam | 295 |
^Table ^formatting ^brought ^to ^you ^by ^ExcelToReddit
And finally, here's the table of DPS testing for all four equivalent budget builds. The Luna used the original, unaltered Strict Budget Build, using the mentioned swap of Emergency Power to Shields instead of Aux to Structural for better survivability against non-Borg. The Vor'cha sat somewhere between parts one and two of the Baby Step series, meaning it had exactly the same consoles as this Hegh'ta, and the beam equivalents of the same weapons, with exactly the abilities and personal traits in those posts. It must also be said that the Vor'cha was the only build to never die on elite difficulty, so it was definitely the toughest, although all the builds took 20 minutes to get through the mission so using them at that difficulty is a bad idea. The Jem'hadar Escort of course used the Quick Looks 2 build, coming soon.
Elite (DPS thousands) | Advanced 1 (DPS thousands) | Advanced 2 | Advanced 3 | Advanced 4 | Advanced Average | |
---|---|---|---|---|---|---|
Hegh'ta Heavy BoP | 20 | 20.1 | 21.5 | 22.5 | 23.2 | 21.8 |
Jem'hadar Escort | 19.3 | 23.4 | 20.6 | 21.8 | 19.7 | 21.4 |
Luna Science Vessel | 24.8 | 31.4 | 28.3 | 27.9 | 27 | 28.6 |
Vor'cha Battlecruiser | 15.1 | 15 | 14.1 | 14.8 | 14.6 | 14.6 |
^Table ^formatting ^brought ^to ^you ^by ^ExcelToReddit
Well I finally did it, I acheived my dream and got the biggest ship* in the game. The temporal heavy Dreadnought Cruiser is mine! I even snagged it off a mudd bundle meaning I own all three versions (Fed, Klingon, AND Space-Elf) for my true dream of being so big I clip the camera for everyone I warp in.
Now however I find myself asking the same question no doubt everyone's been in when they meet their goal.
Now what?
I need a build for this monster but it doesn't actually function like how I expected. I didn't even realize it had a hangar for one thing, which changes up my build a little bit.
How do I build this massive ship? What's even the best way to start? I was using a modified beam-tank build to get to this point but what perks are even good? What hangar pets should I be looking out for to slap on this thing? Is there any real difference between the three ships and if so which one should I use?
Thanks in advance to anyone who takes the time to answer me. This community has always been great.
I thought it was around time that a more up to date explanation of how to set up your Keybinds for PvP was released for the wider community so here it is!
https://www.youtube.com/watch?v=FQtioI7ujqM
The actual key binds are rather persistent through meta changes. however, the items which go onto the buff bars change quite a bit. The screenshot and explanations shown towards the end of the video are for this particular build:
https://www.reddit.com/r/sto/comments/1b089vy/competitive_pvp_meta_hydra_build_version_iii/
The picture shown near the end was mostly to give an idea of what the objectives were for these key binds so you can modify them as needed for your own purposes.
Live Long & Prosper
-T'Vek Saterk@data#7310
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
Hi everyone. I am currently flying a Legendary Akira - torps in front with mines in the back - and would like to ask for advices to improve DPS. I am playing on PC, random TFOs . In general, i get between 170 - 250k in ISEs, however a couple of random ISEs i got 320k and i would like to have a constant DPS at 300k as i have seen other instances with kinetic / mines builds getting 300 - 400k in ISE. It is likely due to my poor flying skills (also, i am on auto firing and not manual) and mistakes / gaps in my build hence looking for advices. Thanks in advance
Captain Name Captain Career Engineering Captain Faction Federation Captain Race Human Captain's Outfit Primary Specialization Temporal Secondary Specialization Miracle-Worker Space Skill Tree Rank Engineering Science Tactical Lieutenant Advanced Hull Restoration Advanced Hull Capacity Shield Restoration Shield Capacity Choose Energy Weapon Training Advanced Projectile Weapon Training Lt. Commander Choose Electro-Plasma System Flow Choose Impulse Expertise Improved Control Expertise Improved Drain Expertise Advanced Targeting Expertise Advanced Defensive Maneuvering Choose Full Impulse Energy Shunt Choose Control Amplification Choose Drain Infection Commander Hull Plating Choose Damage Control Choose Shield Regeneration Choose Shield Hardness Advanced Weapon Amplification Advanced Weapon Specialization Energized Hull Plating Ablative Hull Plating Captain Choose Defensive Subsystem Tuning Choose Offensive Subsystem Tuning Advanced Exotic Particle Generator Choose Long Range Targeting Sensors Advanced Hull Penetration Advanced Shield Weakening Choose Shield Subsystem Performance Choose Weapon Subsystem Performance Choose Auxiliary Subsystem Performance Choose Engine Subsystem Performance Admiral Warp Core Potential Choose Engineering Readiness Shield Mastery Choose Scientific Readiness Coordination Protocols Advanced Tactical Readiness Choose Warp Core Efficiency Choose Shield Absorption Choose Defensive Coordination Choose Shield Reflection Offensive Coordination 0 Points Left 10 10 26 Space Unlocks Purchases Engineering Science Tactical 2 Emergency Power to Shields III Engineering Team III Directed Energy Modulation III 5 Hangar Health Transwarp Cooldown Reductions Threat Control 7 Emergency Power to Engines III Auxiliary Power to the Emergency Battery III Eject Warp Plasma III 10 Maximum Hull Capacity Maximum Shield Capacity Projectile Critical Damage 12 Choose Choose Boarding Parties III 15 Choose One Choose One Energy Critical Damage 17 Choose Choose Aceton Beam III 20 Choose One Choose One Accuracy 24 (Ultimate) Choose One Choose One Focused Frenzy 25 (1st Ultimate Enhancer) Choose One Choose One Frenzied Reactions 26 (2nd Ultimate Enhancer) Choose One Choose One Frenzied Assault 27 (3rd Ultimate Enhancer) Choose One Choose One Choose One Ship Loadout Legendary Akira multi-mission command cruiser Slot Item Search Term Mark Rarity Modifier 1 Modifier 2 Modifier 3 Modifier 4 Modifier 5 #N/A Maelstrom triflouride XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [CrtD] #N/A Neutronic Torpedo Launcher XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [CrtD] #N/A Delphic Distortion Torpedo XV Epic [Ac/Dm] [CrtH] [Dmg] [Dmg] [Dmg] #N/A Advanced Radiant Quantum Torpedo Launcher XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [Proc] #N/A Dark Matter Quantum Torpedo Launcher XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [CrtD] #N/A Elite fleet quantum mine launcher XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [Proc] #N/A Elite fleet quantum mine launcher XV Epic [CritD/Dm] [CrtD] [CrtD] [CrtD] [Proc] #N/A Thoron Infused Quantum Mine Launcher XV Epic [Dm/Dm] [CrtD] [CrtD] [CrtD] [CrtD] #N/A #N/A #N/A Equipment Search Term: Deflector Elite Fleet Intervention Protomatter Deflector Array XV Epic [ColCrit] [DrainX] [DrainX] [HullCap] [Sh/HullCap] #N/A Impulse Engines Romulan Advanced Prototype Impulse Engines XV Epic [SecSpd] [SecSpd] [Turn] Warp Core Warp Core XV Epic [AMP] [S->W] [SCap] [SSR] [W->S] Shields Tilly's Review-Pending Modified Shield XV Epic [ResAll] [Cap] [Cap] [Cap] [Cap] Devices Red matter Rare Phased waveform Epic Delta alliance Epic Subspace field modulator Rare Console Search Term: #N/A Console - Universal - Tachyon Net Drones XV Epic Console - Tachyokinetic Converter XV Epic Console - Bioneural Infusion Circuits XV Epic Covert warhead module XV Epic
#N/A Console - Universal - Ordnance Accelerator XV Epic Console - Science - Temporal Disentanglement Suite XV Epic
#N/A Console - Tactical - Vulnerability Exploiter XV Epic Console - Tactical - Vulnerability Exploiter XV Epic Console - Tactical - Vulnerability Locator XV Epic Console - Tactical - Vulnerability Locator XV Epic Console - Tactical - Vulnerability Locator XV Epic T6-X Universal Console Console - Tactical - Lorca's Custom Fire Controls #N/A Console - Universal - Dynamic Power Redistributor Module #N/A Hangar Bay
Bridge Officers Power
Romulan Operative
Romulan Operative
Romulan Operative
Romulan Operative
Romulan Operative
Traits & Duty Officers Personal Traits Context is for Kings Fleet Coordinator Innocuous Kinetic Precision Operative Hot Pursuit Resonating Payload Modification Superior Projectile Training Terran Targeting Systems The Boimler Effect Starship Traits Promise of Ferocity Cultural Conquest Onboard Dilithium Recrystallizer Piercing Projectiles Unconventional Tactics Entwined Tactical Matrices Ceaseless Momentum Space Reputation Traits Tyler's Duality Torpedo Pre-Fire Sequence Precision Advanced Targeting Systems Auxiliary Power Configuration - Offense Duty Officers Projectile Weapons Officer Projectile Weapons Officer Projectile Weapons Officer Security Officer Deflector Officer Deflector Officer
Boff seating :
I have a T6 Terran Hydra Intel Destroyer, I've been playing for a little over a year off and on. I need a help making an overload beam build for a free to play player. any recommendations on type of weapons, specific consoles and devices I need, ect ect... ?
