Of course, if you're in a good, actrive fleet, some vet might simply outfit you with a set of crafted consoles and weapons of your favorite type. Doesn't even have to be your long-term plan just assemble a set of your favorite energy type on the side (pro tip: use docked ships for free storage).Ĭonsoles, you'll probably want to bite the bullet and get a set of energy type tacs from the exchange. you can actually fill your weapon slots with free VR Mk XI(I) stuff faster than with any other type. Still, energy type doesn't really matter that much for a ship that doesn't have a type-specific console.įor a new player, going Polaron can make sense as that one is supported by more reputations than any other, i.e. Phasers are a rather meh damage type, really the other procs are usually more useful than systems offline. (Top-tier cannon builds will often forego even having a torpedo, though imo for newer players in PvE it's better to keep one.) You want tac boff abilitites to apply to all your energy weapons, so you use beams or cannons.Įscort is normally a ship class to go dual heavy cannon with: it's maneuverable enough you should be able to position yourself so your main target is in their arc. You don't mix beams and cannons (including turrets). There are also reputation and unique starship consoles and sets that can give bonuses to damage output, and engineering consoles that boost starship weapon power level Tactical consoles are available to boost each weapon base damage type (avoid general boosters if possible as they are only about 2/3 as effective) There are missions that do award very rare weapon capacitors of varying types. Using an escort's maneuverablity I might be tempted to use cannons However, there are many hybrid types and special types of each and also special modifiers only available through crafting If I remember, the base weapon attachments are: 360 cannons are relatively weak to most other weapons, but do givve that full 360 arc. 360 beams are available, but only 1 crafted, 1 reputation purchase, and 1 loot can be equiped. Thanks: /u/dangersandwich for the CSS & /u/thecipher for the logo/header image.It depends, there's so much to choose from, and so many special weapons.Īs a base, beams have wider firing arcs, but do somewhat less damage, while cannons and dual cannons have much narrower arcs, but comparatively better damage and 1 more shot per cycle. VGER - Visual Glossary for Easy Reference.STOWiki - Table of consoles with icons and effects.If you wish to join us for build discussions and talk on discord, we have our own little corner on the Main Discord for r/sto simply join it and navigate your way to STOBuilds Chat! A list of additional rules can be found here. Please limit your self-promotion here as that is not the purpose of this subreddit. While other formats (such as STO Academy links) are not prohibited, the preferred STObuilds template format went through considerable community effort to ensure completeness and clarity.īuild posts with major omissions (or any posts that do not otherwise meet standards) may be removed at moderator discretion and their authors asked to repost more completely or in the Megathread. Non-build discussion posts are welcome but must involve significant effort.īuild posts are only effective when clearly communicated. "Quick questions", "Give me a build for x" topics and other short format posts are welcome - but belong specifically in STObuilds' weekly Megathread. Reading the entire sidebar is required before posting.Įffort is paramount here in communicating your builds and ideas. We're a subreddit that discusses builds and mechanics for Star Trek Online ground and space content. List of Auto-Execute Abilities on Console Spreadsheet
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