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***Resolved Issues***
"Login failed for unknown reason" error
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A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
I play an Advanced Escort and I just finished up a PvP match where I was owned... So, I'm coming here to pose the question to all ya'll who routinely do PvP... What better way to improve skills than to learn from the masters.
What should my traits look like for max damage output?
There may actually not be an answer to this one with the current trait system, but I thougth I would ask anyways
What kind of tactical consoles should I outfit?
Possible Configurations...
Configuration 1:
1 X Zero Point Quantum Chamber
2 X Prefire chambers
1 X Phaser Relay
Configuration 2:
1 X Zero Point Quantum Chamber
1 X Prefire chambers
2 X Phaser Relay
I'm leaning towards Configuration 1 b/c I use cannons to get through shields quickly.
Boff Traits?
My boff traits are outlined below:
Ensign tactical officer: Beam Overload 1 LT Tactical officer: Tactical team 1; Cannon: Rapid Fire 1 CDR Tactical Officer: Torp: HY 1, 2 & 3; Cannon Rapid Fire: 3 LT Engineering Officer: Engineering Team 1; Boarding Party 1 LtCDR Science Officer: Science Team 1; Energy Syphon 1; Charged Particle Burst 2
First off, this should've been asked on the PvP or the Federation Escort Forum, there are experienced PvPers who can give you top notch info.
With Tac Consoles, most would say go with Beam / Cannon Consoles than Torpedo Consoles, since Energy Weapons are going to be your mainstay. So in your case its Phaser Replay Consoles.
With Bridge Officers for the MVAM Prometheus:
Tactical:
Have at least 2 Tactical Team 1s for survivability
Don't carry 3 High Yield Torpedo abilities, carry either 1 or 2.
You need Pattern Omega (either 1 or 3)
I'd probably go Rapid Fire 3, Omega 1, HY2 or Rapid 1, HY1 or TT1
Engineering: Emergency Shield 1 and 2, If you want quick escapes, replace Shield 1 with Engine 1.
Science: Gotta have Hazzard Emitters and Transfer Shields for heals. LTC slot, you can go CPB2, Repulsor 2, Hazzard 3, TSS3 (Free with Reman BO), or Photonic Shockwave.
First off, this should've been asked on the PvP or the Federation Escort Forum, there are experienced PvPers who can give you top notch info.
First off, with Tac Consoles, most would say go with Beam / Cannon Consoles than Torpedos, since Energy Weapons are going to be your mainstay. So in your case its Phaser Replay Consoles.
With Bridge Officers for the MVAM Prometheus:
Tactical:
Have at least 2 Tactical Team 1s for survivability
Don't carry 3 High Yield Torpedo abilities, most carry 1 but some carry 2.
You need Pattern Omega (either 1 or 3)
I'd probably go Rapid Fire 3, Omega 1, HY2 or Rapid 1, HY1 or TT1
Engineering: Emergency Shield 1 and 2, If you want quick escapes, replace Shield 1 with Engine 1.
Science: Gotta have Hazzard Emiters and Transfer Shields. LTC slot, you can go CPB2, Repulsor 2, Hazzard 3, TSS3 (Free with Reman BO), or Photonic Shockwave.
PvP forum is listed as a Feedback forum, that's why I posted here.
Thank you for the feedback. I'm looking over what you've posted as advice...
Edit: I've applied most of your suggestions. Some I cant implement b/c of the fact that I cant swap some powers at the personnel center at ESD. I've added in Target Subsystem Shields 2 on one of my Tactical officers and it's had a great effect on the shields of my targets.
I find tactics to be wear escorts survive more, not so much yoru egar and build, you can have the ebst gear and build and still be blown away in 5 seconds.
The most common thing I see in pvp, fed-side, is escorts running into combat first....big mistake.
Coordination, let the cruisers enter first and create a buffer and distraction, they can handle it with science ships, let their hulls and shields absorb the klingon alpha strikes (which is extremely easy btw)
Then your escorts fly in coordinated, targetting weakest to strongest focus fire, the escorts flying together.
Thats just one of many possible scenarios I'd figure I would only present the most basic.
In short mnay escort tacs have this drive to be the first on the firing line, they often are the first piece of debris.
Escorts are like Assault units, they're good at quick hits, but prolonged warfare? No, they don't have much going for them in holding tight in a firefight for the duration (some exceptions).
I find tactics to be wear escorts survive more, not so much yoru egar and build, you can have the ebst gear and build and still be blown away in 5 seconds.
The most common thing I see in pvp, fed-side, is escorts running into combat first....big mistake.
Coordination, let the cruisers enter first and create a buffer and distraction, they can handle it with science ships, let their hulls and shields absorb the klingon alpha strikes (which is extremely easy btw)
Then your escorts fly in coordinated, targetting weakest to strongest focus fire, the escorts flying together.
