Ensign
Join Date: Jan 2013
Posts: 13
# 1 Starting Out Advice
02-12-2013, 08:41 PM
I am new to Star Trek Online and would like some advice for starting out. I am planning on running a Soldier Tactical Officer(DPS) and would like advice on where to put the first 10 levels of skill points as well as which race and traits are best.

Sincerely,

Ensign Markas Carter
Ensign
Join Date: Nov 2012
Posts: 27
# 2
02-12-2013, 09:00 PM
First being a tactical officer i would put all your skills in the following slots

under Tactical

Starship attack patterns
Starship weapons training


Engineering

Driver coil until you open Lt.commander slot (you will need the power later in admiral slots)

Science and Operations
Starship shield emitters

the rest put in ground skills and this should open your Lt.Commander options.

If you need any other help i can be reached in game at JonPark@JonPark

or here in the forams

good luck and see you in game
Captain
Join Date: Jun 2012
Posts: 1,298
# 3
02-13-2013, 02:41 AM
Quote:
Originally Posted by jonpark020979 View Post
First being a tactical officer i would put all your skills in the following slots

under Tactical

Starship attack patterns
Starship weapons training


Engineering

Driver coil until you open Lt.commander slot (you will need the power later in admiral slots)

Science and Operations
Starship shield emitters

the rest put in ground skills and this should open your Lt.Commander options.

If you need any other help i can be reached in game at JonPark@JonPark

or here in the forams

good luck and see you in game
IMO, this is not a good idea. Driver coil is commonly seen as the least useful skill, as it has little to no effect in actual combat. Also, filling out all 9 levels of a skill is also not recommended, as the last 3 levels often give very little benefit. I suggest looking at the spec detailed here:

http://hilbertguide.com

This is an excellent guide for those new to the game.

As for traits, most who want best possible performance will go with Alien, or a species with at least two selectable traits. For these two, you can't go wrong with Accurate and Elusive.
A Gensokyoan Mech-piloting Starship Admiral Rodent.

Take it easy!
Ensign
Join Date: Feb 2013
Posts: 1
# 4
02-13-2013, 07:43 AM
I am actually coming back to the game after being away a while. Unfortunately I cannot start a new thread... odd.

I am going to start an Alt character and go engineering since my original character is tactical.
Ensign
Join Date: Jan 2013
Posts: 13
# 5
02-13-2013, 01:21 PM
Quote:
Originally Posted by scurry5 View Post
IMO, this is not a good idea. Driver coil is commonly seen as the least useful skill, as it has little to no effect in actual combat. Also, filling out all 9 levels of a skill is also not recommended, as the last 3 levels often give very little benefit. I suggest looking at the spec detailed here:

http://hilbertguide.com

This is an excellent guide for those new to the game.

As for traits, most who want best possible performance will go with Alien, or a species with at least two selectable traits. For these two, you can't go wrong with Accurate and Elusive.
Is this good:
Quote:
faction=Starfleet
career=Tactical
ship=Starter
rank=0
energy=
projectile=
device=
skills=StarshipAttackPatterns=9|StarshipWeaponsTra ining=9|DriverCoil=3|StarshipBatteries=3|StarshipH ullRepair=9|StarshipFlowCapacitors=9|StarshipShiel dEmitters=9|Grenades=6|WeaponProficiency=6|
boskills=
abilities=
ground_abilities=
notes=
desc=Soldier Tactical Level's 1-10
This is the PVE escort build on the site you linked to modified for the first 10 levels. I know you said it was a bad idea to max a single stat, but there isn't any other place to place them until the next promotion. If you could give advice on the order in which i should i place them, it would be greatly appreciated.

Sincerely,

Ensign Markas Carter
Captain
Join Date: Jun 2012
Posts: 1,298
# 6
02-13-2013, 08:40 PM
Yeah, that should suffice. There are some exceptions as to when you should max a stat, such as those detailed in the guide, as lower-level skills cost less to max, and so give a little more bang for your xp buck. As such, the lower-level skills detailed in the guide that are maxed tend to be ok to max.

As for order of placement, it doesn't really matter, as the first 10-20 levels are generally fairly easy. Personally, I would go with Weapons Training first, followed by Shield Emitters and Hull Repair as secondary priorities, while filling up the others at leisure.
A Gensokyoan Mech-piloting Starship Admiral Rodent.

Take it easy!
Captain
Join Date: Nov 2012
Posts: 1,137
# 7
02-13-2013, 09:25 PM
Really, I'd say pick a race that you enjoy as a character you'll be playing. Enjoy the game.

Accuracy(space) and Peak Health(ground) are generally good traits to roll with, regardless of role.

As for skill allocation, there's two things to consider - bridge officer ability trainings(less of an issue once you have some player connections) and what kind of ships/playstyles you want to go with.

For dps, you want weapon skills and power to keep those weapons running.

For tanking, you want resists and ample amounts of power for shields and auxiliary. Engines if you want to run heavier on evading.

For control/support, plenty of power for auxiliary. The rest depends on what kind of abilities you want to use. Specialize and you can do some great things.



If you're really wanting to min/max, I'd suggest taking it to the FED/KDF general and shipyard boards.
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