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well u want to get ablative shell from the exchange (personal trait)
then there is a doff that gives +8s on reverse shield polarity (which u shoudl use)
attack pattern delkta prime (from exchange) + use attack pattern delta ofc^^
the 1st things that came to my mind
so tank = u want to pull the aggro OFF any1 else yes?
ok so u need to do soem dmg aswell
u need all ur sci consoles with +agro (get em from fleet embassy in mk X then upgrade to mk15 its cheaper tha ngetting em mk12)
def SKILL agro controal in ur skilltree (its a toggle now so u need to put it in ur tray and activate it)
+I dunno ur ship got +agro command aura...if so use it ofc
Though I regret I can't help you with the ship build I can give you some pointers about the rest:
(ground) skills haven't changed much themselves, however how you obtain and apply them has. The old kits are now replaced with a new kind of kit which offers up to 5 slots for kit modules. These modules can be bought, looted, earned and crafted and can be slotted into the kit frames. Each has a seperate department within the exchange, you'll figure it out soon enough.
Speaking of crafting: the old system has had a total overhaul, the old elements have been replaced and have their own inventory. Crafting assignments can be found in the Research and Development tab in your assignment menu.
About the specialisations: these are an expansion to your old perk tree. You might have noticed that the level cap has been increased to lvl 65 (rank Fleet Admiral/Dahar Master), gaining experience beyond that level will result in perk points which you can spend in your specialisation tree. This will keep going as long as you complete missions, doffs and admiralty assignments (doffs for ships).
It all comes down to seeing for yourself, indeed a lot has changed but IMO it's been for the better. Go out there and explore, that's what you came for right? LLAP
Thanks for the run down. I remember them talking about being able to tailor make your own kits but it was never done when I was around, I guess this is that system.
There's a metric ton of stuff to sift through which is nice.
The ship is designed to jump into huge fights and fire turrets and beams like mad whilst spamming fighters.
Any tips on how to increase my survivability using the specializations and such?
Thanks.
Would I go command for secondary? To buff the pets? If that's how it works!
Unless the other members of the team are specifically building for threat reduction it is pretty much a waste of time to try to pull agro off of them regardless of how much you build for it. Most of the time DPS players (which is... most of them) will use all console and trait slots to maximize damage and occasionally a tiny bit of survivability... they're not going to work with you to give you the agro unless you're a very organized team that does very difficult content. If ever.
The best you can hope for in STO for being a "tank", generally speaking, is to take as much random damage as possible pending the high DPS players hitting those enemies with much of anything... soaking the hits from enemies that aren't yet being directly engaged by them.
That shouldn't be an "and" - you should be using beams OR turrets... and for what you're thinking it should really be beams so you can use FAW to get the attention of as many enemies as possible.
You're going to want Miracle Worker as primary, and Strategist as secondary. Miracle worker is going to buff your hull healing, which is certainly what the Sarco is going to focus on in terms of survival, and strategist adds additional temporary hull points whenever you use your heals, which compliments your House Mokai fighter effects.
Use traits that improve your hull, resistance, threat and healing. examples:
Personal:
Biotech Patch (+20% hull healing)
Menacing (doubles chance of threatening stance proc)
Context is for Kings
Repair Crews
Bulkhead Technician
Crippling Fire
Space Rep:
Hull-Repairing Nanites
Nanoprobe Field Generarator
Energy Refrequencer (maybe)
Active Hull Hardening
Starship:
Honored Dead (great survivability even nerfed to half strength)
History Will Remember (the stacks just keep on comin')
Radiant Nanite Cloud (major bonus healing)
Shield Overload (if you're using EP2S)
Going the Extra Mile
Majority / Minority (works well in conjunction with fighters)
----
I'd also suggest Hive Defenses, since you'll be taking a lot of hits... which will field even more pets to fight with. If you ever have a chance to pick up the hurq science ship, the trait that comes from that goes well with the sarco, since the sarco is launching fighters all the damned time. If you put in two launch doffs you can drop your aux power to almost minimum and still be launching fighters faster than it takes for at least one hangar to be ready to launch again.
Amazing!
Thanks for the run down of stuff.
I have actually already got 2 flight deck doffs in place which has me launching every 6 seconds with low aux. Pretty good.
Thanks!