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***Resolved Issues***
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So I've started my third character, Klingon Tac officer, and in an effort to try something different from where I've been so far, I've got him commanding a BOP. It was quite a change going from my Engineer's Neghvar, but once I got past the adjustment, it's been fun.
A stumbling point, though, is trying to select Boffs and powers. All those Universal slots are making me cry, "Freedom, horrible freedom!" Assuming one ends up in a Heghta or a Fleet Hohsus, you end up with 1 Cmdr, 1 LC, and 2 Lts. I am in complete ADD meltdown/information overload trying to figure out which station will take which officer, equipped with which power. If I list which powers I'm considering, could I trouble folks for some feedback?
(Equipment note: the ship is sporting Disruptor DHC & DBB and a quantum torp fore, with a second Q aft alongside a turret. All of these are Mk6s, crafted by an alt and transferred so I could have more oomph than the standard Mk4s would have afforded. When I get a 4th forward mount, I figure a second DHC will be the call.)
Tactical: HYT, BO, TT, APO, and CRF are the jump-right-out-at-me choices.
Engineering: EPTS and ET are the obvious ones to me, anything else?
Science: the random officer I got at the outset has Tachyon Beam, which sounded appealing until I realized it's an over-time affair, and I'm trying *very* hard to not be in a fight for any length of time. So my short-but-needs-to-get-shorter list for Science is Jam Sensors, HE, and Science Team, with Tractor Beam leaving me wondering if it has any possibilities.
For Devices, I was figuring on using that Subspace Field Modulator in one slot (when I get to that mission); for the second slot, any thoughts on which battery type gives the most bang for the buck?
TIA for any and all help.
Last edited by generator88; 12-05-2012 at 07:18 AM.
I'm inclined to say: Use a tac cmdr with APO, dual CRF, dual TT and skill of choice (if using DBB and/or torp, maybe a finisher for that, but I'd hesitate to use less then 3 DHC's).
Sci, I'd go for HE (for hazard clearing) and maybe TSS, as it doesn't conflict with tac team.
Other than that: try stuff, experiment, I'd say.
I've had lots of fun running a sci in my lc, with grav well 1. Coupled with regular tac cmdr and ltnt cannon/torp skills, and my tac captain buffs.
Alpha strike&kill one, damage it's close friends with torp spread and potentially some cannon love, if the first one dies quickly, and grav well them together on the warp core explosion of the first.
Then high-tail it out of there popping self-heals and evasive manouvres.
Device-wise, maybe shields, if your running a build that's light on heals. If running science-heavy, aux, so you can still run full weapon power.
The jury's still out b/c the Norgh I'm currently commanding has sort of a "low ceiling" for Boffs, but so far it's doing as well as I expected it to (I know PVE missions aren't going to tax a ship's full measure, but for now it's the measuring stick I've got handy). My spider-sense is telling me that Jam Sensors isn't going to be as good as I want it to be, but I have to at least try it out. If it ends up being swap-bait, I'll try out something else, like TSS.
The jury's still out b/c the Norgh I'm currently commanding has sort of a "low ceiling" for Boffs, but so far it's doing as well as I expected it to (I know PVE missions aren't going to tax a ship's full measure, but for now it's the measuring stick I've got handy). My spider-sense is telling me that Jam Sensors isn't going to be as good as I want it to be, but I have to at least try it out. If it ends up being swap-bait, I'll try out something else, like TSS.
Thanks again!
Throwing in my 2c.
Running three teams (Tacticalx2 and Engineering) on a ship is going to create difficulties with the global cooldowns. I'd suggest switching out ET1 for EPTS1 so you have EPTS up all the time. Also, tractor beams aren't a big issue in PvE. You can ride out the storm, even in a BoP. For teamplay, I'd recommend an Attack Patern Beta. Standard setup for me, if you want to use a DBB and Torpedo's, would be:
TT1/CRF1/ (Apo1 or AtB2) / CRF3
TT1/HYT2/BO3
EPTS1/EPTS2
HE/TSS
If you drop eighter the torpedo or the DBB, I'd go with the following:
TT1/CRF1/ApO or AtB/CRF3
TT1/ (overload 2 or HYT) / ApO or AtB
EPTS1/EPTS2
HE/TSS
You can create some funky builds with the Birds of Prey with some doffs. Using two purple doffs that reduce the cooldown on Tactical Team, you can get away with running one tactical officer. When I feel like flying around in Ker'rat, annoying feds, I run the following on my BoP. Just cannons and turrets:
TT1/CRF1/ApO1/CRF3
Pol. Hull/HE2/TSS3
EptS1/RSP
EptS1/Aux to SiF
If you're not getting tractored much, you can switch the Pol. Hull for a Tractor Beam.
