Ensign
Join Date: Sep 2012
Posts: 20
# 1 New to STO, need build advice
09-05-2012, 05:46 PM
Hey! I'm trying to get into STO right now and I have *no* clue were to start, even the guides are confusing me a lot right now, so could anyone give me a few odd bits of help? Or maybe a Christmas dinners worth?

It will obviously help if I explain what I'm after, now, although I *love* fighter aircraft, from what I know of Star Trek, there is practically no such thing and the closest option seems to be escort ships which do not tickle my fancy. So I'm going straight to my other love of capital spaceships, basically the cruisers. What I'm ideally after is a cruiser that can take a lot of damage and at the least, return a solid helping of it and in general be very survivable.

However my first problem is that I'm wary of Engineers on the ground as I'm iffy on my ability to micromanage lots of turrets and things, the other option I considered is Tactical but I have heard they are delicate and after trying Blaster in City of Heroes I am *VERY* wary of delicate classes. From what I gather the best option here would be to pair up an Engineer with a Cruiser although I admit, if the Tactical isn't *that* squishy on the ground and wouldn't make a cruiser too fragile, I'd be half tempted to go for Tactical.

Aside from the class issues I'm also wondering what traits to nab and what race to go for. If I ever make a KDF character then I'd go for a Ferasan as by then I might be willing to get Zen points, right now however I'm unwilling to blindly pay any money just for a Caitian and I'm not too sure how well I'd be able to create a race from scratch. Now, I'm not after a powerbuild here, however solid, useful trait suggestions are welcome as well as any interesting races that'd be worth a shot. As long as they won't be hard to play or if it comes to it, role-play. (As I know next-to-nothing about the Star Trek setting, having only watched ST:NG and ST:Voyager here and there as well as a bit of Enterprise and I'd rather not look like an idiot if I ever get into the Roleplaying community here.) Human seems to be the obvious choice but I would like to try one of the alien races as hell, its Star Trek, aliens are half the fun.

After all that, suggestions on skills to go for, to avoid and how much to put in what and how much to avoid putting in would be wonderful.

Sorry if thats all confusion/rambly/waffly or just too long but I figured the more information the better.
Survivor of Romulus
Join Date: Jul 2012
Posts: 133
# 2
09-05-2012, 06:52 PM
Welcome aboard :-) im a Vulcan engineer in a cruiser and its all good news for surviability. And the turrets on ground autofire. Just place and carry on shooting bad guys. I also fly a carrier escort and my engineering skills allow me to take a beating. I can still dish out moderate firepower too. So think you are on the right track to getting what you want already!
Ensign
Join Date: Sep 2012
Posts: 20
# 3
09-05-2012, 07:06 PM
Thanks for the information and greeting Now all I need to figure out for definite is the race, traits and skills, although the race I suppose might come down to what I feel like playing, I'll take a look through them.
Commander
Join Date: Jul 2012
Posts: 312
# 4
09-05-2012, 07:28 PM
Welcome to the game! The capital ships are the Oddy, and the Atrox carrier. If you have money to spend, ($25), I would get the Atrox. I am a Tactical in it and I can survive anything and do very good DPS.

If you don't like escorts and don't feel like getting a carrier then I would go Engineering or Science. On the ground you just place the turret and keep fighting, no micromanaging needed.

Anything else?

Kyle
Delta Fleet Command
Commander
Join Date: Jul 2012
Posts: 312
# 5
09-05-2012, 07:31 PM
This page will help with race build. I would go Human, I am one.
Also, the Wiki is a great place to get answers.

http://www.stowiki.org/Trait
http://www.stowiki.org/Suggested_trait_builds

Kyle
Delta Fleet Command
Ensign
Join Date: Sep 2012
Posts: 20
# 6
09-05-2012, 07:39 PM
Thanks for all the help guys, this'll make things much easier!
Captain
Join Date: Jun 2012
Posts: 3,848
# 7
09-05-2012, 11:53 PM
The core of basic cruiser combat when you get to the Commander levels and up (which will take a couple of days) is carrying two Emergency Power To Shields powers and cycling between them. They have a 30 second uptime where they boost your shield durability and damage reduction, and by alternating you'll always have one up while the other is on cooldown. Carry either Science Team or Transfer Shield strength in your science slot for emergency healing, and Tactical Team 1 (only 1, above is wasteful) for high-speed balancing when under heavy fire. Load up on Beam Arrays (though never more than 6 till you get good with power management) and those particular powers, and you've got Cruisers 101 covered.

