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Jolan tru Captain!
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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
It really depends on what your after. The Efficient captain only boots warp core efficiency so it will only have the most noticeable effects on low power levels. The joint trill has a small boost across the board. the only problem is that if you look at the skill tree we see that maxing out an item up to 9 gives 99 points and the 3.3 you get makes it 102.3. that is a drop in the bucket that is not noticeable at the higher levels.
Warp core theorist is a good choice because the +10 to warp core potential fill give you a flat power level boost across the board. with 9 points into it that make your potential at 109.
The more noticeable traits are the ones that give you a % bonus. If you look at Accuracy for example it gives you 10%. This is the Equivalent of one [Acc] modifier added to all your weapons. Starship targeting systems under tactical only gives you 15% when fully spec'ed. Combined it is 25% because it stacks with no diminishing returns.
Another one to consider is elusive. it gives a 10% defense bonus. it operates the same way as Accuracy.
Alien is your best choice if you want only space abilities and don't care about ground.
The joint trill is a good space ability while you are leveling up but is not noticeable when you get up there. But if you play a lot of ground it can be very noticeable. Hyper metabolism Gives you toxic and radiation damage resistance as well as 0.1 heath regen. the best regen tribble (yu) only does 0.02.
On my joint trill I also gave him mental discipline and stubborn. With those abilities I hardly ever get knocked down or stuck. Usually I can run anywhere I want to in a map with out worry.
On ground though this is where Alien shines again. For ground if you choose aggressive, creative, Peak health and soldier then they will stack/combine for +10-15% damage, +15% max hp, +10% crit sev, +10 toxic resist and +5% threat gen. I did this on an engineer for use with the enemy neutralization kit.
The traits are more favorable to ground play and have a larger impact there. Of course that is assuming you like ground.
Thank you for a very informative post.
I want to create a Tactical character and wasn't sure between getting a Joined Trill or selecting Alien with Accurate, Efficient Captain, Elusive and Warp Theorist. I just don't want to regret not having any ground traits later on.
I want to create a Tactical character and wasn't sure between getting a Joined Trill or selecting Alien with Accurate, Efficient Captain, Elusive and Warp Theorist. I just don't want to regret not having any ground traits later on.
Personally I'd sway away from Efficient Captain... you simply won't need it if you're planning on flying an escort. You'll plug a majority of your points into weapons, then between engines and shields. Escorts already get a +15 to weapons standard. Keep in mind, Efficient doesn't boost anything that goes beyond 75. I've found my escorts are fine around 125 (weapons) 80 (shields) 60 (engines) ?? (Aux)... and this is off a toon w/o Efficient Captain. Unless you never plan to play ground then you're fine with no ground traits. But you're making an alien, so many options. If I were to make an alien tact right now I'd personally take Warp Theorist, Elusive, and Soldier standard. Possibly Lucky or Covert as my final choice depending on character concept. But, flavor to taste, gl with your new toon