And last, but not least, try using Scatter Volley in PvE. I enjoy it much more than CrF when it comes to killing baddies. Two scatter volleys with some attack patern beta loving speeds up the STF's and normal PvE even more.
*EDIT: Forgot to add this: How do you want to fly her? Do you want to strike hard and vanish, or do you like sticking around in a fight?
I wouldn't run engineering team as it will clash with your tactical team
Do you really need jam sensors as Transfer Shield Strength 2 would increase your survivability
I have bop the tier 4 freebie and anything to increase the amount your alive time the better but im no expert in running one so please nobody shoot me down for my OPINIONS
EDIT*** i was writing this whilst the other guy posted sorry for the parrot
Last edited by mustafatennick; 12-06-2012 at 08:07 AM.
biteme, that first one looks a lot like what I've been trying to envision in my mind's eye. I'm not sure how AP Delta slipped under my radar to this point, but I'll try it out, indeed, trying new things is kind of the point of this char.
If I may ask, why eptw instead of a second epts? Is it to offset the power crash from Beam Overload?
I have always been fond of just running and gunning:
Front: 3 DHC, Torp
Rear: 2 Turret
Tac Comm: TT1. CSV1, CRF2, CRF3
Tac Lt Com: Torp Spread 1, THY2, THY3
Sci: HE 1, ST 1
Eng: EPTS1, ET2
Then make sure you have:
Eng: two Neutronium Alloys, Borg concole
Sci: Emitter, field generator, Monitor
Tac: weapon of choice concole x 3
Device: Eng batteries; Deterium reserve.
Notes: This will make your science team strong enough to replace about 70% of your shields at once and keep your crew alive. The armor will buy you a few extra seconds to get out. This is by far not the best build or even close. But it is fun when you are hunting in packs. I like to hang as wing man to the strong PvP'ers.
Process:
Creep up, spool powers, drop cloak, FIRE!!!
Expected results:
1.) they pop
2.) they don't, and you hit evasive and a battery/reserve and shoot out like a rocket until you can cloak again.
Doffs
Projectile Weapons Officer
Shield Distribution Officer
Energy Weapons Officer
Conn Officer (tac)
Technician
All I can say, alpha strike hits like a freight train! Under cloak activate almost all of your boff tac skills and your own tac skills, decloak and enjoy the brutal destruction. But not for too long
The only thing I miss sometimes when fighting smaller groups is torp spread. But that is a minor inconvenience.
And yes, I know I don't have an engineer boff, but I don't see the need for it. Having such a low hull that almost any Borg torp that crit hits kills me. If it doesn't the sci skills help me out good enough.
Notes: built most of this rig up in Season 6, used to run KHGmkXII sheilds until the change over on set bonuses.
PvE results: In 90% of CSE, KASE runs, I end up getting actively pursued by Borg-instead of other targets such as the Fed Cruisers with Threat Control. Most of the build is informed by the Hilbert Guide section on Escorts. I buy my consumables in lots of 20 to save space in my inventory, and because in most STF situations, repair parts are damn good to have on hand. (if you fix minor damage at respawn, you usually don't have to worry about racking up the need for Critical components!)
In PvP situations, the Aux batteries help your "Don't see me" in Cloak-this is important, as Feds have this thing called "Science ships" and with a "Science officer" driving one, your Cloak is pretty much useless without spec in both "Stealth" AND running high Aux.
Shields batts are a no-brainer-when Mr. Cloak is on cooldown, you really DO need to boost your shields.
Alternatively, you can run engine batts instead of Aux for a little 'push' when you're flying Ker'rat-helps in chasing down Feds that stray too far from their fedball, while still keeping most of your available weps power instead of having to chase, then wait for the systems to rebalance to settings.
"when you're out of Birds of Prey, you're out of ships."