Also for your dogfighting enjoyment, there are two distinct possibilities for you. The first is, when you get your free Klingon character, to try out the Bird Of Prey (BoP). Its the most fragile ship type, but it turns on a dime and almost plays like a giant starfighter.

The second option is when you hit Rear Admiral on your Federation character, spend your rank ship token on a Patrol Escort (which can do the same dual-shield trick as a cruiser), and then on the Exchange you can purchase a Mirror Universe Assault Cruiser or Mirror Universe Star Cruiser for pretty cheap (something like 200,000 EC, which isn't much) which are the same as normal starfleet cruisers just with the appearances switched. Then you can fly the escort when you feel like a guns-blazing dogfighter, or the mirror cruiser when you want to be a beam broadside boat, both on the same character.

And just read around here and the stowiki.org and you'll learn a lot. Enjoy and good luck!
Captain
Join Date: Jun 2012
Posts: 1,063
# 8
09-06-2012, 01:12 AM
Quote:
Originally Posted by britrabbit View Post
Hey! I'm trying to get into STO right now and I have *no* clue were to start, even the guides are confusing me a lot right now, so could anyone give me a few odd bits of help? Or maybe a Christmas dinners worth?

It will obviously help if I explain what I'm after, now, although I *love* fighter aircraft, from what I know of Star Trek, there is practically no such thing and the closest option seems to be escort ships which do not tickle my fancy. So I'm going straight to my other love of capital spaceships, basically the cruisers. What I'm ideally after is a cruiser that can take a lot of damage and at the least, return a solid helping of it and in general be very survivable.

However my first problem is that I'm wary of Engineers on the ground as I'm iffy on my ability to micromanage lots of turrets and things, the other option I considered is Tactical but I have heard they are delicate and after trying Blaster in City of Heroes I am *VERY* wary of delicate classes. From what I gather the best option here would be to pair up an Engineer with a Cruiser although I admit, if the Tactical isn't *that* squishy on the ground and wouldn't make a cruiser too fragile, I'd be half tempted to go for Tactical.

Aside from the class issues I'm also wondering what traits to nab and what race to go for. If I ever make a KDF character then I'd go for a Ferasan as by then I might be willing to get Zen points, right now however I'm unwilling to blindly pay any money just for a Caitian and I'm not too sure how well I'd be able to create a race from scratch. Now, I'm not after a powerbuild here, however solid, useful trait suggestions are welcome as well as any interesting races that'd be worth a shot. As long as they won't be hard to play or if it comes to it, role-play. (As I know next-to-nothing about the Star Trek setting, having only watched ST:NG and ST:Voyager here and there as well as a bit of Enterprise and I'd rather not look like an idiot if I ever get into the Roleplaying community here.) Human seems to be the obvious choice but I would like to try one of the alien races as hell, its Star Trek, aliens are half the fun.

After all that, suggestions on skills to go for, to avoid and how much to put in what and how much to avoid putting in would be wonderful.

Sorry if thats all confusion/rambly/waffly or just too long but I figured the more information the better.

OK, I'm probably going to get lynched for some of this, so let me start off.

1) Tacs and cruisers CAN MIX. In fact, they are the most common combination in the game, I think, and by a wide margin. While you may not be optimal for PvP, most of the hardcore PvP ultra-optimize down to the last skill point, and I doubt a beginner really wants to do that. I have two mains - a tac and engineer - and I use cruisers with both, and they do pretty well IMO.

2) Engineer vs. tactical - basically engineer is tough, tactical is DPS. The two however are optimized for that; it is not that tacticals are frail waifs that kill with a look, nor is it that engineers are invincible bastions that would struggle to kill a fly. Tactical is probably the "simplest," but engineers are not as complicated as some might have you believe. On the ground, while you do need to strategize a bit (as you do with ANY class), a lot of the goodies you build, they take care of themselves once placed. All you have to do is know if they blew up or not and/or you should place a new one. (Note that with most you can't have more than once of a particular type up at once - if you build a new one, the old one disappears. This is not as bad as it sounds.) Long story short, engineers tend to be petspam plus regen, and tacs are high-grade firepower, albeit you can uprate their survivability a lot with consumables. Also note that ANY class will be crummy for the first 10 levels or so. Your first ship is basically a crate with nacelles.

In terms of races, humans are solid and well-rounded, and unlike most, their default traits include a space trait. However, Aliens are the most customizable. One thing to note is that most races have their default traits biased STRONGLY towards ground - for instance, Vulcan goodies are mostly focused on ground. However, know what you're picking trait-wise. It helps a lot, trust me. If you're really interested in it, take a look at power levels and the like so you know what's being talked about with warp theorist.

