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-   -   Tactical officer, build advice, recently returned to game (http://sto-forum.perfectworld.com/showthread.php?t=224384)

Archived Post 07-16-2011 06:12 AM

Tactical officer, build advice, recently returned to game
 
Hello there!

Just recently returned to the game, and finding it fun again, but i'm all confused over the combination of skills, ships, BOFF's and equipment. Alot's changed since I played last.

Currently using a Tactical officer, in an escort, is this the easiest way to level a tactical officer?
Obviously the choice of ship is a pretty important one, currently i'm feeling the escort can be very, very squishy, but that may just be my build being abit wrong.

I do mostly exploration to "level up", though i'd really love to do some PvP as well, to change it up abit and get more of a challenge.

Seriously need some advice :)

Archived Post 07-16-2011 07:11 AM

in the same boat
 
I have two Tacs and my fedy is really really squishy while my klink is really strong. I'm flying the Fleet Escort and Raptor, they are both layed out the same. the only difference i see is the Raptor as 3000 more hull.

i would carry Emp to shields, Emg team II, Haz I and Sci team II. Tacs i would use High yield II and III, and Beam over load II, III (if you have a BO that has it) other was I. I use High yield and BOL in combination with each other they both have the same cool down.

Archived Post 07-18-2011 09:41 AM

I always felt like my Feds seemed squishier because Klinks tend to build more towards damage dealing. Feds on the other hand love their cruiser and tend to think more in terms of tanking. Since more Klinks are more damage oriented I melt faster against them.

For me, the best thing you can do is keep your speed up (I run my power at 100-25-50-25) and focus on shield resistance buffs like Emergency Power to Shields and Transfer Shield Strength. Brace for impact is quite helpful against torps and you can use Evasive Maneuvers offensively.

Archived Post 07-18-2011 10:46 AM

An escort is the fastest way to level for any class. And you are right squishy is the right word for it. The only thing I can add to what has been said is to have PH or APO to help with movement debuffs (like tractor beams and gravitiy well).

As a Tac you want to have all your attack buffs up as you attack while being within the effective range of your weapons. Which for cannons will be less than 4 KM. It takes timing and practice but you will deliver a LOT of damage that way in a few seconds.

I run a old school cannon/torp build. Powers used on the attack: CRFII, HYTIII, APA, APB, FOMM and GDF.

Archived Post 07-18-2011 02:47 PM

Starting with the basics, skill point allocation. Yes I'm starting to sound like a broken record, but considering the many many MANY questions regarding character builds that have their basis in having a keen insight into the skill point system, I'm inclined to always add it when I give advice.

Skill point guide in my sig.

Secondly, if you read the guide, you should already know that you SHOULD focus on a play style that fits you. Escorts fit pure-damage and high-risk-high-reward play styles. Speed is king for these ships, not only for ship speed, but for reaction times from the player as well.

Cruisers are meant to take punishment and dish it out in constant waves. There are distinct examples that go for a riskier play style that go against the slow-burn style of a cruiser, but many still are tanks-with-a-butane-torch, compared to escorts as glass-cannon-with-rocket-boots.

Science ships are the hardest to play not because of them being underpowered or the like, but because a lot of people don't know how to fly them properly. I would describe them as ships that require a player with the mental capability of Professor X in foresight, planning, and multitasking ability. They're crowd control, wizards with a trick up their sleeves, and the tortoise who happened to know of several hidden shortcuts towards his finish line that the hare and everyone else totally missed, or can't use.

If you narrow down your choices for endgame and post them here, people should be able to post info to help you refine it and have a plan to work for.

Archived Post 07-18-2011 03:03 PM

Quote:

Originally Posted by thebiggyj (Post 3647051)
I have two Tacs and my fedy is really really squishy while my klink is really strong. I'm flying the Fleet Escort and Raptor, they are both layed out the same. the only difference i see is the Raptor as 3000 more hull.

i would carry Emp to shields, Emg team II, Haz I and Sci team II. Tacs i would use High yield II and III, and Beam over load II, III (if you have a BO that has it) other was I. I use High yield and BOL in combination with each other they both have the same cool down.


More hull extra Tac power and 1 less engie power. And turns more like a cruiser than escort.

I use power levels like this

125/95 WP
65/40 SP
65/40 EP
55/25 AP

All numbers are approximate after weapons even though I am over 125 because at 90 I am sitting at 125. the others may vary by a point or 2 up or down.

Archived Post 07-18-2011 04:25 PM

Check my tact build in my signature it works for me very good.


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