Hey everyone, a few days ago I won a protostar and decided to keep it, I’ve been playing a long time but never tried an EPG build as I was honestly too lazy to understand it all, always been a beam/cannons Tactical sorta guy. That being said I love the protostars design so I have tried to make an EPG build using all the resources I had available to me, honestly I was surprised how much science stuff I had and never really used.
I have already seen a few issues with my build, some which I’m working on and some I may need some advice on.
First is the revolutionary set, I was in holiday at the time of the event and didn’t have any interest in a science build back then, so I never got it, even on sale in mudds I think it’s expensive. But I may get it one day. Currently I’m using the Temporal Shield and Engines but I don’t know what to use for my Warp core.
Second is the Morphogenic set, I’m going to get that tonight and the console will probably replace the lure team console and torpedo will replace the omni phaser.
I also have the legendary Glenn at my disposal but it’s not T6X2 yet, though other ship recommendations would always be welcome (Like the protostar design more though)
And lastly I’m about 60k exp away from science R&D 15 so I’ll be getting Particle Manipulator for my personal space traits soon.
The things I don’t know are as follows. which Doffs I should use, what I should use in the engineering/miracle worker boff slots, what specializations I should use and honestly if there’s anything I’m missing which would be of any help.
Any advice would be welcomed!
Protostar Temporal Science Spearhead
Fore weapons :
Particle Emission Plasma Torpedo
Gravimetric Photon Torpedo
Dark matter Quantum Torpedo
Phaser Wide angle Dual Heavy Beam Bank
Aft Weapons :
Omni-Directional Phaser beam Array (soon to be replaced by Morphogenic Torpedo)
Plasmatic Biomatter Auto-Turret
Morphogenic Polaron Energy Weapon
Devices :
Red Matter Capacitor
Subspace Field Modulator
Adv - Exotic Particle Flood
Aux Battery
Normal - Exotic Particle Flood
Shield :
Temporal Defence
Deflector :
Elite Fleet Intervention Protomatter
SecDef :
Strategic Deteriorating
Impulse :
Temporal Defence
Warp core :
Mycelial Harmonic (this is from my normal ships, not sure what to put in its place tbh)
Engineering consoles :
Lure team
Delphic tear
Micro dark matter anomaly
Plasma storm module
Science Consoles :
Advanced Science - Exotic Particle Amplifier [EPG] x2
Genesis Seed
Immolating Phaser Lance
Auxiliary Ejection Assembly
Tactical Consoles :
Fek’ihri Torment
Bio-electric wave capacitor
Universal consoles :
Dragonsblood Flame
Tachyon net drones
Lt Universal :
Very cold in space 1
Photonic officer 2
Lt. Commander Tac :
Fire at Will 1
Kemocite 2
Torpedo spread 3
Lt. Commander Eng :
EPtE 1
Aux2SIF 1
Mixed Armaments 2 (again not sure what to place instead, thinking destabilise warp core)
Commander Sci :
Heisenberg Amplifier 1
Chronometric Inversion Field 1
Timeline collapse 1
Gravity Well 3
Ensign Sci :
Subspace vortex 1
Specializations :
Primary Temporal
Secondary Miracle Worker
Space Rep :
Tyler’s Duality Particle Generator Amplifier Precision Advanced Targeting System Aux power configuration
Starship traits :
Entwined Tactical Matrices
Exotic Modulation
Improved Gravity Well
Five Magicks
Spore Infused Anomalies
Universal Designs
Improved Photonic officer
Personal Space Traits :
Enlightened
Into the breach
Uncon Systems
Terran Targeting systems
A good day to die
Psychological warfare
Adaptive offence
Intelligence agent Attaché
Fragment of AI
Innocuous
am doing a fantasy themed elf build and was wondering if anyone had any ground weapons suggestions. something like a magical staff or anything else you guys would think could work.
The meta around Support ships has changed a lot in the last year. I thought it might be useful to catch up a bit, to update some recommendations and share what we've learned since then.
Our example ship, the USS Inspiration, is intended as a mid-budget support ship for Random TFOs. It works in Normal and Advanced content, and handily holds its own in Elite content once the ship is fully upgraded. It is not intended as a nanny ship for DPS parse runs, it'd require significant changes that would depend heavily on who you were supporting. And I couldn't test that kinda thing anyway, given that we don't have a parser on Console.
If you're looking for a good entry point for playing Support, take a look at the budget build right over here.
This build requires a number of ships; the Arbiter Battlecruiser, for Emergency Weapon Cycle; the Gagarin Battlecruiser, for Entwined Tactical Matrices; the Buran Command Dreadnought Cruiser, for Unified Engineering (and the discount on the fleet version is nice); and the Ahwahnee Support Science Carrier, for Flagship Staffing and Type 7 Shuttlecraft. It also requires the Flagship Technologies console set, which you can get either through the 10th Anniversary bundle, the Legendary Scimitar Dreadnought (which makes a fine support vessel by itself, but that's another post), or you can also get the relevant consoles by purchasing the Sojourner and the Endeavour or their faction equivalents individually. I'm not using any Lobi equipment, and I've tried to keep out of the Mudd Store as much as possible.
One of the biggest changes in this build from the budget version is the inclusion of Unconventional Systems. US allows this ship to cycle some extremely useful consoles at a relatively high speed, with some very nice results. The Inspiration can regularly enhance the entire party's firing cycle speed and mass-debuff enemies with an efficiency the budget build could only dream of. The downside is that it requires us to make some significant changes in our playstyle and build. Most of our Science seating is now taken up with Control effects, some of which can be tricky to use effectively, and some of which we can actually exploit to improve our support capabilities. We'll get deeper into this in the actual build, but suffice to say this is going to be a different experience than flying the budget build.
The other big change that should probably be mentioned is Flagship Staffing. For years I've been after Cryptic to give us a Starship Trait that grants a team-wide firing cycle enhancement, and now at long last we have it! Aaaaand it's a little awkward to use. C'est la vie. See, Flagship Staffing offers a cooldown bonus and an impressive 33% firing cycle haste to any target you hit with a Command or Hull/Shield healing bridge officer ability, and it has an internal cooldown of about 30 seconds. So if you target one person with Hazard Emitters, that person gets the bonus and you can't enhance another player for 30 seconds. You cannot spread the bonus to multiple team members using traits like Team Synergy or Radiant Nanite Cloud, and since the bonus is only applied when you activate the ability it does not work with Rally Point Marker. However, it does work with two specific abilities -- Needs of the Many, and Align Shield Frequencies. Since the Cardenas has Command seating we'll be working with Needs of the Many, but that causes its own problems which we'll get into in the build proper.
