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Captain
Join Date: Nov 2012
Posts: 1,039
Okay everyone, one of the problems with the new "Preset Philosophy" is that, thanks to removing trait selection from character creation, you have no idea what traits a species is eligible to choose for traits. Sure, you know you get the 4 shown, but what can you actually choose once you enter the game, rank up and/or respec?

Well, since the list is nowhere to be found in character creation, I'm going to do the work for you. Consider this my feedback on what is missing from character creation as well as a public service. Cheers!

Note: unlike the Romulan version, I will be posting one species at a time. I don't know about you, but this would end up as too much of a giant wall of text for me if I had to read it all at once. The Federation list will be worse still, as we have a wide variety to choose from... but anyway, please no replies until I get the Alien species done. I am doing them in order of how they appear in the character creation list.

[Edit] The list of traits by career can be found here: Federation faction eligible traits - Career



Human

Required
---Species:Human Increases Subsystem Repair and Hull Regen Rate in Space; Increases team exploit damage on Ground

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Aggressive Increases Damage and Threat Generation
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Soldier Ranged Weapon Damage and Crit Severity
---Stubborn Resist Hold, Snare and Placate
---Sure Footed Knockback and Root Resist
Captain
Join Date: Nov 2012
Posts: 1,039
# 2
05-25-2013, 01:14 AM
Andorian

Required
---Species: Andorian On Ground: +Damage for each point of missing health. This bonus increases greatly as your health nears zero.; On Ground: +10 Perception, +10% Exploit Damage, +25% Resistance to Flanking damage

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Aggressive Increases Damage and Threat Generation
---Cold Dwelling Resist Slow and Root
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sure Footed Knockback and Root Resist
Captain
Join Date: Nov 2012
Posts: 1,039
# 3
05-25-2013, 01:21 AM
Bajoran

Required
---Species: Bajoran On Ground: +0.2% Healing to Shields and Hitpoints; On Ground: +10% bonus to healing abilities used on you, +0.1 Regeneration

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Aggressive Increases Damage and Threat Generation
---Covert +Stealth and Exploit Damage
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Soldier Ranged Weapon Damage and Crit Severity
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist
Captain
Join Date: Nov 2012
Posts: 1,039
# 4
05-25-2013, 01:27 AM
Benzite

Required
---Species: Benzite On Ground: Resistance to Physical and Energy damage. On Ground: Resistance to Toxic and Radiation damage.

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Efficient Captain +Warp Core Efficiency (+All Power Levels when low power)
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Acute Senses +Perception, +Exploit Damage, +Res(Flanking)
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist

*Note the ability to benefit from both Species: Benzite and Resilient.

Last edited by breadandcircuses; 11-12-2013 at 12:36 AM.
Captain
Join Date: Nov 2012
Posts: 1,039
# 5
05-25-2013, 01:32 AM
Betazoid

Required
---Species: Betazoid On Ground: +10 Perception, +1.5% Expose Chance, +1 sec Expose Duration. On Ground: Reduced Threat, Increased Team Regeneration

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist
Captain
Join Date: Nov 2012
Posts: 1,039
# 6
05-25-2013, 01:41 AM
Bolian

Required
---Species: Bolian On Ground: Chance for Toxic DoT against attackers who bite you. On Ground: +Maximum Hitpoints, +Resistance to Toxic

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Efficient Captain +Warp Core Efficiency (+All Power Levels when low power)
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist
---Teamwork +Team Exploit Damage

*Note the ability to benefit from both Species: Bolian and Peak Health.

Last edited by breadandcircuses; 11-12-2013 at 12:35 AM.
Captain
Join Date: Nov 2012
Posts: 1,039
# 7
05-25-2013, 01:51 AM
Ferengi

Required
---Species: Ferengi +10 Perception, .25 Flank Damage Reduction, +10% Exploit Damage, 20% energy credit/gold-pressed latinum store discount, +.33 Resistance to Toxic and Radiation

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Aggressive Increases Damage and Threat Generation
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist

*Note that the Ferengi are one of the few whose species trait encompasses the effects of more than just two optional traits: Acute Senses, Natural Immunities, and the EC/GPL discount.

Last edited by breadandcircuses; 05-25-2013 at 01:57 AM.
Captain
Join Date: Nov 2012
Posts: 1,039
# 8
05-25-2013, 02:09 AM
Pakled

Required
---Species: Pakled +4% Critical Chance, -30 Stun Resistance Rating, -30 Confuse Resistance Rating, -30 Placate Resistance Rating

Space
---Accurate Increases Ship Weapon Accuracy
---Elusive Increases Defense

Ground
---Acute Senses +Perception, +Exploit Damage, +Res(Flanking)
---Aggressive Increases Damage and Threat Generation
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Natural Immunities Radiation and Toxic Damage Resistance
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Physical Strength Bonus Melee Damage
---Resilient Physical and Energy Damage Resistance
---Soldier Ranged Weapon Damage and Crit Severity
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist

*Note that Pakled are the only species with an innate vulnerability as part of their species trait. For space traits, they also only receive access to Accurate, Elusive, and the Career traits. If you see an actual Pakled in-game, that player deserves your respect.

Last edited by breadandcircuses; 05-25-2013 at 02:26 AM.
Captain
Join Date: Nov 2012
Posts: 1,039
# 9
05-25-2013, 02:19 AM
Rigelian

Required
---Species: Rigelian <Spirit Walk Ground power: Upon Activation:> +60 Hit Points, +9 Hit Points/sec for 6 secs, +100 All Damage Resistance Rating for 6 secs, <1 min 30 sec recharge>

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)
---Warp Theorist +Warp Core Potential and EPS (+Subsystem Power, +Power Transfer Rate)

Ground
---Aggressive Increases Damage and Threat Generation
---Creative +Damage on Kit Powers, +Healing on all powers
---Limited Telepathy +Perception, Expose Duration, and Res(Flanking)
---Lucky +Critical Hit and Expose Chance
---Mental Discipline +Res(Psionic); +Res(Confuse, Placate)x
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Resilient Physical and Energy Damage Resistance
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist
Captain
Join Date: Nov 2012
Posts: 1,039
# 10
05-25-2013, 02:33 AM
Saurian

Required
---Species: Saurian +10 Plasma Damage Resistance Rating, +40 Toxic Damage Resistance Rating, +25 Fire Damage Resistance Rating, +10 Perception, +5% Exploit Damage, +20% Resistance to Flanking Damage

Space
---Accurate Increases Ship Weapon Accuracy
---Astrophysicist +Starship Particle Generators, Flow Capacitors and Sensors
---Efficient Captain +Warp Core Efficiency (+All Power Levels when low power)
---Elusive Increases Defense
---Techie Increases Hull Repair (+Heal, +Regen)

Ground
---Aggressive Increases Damage and Threat Generation
---Covert +Stealth and Exploit Damage
---Creative +Damage on Kit Powers, +Healing on all powers
---Lucky +Critical Hit and Expose Chance
---Peak Health Toxic Damage Resist; Bonus Hitpoints
---Physical Strength Bonus Melee Damage
---Resilient Physical and Energy Damage Resistance
---Soldier Ranged Weapon Damage and Crit Severity
---Stubborn Resist Hold, Snare and Placate
---Sturdy Physical Damage Resist; Knockback Resist
---Sure Footed Knockback and Root Resist

Last edited by breadandcircuses; 11-12-2013 at 12:37 AM.
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