Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm trying to pick a tac toon. Recently I asked about human traits. The results seemed a bit inconclusive, so I'll ask about my specific situation to add to input already gleaned from friends.

I have four characters I put together for the Ody anniversary event, so they all have Odys, so I can't really change it unless I buy the Ody from the C-Store (highly uncertain at this point). I want to pick one, and maybe come back to the others some day, but I don't really have the time or drive for more than one tac toon now. They are:

Alien #1:
Accurate
Mental Discipline
Soldier
Warp Theorist

Alien #2:
Accurate
Efficient Captain
Soldier
Telepathic

Human #1:
Creative
Warp Theorist
Leadership
Teamwork

Human #2:
Accurate
Lucky
Leadership
Teamwork

The character is based on a character I play on another RPG. He's human, but might be technically an 'alien.' He's supposed to have some telepathic traits, but not necessarily the "I sense hostility, captain!" easy mind-reading type. As long as things like Telepathy AREN'T major for game storylines, I should be OK with it not being taken. One major thing is VERY high resistance to mind control, but telekinetics (like Reman attacks) aren't necessarily going to bounce off either. I am not involved in any direct role-playing at the moment on STO (and may never be), but I'd like him to feel "right," and leave the possibility open. I'd also like him to be able to fly both cruisers and escorts (I'm aware escorts are "preferred" for most tacs, but I'd like to be able to do both, at least so far as traits go).

As such, here are the questions:

1. Which of these seems to have the the best potential for butt-kicking while still having decent durability? I'm used to being a tank from my Engineer, and I seem to need at least some resiliency.

2. If I were to pick a human, would people take me "seriously" with the setup I described? He does not need to be a pure human, e.g. he might be 1/4th Betazoid or have genetic abnormalities, possibly due to something like a virus.

3. If I were to pick an alien, would people take me "seriously" as a hybrid or even a human that's only set alien to get the traits I want/need? Similar question to #2.

4. If the Ody weren't a factor, what would you suggest I do? If the difference is drastic enough I just might be willing to delete one of these guys and truly start from scratch, and I MIGHT buy one of the Odys.

I'd like to get the toon I pick leveled up in time for the Shard of Possibilities (March 18 or 19 or so), so any timely advice that could be offered would be greatly appreciated. Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-11-2012, 04:34 PM
Accurate's pretty much a must for space combat, cannons (Escorts) especially, I would consider it mandatory due to the low base accuracy of those weapons. Elusive is a close second, but not quite as important as accurate, but it is free damage reduction via evasion. The other skills are really your preference, noting that efficient is not terribly useful anymore and ground traits generally have a greater influence on character ability than space traits in their chosen venue, with the previous exceptions (Accurate and Elusive being 10%, which is huge.)

As far as race, I wouldn't have any problem with a human+/Transhuman/Metahuman using the alien template. After all, 'rubber forehead humans with minor traits' are a staple of Trek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-11-2012, 08:12 PM
My favorite traits for Tac:


Alien
Accurate
Elusive
Solider
Peak Health OR Lucky


It gives you both ground & space abilities that are good all the time, and in pretty much any situation.


At the very least, Accurate is easily one of the best traits in the entire game, take it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-12-2012, 02:40 PM
Quote:
Originally Posted by USS_Ultimatum
My favorite traits for Tac:


Alien
Accurate
Elusive
Solider
Peak Health OR Lucky


It gives you both ground & space abilities that are good all the time, and in pretty much any situation.


At the very least, Accurate is easily one of the best traits in the entire game, take it.
Interesting. I'm definitely taking Accurate, it's on all of the "candidate" toons. How do you think these stack up against the default human traits, if I may ask?

Also, any input on taking a "human telepath" or "alien human" seriously? And which one of the four might you go for in my position?

Thanks for your input (and thanks to the other poster)!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-12-2012, 08:53 PM
Quote:
Originally Posted by Red_1999
Interesting. I'm definitely taking Accurate, it's on all of the "candidate" toons. How do you think these stack up against the default human traits, if I may ask?

Also, any input on taking a "human telepath" or "alien human" seriously? And which one of the four might you go for in my position?

Thanks for your input (and thanks to the other poster)!
Leadership, as far as I can tell, does very little.

If you want access to it, you can always slot a Human BOFF or two.


Teamwork is ok, but capitalizing on Exploit damage is iffy at best with the speed of killing in ground combat.

Better to take something more consistent like Soldier which straight up increases Energy damage.

Again, as with Leadership, if you want Teamwork you can simply take human BOFFs on your away team.


Accurate and Elusive on the other hand, are exclusive to player characters and are some of the best traits you can have.


So to go with your Human or Human/Alien hybrid, etc. with telepathic powers:

Accurate
Elusive
Soldier

And then you could choose 1 power to fit your theme:

I would go with Mental Discipline (psi & other resists).