Player Info | -------------- |
---|---|
Captain Name | Galena |
Captain Faction | Federation |
Captain Race | Alien |
Captain Profession | Tactical |
Primary Specialization | Intelligence |
Secondary Specialization | Temporal |
Intended Role | Generalized Support |
Captain Outfit | [ "Image Description" ]( "Image Link here" ) |
Engineering | Science | Tactical | |||||
---|---|---|---|---|---|---|---|
Lieutenant | Improved Hull Restoration | Improved Hull Capacity | Shield Restoration | Shield Capacity | Advanced Energy Weapon Training | Advanced Projectile Weapon Training | |
Lieutenant Commander | Improved EPS Flow | Improved Impulse Expertise | Improved Control Expertise | Targeting Expertise | Defensive Manuvering | ||
5 Points | Control Amplification | ||||||
Commander | Shield Regeneration | Advanced Weapon Amplification | Advanced Weapon specialization' | ||||
15 Points | |||||||
Captain | Advanced Long Range Targeting | Advanced Hull Penetration | Advanced Shield Penetration | ||||
25 Points | |||||||
Admiral | Improved Engineering Readiness | Scientific Readiness | Coordination Protocols | Advanced Tactical Readiness | |||
35 Points | Defensive Coordination | ||||||
Offensive Coordination | |||||||
Total of 46 of 46 Points | Engineering Points: | 10 | Science Points: | 10 | Tactical Points: | 26 |
Points to unlock | Engineering Unlocks | Science Unlocks | Tactical Unlocks |
---|---|---|---|
Unlocks After 2 | Training Manual: Mine Dispersal Pattern: Beta III | Training Manual: Tactical Team III | Training Manual: Cannon: Rapid Fire III |
Unlocks After 5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
Unlocks After 7 | Training Manual: Attack Pattern: Omega III | Training Manual: Mine Dispersal Pattern: Alpha III | Training Manual: Torpedo: High Yield III |
Unlocks After 10 | Maximum Hull Capacity | Maximum Shield Capacity | Projectile Critical Chance |
Unlocks After 12 | |||
Unlocks After 15 | Energy Critical Chance | ||
Unlocks After 17 | Training Manual: Torpedo: Spread III | ||
Unlocks After 20 | Accuracy | ||
-------------- | -------------- | -------------- | -------------- |
Unlocks After 24 (Ultimate) | Focused Frenzy | ||
Unlocks After 25 (Ultimate) | Team Frenzy | ||
Unlocks After 26 (Ultimate) | Frenzied Assault | ||
Unlocks After 27 (Ultimate) |
The biggest change from the budget build is that Control Amplification and Expertise plays a bigger role. Other than that, we're still building for Focused Frenzy and what minor team buffs we can get from the skill tree. If you ran the budget build already, you're good here. Oh, also, when you get into Elites consider switching from Temporal secondary to Strategist. It's got better survivability, and that can make all the difference when you're flying with randos.
We're switching from the Malachowski to the Cardenas for a number of reasons -- higher Hull, yes, but the wider Science seating is more significant. With Unified Engineering we need at least three Control abilities to proc cooldowns with, and we couldn't do that on the Malachowski without sacrificing a bunch of Tactical seating. As a Dreadnought the Cardenas still offers Weapon Systems Efficiency and a hangar bay, so it's not that big of a leap from the last ship, and shouldn't be too uncomfortable of a fit once you get past the heaviness.
Basic Information | Data |
---|---|
Ship Name | USS Inspiration |
Ship Class | Fleet Cardenas Command Dreadnought Cruiser |
Ship Model | |
Deflector Visuals | |
Engine Visuals | |
Shield Visuals | |
[ Starship Beautyshot ]( Insert Image Link here ) |
Basic Information | Component | Notes |
---|---|---|
Fore Weapons: 4 | Dark Matter Quantum Torpedo Launcher | The Dark Matter Quantum is still the best option for triggering Atrophied Defenses and Kemocite-laced Weaponry. The cooldown fits the needs of Entwined Tactical Matrices, and it even gets us a nice set bonus. |
Disruptor Wide-Angle Dual Heavy Beam Bank | The other half of the 2 piece Lorca's Ambition set bonus. Console space is at a premium in this build, what with all the debuff consoles we want to use, so it's worth avoiding the Custom Fire Controls in favor of the Dual Beam Bank. | |
Terran Task Force Disruptor Beam Array | Pretty much the single most powerful Disruptor beam array in the game, almost always worth slotting in a Disruptor build. | |
Experimental Romulan Disruptor Beam Array | We're not using the 2 piece bonus from the Romulan set, but honestly I still really like this beam array. It's cheap, it's effective, I even like the green. You could still go with a plain Disruptor if you want, but if you've got it why not use it? | |
-------------- | -------------- | -------------- |
Aft Weapons: 4 | Omni-Directional Disruptor Beam Array | Just your standard Disruptor omni. |
House Martok Omni-Directional Disruptor Beam Array | Here for the 2 piece set bonus with the House Martok Defensive Configuration. If you've got the Pahvan Proton Omni from the recent event, my fiddling suggests slotting that and another Isomagnetic Plasma Distribution Relay may be a better option. | |
Disruptor Beam Array | Just your standard Disruptor array. | |
Disruptor Beam Array | Like with the budget build, if you've got Spiral Wave Disruptors they're a good slot on this build. But the difference is minor and the costs high enough that I don't recommend going out of your way to get them. | |
-------------- | -------------- | -------------- |
Experimental Weapon | ||
Deflector | Iconian Resistance Deflector Array | We're still using the Iconian set for the team wide Energy Weapons damage boost, but I've switched to using the Prevailing Fortified engines to compensate for the Cardenas' sluggishness. |
Secondary Deflector | ||
Impulse Engines | Prevailing Fortified Impulse Engines | Feel free to swap back to the Iconian Hyper-Impulse Engines if you don't feel constrained by them. Given that we don't have room for Emergency Power to Engines, though, I found the Prevailing engines to be pretty essential. |
Warp Core | Iconian Resistance Hyper-Injection Warp Core | |
Shields | Iconian Resistance Resilient Shield Array | |
Devices | Advanced Battery - Energy Amplifier | |
Deuterium Surplus | A big help on this build, don't forget to pick it up. | |
Subspace Field Modulator | ||
Flagship Distress Frequency Transponder | An event thing, I'm afraid. Don't worry too much about it, it isn't essential on this build. There just aren't that many genuinely useful Devices around. | |
Temporal Negotiator | Same here. If you don't have the Negotiator or the FDFT, standard Batteries work okay. Advanced Hull Patches are decent. If you've got Dilithium to spare, the Team Batteries are actually very solid, though they do cost way too much. | |
Kobayashi Maru Transponder | This part sucks, the Kobayashi Maru is actually a really nice buff. It's only available in Mudd's Market now, and it's stupidly overpriced. Get it on sale, but do get it. | |
-------------- | -------------- | -------------- |
Engineering Consoles: 5 | House Martok Defensive Configuration | Again, if you've got the Pahvan Proton Omni, swap this out for another Isomag. Otherwise, it's a decent enough 2 piece set. |
Isomagnetic Plasma Distribution Manifold | Aaah Isomags. We've finally got Random Elite TFOs on Console and it's actually been FUN tracking these down. It's a nice change from before, when crafting Isomags was like pulling teeth. | |
Isomagnetic Plasma Distribution Manifold | Really the best effect from Random Elites has been to tank the Exchange price of Isomags. You can get 'em for a song now, which is great. Pick 'em up before you start doing Normal TFOs and don't worry about the mods they come with until you're ready to leave Advanced. | |
Isomagnetic Plasma Distribution Manifold | ...You do want to make sure they're all [Disruptor] before you try Elites, though. Fair warning. | |
Isomagnetic Plasma Distribution Manifold | ||
-------------- | -------------- | -------------- |
Science Consoles: 3 | Flagship Tactical Computer | Unlocking the Flagship Technologies set was a HUGE frickin' deal. Giving support ships the ability to enhance the entire team's firing speed was a massive boost to Support, because it lets teams get even more out of each and every buff and debuff we use. And with Unconventional Systems, a team with multiple Flagship Tactical Computers can keep the haste up for a huge amount of time! Try to time the activation of this with Tactical Fleet, Intelligence Fleet, or Against All Odds for maximum effectiveness! |
Adaptive Emergency Systems | This is mostly here for the 2 piece bonus, a nice crit hit and turn rate buff. It's not essential, another debuff console will work, too. | |
Tachyon Net Drones | From the Bozeman Heavy Intel Frigate, this is one of the very best debuffs you can get. A hefty DRR debuff and an extremely useful shield disable, and it lasts practically forever. Try to coordinate with anyone in your team with a strong Gravity Well, the results can be downright hilarious. | |
-------------- | -------------- | -------------- |
Tactical Consoles: 3 | Hull Image Refractors | Mostly here for a little survivability boost, it's probably not essential. It should still be relatively cheap, though, so it's not a bad choice. |
Reitrative Structural Capacitor | There's a couple of options for console-based heals, but this is my favorite because you can cast it on other players. Shared Processing Integration and the Protomatter Field Projector are both options, but I love throwing the RSC on tanks or ships you're supposed to escort. | |
High-Energy Communications Network | From the Support Carriers, the HECN is another long-lasting AoE debuff, and it'll also boost your allies defenses. There are plenty of other options for both this and the Tachyon Net Drones -- Approaching Agony is still good, Interphasic Instability is okay, and if you used the budget build the Hyper-Focusing Trinary Array is solid, especially in Elite. | |
-------------- | -------------- | -------------- |
Universal Consoles: 2 | Isomagnetic Plasma Distribution Manifold | Thanks to the X2 upgrades, we get two free Universal Consoles! I like having the extra DPS from more Isomags, but this is also a good place to stock up on additional buff/debuff consoles. |
| Isomagnetic Plasma Distribution Manifold | If you've got the Ahwahnee, the Fleet Power Network Array is fun to throw on people while still being a very solid buff for you in a pinch. Stuff like the DOMINO isn't a bad choice if you've got it, or any of the alternate debuff consoles I mentioned earlier.
