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***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
I am working on a design for my Fleet Tactical Escort, but am hitting my head against a wall with regards to some aspects. I would like this to be a DPS oriented build, but also want the build to be able to mitigate some of the threat generation (hence the Romulan Console). I was wondering if some of the users here could look over the build which follows and let me know what they think of it, and possibly help me with it. All of my Bridge Officers are human, though my character is himself a Vulcan and as such does not have the Leadership trait. I am however confused about how the Leadership trait works exactly... does it apply based on all my human bridge officers that I own? Or does it only apply based upon the ones I have equipped to the ships active boff slots?
Fore Weapons:
2x Advanced Fleet Antiproton Dual Heavy Cannons Mk XII [Dmg]x3 [CrtH]
1x Advanced Fleet Dual Antiproton Beam Bank Mk XII [Dmg]x3 [CrtH]
1x Omega Torpedo Launcher
Any advice is welcome. The reason that I slotted the assimilated module into the tactical consoles slot is because I read somewhere that a difference of one tactical console really makes very little difference in the grand scheme of things.
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Last edited by helixsunbringer; 02-03-2013 at 05:53 PM.
The Human BO's don't stack well. You might consider looking for a Saurian with the efficient trait and a Romulan which increases critical hits and enhances cloaking abilities.
"Live Long and Prosper but always carry a fully charged phaser, just in case!". Arrr'ow
I am working on a design for my Fleet Tactical Escort, but am hitting my head against a wall with regards to some aspects. I would like this to be a DPS oriented build, but also want the build to be able to mitigate some of the threat generation (hence the Romulan Console). I was wondering if some of the users here could look over the build which follows and let me know what they think of it, and possibly help me with it. All of my Bridge Officers are human, though my character is himself a Vulcan and as such does not have the Leadership trait. I am however confused about how the Leadership trait works exactly... does it apply based on all my human bridge officers that I own? Or does it only apply based upon the ones I have equipped to the ships active boff slots?
Fore Weapons:
2x Advanced Fleet Antiproton Dual Heavy Cannons Mk XII [Dmg]x3 [CrtH]
1x Advanced Fleet Dual Antiproton Beam Bank Mk XII [Dmg]x3 [CrtH]
1x Omega Torpedo Launcher
Any advice is welcome. The reason that I slotted the assimilated module into the tactical consoles slot is because I read somewhere that a difference of one tactical console really makes very little difference in the grand scheme of things.
try this.
cmd tac: tt1, bo2, rapid 2, OMEGA 3 <---- VERY important
ltcmd: tt1, rapid 1, omega 1
let eng, epts1, epts2
lt sci: he1, tss2
ens tac: torp high yield 1
also... whoever told you that bit about tac consoles... stop taking their advice. run field generators in your sci slots or 2 of the embassy - threat consoles and put the assimilated in the eng slot
also human boffs do stack the leadership trait but only the ones slotted on your ship
cmd tac: tt1, bo2, rapid 2, OMEGA 3 <---- VERY important
ltcmd: tt1, rapid 1, omega 1
let eng, epts1, epts2
lt sci: he1, tss2
ens tac: torp high yield 1
also... whoever told you that bit about tac consoles... stop taking their advice. run field generators in your sci slots or 2 of the embassy - threat consoles and put the assimilated in the eng slot
also human boffs do stack the leadership trait but only the ones slotted on your ship
wouldn't one Embassy -Threat Console and one Field Generator work better than two Embassy -Threat Consoles?
And about the Assimilated Console in the Engineering slots, should I cut the Monotanium Alloy I am currently running or the Neutronium Alloy? I am currently running one of each along with a Tachyokinetic Converter in the 3 Engineering slots.
You want to get 2 of the embassy Romulan boffs to boost critical chance.
Do the Romulan boffs stack? How many can stack? I thought there was some confusion on that. For Tac consoles you definitely need another mag regulator. For DOFFs I'd go with a couple of shield distribution officers. I have a couple of projectile weapons officers too, but I have two torpedo launchers. I don't know that they'd help much with only one launcher.
On the Engineering consoles I would suggest atleast one if not two Electroceramic Hull Plating in place of your kinetic reducing consoles if its Borg/STF or even Romulan runs this is built around.
If you want to keep an kinetic reducing console in then go for Neutronium Alloy as that will help with the energy weapons as well.
Also for the rear of my ship I use Borg Cutting Beam, Experimental Romulan Plamsa Beam Array and a Quantum Launcher (the quantum you could lose). By losing turrets when I am not facing the enemy I have a more powerful weapon firing then turrets, and I could also lose a Tactical Team which seems to spam my BO layout and put a beam weapon option in like Beam Overload or fire at will (I use target shields).
If you kept beams to rear you could use a dual heavy cannon up front.
I used to always use AntiProton but I dont anymore. The proc was too weak.
I used Phaser which has a much more reliable proc and I could also use my quad cannons that way, or later I have used Plasma weapons with the hull fire proc almost always triggering at somepoint. Either I would suggest over AP.
Only if they are not the same quality. A green and a blue will stack but multiple blues or greens will not. Only the romulan tactical males have the covert operative.