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I think the Covariant ones are best if you are an engineer. They can really take a pounding and if you use your skills correctly, they will last even longer.
When you get the really good skills: Brace for Impact, Rotate Shield Freq as a captain, this bolsters your already strong shielding. A good Covariant shield with a brace for impact can take like 15 mine hits and not flinch.
In a cruiser it is almost a certainty you have some sort of "emergency power to shields" setting. This gives you a big boost to regeneration and can get overcome the weak regen of the covariant sheilds. The same thing goes for smartly using a "shield battery".
I usually run with close to a full power to weapons, with the Covariants, but if things are looking somewhat troublesome, I can switch even more power to the shields to bolster a quicker regeneration rate.
So to sum up for me, the engineering skills seem to overcome the slower recharge time, and the overall strength of the shields can win the day for you in many battles.
Best level resilient shields with a disruptor resist bonus. They're good for everything up to level 30 due to all npcs using disruptors for those levels:
Klingon, Romulan, Gorn, Nausicaan and Orion all use disruptors. When they can't bring your shields down fast enough with their disruptors, tanking torpedoes and mines becomes automatically easy. I believe however when you get to the Cardassian mission arcs, you'll need shields with a phaser resist bonus.
Yeah..they make it a tough decision by offsetting all the plus with a minus...
I personally go with
1.) Absorption percentage
2.) Recharge rate
3.) Max HP...
It has served me well.... But I sometimes have to think about it each time even so....
Sometimes the recharge is so low that it offsets the mega-size HP imho... a shield that takes forever to recharge is (in my opinion only) the worst way to go...
Don't try "hull tanking". That just doesn't work. If the enemies are hitting you hard enough to actually get your shields down, then your hull is going to be slagged in about 10 seconds. As soon as your shields are down, the next torpedoes or mines that hit you do massive damage.
In my opinion for a cruiser, the regenerative shields are the best. In easy encounters that don't last long, it's not going to matter what shield you have. If the enemy ship dies quickly it most likely isn't a major threat and isn't going to be putting out that much damage.
In a challenging encounter, the battle will last long enough for regen shields to come out ahead. If you're being pressured and you put yourself on shield power setting, you'll be regening at three times the normal rate and regen catches up that much faster.
Generally if a group of enemies hits you so hard that you absolutely can't maintain your shields with power transfer and Emergency Power to the Shields, then the extra capacity of a covariant shield is only going to last a few seconds anyway.
The extra 5% shield absorption doesn't matter much on a cruiser with a strong hull. On a science ship, which has pretty strong shields but a weak hull, those might be a good choice.
For an escort that doesn't plan on taking a lot of fire, the higher capacity shields are probably better, because they allow for more hit and run tactics. Head in, nail the enemy and then get back out of range before drawing too much fire. If you're not going to sit there slugging it out then going with a regen shield won't benefit you.
This is exactly how I feel about it. Once I switched to regen shields on my cruiser in beta on a whim....I NEVER looked back. Alphas can be a problem, but being an engineer and having access to shield resistance takes care of alot of that (rotate shield frequency FTW!)
Don't try "hull tanking". That just doesn't work. If the enemies are hitting you hard enough to actually get your shields down, then your hull is going to be slagged in about 10 seconds. As soon as your shields are down, the next torpedoes or mines that hit you do massive damage.
Bear in mind I didn't suggest trying to hulltank. I said that you shouldn't be afraid, in a cruiser, to hull tank a little bit. One of the biggest mistakes a Cruiser captain can make is freaking out if their shields are about to fall and trying to spam power over to that side like its going out of style. This can leave you open elsewhere for a more deadly salvo.
Your better option is to start to turn, rotate the power three or four clicks at most and if the shield falls you won't be too bad off if you're just taking cannon/beam fire, it's just the mines and torpedos you really have to worry about.
Ending a battle at 60-75% hull shouldn't even phase a Cruiser pilot in the slightest if it's a tougher battle. Ending a battle at 30% means you've taken the statement of "don't be afraid to let your hull get hit" way out of proportion to "you can just hull tank".
People are saying they use engineering to buff lower cap shields; I do it the other way. I use covariants and use my engineering/science skills to recharge. Emergency power to shields, science team, rotate shield freq, shield battery... then to top it off if I'll switch to max shield power if I'm on cool down for all those to boost recharge between encounters. With a cruisers I have enough hull to not need the bleed through... with that many shield regen options why would I ever lower my capacity?