-------------- | -------------- | -------------- Hangars: 1 | Type 7 Shuttlecraft | Really the Ahwahnee was an embarrassment of riches for Support players. Type 7 Shuttlecraft are just ridiculously good, and it's such a relief not to have to tell people their best option for a hangar support craft comes from an event ship from a year ago. | |
Bridge Officer Information | Power | Notes |
---|---|---|
Officer 1: Lieutenant ( Tactical ) | Kemocite-laced Weaponry I | Kemocite is still a solid, if basic debuff. If you can't get your hands on a cheap copy, Tactical Team is a decent replacement. |
Trait: | Beam: Fire at Will II | One of the big weaknesses of the Cardenas is the lack of a Lt. Cmndr Tactical seat. Fire at Will II will have to do. |
Officer 2: Lieutenant ( Tac/Cmnd ) | Torpedo Spread I | As a Support ship, it's important we keep Fire at Will up as much as possible to spread debuffs with. So Entwined Tactical Matrices needs Torpedo Spread. |
Trait: | Attack Pattern Beta I | APB is still one of the best debuffs in the game. -30 for a Lieutenant seat is very good. |
Officer 3: Commander ( Eng/Cmnd ) | Engineering Team I | A standard heal, and also what I'm using to trigger the Prevailing Fortified engines. |
Trait: | Needs of the Many I | Here we go, Needs of the Many. This'll turn your shields off briefly in exchange for temporary hull for the whole team. Since this counts as a heal, it'll trigger Flagship Staffing buffing everybody in the team regardless of range. Needs of the Many NEEDS TO BE THE FIRST THING YOU DO IN COMBAT. If you accidentally trigger a single-target heal or another Command ability before Needs of the Many, you'll lose Flagship Staffing for 30 seconds. |
Emergency Power to Weapons III | A solid self-buff and a trigger for Emergency Weapon Cycle. | |
Suppression Barrage III | Since we're very light on heals, Suppression Barrage is recommended for all difficulty levels not just Elite. Better to prevent damage than try to heal it, potentially screwing Flagship Staffing over. Also Suppression Barrage and Needs of the Many are our two triggers for Unified Engineering -- the cooldowns match up well enough that we don't need Auxiliary to Structural to keep the buff going. It... Can be kind of fiddly, though. If you're on Console, make sure you keep those two abilities on manual fire. | |
Officer 4: Lt. Commander ( Science ) | Jam Sensors 1 | Jam Sensors and Scramble Sensors are our bread-and-butter control effects. They shouldn't mess with a tank's threat control that much, but be cautious. Because Needs of the Many turns our shields off every thirty seconds or so, the Inspiration is not a tank. |
Trait: | Tractor Beam Repulsors II | Tractor Beam Repulsors, reversed with Graga Mal. That way we can pull foes into the AoE of our debuff consoles, or help drag enemies into a Gravity Well. Careful about using this in Defense of Starbase One (Mirror Borg), though, those hull breaches are nasty. |
Photonic Officer II | The other half of our cooldown management. I have tried The Boimler Effect on this build, and it's... Okay. But without a fast-cycling heal to trigger Boimler, it's just unreliable. If you're willing to risk it you could drop POII in favor of Gravity Well I for another control effect. | |
Officer 5: Lieutenant ( Science ) | Hazard Emitters I | A good, reliable heal. |
Trait: [name] | Scramble Sensors I | Nice to throw into grouped enemies, don't be afraid to use this to cut and run if you have to. |
Officer 6: [rank] ( [profession] ) | ||
Trait: [name] | ||
Duty Officer Information | Power | Notes |
---|---|---|
1 | Halor Kurlam | Like I said on the budget build, the ability to strip buffs is wildly underrated. Halor'll let you turn off the Borg Queen's Feedback Pulse, that reflective shield the Voth use, and any number of other obnoxious and deadly buff effects. She can be expensive, but she's worth it. |
2 | Halor Kurlam | |
3 | Halor Kurlam | |
4 | Hakeev (Mirror Universe) | Turns Hazard Emitters into an AoE under specific circumstances. Not terrible, not amazing. A hangar cooldown officer wouldn't be a bad idea here. |
5 | Graga Mal | Turns Tractor Beam Repulsors into a pull. A little costly, he's about 50m on console. Again, not essential, but good to have. |
6 | Consider another hangar cooldown officer here, this build does sometimes have trouble keeping pets out. |
Personal Space Traits | Description | Notes |
---|---|---|
Context is for Kings | Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec | |
Duelist's Fervor | You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times) | |
A Good Day to Die | Go Down Fighting can be used at any Hull Integrity. Go Down Fighting's scaling buff will treat your Hull as at most 50% integrity. | |
Inspirational Leader | 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). | These four traits are pretty standard stuff. They can be swapped out for default Traits like Operative and Beam Training, but they're reliable DPS and survivability boosts if you can afford them. |
Unconventional Systems | Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles | A central part of the build, about 35m on console. Absolutely essential. |
Into the Breach | Defeating an enemy debuffs nearby enemies' damage resistance rating by 7 per rank of the downed enemy. Lasts 8 seconds. Strongest penalty applies. | A good debuff, but replaceable if you're short. |
Expedient Repairs | When using a Hull or Shield Heal on a non-self Ally: to Healed Ally: +20% All Damage for 5 sec to Healed Ally: +20% All Damage Resistance Rating for 5 sec to Self: Reduces Hull and Shield Heal cooldowns by 20% | ...Honestly I just realized I never tested to see if Needs of the Many triggers this. It SHOULD, I'd be mad if it didn't. Otherwise, we're not actually using many heals, which could be a problem. |
Feel the Weight of Our Presence | #N/A | An excellent debuff, definitely worth splurging for. |
Intelligence Agent Attache | #N/A | Since Fleet Tactician is one of our primary buffs to pair with Fleet Tactical Computer, this is absolutely worthwhile. |
Fleet Coordinator | +2% All Damage per Team member (Self included), up to 10% | A default trait, but there's a bunch of stuff you can use here if you've got the scratch. Terran Targeting Systems for more offense, or Ablative Shell for more defense. |
Space Reputation Traits | Description | Obtained from |
---|---|---|
Advanced Targeting Systems (Rank 2) | +20% Critical Severity | T6 Dyson |
Precision (Rank 2) | +5% Critical Hit Chance | T6 Romulan |
Radiant Detonation Matrix (Rank 2) | To Target: 2.5% chance: __ Radiation Damage in 1km Radius at Target and removes 1 Buff | T6 Iconian |
Tyler's Duality (Rank 2) | #N/A | #N/A |
Magnified Firepower (Rank 2) | +6.25% Bonus Weapon Damage | T6 Gamma |
Starship Traits | Description | Notes |
---|---|---|
Emergency Weapon Cycle | Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons | A standard on all energy weapons builds. |
Entwined Tactical Matrices | #N/A | Keeps FaW firing, ensures we debuff as much as possible. |
Unified Engineering | When activating Auxiliary to Structural or any Command Bridge Officer Ability: To Team and Self for 15 sec:, +10% Maximum Hull Capacity, +10% Bridge Officer Ability Recharge Speed, +10% Flight Turn Rate, and +10% Flight Speed, +50% Hull Regen | Paired with POII for our cooldown solution. Getting Suppression Barrage and Needs of the Many lined up correctly can take a little practice. |
Flagship Staffing | #N/A | Thanks, Cryptic. We'll always have Paris. |
Superior Area Denial | #N/A | ...I'm loathe to put this on the build, but it is pretty important. It turns your pets into an actual damage source, and the extra debuff is like having two Attack Pattern Betas. And worse, there's not much of anything you can replace it with! Hhgh. Annoying it's so expensive. If you can't swing it Superior Command Frequencies isn't bad, especially if you're also running the Fleet Power Network Array. |
Greater than the Sum | #N/A | From the Malachowski -- er, I mean the Clarke. The C-Store version of the Malachowski :P A very solid buff, and it works wonderfully with the cooldown setup we've already got. Definitely worth the price. |
Super Charged Weapons | Firing a torpedo will provide a stack of the Super Charged buff. This buff provides a boost to directed energy weapon damage, critical hit chance and critical severity for a short time. This buff stacks up to 3 times. | There's a lot of options for this slot, I'm throwing SCW on here because if you've got the Fleet Tactical Computer you've already got this Trait. You could also use Relaunch and Repair from the Support Carriers (especially if you don't have Intelligence Agent Attache), or any one of the many, many offensive Traits. |
Subsystem Power Settings | Value (Target/Display) | Notes |
---|---|---|
Weapons | / | |
Shields | / | |
Engines | / | |
Auxiliary | / |
Set Name | Set parts: # of # | Effects | Notes |
---|---|---|---|
1 | # | ||
2 | # | ||
3 | # | ||
4 | # | ||
5 | # |
Ship Stats | Value | Notes |
---|---|---|
Hull | ||
Shields | ||
Global Critical Chance | ||
Global Critical Severity | ||
EPS/Power Transfer Rate | ||
Hull Regeneration Rate | ||
Turn Rate | ||
Flight Speed |
Alright, I think that's everything. I hope you'll consider flying a support ship, it's a fun playstyle that lets you really interact with your teammates and brings some really enjoyable complexity to the game! :D
I have been playing around with SIA on my favorite ship, the Cyclone, and its great fun. I have 5 anomalies. The 4 science and 1 intel with 2 intel trigger abilities. I was wondering if it would be any better to have just 3 anomalies with 2 intel and 2 science triggers instead. Also if my research is correct only epg buffs SIA, so what would the optimal epg for an escort like this need to be for SIA effectiveness? Mine is around 380 atm.
