> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Im curious, which damage type or types do you favour?
Myself ive always believed it best to just stick to the one and slap all my points in that, ive gone all out Antiproton
The only class where its really viable to use other energytypes than Pha/Dis is in a Tactical Escort.
Science Captains need to skill a lot of boxes to maximize their Captain skills (Photonic Fleet can suck up all remaining point easily) - Particulary in a Scienceship
Engineering Captains need to boost a lot of skills to bolster their healing abilities and tankiness - Particulary in a Cruiser
Tactical Captains in a escort, only really need to skill their shipskills, weapontypes and 3-4 boxes in each of the Sci/Eng trees.
I have personally skilled Quantums, Tricobalts and AntiProton to 9/9 (along with general weaponskills), and I still had to drop point in ground skill (/Yuck) in order to spend them on SOMETHING.
I'm doing with Phasers, Disruptors, and Antiproton. Phasers are, in my opinion, kind of overpowered, in the fact that all photonic fleet and fleet support ships for Feds use phasers. Assuming a team is using them, that's a heck of a lot of phaser procing! And considering how the phaser proc is compared to the Polaron, Tetryon, or Plasma proc, it is just more for your money. Disruptors are actually really powerful, since the proc lasts for 15 seconds and it is a loss of about 10% of resistance, which, when being focus fired, is pretty crucial. I recommend it for escorts or DPS support ships (like, if you team is DPS oriented, use it on a sci ship or a healer cruiser).
As for torps, most people got for quantum torps, though some use tricobalts and occasionally I see a chroniton torp hit me. Mines: chroniton or tricobalt, plus the transphasic cluster torp. Most others aren't used.
I think the procs for Tetryon, Plasma (energy and projectiles), and Polaron need to be improved. -168 to all shields is 1% of a standard Science ships' shields (which can go up to 18k). And the Plasma is just nothing for a 50k cruiser with Hazard Emitters. Compare that to losing shields, weapons (for escorts, really bad), aux (science/heals!), or engines (defense (again, escorts)) for 5 seconds, with the Subsystem Repair captain skill doing nothing to help it, and you have your answer.