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That's all well and good but what about the skill point allocation that compliments this Negh'var setup?? I have a new KDF engineer, so I want to do this correctly...
this is my basic cruiser/escort skill setup, covers all offensive bases and protects you from what can hurt you the most. i was gonna go back and build skill trees for all the posted builds but i just haven't yet. this is what i would use as a baseline for everything though.
to be honest, i have little sci ship experience. i know enough about sci to counter them, but the experience i can bring to cruisers and escorts i cant bring to sci ships as well. i could crank out at least 4 or 5 decent builds that should work in theory, but i doubt they would synergize as well as someone who mains sci ships could do. and those that do are welcome to share them here.
im weeks behind in posting stuff here, and bringing things over, but a lot of the stuff is outdated, and with a new season starting i think there may be several things we haven't noticed yet that have changed, it gives me pause. also, when i put time into this thread, i get this what am i doing with my life feeling, surly theres something else i should be doing feeling. is why i haven't posted at all in the bootcamp thing. this thread will continue though, slowly. i guess i get more out of answering questions, the more that are asked, the better i will feel about putting time into the thread.
Well thank you. I understand how you feel. Helping other players without getting paid will bother anybody on some level.
I'll implement the skill allocation for my KDF engineer and see how it works out for me
Also if anybody has an awesome skill/equipment build for a strictly science class Orb Weaver, it would be much appreciated.
The sci orb is pretty flexible, but sluggish. here is my healer support setup that goes well with sci (and eng as much as anything can go well with them)
TT1
EPtW1 Aux2Sif1 EWP1
EPtS1 RSP 1 ES 2
PH 1
TB1 HE2 TSS3 VM3
Doff: 2x VM technicians, 2x Dmg Control 1x BFI doff
Weapons: a) All beams b) 5 Single Beams + 1 mine of choice aft,
You can keep high aux, and reasonably high Weapons, it flies like a fast turning cruiser. You bring SNB and Sensor Scan, but should easily compete with competent cruiser in heal numbers.
I have more offensive Sci/Sci setups that I'll post later. You can always pm me in game. For the KDF 2xKHG + 2x Assim makes it worth to consider a torp boat as well.
Thanks to this thread and the cruiser thread 3.0 and the OP's of these threads I now have a fairly solid Galor build. thank you gentlemen keep up the good work, very satisfying to have a cruiser that can toss some heals and still offer up some dps...
The sci orb is pretty flexible, but sluggish. here is my healer support setup that goes well with sci (and eng as much as anything can go well with them)
TT1
EPtW1 Aux2Sif1 EWP1
EPtS1 RSP 1 ES 2
PH 1
TB1 HE2 TSS3 VM3
Doff: 2x VM technicians, 2x Dmg Control 1x BFI doff
Weapons: a) All beams b) 5 Single Beams + 1 mine of choice aft,
You can keep high aux, and reasonably high Weapons, it flies like a fast turning cruiser. You bring SNB and Sensor Scan, but should easily compete with competent cruiser in heal numbers.
I have more offensive Sci/Sci setups that I'll post later. You can always pm me in game. For the KDF 2xKHG + 2x Assim makes it worth to consider a torp boat as well.
lovely i'll try it .... yeah I didn't realize the Orb Weaver was basically a science escort until i opened it XD
Also, what about the special consoles?? can they be mounted on another ship if I don't use it in the above setup?
2 AtB mirror vorcha damage dealer/ support cruiser
the mirror vorcha is a much better ship for all cannons and AtB then the vorcha R or even fleet ktinga. the second tac ens skill cant help your cannons, and you don't need 2 TTs due to AtB. beter to have another sci skill more then anything. unlike the fed star cruiser, this ship can turn extreamly well, has 3 tactical consoles, and can mount DHCs, its a ship with much higher potential
borg engine
borg deflector
KHG shield/ fleet resistant
consoles
borg, neutronium, 2 turn
temporal, leach
3 energy damage type
doffs
3 purple tech doffs, 2 bfi doffs
for heals you have ET1, HE2, TSS1, and ES all at thier global. the aux based heals might not always be at their best due to AtB, but when healing is critically needed you can use an aux batt. this ship is not a dedicated healer, it is an even split between damage and support, a kdf cruisers natural state of being. with high cannons and DEM up time, you will be able to deal serious damage with this ship, wile supporting other damage dealers that dont have the healing power you do.
the shield resilience you get from EPtS3 is truly massive, it is the best defensive ability in the game, but it has a high opportunity cost. luckily, AtB makes it so you only need 1. with EPtS3 and AtB's power buff, its extreamly easy to have your other 3 subsystems headlined at 125 the whole time. i suggest a preset at all times of 100/25/50/25. in addition to the cooldown slashing every 10 seconds, this extra power just makes you even more awesome at everything.
this build is great for puging against those changeling fed teams you run into every once and awhile, without you around most kdf teams have little in the way of team healing. an ES at the right time can single handedly change the course of a match, no support ship is complete without it. even though your damage dealing is extreamly potent for a cruiser, your better making your highest priority to keep allied escorts alive.
I apologise if this is a noob question, but I'm sure that I'd read several posts in here that DEM wasn't working at the same time as cannon abilities.
that was proboly from me, now it definitely does. dem3 will give you anywhere from 150-800 extra damage a shot, unbuffed to a fully tac buffed critical
While you're being helpful on this subject I'll pick your brain because it's something I've never really understood completely.
Is the damage per cycle or per shot(like per animation)?
_______________ 4/4 Z-Store KDF Specific Bugs fixed! Thank you from the bottom of my wallet! I'm going to go buy some Zen points for a rainy day. Here's another batch about visuals.
that was proboly from me, now it definitely does. dem3 will give you anywhere from 150-800 extra damage a shot, unbuffed to a fully tac buffed critical
And dont forget to choose either disruptors or antiprotons
While you're being helpful on this subject I'll pick your brain because it's something I've never really understood completely.
Is the damage per cycle or per shot(like per animation)?
DEM? well in the damage log, there tends to be a DEM entry after every other damage entry. i know on single cannon builds its insane how much damage i can cause, even with DHCs its very noticeable