#Captain Details
Captain Name | Sullivan |
--|--|--
Captain Career | Engineering |
Captain Faction | Starfleet |
Captain Race | Human |
Primary Specialization | Miracle-Worker |
Secondary Specialization | Intelligence |
#Space Skill Tree
Rank | Engineering | | Science | | Tactical | |
--|--|--|--|--|--|--
Lieutenant | | Advanced Hull Capacity | | | Advanced Energy Weapon Training | Advanced Projectile Weapon Training
Lt. Commander | | Improved Impulse Expertise | | | Improved Targeting Expertise | Improved Defensive Maneuvering
Commander | Hull Plating | Improved Damage Control | | | Advanced Weapon Amplification | Advanced Weapon Specialization
| Ablative Hull Plating | | | | |
Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | | Advanced Long Range Targeting Sensors | Advanced Hull Penetration | Advanced Shield Weakening
Admiral | Improved Warp Core Potential | Improved Engineering Readiness | | | Coordination Protocols | Improved Tactical Readiness
| Warp Core Efficiency | | | | Defensive Coordination |
| | | | | Offensive Coordination |
0 Points Left | 16 | | 3 | | 27 |
#Space Skill Unlocks
Purchases | Engineering | Science | Tactical
--|--|--|--
2 | Emergency Power to Shields III | Engineering Team III | Directed Energy Modulation III
5 | Hangar Health | Sector Space Travel Speed | Hangar Weaponry
7 | Emergency Power to Engines III | | Eject Warp Plasma III
10 | Maximum Hull Capacity | Maximum Shield Capacity | Projectile Critical Chance
12 | Emergency Power to Weapons III | | Boarding Parties III
15 | Shield Subsystem Power | | Energy Critical Chance
17 | | | Aceton Beam III
20 | | | Defense
24 (Ultimate) | | | Focused Frenzy
25 (1st Ultimate Enhancer) | | | Frenzied Assault
26 (2nd Ultimate Enhancer) | | | Frenzied Reactions
27 (3rd Ultimate Enhancer) | | | Team Frenzy
#Ship Loadout: Miracle Worker Flight Deck Carrier
Slot | Item
--|--
Fore Weapon 1 | Piezo Plasma Beam Array
Fore Weapon 2 | Assimiliated Plasma DBB
Fore Weapon 3 | Altamid Plasma Torpedo
Fore Weapon 4 | Assimilated Plasma DBB
Fore Weapon 5 | Assimilated Plasma Beam Array
|
Aft Weapon 1 | Altamid Plasma Omni
Aft Weapon 2 | Altamid Plasma Turret
Aft Weapon 3 | Plasma Omni
|
Deflector | Non-Baryonic Matter Deflector
Impulse Engines | Mycelial Wave-Impulse Engines
Warp Core | Mycelial Harmonic Matter-Antimatter Core
Shields | Tilly's Review-Pending Modified Shield
|
Devices | Red Matter Capacitor
|
5 Engineering Consoles | Hangar Craft Power Transmission
| Hangar Craft Power Transmission
| Hangar Craft Power Transmission
| Hangar Craft Power Transmission
| Hangar Craft Power Transmission
|
3 Science Consoles | Console - Universal - Dynamic Power Redistributor Module
| Console - Universal - Disruption Pulse Emitter
| Console - Universal - Secondary Shield Projector
|
3 Tactical Consoles | Console - Universal - Point Defense Bombardment Warhead
| Console - Universal - Linked Command Matrix
| Altamid Modified Swarm Processor
T6-X Universal Console | Hangar Craft Power Transmission
Universal Console | Console - Universal - Piezo-Electric Focuser
Universal Console | Console - Universal - Piezo-Electric Focuser
2 Hangar Bays | Hangar - To'Duj Fighter Squadron
| Hangar - To'Duj Fighter Squadron
#Officer Details
Bridge Officers | Power
--|--
Commander Engineering-Miracle Worker | Null Pointer Flood I
|
Lt. Commander Universal | Emergency Power to Shields I
| Emergency Power to Weapons II
| Directed Energy Modulation II
|
Lt. Commander Tactical | Kemocite-Laced Weaponry I
|
Lieutenant Universal-Command | Torpedo: Spread I
|
Ensign Science | Hazard Emitters I
|
#Traits & Duty Officers
Trait | Name | Description
--|--|--
Personal Traits | Context is for Kings |
| Duelist's Fervor |
| Fleet Coordinator |
| Inspirational Leader |
| Intelligence Agent Attache |
| Hive Defenses |
| Repair Crews |
| Self-Modulating Fire |
| EPS Overload |
| Wing Commander |
| |
Starship Traits | History Will Remember |
| Super Charged Weapons |
| Strike Group Command Authority |
| Superior Area Denial |
| Preferential Targeting |
| It's Another Enterprise |
| |
Space Reputation Traits | Advanced Targeting Systems |
| Auxiliary Power Configuration - Offense |
| Magnified Firepower |
| Precision |
| Tyler's Duality |
| |
Duty Officers | 9 of 47 | 5% on use of tactical, 10% on use of miracle worker BO abilities chance to trigger APD1
| 19 of 47 | 15% on use of Eng BO Abilities to grant max power for 5s; 30% on MW to improve armor pen for 30s
| 24 of 47 | 15% on use of Tac BO Abilities to grant max power for 5s; 30% on MW to give 2.5% crit for 30s
| 34 of 47 | 15% on use of Eng BO ability to reduce MW BO abilities by 50%; 30% on MW to reduce Eng by 50%
| 39 of 47 | 15% on use of Tac BO ability to reduce MW BO abilities by 50%; 30% on MW to reduce Tac by 50%
| |
Alright to start off with, I only have access to the base ships accessible in all the standard shipyards. No C-store ships whatsoever. As for Event items, I've only got the Pahvan set acquired from the event. I have no idea how to set up Stats for a science character so I'd love some help with that.
I saw someone with a science ship open this giant blue wormhole and suddenly all these groups of ships got caught in it and were being tossed around before being expelled again. So I was wondering if I'd be able to do something like that, or how it would be possible. Keep in mind as I said I don't have access to any C-store ships, or event ships. So I'd love some recommendations. What kind of ships should I get as I level up? how should I set my stats? what equipment should I focus on and build up to towards the end game?
I've never done a science build before so this will be my first. Any info and tips would be greatly appreciated.
What’s everybody’s favorite console and where does it come from. Trying to grind for buy or some new stuff I haven’t used or seen.
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
As the name suggests, I was wondering if a an up-to-date list of build-breaking (or altering) bugs exists somewhere? For instance, the fact that disco rep wide-angle dual beam bank does not currently work with ERL or RRTW. Or, more recently, the bug where Romulan BOFFS do not apply their crit buffs.
If this list currently does not exist, I would humbly suggest to the good folks at STOBETTER to include one in their very useful site.
There are few things more annoying than spending hours theory-crafting a build, only to find out that a crucial piece-of-kit does not work as advertised.
Hello everyone! This is from the automatic template, if I did anything wrong please let me know so I can fix it.
My current build is what I have after a few improvements from coming back after years of not playing. I used to just grab whatever I guess. My goal is to be able to play normal difficulty things without trouble, and be capable of advanced, but I am not looking to spend much, if any, real money. Any advice you guys have would be greatly appreciated!