You could come up with your telepathic abilities being what gives you your Accurate, Elusive & Mental Discipline traits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-13-2012, 01:52 AM
Quote:
Originally Posted by USS_Ultimatum
Leadership, as far as I can tell, does very little.

If you want access to it, you can always slot a Human BOFF or two.


Teamwork is ok, but capitalizing on Exploit damage is iffy at best with the speed of killing in ground combat.

Better to take something more consistent like Soldier which straight up increases Energy damage.

Again, as with Leadership, if you want Teamwork you can simply take human BOFFs on your away team.
Leadership increases hull repair rates by 20%. I have actually verified this between the aforementioned "stock" tacs I have - the humans have 72% hull repair, and the aliens have 60% hull repair - 120% of the base rate. As they're all low level and most of them don't have any skill points spent in anything dealing with repairs, I would consider this fairly accurate. However, I'm not certain how much this actually helps in battle - I tend to spam repair powers in fights and have a hard time paying attention to how much passive versus how much active hull repair is happening.

In terms of BOffs, I have read that Leadership does not function correctly for them. I have no idea if this is still the case, but it didn't seem like a high priority fix (not sure why).

I have no idea about Teamwork.

Regarding Evasive, is it still effective on cruisers? I'd like him to be able to fly both cruisers and escorts effectively, but cruiser is not what I think of when I think of "dodgy."

Also, have you seen many humans/metahumans classed as aliens? Out of curiosity.

Again, thank you for your assistance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-13-2012, 02:28 AM
When I 1st created my character nearly 2 years I made an alien with bespoke traits. I came back only a week or so ago and wondered how badly I have screwed them up. It turns out that my Tac captain has these:

Efficiant
Warp Theroist
Astrophysicist
Techie,

Not to shabby but if I was to make one now, I would take

Accurate
Elusive
Efficiant
Warp Theorist
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-13-2012, 11:00 AM
Quote:
Originally Posted by Red_1999
Leadership increases hull repair rates by 20%. I have actually verified this between the aforementioned "stock" tacs I have - the humans have 72% hull repair, and the aliens have 60% hull repair - 120% of the base rate. As they're all low level and most of them don't have any skill points spent in anything dealing with repairs, I would consider this fairly accurate. However, I'm not certain how much this actually helps in battle - I tend to spam repair powers in fights and have a hard time paying attention to how much passive versus how much active hull repair is happening.
Sorry, I should have been clearer.

Your last line illustrates what I was getting at.

Ultimately, especially as an Escort, you are not waiting on your hull to just repair. You're spamming repair powers, as you said.



Quote:
Originally Posted by Red_1999
Regarding Evasive, is it still effective on cruisers? I'd like him to be able to fly both cruisers and escorts effectively, but cruiser is not what I think of when I think of "dodgy."
That's a tough question, its possibly "less useful". I'm not sure how much it can help vs. Accuracy overflow (which adds a bonus to CrtH and CrtD).


Quote:
Originally Posted by Red_1999
Also, have you seen many humans/metahumans classed as aliens? Out of curiosity.

Again, thank you for your assistance.

"Human" looking "Aliens" are so common in this game, it should be a meme.

They're very common, as many people do not want to be saddled with mandatory traits - and they give more freedom for your characters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-19-2012, 03:27 PM
I am considering a Tac build for a defiant of either,

Accurate
Elusive
Warp theorist
Techie


OR


Accurate
Elusive
Efficient
Warp theorist


As the efficient really only benefits low power levels i wander if the Techie would be a better choice?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-20-2012, 05:44 AM
Quote:
Originally Posted by GalacticOffender View Post
I am considering a Tac build for a defiant of either,

Accurate
Elusive
Warp theorist
Techie


OR


Accurate
Elusive
Efficient
Warp theorist


As the efficient really only benefits low power levels i wander if the Techie would be a better choice?
I would skip techie. It seems very inefficient in the skill points it saves.

Efficient, I'm not too sure on - it seems like efficient used to be all the rage, but isn't so much anymore.

Also, just so you know - warp theorist will give you at most a whole +0.5 power to each subsystem. Not a huge boost, but if you already have Accurate and Elusive it's probably a good idea. Also, the bit of EPS points will likely help out a bit when using Emergency Power to X powers.

In your position, assuming you're going for all space traits, and you're going for an alien, I would go for Accurate, Elusive, Warp Theorist and Efficient. Techie is, as stated, a waste, Astrophysicist is more for science types as far as I know, and warp theorist and efficient, while not being stellar, are better buys in terms of saved skill points than techie or astrophysicist and do provide some slight, but measurable, boosts early on in the game. I'm not sure you can say that for Techie.

As a note, as I'm the OP, I am still trying to puzzle out just how effective the Leadership trait is. Seems like under some circumstances, including battle, it may provide a sufficient boost to help you out in a pinch. This would be particularly the case with maxed-out stats in a large cruiser. Though I wouldn't count on it in an escort, and I'm not sure exactly how it's calculated.
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