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Star trek online dps beam baot 20181/2/2024 ![]() ![]() and that's not even getting into duty officer abilities. There are loads of different abilities, and combinations. Gathered up enemies mix well with the above tactical abilities, too. Without consoles and traits boosting it, the negative repel won't be all that strong, but it can be plenty for normal content. If you have enough science seating you can also look at fielding "Gravity Well I" to help gather smaller enemies together. You can certainly look at shield healing abilities, but I find them to be lackluster. Those will help you fight groups of enemies.įor science you want "Polarize Hull" to break free of tractor beams, which enemies love to use. The engineering ability "Emergency Power to Weapons" helps with this, especially if you pair it with the starship trait "Emergency Weapon Cycle" which, for the whole duration of E2W, gives you a -50% weapon power cost, and a 20% firing haste.įor tactical I'd say get yourself "Fire All Weapons III", some rank of "Distributed Targeting" and maybe, when you can afford it, "Kemocite Laced Weaponry". Traits like "Radiant Nanite Cloud" and "Going the Extra Mile" will buff your self-healing.įor damage your main concern will be managing weapon power - you need it to be, and stay, as high as possible to keep your damage up. for heavy tanking you'll want "Emergency Power to Shields" as well, though that will tend to diminish your damage until you get enough CD reduction (to reduce cd from 45 to 30). On the survival side of things you'll want your engineering stations to cover the hull-healing abilities like "Engineering Team" and "Aux 2 SIF". The more you play the game the more this will become obvious, and to an extent, intuitive.įor a beam boat, especially cruiser-style play, there are some go-tos. ![]() but your selection will also depend on the traits you slot (and have available). Space builds involve a lot of interplay between different things, and certainly boff abilities are one of them. Originally posted by Lightningshattr:Hello, im looking for experianced players who can help me set up the correct skills for my bridge officers, its all a bit confusing what skills to pick and so i need some experianced help in what bridge officer skills are the best to use. Get yourself an account bank when you can either by selling dilithium or dropping the dollars, it's an immeasurable quality if life improvement and all the credits you spend tricking out your ships can still be working for you when cannibalized to build up your alts. Once you get yourself a tactical ship with 5 weapons in the front and 3 in the rear those are a trip though and dual heavy cannons with rapid fire on are a delight.then victory barrel roll through the sploding enemy shipzies WOOT! After awhile this build will get you down because it's a conservative slow kill though and fights will take some time as you're just wearing down the mountain with a rain of beam arrays but it's a good forgiving first build type. since you're just tanking and circling like a shark to broadside the baddies and not doing strafing runs and spinning about in 180's you might want to drop your engines and auxilary power to keep your weapons and shields power high. ![]() tactical boosting your beam types and then draw down from that for any unique devices you want because diminishing returns, neutronium is the expensive one but still cheaper than trying to BiS everything. neutronium engineering consoles to tank up ur resist never hurts and either shield cap or shield regen for your sci. power is always a bit of a problem with beam boats so you'll want to have weapon batteries for one of your devices. Personally I dig pilot and command for specialties because pilot barrel rolls >8) and command +% xp but miracle worker is tempting. Thats the bare bones pretty much and from there you can start to tweak things to your preferences with a decent safety net of surviveability and grow into your playstyle. Beam at will for mines and torpedoes but be careful as they'll draw aggro so use defensively, 2 seperate beam overloads so you can drop it every 15 seconds. all 3 teams of course sci/ eng/ tactical. Polarise hull to dump tractor beams, hazard emitters for their shed too, the rest of sci and engineer boffs pretty much shield and hull heals except for an attack or two if you double up or have a 4 slot like maybe a tractor beam or an aceton or something, dealer's choice. ![]()
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