Captain Name | Strength | |
---|---|---|
Captain Career | Tactical | |
Captain Faction | Federation | |
Captain Race | Human | |
Primary Specialization | Intelligence | |
Secondary Specialization | Command |
Rank | Engineering | Science | Tactical | |||
---|---|---|---|---|---|---|
Lieutenant | Advanced Hull Restoration | Advanced Hull Capacity | Advanced Shield Restoration | Advanced Shield Capacity | Advanced Energy Weapon Training | Improved Projectile Weapon Training |
Lt. Commander | Improved Electro-Plasma System Flow | Advanced Impulse Expertise | Improved Control Expertise | Drain Expertise | Advanced Targeting Expertise | None |
Full Impulse Energy Shunt | ||||||
Commander | Hull Plating | Damage Control | Shield Regeneration | Improved Shield Hardness | Advanced Weapon Amplification | Advanced Weapon Specialization |
Energized Hull Plating | ||||||
Ablative Hull Plating | ||||||
Captain | Long Range Targeting Sensors | Advanced Shield Weakening | ||||
Admiral | ||||||
-1 Points Left | 16 | 13 | 18 |
Purchases | Engineering | Science | Tactical |
---|---|---|---|
2 | Mine Dispersal Pattern Beta III | Tactical Team III | Cannon Rapid Fire III |
5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
7 | Attack Pattern Omega III | Mine Dispersal Pattern Alpha III | Torpedo High Yield III |
10 | Maximum Hull Capacity | Maximum Shield Capacity | Projectile Critical Chance |
12 | Attack Pattern Beta III | Beam Fire at Will III | Cannon Scatter Volley III |
15 | Engine Subsystem Power | N/A | Energy Critical Damage |
17 | Torpedo Spread III |
Slot | Item |
---|---|
Fore Weapon 1 | Prolonged Engagement Phaser Beam Array |
Fore Weapon 2 | Quantum Phase Torpedo |
Fore Weapon 3 | Agony Phaser Beam Array |
Fore Weapon 4 | Phaser Beam Array |
Aft Weapon 1 | Omni-Directional Phaser Beam Array |
Aft Weapon 2 | Elite Fleet Phaser Beam Array |
Aft Weapon 3 | Elite Fleet Phaser Beam Array |
Aft Weapon 4 | Breen Transphasic Cluster Torpedo |
Deflector | Quantum Phase Deflector Mk XII Very Rare |
Impulse Engines | Supercooled Combat Impulse Engines Mk X Very Rare |
Warp Core | Warp Core Mk XI Uncommon |
Shields | Covariant Shield Array Mk XII Very Rare |
Devices | Shield battery |
Auxiliary battery | Weapons battery |
Engine battery | Scorpion fighters |
Nimbus pirate distress call | |
5 Engineering Consoles | Console - Engineering - Trellium-D Plating Mk XII Very Rare |
Console - Engineering - RCS Accelerator Mk XII Common | |
Console - Engineering - Electroceramic Hull Plating Mk VII Uncommon | |
Console - Engineering - Neutronium Alloy Mk XII Common | |
Console - Engineering - Ablative Hull Armor Mk XII Uncommon | |
4 Science Consoles | Console - Science - Graviton Generator Mk XII Common |
Console - Science - Emitter Array Mk XII Rare | |
Console - Science - Field Generator Mk XIII Very Rare | |
Console - Science - Shield Emitter Amplifier Mk XII Uncommon | |
2 Tactical Consoles | Console - Tactical - Phaser Relay Mk XI Epic |
Console - Tactical - Phaser Relay Mk XIII Common | |
T6-X Universal Console | Console - Universal - Dampening Wave Emitter |
Bridge Officers | Power |
---|---|
Commander Engineering | Emergency Power to Weapons I |
Directed Energy Modulation I | |
Auxiliary to Structural II | |
Eject Warp Plasma II | |
Lt. Commander Universal-Command | Concentrate Firepower I |
Beam Array: Fire at Will II | |
Torpedo: High Yield III | |
Lt. Commander Science | Polarize Hull I |
Energy Siphon I | |
Gravity Well I | |
Lieutenant Tactical | Torpedo: Spread I |
Beam Array: Overload II | |
Ensign Universal | Emergency Power to Shields I |
Trait | Name | Description |
---|---|---|
Personal Traits | Accurate | Space Trait. Improves the accuracy of space weapons. |
Beam Training | Increases Damage from your [[Beam Weapon | |
Bulkhead Technician | ''Space Trait''': Increases your Maximum Hull Hit Points. | |
Impact Defense Specialist | ''Space Trait''': Increases Resistance against [[Kinetic]] and [[Physical]] based attacks. | |
Innocuous | ''Space Trait''': Slightly increases Critical Severity, and makes enemies less likely to attack you over other targets. | |
Operative | Increases Critical Chance and Critical Severity. | |
Shield Frequency Analyst | ''Space Trait''': Improves outgoing Shield Healing powers. | |
Shield Technician | ''Space Trait''': Increases your Maximum Shield Hit Points. | |
Techie | Space Trait. Improves your Hull Repair skill, which increases the effectiveness of abilities that heal or regenerate your ships hull. | |
Thrill-seeker | ''Space Trait''': Increases your Flight Speed and [[Full Impulse]] Flight Speed. | |
Starship Traits | Checkmate | - While this trait is slotted, activating a control Bridge Officer ability will provide a boost to your Exotic Damage and Projectile Weapon damage for a short time. - The following abilities are classified as control Bridge Officer abilities: - Electromagnetic Pulse Probe - Gravity Well - Ionic Turbulence - Jam Targeting Sensors - Photonic Shockwave - Scramble Sensors - Tractor Beam - Tractor Beam Repulsors |
Theta Radiation Infused Evasive Maneuvers | Activating Evasive Maneuvers now injects Theta Radiation into the Drive Throttle; sending a shockwave behind your ship which damages enemies. Lingering Theta Radiation continues to inflict damage on enemy ships for a brief duration. | |
Duty Officers | Conn Officer | [SP] Recharge time reduced for Tactical Team and Buff |
Projectile Weapons Officer | [SP] Chance to reduce the time to recharge torpedoes | |
Projectile Weapons Officer | [SP] Chance to reduce the time to recharge torpedoes | |
Projectile Weapons Officer | [SP] Chance to reduce the time to recharge torpedoes | |
Damage Control Engineer | [SP] Chance to reduce the recharge time for Emergency Power to subsystem abilities | |
hello, I'm trying to tweak my build using sto betters trinity tool and although I can play around with console, mods, boffs etc. just fine and with lots of little tweaks I've increased my dps by about 50% but one thing I don't know is if I can reduce my weapon power slider to below 100 without reducing energy weapon damage, for context I'm a sci captain flying a FAW broardside leg sov x2 with 8 isomags, 6 polaron beam arrays and the morphogenic weapons, mixed armaments synergy 3, carrow sensor bands 3, EPtW 1, at rest my weapon power is 183/100. I understand what power drain, power transfer (110%) and overcap are but I don't know how to tell how much I can power I can divert away from weapons for other things without it affecting the energy weapon damage
I enjoy the game a lot, but I don't really get into the nitty gritty details of it all, so can anyone help me with a build (with as much detail about all traits, equipment and abilities as possible) that would stick as close as possible to what a Canon Post-TNG era Fed ship would be.
Thanks in advance.
I'm looking to play more and I was thinking of finally doing a build that deals more damage than just 15k. I was thinking about a FAW or RRTW build for my ship. But maybe someone here knows something better?
Translator's notes: Pahwah means Pahvan Omni and Ahwahnee toys.
This is basically an updated version of my previous Solo ISE CPF Vengeance build, with a few new powercreep toys and a slightly revised piloting approach. Won't talk too much about the cost of the build this time round, so let's just dive right in.
Captain Name | Jill Stingray | |
---|---|---|
Captain Career | Engineering | SUBOPTIMAL. Tact would have made it easier to clear the first phase. |
Captain Faction | Federation | |
Captain Race | Human | SUBOPTIMAL. Should be Alien for the extra personal trait slot. |
Primary Specialization | Temporal | For Entropic Rider, +50 EPG, and the extra safety net of Continuity. |
Secondary Specialization | Strategist | For the Survivability boost and BOFF CDR backup with Threat-stance enabled. |
Rank | Engineering | Science | Tactical | |||
---|---|---|---|---|---|---|
Lieutenant | Improved Hull Capacity | Advanced Energy Weapon Training | Advanced Projectile Weapon Training | |||
Lt. Commander | Improved EPS Flow | Improved Impulse Expertise | Improved Control Expertise & Control Amplification | Improved Drain Expertise & Drain Infection | Advanced Targeting Expertise | |
Commander | Advanced Weapon Amplification | Advanced Weapon Specialization | ||||
Captain | Offensive Subsystem Tuning | Advanced Exotic Particle Generator | Advanced Long Range Targeting Sensors | Advanced Hull Penetration | Advanced Shield Weakening | |
Admiral | Warp Core Efficiency | Coordination Protocols | Advanced Tactical Readiness | |||
Defensive Coordination | ||||||
Offensive Coordination | ||||||
0 Points Left | 9 | 12 | 27 |
Space Skill Tree comment: My current generalist skill tree. My rationale for the lack of Engi skill points is that EPS Power Transfer and Nadion Inversion on this toon should have the ship power aspects well covered.