Some fairly solid traits include, IMO (and noting that I do NOT have experience with all of these):

For ground:

* Peak Health - flat-out extra HP. Often just enough to save your butt.
* Soldier - hit harder. Always good.
* Lucky - IMO kind of a poor-man's Soldier. It's recommended by the STO Wiki. Dunno if I'd be too happy with it, but if you go human and want a bit harder hitting this would do it.
* Creative - I'm not sure how good this one is but I'm pretty sure it's solid for an engineer or a science char.
* Telepathy - Helps you get a bit more of an edge on foes.
* Mental Discipline - I'm iffy on this, because Peak Health plus a healthy apportioning of stats into Willpower seem to do a better job at protecting you from what MD is supposed to. However, any boost is good for this.

For space:
* Accurate - hit more accurately. This is a lot more helpful than it sounds at first, because this overflows into your critical chance.
* Elusive - dodge more. This again is more helpful than it sounds.
* Warp theorist - This gives a boost to your ability to generate power in your ship. The first boosted will give you something along the lines of +.5 points of power in every system (warp core potential). This is a small boost, but it can add up over time. This is especially important when combined with the second stat it boosts (Starship Electroplasma Systems), which helps not only with the rate of transfer between systems (e.g. if you want to dump all your power into shields from weapons), but also the Emergency Power abilities, which are often rotated on many builds for considerable boosts.

I would STAY AWAY from any ground traits focused on melee, e.g. Physical Strength, they just aren't worth it. Also I would think long and hard before getting any trait that's essentially a power, e.g. Mind Meld for Vulcans. While these are good for experienced players that know what they're getting into - I've seen a few melee specialists, for instance - you're a beginner and you'd probably regret it. Also note that all of this is off the top of my head.

In terms of RP, it's entirely viable and there are a lot of RP communities around STO. Don't be discouraged if you don't get a bite right away, it does have some slow periods. Although I don't really RP with others, I write my own story/RP with myself in my head, so I know a few RPers. I would not worry too much about your game build for RP purposes, especially if it's not an overly-obvious ability - for instance, my main tactical toon does not have Telepathy or Mental Discipline as a power, but is a partial psychic and incredibly resistant to mind control, and that'd be OK for RP purposes in general. Although I did dump lot of points into Willpower to reflect this.

For reference, my two mains are a tactical Alien (human hybrid with Betazoid and El Aurian) with Soldier, Peak Health, Accurate and Elusive, and a human engineer with Teamwork, Leadership, Peak Health and Warp Theorist.

As a final note, most traits don't show up all that much at end game. My personal belief is that some of them do have a noticeable impact (esp. Peak Health, Accurate and Elusive), but a lot of people disagree, and "noticeable" does not mean "always makes a difference," it may mean that the little damage floater reads '57' instead of '55' when I shoot a bad guy in the face. So while your traits are unchangeable, having bad traits is not in itself a good reason to scrub and start over on an otherwise perfectly good character.

Also, this is all IMO, I'm not the best player, YMMV, etc.

Good luck and have fun!
Captain
Join Date: Jun 2012
Posts: 1,063
# 9
09-06-2012, 01:17 AM
Quote:
Originally Posted by kylesal24 View Post
Welcome to the game! The capital ships are the Oddy, and the Atrox carrier. If you have money to spend, ($25), I would get the Atrox. I am a Tactical in it and I can survive anything and do very good DPS.

If you don't like escorts and don't feel like getting a carrier then I would go Engineering or Science. On the ground you just place the turret and keep fighting, no micromanaging needed.

Anything else?

Kyle
I would also suggest as capital ships the Galaxy-X Dreadnaught (which kind of requires experience and a specialist - it's front-mounted BFG is not all that it's cracked up to be), as well as possibly the Assault Cruiser or Assault Cruiser Retrofit. Note that the AC's are not quite capital ships in the sense of 'massive supercruiser' or 'carrier' as the others are, but they would be a good solid battleship to lead a task force, are strong enough to weather a beating, and a bit more nimble than their larger counterparts.
Ensign
Join Date: Sep 2012
Posts: 20
# 10
09-06-2012, 06:29 AM
This is all insanely helpful information right here, thank you all very much! I should be able to step into the game now, I'll try tactical/cruiser at first. Perhaps a human with the warp theorist/peak health. Anyhow, hopefully I'll have great fun with it.
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