Ensign
Join Date: Jan 2013
Posts: 8
Hi all,

I've started playing STO recently, and have decided to go down the Tactical route. I'm playing as a human with Warp Theorist and Accurate (I think!) as the two abilities I can choose.

I'm hoping to eventually end up with a Fleet Heavy Escort Carrier (Months if not years away...!)

Anyway, I have no idea about ket etc, but from reading advice online, it seems like a good idea to get the Skill Build planned early on; with that in mind I have come up with this:

http://www.stoacademy.com/tools/skil...aScotius1_2749

I'm planning on only really using Beam and Cannon weapons, so there are no points invested in Projectile upgrades.

Finally, the build I've gone for is fairly balanced, as conventional wisdom seems to be no more than 6 points in any given skill.

Any advice, tips, pointers, or help would be much appreciated!

Thanks

NovaScotius
Lieutenant
Join Date: Jul 2012
Posts: 40
# 2
05-21-2013, 06:32 PM
With a Tactical toon, you might want to stick with some form of escort, warbird, or raptor depending on the race of the toon. The information above will work for any of the character specs in the game, whether they are tactical, engineer or science. If you decide to create a sciescort build at some point, this should work also. Remember that this is for a toon with a build leaning toward energy weapons. This is the Captain skill tree.

[all around basic build (all specializations)]
[ Space ]
[ 9 ][ 9 ][ 9 ][ 0 ][ 9 ]
[ 9 ][ 0 ][ 9 ][ 0 ][ 0 ]

[ 0 ][ 9 ][ 9 ][ 3 ][ 0 ]
[ 0 ][ 3 ][ 9 ][ 0 ][ 0 ]
[ 9 ][ 9 ][ 9 ][ 9 ][ 7 ]

[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]
[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]

[ Ground ]
[ 0 ][ 6 ][ 3 ][ 6 ][ 0 ]
[ 6 ][ 8 ][ 0 ][ 0 ][ 6 ]
Lt. Commander
Join Date: Feb 2013
Posts: 179
# 3
05-21-2013, 07:23 PM
Welcome to STO! I hope you enjoy your time going boldly forth!

Your build is fairly good, though there's not enough 9 skill points in it and perhaps some unnecessary skills.

You've already answered 1 question about what kind of ship you want to fly, now you need to look at it a bit more closely.

The HEC is an escort first, carrier second and as such should be treated as an Escort. You won't have much need for those science skills since it can only accommodate 2 science abilities and even at the end game, torpedo's shouldn't be discarded offhand. Even if you only have one it's worth putting points into it.

But if you don't want to then that's your choice.

Some notes however:

Driver Coil is a very niche skill since it only affects how fast you travel at warp. That is in sector space. You cannot use Full Impulse in combat so this skill only has marginal use.

Flow Capacitors is a skill you want to invest in if you're going heavy into power drain, as it is very weak without serious investment.

There is no reason not to put a full 9 points into Maneuvers and Targeting Systems, as both are the biggest boosts to your survivability and damage respectively.

Inertial Dampeners is of dubious use because most holds/stuns and such have an ability that can counter them directly, plus unless you PvP they won't last more than a few seconds anyway.

Sensors is only useful if you're planning to PvP because cloaking in PvE is usually related to a spawn-in mechanic. As in, there are no ships that cloak for you to detect.

Put 9 into skills you're definitely going to get use of those last 3 points out of.
If it's something you'll be facing infrequently, only put 3 points into the skill that helps with that, such as Subsystem Repairs and Power Insulators.


Here's a more offensive/shooty build that has plenty of points leftover for you to spend at your leisure. Ignore the fact that the ground skills are an Engineer's and just keep in mind what's being spent there to get you up to admiral rank.
Tac's on the ground are all about shooting things really hard, though I have seen some use stealth kits.

http://www.stoacademy.com/tools/skil...gestionver01_0
Captain
Join Date: Jun 2012
Posts: 1,041
# 4
05-23-2013, 08:15 AM
Quote:
Originally Posted by kargandarr View Post

[all around basic build (all specializations)]
[ Space ]
[ 9 ][ 9 ][ 9 ][ 0 ][ 9 ]
[ 9 ][ 0 ][ 9 ][ 0 ][ 0 ]

[ 0 ][ 9 ][ 9 ][ 3 ][ 0 ]
[ 0 ][ 3 ][ 9 ][ 0 ][ 0 ]
[ 9 ][ 9 ][ 9 ][ 9 ][ 7 ]

[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]
[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]

[ Ground ]
[ 0 ][ 6 ][ 3 ][ 6 ][ 0 ]
[ 6 ][ 8 ][ 0 ][ 0 ][ 6 ]
O.o srsly?
---------------------------------------------------------------------------
10k DPS Vesta threads: 1; 2
Lieutenant
Join Date: Nov 2012
Posts: 88
# 5
05-23-2013, 08:34 AM
Quote:
Originally Posted by kargandarr View Post
With a Tactical toon, you might want to stick with some form of escort, warbird, or raptor depending on the race of the toon. The information above will work for any of the character specs in the game, whether they are tactical, engineer or science. If you decide to create a sciescort build at some point, this should work also. Remember that this is for a toon with a build leaning toward energy weapons. This is the Captain skill tree.

[all around basic build (all specializations)]
[ Space ]
[ 9 ][ 9 ][ 9 ][ 0 ][ 9 ]
[ 9 ][ 0 ][ 9 ][ 0 ][ 0 ]

[ 0 ][ 9 ][ 9 ][ 3 ][ 0 ]
[ 0 ][ 3 ][ 9 ][ 0 ][ 0 ]
[ 9 ][ 9 ][ 9 ][ 9 ][ 7 ]

[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]
[ 9 ][ 9 ][ 0 ][ 3 ][ 0 ]

[ Ground ]
[ 0 ][ 6 ][ 3 ][ 6 ][ 0 ]
[ 6 ][ 8 ][ 0 ][ 0 ][ 6 ]
You should probably use a link from the skill planner instead of putting down what looks like a series of Mega Man X series from the SNES era passwords.
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