Slot | Item | Notes |
---|---|---|
Ship | T6-X2 Kelvin Timeline Vengeance Intel Dreadnought Cruiser | SUBOPTIMAL. There are much better ship choices to Solo ISE with. |
Fore Weapon 1 | [Viridian Plasma Dual Cannons Mk XV [CrtD]x3 [Dmg]] | Any Plasma flavour will work. But Viridian just looks and sounds so friggin' cool. |
Fore Weapon 2 | [Viridian Plasma Dual Cannons Mk XV [CrtD]x2 [Dmg]x2] | |
Fore Weapon 3 | [Viridian Plasma Dual Cannons Mk XV [Dmg]x4] | |
Fore Weapon 4 | [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3] | Dual Heavies stack CPF slower than plain Dual Cannons But I still wanted a mix of both, purely for visual+audio reasons. |
Fore Weapon 5 | [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3] | |
Aft Weapon 1 | [Omni-Directional Pahvan Proton Beam Array Mk XV [CrtD/Dm] [CrtD] [Dmg]x3] | Pahvan Omni, for its Resonance Charges, which is a substantial DPS source. |
Aft Weapon 2 | [Viridian Plasma Turret Mk XV [CrtD] [Dmg]x3] | |
Aft Weapon 3 | [Viridian Plasma Turret Mk XV [CrtD]x2 [Dmg]x2] | |
Deflector | [Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [CtrlX/HullCap] [CtrlX]x2 [EPS]] | |
Impulse Engines | [Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd]] | |
Warp Core | [Mycelial Harmonic Matter-Antimatter Core Mk XV [AMP] [S->W] [SCap] [SSR] [W->S]] | For the 2pc Hull Regen, and boy is it sorely needed here. |
Shields | [Tilly's Review-Pending Modified Shield Mk XV [Cap]x4 [Cp/Rg]] | Extra damage to enemy shields. |
Devices | [Deuterium Surplus] | From Crafting or Daily Mission: Defense Contract. More speed |
[Kobayashi Maru Transponder] | Very minor overall buffs. Only slotting this because I already own it via Event, I do NOT suggest spending money on this. | |
[Auxiliary Battery - Large] | Purely to fuel the Fleet Power Network Array console. | |
Universal Console | [Console - Tactical - Fek'ihri Torment Engine Mk XV] | Boosts both Plasma and Plasma Fires DoT damage. |
[Console - Universal - Fleet Power Network Array] | So. Much. Haste. | |
Engineering Consoles | [Console - Universal - Flagship Tactical Computer] | Still a decent Haste boost that doesn't require me to stack kills to get the most out of. |
[Console - Universal - Agony Redistributor] | Doesn't help at all with the final Tact Cube, but significantly contributes to everything leading up to it. | |
[Console - Universal - Lure Team Command] | +30% DoT damage & +20% Bonus Plasma damage. | |
[Console - Universal - Altamid Modified Swarm Processor Mk XV] | With the lack of CrtH sources on this build in general, this is now worth quite abit. | |
[Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Plasma]] | I'd slot more of this, but I prefer having the safety net of the Protomatter Infuser Consoles. | |
Science Consoles | [Console - Universal - Immolating Phaser Lance] | Mostly to upkeep Universal Designs at this point, and also because it's cool. |
[Console - Universal - Dynamic Power Redistributor Module] | Primarily used as an oh-shit button when RSP is on cooldown. | |
Tactical Consoles | [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [PlasmaEnergy]] | Primary self-heal source. |
[Console - Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [PlasmaEnergy]] | ||
[Console - Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [PlasmaEnergy]] | ||
[Console - Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [PlasmaEnergy]] | ||
Hangar Bay | [Hangar - Elite Type 7 Shuttlecraft] | So. Much. Debuff. |
Bridge Officers | Power | Notes |
---|---|---|
Superior Romulan Operative | ||
Commander Engineering-Intelligence | Emergency Power to Engines I | |
Emergency Power to Weapons II | ||
Override Subsystem Safeties III | ||
Reverse Shield Polarity III | Primary means of survival. | |
Superior Romulan Operative | ||
Lt. Commander Universal | Jam Targeting Sensors I | Unconventional Systems trigger 1. |
Scramble Sensors I | Unconventional Systems trigger 2. | |
Gravity Well I | Unconventional Systems trigger 3 and crowd control. | |
Superior Romulan Operative | ||
Lt. Commander Tactical | Beams: Overload I | As an extra proc for the Infuser consoles. Does not interefere with the Pahvan Omni, as it prioritizes FAW. |
Focused Assault I | Rationale is that the pets already give me all the Debuff I need. In hindsight, this could also be Distributed Targeting. | |
Cannons: Scatter Volley II | Primary firing mode. | |
Superior Romulan Operative | ||
Lieutenant Universal-Temporal | Heisenberg Amplifier | Unconventional Systems trigger 4 and primary means of upkeeping Temporal Tunneling. |
Chronometric Inversion Field I | Unconventional Systems trigger 5 and an extra means of survival by way of enemy damage output debuff | |
Superior Watcher Operative | ||
Ensign Science | Tractor Beam I | Unconventional Systems trigger 6. |
Trait | Name | Description | Notes |
---|---|---|---|
Personal Traits | Grace Under Fire | If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset | Backup oh-shit button should DPRM and RSP both be on cooldown. |
Self-Modulating Fire | You gain a Shield Penetration buff for your weapons when landing a critical hit on your target. May occur once every 45 seconds. | ||
Adaptive Offense | Max 9% Crit Severity. | Filler DPS trait because Fleet Coordinator is not going to help much in a solo run. | |
Repair Crews | While in combat, you gain a stacking bonus to All Damage Resistance and Regeneration | Extra hull regen and DRR. | |
Fragment of AI Tech | Improves Control Expertise. Improves Energy Weapon Damage based on Control Expertise (maximum 30% at 300 Control Expertise) | +20% Cat1, from the 182 CtrlX on this build. | |
Inspirational Leader | 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). | Don't count on having more than 1 stack of this at any one time. But still decent a boost at a single stack. | |
Intelligence Agent Attaché | Weapon Critical Strikes partially recharge Captain Ability | ||
Terran Targeting Systems | Crit Severity, being critically hit slows you. | ||
The Boimler Effect | Provides a chance for using Bridge Officer Abilities to recharge all other Bridge Officer Ability recharge times up to their respective Shared Cooldown Categories | Main BOFF CDR method. | |
Unconventional Systems | Using Control Bridge Officer Abilities reduces the cooldown of all Universal Consoles by 7%. | Very important to be able to use my clickies twice within the initial phase of the ISE. 6 procs on this build. | |
Starship Traits | Universal Designs | When Activating A Universal Console (lasts For 20 Sec, Stacks Up To 5 Times): +2% Critical Chance, +10% Critical Severity | Upkept by the Immolating Phaser Lance. |
Emergency Weapon Cycle | On Emergency Power To Weapons: -50% Weapon Power Cost For 30 Sec. 20% Firing Cycle Haste For Energy Weapons For 30 Sec. | Between FPNA and Temporal Tunneling, EWC isn't as strong as it once was. But still stronger than anything else I currently have access to that doesn't require kills to stack. | |
Complex Plasma Fires | During Energy Weapon Firing Modes, Plasma Weapons apply stacking Plasma Damage per sec for 30 sec (Ignores Shields, scales with Weapon Power). If Shield Facing is down deal an additional Plasma Damage | Doesn't do much in Normal/Adv content. Does a whole lot in Elite content. | |
Kick Them While They're Down | When used on Foe affected by Control: +5% Critical Chance to self for 15 sec (stacks up to 5 times) | With 6 Controls on this build, maintaining 3-4 stacks is possible under ideal conditions. | |
Temporal Tunneling | When triggered (max once per 15 sec): 100% Firing Cycle Haste for Energy Weapons for 5 sec | Upkept by Heisenberg Amplifier. | |
Calm Before The Storm | While In Combat, gain 1 ''calm'' Stack Every 2 Sec. Each Stack Of ''calm'' Gives +5 All Damage Resistance Rating. At 10 Stacks Gain ''storm'' For 20 Sec: +33% Firing Cycle Haste For Energy Weapons, bridge Officer Abilities Recharge 33% Faster | Partly for the haste, partly for the backup CDR, since this build is almost entirely reliant on Boimler and Attrition Warfare. | |
Withering Barrage | Extends duration of Cannon: Scatter Volley by 4 sec. | ||
Space Reputation Traits | Advanced Targeting Systems | +20% CrtD. | |
Magnified Firepower | +6.3% Bonus Weapon Damage | ||
Precision | +5% CrtH. | ||
Tyler's Duality | +5.8% CrtH for this build. | ||
Energy Refrequencer | Secondary self-heal source. | ||
Active Reputation Traits | Refracting Tetryon Cascade | Extra DPS on grouped targets. | |
