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Jolan tru Captain!
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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
Eng boffs:
Com: EPtW1, EPtS2, EngTeam3, SIF3
LtCom: EPtW1, EPtS2, Boarding Party 2
Sci Boffs:
Lt: HE1, TSS2
As an engineer I've been able to build my ship as a straight up tank for elite STFs. When all the heals are cycling properly the ship has a pretty high resistance/heal tank which is sustainable against Tac cubes, and if/when someone else grabs aggro most of the healing can be redirected.
The ship is capable of decent sustained DPS, more so than some other tanks, but the tac skills are more for aggro sustain and debuff purposes so the escorts can burn targets down faster.
Normally I'd be running two engineering teams, but when I maxed Engineering CXP I took enough maintenance engineers to lower one to the global cool down.
The LtCom engineering skill is really open to anything, I'm using BP2 because I have Kel slotted and when 6 shuttles land on a Tac, they can do a number on it's systems.
Not bad, ditch the boarding part and grab an extends, unless you hate your teammates then keep using boarding party.
Not bad, ditch the boarding part and grab an extends, unless you hate your teammates then keep using boarding party.
It honestly wouldn't make a huge difference, I have 9 points in threat control and rarely loose aggro from the boss mobs. When I launch BP I have a good chance of disabling 2+ subsystems, which makes a huge difference when you're primary target.
I do use other abilities, but I like Kel and watching a mini armada storm a tac cube
With plasma, you can kill your enemies without that much touching their shields at all, it may be slow... but what's the hurry. Regarding PvP one could argue that despite the cruisers supportive rather than dps-dealing role, every dps counts.. but let's allow me to keep my happiness from this nice spring day and not make this an discussion about that.
I'll take your advice about Flow Regulators though, thanks.
But yeah, you're right. Replying to your post was more difficult than my project management exam earlien today at school. Huh. The bottom line is that plasma isn't the best choice. I still like it more than the mentality about getting the job done as fast as possible. I play to play, it means having fun and plasma is the most fun damage type in the game. Like I said in the beginning of my reply, shields mean nothing against plasma, nor does time againts freedom. Plasma is a way of life!
Plasma has one very big disadvantage to it - the Borg use it. That means everyone and their brother has armor for it.
That said, it has a very big advantage as well - it's cheap on the Exchange. To get your first foothold into the Mk XI/XII realm of weaponry, you can afford a set of 6-8 Mk XI plasma beam arrays for less than one Mk XII beam of another type might cost. I don't know if the other weapon types are the same, but I imagine they are. Although I wouldn't stick with it forever, the first thing a recently-promoted admiral ought to consider doing is picking up a full set of these for low cost increased DPS.
I put this together in order to see what all the fuss about tetryon glider was about. The build is designed mainly for shield stripping, sustained dps with periodic spike damage. Furthermore Eject Warp Plasma and Tractor Mines gives it some battlefield control and the Eng/Sci ability set also allows for reasonable party healing. Haven't had much opportunity to test it yet, but so far it does seem to drop shield facings just as fast as my fleet escort with Antiproton[borg]DHC XI gear. Still need to play around with it a bit more.