Thats just one of many possible scenarios I'd figure I would only present the most basic.
In short mnay escort tacs have this drive to be the first on the firing line, they often are the first piece of debris.
Great advice!
Although, in my situation, both gear, skill setup and tactics contributed to my demise. I put a lot of what one of the other posters suggested and I can already see a significant change; I'm surviving much longer than before and I'm doing much more damage output.
I would suggest the rule of 7, fir the first 2 to 3 tiers only rank each skill to 7 (except skills that if you spend 9 in they give you a trainable ability like such-n-such III)
Then, maybe better for cruisers/science but i am very fond of putting points in efficiency and performance skills for more power levels to your systems, aka more damage, more healing, more speed and more shield regen.
Of course only viable if you only specialise in one form of ship (escort/cruiser/science) if you spend points in more than one type of ship type, you've immediately become less powerful than many in PVP.
Get attack pattern delta, attack pattern omega and double up on tac teans . Those will help with keeping u in one piece. Lean how to and when to use em
First off, this should've been asked on the PvP or the Federation Escort Forum, there are experienced PvPers who can give you top notch info.
With Tac Consoles, most would say go with Beam / Cannon Consoles than Torpedo Consoles, since Energy Weapons are going to be your mainstay. So in your case its Phaser Replay Consoles.
With Bridge Officers for the MVAM Prometheus:
Tactical:
Have at least 2 Tactical Team 1s for survivability
Don't carry 3 High Yield Torpedo abilities, carry either 1 or 2.
You need Pattern Omega (either 1 or 3)
I'd probably go Rapid Fire 3, Omega 1, HY2 or Rapid 1, HY1 or TT1
Engineering: Emergency Shield 1 and 2, If you want quick escapes, replace Shield 1 with Engine 1.
Science: Gotta have Hazzard Emitters and Transfer Shields for heals. LTC slot, you can go CPB2, Repulsor 2, Hazzard 3, TSS3 (Free with Reman BO), or Photonic Shockwave.
Just a quick question, would not the 2 tact teams 1's be on the same timer. I was under the assumption they would be.
Playing an escort heavily depends on whether you have friends - if you have a sci ship and cruiser that are built to help you achieve your goals, you'll play very differently from how you would play in a pug.
Here is what I would say:
TRAITS
You MUST have elusive. This is a necessity in PVP. If you want to play PVP competitively, every character you have should have it. It depends on accuracy vs defense, but if youre moving you will take ~10% less hits than you would without it.
For offense in an escort, Accuracy is also a must. You will negate elusive on other ships and essentially hit ~10% more when the target is moving.
If you want to absolutely maximize damage, Joined Trill for the extra damage traits (the only ones in the game) are the only way to go. I have 3 tactical joined trills on the Klingon side. I squeeze every inch of damage out of them. So essentially as a JT you will have the above two traits with the two given.
If you go Alien which is a little bit safer but less damage, go with astrophysicist and efficient captain in addition to the above.
CONSOLES
ENG - Neutronium (+18 all resist) and the Field Generator (+35% all shields)
SCI - Borg, MVAM and Tractor (if you use tractor)
TACT - Depends if you are using beams and cannons, or just cannons (max damage this way). If its both, use the energy type x4. If you are using only cannons, use prefire x4 or energy type x4. The torp consoles, though giving a very nice boost, simply are not utilized as much as your cannons as cannons are always firing. Trust me, Ive tried both for extensive periods and the cannons are the way to go.
Gear wise you should try to have atleast 1 Accuracy trait on your weapons. If you have a tractor you can get away with the 1 accuracy, if you dont, you want to have x2 or x3 accuracy. Personally I use Antiproton Mk xi ACC CRTD DMG as I have the tractor, but the ACC trait gives some versatility when it comes to shooting moving targets. Torp should be Quantum mk XI ACC CRTD DMG.
Have either the borg set or aegis set. Aegis engines give +10 combat maneuvers which increases all tactical captain skills if youre a tactical captain, as well as the attack patterns.
BOFFs
Im going to list a couple:
All Offense, The most damage you can possibly get:
TACT - RAPID FIRE III, TORP HY III, BETA I, RAPID FIRE I, TACT TEAM I, TACT TEAM I, TORP HY I
SCI - TRACTOR I, POLARIZE II (immune to tractor), PHOTONIC SHOCKWAVE I
ENG - EPtS II, EPtE I
Defensive/Pug:
TACT - OMEGA III, OMEGA I, RAPID FIRE I, RAPID FIRE I, TACT TEAM I, TACT TEAM I, TORP HY I
SCI - POLARIZE I, TRANSFER SHIELD II, SHOCKWAVE I
ENG - EPtS II, EPtE I
Hope this helps.
EDIT: Also I forgot to mention... three DHCs up front, 1 Quantum up front, three turrets in the back. FULL weapons power, 50 to speed.