STO skills

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posted on April 14th, 2012, 6:02 am
Tactical officer skills, rare is there a clunker from what I can tell.
Engineering officer skills a few but lots of super useful powers.
Science powers, I'm really really hard pressed to find more than 3 useful powers. Transfer shield strength and hazard emitters and possibly the tractor repulsion ability.
posted on April 14th, 2012, 11:54 am
Last edited by Quatre on April 14th, 2012, 1:32 pm, edited 1 time in total.
Tac:
Granades (all are good, ground)), beam fire at will (clears minefields and fighters or a lot of damage against one target, but just if no other targets in range), beam overload (a lot of damage against the shield of one target), beamtarget (subsystemdisabling, good everytime), torpedo high yield and spead (for one big or more then one target, depends on situation, but spread should be usefull more often), supressing fire (ground), target optics (ground), Attack Patterns (depends on situation), Cannon rapid fire or scatter volley (see torpedos, just for cannons, including turrets), Overwatch (ground, damage resisence is good everytime), motion acceleator (ground),

Sci
Gravitywell (hold and damage), Hazard Emiters, Jam Sensors (make yourself invisible and not targetable for your target), Polarize Hull (against Traktor), Tachyon Beam (kills enemy shields), Traktor (sometimes)
Tachyonharmonic (Ground, kills shields), Medical Tricorder (Ground healing, more often usable then hypos), Transfere Shieldstrengh, Electro Gravitic Field (ground, very nice thing), charged partikle burst (against clockers), energy sypion (reducing systemenergy is allways good), Tykens rift (hold and energyloss down to min), Hyperonic Radiation (dot), Stasis field, feedbackpulse (bad for klings in bops with high damageoutput), photonic officer (but some dofs do the same), viral matrix (disables all subsystems exept shields on after the other), Anesthiszin Gas (ground), dampening field (ground), photonic shockwave (high damage, even higher if you killed shields bevore).
Sci is for  disabling, dot or supporting.

Tec
Mine Barrier (ground, if layed right very usefull), Quick Fix (ground, when you use turrets), shieldrecharge (gorund, see medical tricorder just for shields), weapons malufunction (ground, not shooting enemys), Emergency power (Subsystempower: Weapons = Energyweapondamage, usefull with abilitys that use energy like beam overload or cannon fire, Shields: rechargerate of the shields, auxillirary: Damage of some abilitys like gravity well), Engeneering Team (HP heal), Weaponturrets, Shield and Healthgenerators (ground, when placed correctly very good and aditional targets for the enemy, Weaponturrets with shield (Version II upward) and Shieldgenerators are evil against NPCs), Auxilary to... (good if you need the power elsewhere, depends on situation), Boarding Crew (disables subsystems, officerabilitys and kills crew = slower hull repair, realy usefull in PvP and againststrong NPCs), extend shield (just usefull in teams), reverse shield polarity (extremly usefull, getting hit by energyweapons will heal your shield), cover shield (ground, if placed right to cover shield and healthgenerators, exept that not realy), quantum mortar (ground, long weaponrange, high damage, takes a while from aming to hitting and enemy can rund out of the impactarea), Aceton Beam (against realy strong groundtargets), eject warpplasma (just fly into it one time and you will know), fuse armor (ground, dot), support drone (ground, as a 6. target)

All are very usefull but some depending on your groundteam, your ship and the weapons you are using.
posted on April 14th, 2012, 7:13 pm
Which skills you need also depends on your playstyle. If you're using a science-vessel for example, you don't need a tactical officer with subsystem-targeting specials.

Energy Siphon is a greaaaaaaaaat power for science-officers (so is viral matrix). Engineering powers in general keep your ship intact as good as possible as well as some like Boarding Team make your targets suffer under system failures. The STO-forum includes a section for ideas and guides for useful character-builds. It's worth a look, as you get hints and tips for the correct situational use of certain abilities you right now think of as useless.

for character-builds, check here:

Character Builds and Powers - Star Trek Online Forums

for the bridge-officer-abilities, check here:

Bridge Officers and BOff Powers - Star Trek Online Forums
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