Quantum Singularity Manipulation | Extra oh-shit button, also gives Grav Well a bit more oomph. | ||
Deploy Sensor Interference Platform | Extra oh-shit button | ||
Anti-Time Entanglement Singularity | Extra DPS on grouped targets. | ||
Bio-Molecular Shield Generator | Extra oh-shit button | ||
Duty Officers | Space Warfare Specialist (Very Rare) | 25% chance on using Energy Weapon Firing Mode I or II to use II or III instead | Vincent Kish, Weapons Expert. |
Energy Weapons Officer (Rare) - CrtD | 20% chance: +10% Critical Severity buff to self for 15 sec. (Stacks up to 3 times) | ||
Energy Weapons Officer (Rare) - CrtD | 20% chance: +10% Critical Severity buff to self for 15 sec. (Stacks up to 3 times) | ||
Emergency Conn Hologram | Recharges Evasive Maneuvers when Emergency Power to Engines is activated | For speed. | |
Gravimetric Scientist (Very Rare) | Chance to create up to four additional Gravity Wells near the end of the duration of any Gravity Well activated. | Filler slot for some extra crowd control. | |
Fabrication Engineer (Very Rare) | Increases the duration of Reverse Shield Polarity by 8 sec. | From Exchange. | |
Ground | Space Warfare Master (Epic) | +10% All Damage. (Space and Ground) | Elder Malik'itan. |
Subsystem Power Settings | Value (Target/Display) | Notes |
---|---|---|
Weapons | 128 / 100 | Affected by Isomag. |
Shields | 38 / 15 | |
Engines | 73 / 70 | |
Auxiliary | 18 / 15 |
Set Name | Set parts: # of # | Effects |
---|---|---|
Stamets-Tilly Field Modifications Set | 2 of 4 | +120% Hull Regeneration. |
Ship Stats | Value | Notes |
---|---|---|
Hull | 122,764 | Affected by Personal Endeavour rank (750) |
Shields | 18,919 | Affected by Personal Endeavour |
Global Critical Chance | 49.20% | Affected by Personal Endeavour |
Global Critical Severity | 173.00% | Affected by Personal Endeavour |
EPS/Power Transfer Rate | 210.63% | |
Control Expertise (CtrlX) | 182 | |
Drain Expertise (DrainX) | 100 | |
Exotic Particle Generator (EPG) | 174 | |
Hull Regeneration Rate | 345.00% | Affected by Personal Endeavour |
Turn Rate | 6.1 | Affected by Personal Endeavour |
Flight Speed | 59.43 | Affected by Personal Endeavour |
Hi all,
New here and see a lot of posts but I am wondering if someone can help me with the problems I am facing with an EPG
build.
I have several vessels but I am trying out my Antiproton Cardassian Intel Science Dreadnought (basically I don’t want to die with the EPG build).
My main questions are:
I have 210 Starship Exotic particle generator
from:
a) deteriorating secondary deflector MK XII
b) Particle generator MK XII (uncommon)
c) Plasma storm module
d) Exotic particle amplifier II
And when I add the chronogami displacer (add 30 EPG) it does not add up my total at all.
1: Any thoughts on that?
2: Can someone tell me if it is possible to
have an regular secondary deflector with 2 EPG mods instead of only 1? (as soon
as soon as I get 1 EPG in a slot the others disappear in the re-engineer mods
fields)
3: Is there is a rule that you cannot add the
Isomagnetic plasma distribution manifold if you have an Exotic particle amplifier
II slotted?
4: I have a hull image refractors does that work for EPG?
5: Does anyone know if dominion protocol bonus works for EPG?
6: Any ships that are good choices for EPG build with 5 for weapon slots?
I do not have endless energy credits , Zen coins or ultimate tech upgrades.
But I have almost all reputations completed and most ships from events/ Anniversary event since the Krenim science vessel.
7: I have Federation, Klingon, Romulan, Cardassian and Jem'Hadar captain to choose from...Any remarks on those for EPG captain?
Any help will be appreciated!
Kind regards
Stroom
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
Worth its use? Which ship can it be useful on? I’ve had it on my temporal light cruiser. I mean…to me the testing is okay. Sure, there is some drainage, but to me it appears fine. (PS4 player)
Hey there guys.. the DOFF reads..
Chance of activating a science bridge officer ability to apply rerouted repairs.. butttttt does anyone know WHICH abilities??
I slotted most of them and hoovered over them in the wheel which brings up the list of procs you get when clicking said ability but none of them carry the text from the DOFF.
Same also for MARCO which does a buff strip when targeted by an engineering ability but again which ones!?
Can any of you help me out? Cheers
As per the wiki, the recent Event set Pahvan Omni has a special feature in that it is capable of being enhanced with both Beam and Cannon special firing modes. On top of its Resonance Charges feature, which I am attempting to maximize here by keeping under FAW/CSV as much as possible without interference from BO/CRF.
The questions I had:
1st Test:
2nd Test series:
3rd Test:
All three of us at STOBETTER have come to a conclusion that’s going to distinctly impact our mission and the way we communicate about space builds at the game.
Previously, we’ve been doing it wrong. For those of you who’ve gotten ahead of the curve and already figured this out, we apologize for any comments that have dissuaded others from following the same path to true success in Star Trek Online.
Really, there is only one starship that’s relevant in Star Trek Online PvE: the Cnidarian Defender. It can do everything that the playerbase wants it to do: incredible damage and moderate tankiness while requiring as little user input as possible. It even heals allies!
In fact, we feel so strongly about this conclusion after exhaustive testing (by which we mean YouTube and seeing other captains use the Cnidarian in a variety of situations), that we’ve all completely abandoned our other builds because there is only one starship you need in this game: the Cnidarian Defender.
Lest some of you think that it’s only about jelly mode, I’d like to point out that the Cnidarian can be built like a perfectly capable 4/4 cruiser when not in Jelly mode, so you can still use it for those rare occasions when a stationary 20 km pink sphere of doom doesn’t win the TFO for you.
For too long, this incredible ship has gone under the radar and is only now coming into its own. We regret that it’s taken us this long to get there but now we’ve seen the (pink) light and been touched by the noodly appendage of the Cnidarian.
Obviously, this is a big departure from our previous infrastructure, but given the changes to the game and the ease at which a jelly build can take over a decent area of the battlespace, it’s simply not worth the time to have any other builds. Therefore, we will be removing all of the other starship builds from the site, effective immediately. We’ll keep the ground content since Cryptic hasn’t come up with a similar do-damage-and-tank-while-afk setup for ground yet, and we’ll leave the Basics articles and Mechanics for players who aren’t ready to set up the One True Defender.
Our focus from here on out for space builds is going to be the Cnidarian Defender, so please don’t send us emails asking why we’re not doing anything else. It truly is the only ship you need for any TFO that counts.
Jay is building out a cannon Cnidarian, titled the Jelly Bean Dispenser.
Tilor’s Cnidarian is a tank variant that we think will be quite popular for its resilience. It’s called the Jelly Doughnut.
Eph289 is building the most unconventional version, a torpedo/science hybrid, dubbed the U Jelly Bro?
Look forward to seeing the builds on our site! We as always appreciate your readership and feedback. Thanks for coming along with us on our journey to STO Jelly BETTER! As always, you can find us at https://www.stobetter.com
Signed, the STOBETTER team.
EDIT: April Fool's!
So, I have been messing around with the trait from the Dauntless as a part of a Merian side nuker build and I was wondering if:
Does the kinetic damage bonus stack. There are stacks listed on the buff bar and Tractor Beam Catapult definitely gets a massive increase in damage on the tooltip but it's not listed as stacking in the trait information.
Why is this damage not showing on my torpedos like it is on other abilities when torpedoes are specifically mentioned in the description.
Thanks all.
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
The tooltip description for Complex Plasma Fires (CPF) states that:
Each time you use an Energy Weapon Firing Mode, your Plasma Weapon volleys will add a stacking Plasma Damage Over Time effect to the hit Foe.
The questions I had: