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Archived Post 02-03-2010 03:42 PM

Class Combos
 
I've seen alot of people asking about the viablility of flying different ship types as opposed to their Captains (example, Tac officer in a science ship) and I just wanted to chime in with my take on it, hopefully someone out there will get some use out of it.

Now, seeing as how WoW is the only other mmo I've played, I'll use it to draw some comparisons.

As far as I know, the only real difference between the ship classes is the number and type of bridge officer slots. An escort will have more Tactical stations, a Science vessel will have more science stations, etc... The "class" you play will largely depnd on your officer/ship type combination.

For example, Tac officers are all about the combat, as are tactical ships like escorts.A tac officer in an escort is designed for max damage output, but not very high on survivablility.(glass cannons)In WoW, this would be considered a mage, or possibly a fury specced warrior. Cruisers put out good damage, but are more geared towards defense. This would be like a protection specced Warrior. Similarily, a Tac officer in a science ship could be compared to a Shadow Priest (or a science officer in an escort).

Disclaimer: This is an extremely basic way of comparing things, and I don't pretend to know everything about the game, but I think for alot of people coming from WoW it might help with some career/ship choices. Anyone out there with more knowledge, please feel free to comment or correct me as needed!
:D

Archived Post 02-03-2010 03:46 PM

from what ive seen in the open beta and now .. is that the early stages of the game...through lvl 20 .. the differences in classes are pretty non existent when it comes to space combat.. ground combat theres some different tricks, but the starship talents are pretty generic...im assuming once you get higher up and move on to your 3rd-5th tier of ships the differences will be very drastic.

Archived Post 02-03-2010 03:53 PM

If you are a Tac officer in a Cruiser then at Admrial level you will not be able to train your engineering BO's in any advanced (Level III) skills. You can only train a BO of like profession.

This means than an Engineer player would be able to have one BO with a more Advanced skill than you do.

Supposedly there is an exception; At advanced levels you could find a BO with advanced skills and either replace your existing BO with him/her or use them to train this advanced skill to you BO.

Archived Post 02-03-2010 03:56 PM

Quote:

Originally Posted by LawLessOne (Post 1903014)
Supposedly there is an exception; At advanced levels you could find a BO with advanced skills and either replace your existing BO with him/her or use them to train this advanced skill to you BO.

Not just 'at advanced levels'. You can get uncommon (green) Bridge Officers with III skills as early as Lieutenant or Lieutenant Commander rank.

To the OP: here's what we mean by all this skill business. See, all bridge officer powers come in three varieties. Example - Tachyon Beam I, II, and III.

Normally you can only get Tachyon Beam I and II on an officer. If you're a Science captain yourself, you can train your Science officers in Tachyon Beam III.

But you can only use Tachyon Beam III if you're actually flying a Science vessel, because a Cruiser or Escort doesn't have slots for high-rank Science officers. And Tachyon Beam III needs a Lt. Commander slot to use.

So a Science captain in a Science ship can benefit from training and using those III-grade abilities.

But you can still get III-grade abilities on rare/uncommon officer drops.

Archived Post 02-03-2010 03:58 PM

Quote:

Originally Posted by Acyl (Post 1903060)
Not just 'at advanced levels'. You can get uncommon (green) Bridge Officers with III skills as early as Lieutenant or Lieutenant Commander rank.

Thanks again for following along and correcting my mistakes. I appreciate the refinement of my knowlege.

No kidding.

Archived Post 02-03-2010 04:02 PM

Quote:

Originally Posted by LawLessOne (Post 1903113)
Thanks again for following along and correcting my mistakes. I appreciate the refinement of my knowlege.

No kidding.

To be honest, I was shocked to discover that myself. But I've got one in my assignments now with III-grade Commander skills, so, yeah. You can get 'em that early.

Archived Post 02-03-2010 04:03 PM

While you are getting toward the right track you are quite a ways off with the WOW comparisons. This is from my limited understanding.

Think of an Escort as a Mage; glass cannon, miniscule shields and hull, and low crew for self repairs, but huge damage potential. You then add an Engineer captain to essentially have a mage with healing pots. Add a Tactical captain to further augment damage and maneuverability. Add a Science captain to give you some sort of crowd control (fleet support isn't really viable as your power levels etc are too low in an escort).

Think of a Cruiser as a Warrior; big and tough, massive hull. Add an engineer captain to make them a self repairing tank, though damage is low, kind of like a prot pally. Add a Tactical captain to make them dish out far more damage and have more maneuverability allowing you to take on the faster more agile ships, think of a Ret pally. Add a Science captain to add crowd control and fleet support to your forte, like hybridising a Druid really.

Think of a Science vessel as a Druid; bit of a jack of all trades through captain choice, huge shields. An engineer captain will make them more tanky, like using a feral spec Druid that can also drop into bear form or caster form to tank/heal when necessary, crowd control is also still strong. Add a Tactical captain to gain access to the sweet damage increasing abilities along with maneuverability bonuses etc, keeping competitive in fleet ops without losing your CC abilities and fleet support. Add a Science captain to truly become a supportive juggernaut, like having a tree spec'd druid that has all those funky scrolls that give other buffs, and can CC, and can drop into cat to supply minimal DPS.

Then you can further tailor the roles with Bridge Officer abilities and choices; you can make most ships do most anything you want though the general rule of thumb is:

Escort = DPS, low hull/shields/crew, little support abilities
Cruiser = Tank, massive hull/shields/crew, big repair abilities, medium support ability
Science = Support, low hull, large shield, big support abilities/healing

Then we further add station upgrades which can either focus you in one direction or further hybridise you with abilities you are lacking.

Archived Post 02-03-2010 04:09 PM

Quote:

Originally Posted by nzdeathtoall (Post 1903179)
While you are getting toward the right track you are quite a ways off with the WOW comparisons. This is from my limited understanding.

Think of an Escort as a Mage; glass cannon, miniscule shields and hull, and low crew for self repairs, but huge damage potential. You then add an Engineer captain to essentially have a mage with healing pots. Add a Tactical captain to further augment damage and maneuverability. Add a Science captain to give you some sort of crowd control (fleet support isn't really viable as your power levels etc are too low in an escort).

Think of a Cruiser as a Warrior; big and tough, massive hull. Add an engineer captain to make them a self repairing tank, though damage is low, kind of like a prot pally. Add a Tactical captain to make them dish out far more damage and have more maneuverability allowing you to take on the faster more agile ships, think of a Ret pally. Add a Science captain to add crowd control and fleet support to your forte, like hybridising a Druid really.

Think of a Science vessel as a Druid; bit of a jack of all trades through captain choice, huge shields. An engineer captain will make them more tanky, like using a feral spec Druid that can also drop into bear form or caster form to tank/heal when necessary, crowd control is also still strong. Add a Tactical captain to gain access to the sweet damage increasing abilities along with maneuverability bonuses etc, keeping competitive in fleet ops without losing your CC abilities and fleet support. Add a Science captain to truly become a supportive juggernaut, like having a tree spec'd druid that has all those funky scrolls that give other buffs, and can CC, and can drop into cat to supply minimal DPS.

Then you can further tailor the roles with Bridge Officer abilities and choices; you can make most ships do most anything you want though the general rule of thumb is:

Escort = DPS, low hull/shields/crew, little support abilities
Cruiser = Tank, massive hull/shields/crew, big repair abilities, medium support ability
Science = Support, low hull, large shield, big support abilities/healing

Then we further add station upgrades which can either focus you in one direction or further hybridise you with abilities you are lacking.

^ This is a much more detailed description of the idea I was trying to convey, thanks NZ!

Archived Post 02-03-2010 04:32 PM

The next logical question at hand, which is a huge debate, is wheter the rank III grade skill is more valuable then your captains skills and selcetion of vessel to compensate for the loss. Can I live with the lack of a rank III officer skills, and be dandy happy with the excellent combo of say a tactical captain and its amazing skills and say a cruiser vessel?

Although one can obtain these BO skills from other officers, it has been dully noted that no ship other then the specific class of the BO`s field has advanced enough consols to actually use the skill. BUT, is it nessecary when possible captain skills and starship can compensate?

Anyone with any informative input to the matter?

Archived Post 02-03-2010 04:51 PM

Quote:

Originally Posted by Devoras_Serenitus (Post 1903601)
The next logical question at hand, which is a huge debate, is wheter the rank III grade skill is more valuable then your captains skills and selcetion of vessel to compensate for the loss. Can I live with the lack of a rank III officer skills, and be dandy happy with the excellent combo of say a tactical captain and its amazing skills and say a cruiser vessel?

Although one can obtain these BO skills from other officers, it has been dully noted that no ship other then the specific class of the BO`s field has advanced enough consols to actually use the skill. BUT, is it nessecary when possible captain skills and starship can compensate?

Anyone with any informative input to the matter?

Not *YET* maybe when I get that far... damn work getting in the way of game time!


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