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neuro1g

The Baby Step Series Part 1: The First Step - Level 40 T5 Assault Cruiser Leveling Build

Guide

The Baby Step Series Part 1: The First Step - Level 40 T5 Assault Cruiser Leveling Build

Part 2: https://www.reddit.com/r/stobuilds/comments/k8ultu/the_baby_step_series_part_2_the_next_step_fresh/

Part 3: https://www.reddit.com/r/stobuilds/comments/k9jct6/the_baby_step_series_part_3_the_last_step_level/

Build Info

"Hi, and welcome to part 1 of the Baby Step Series!

STO is terrible at teaching new players how to build their ships and unfortunately there is a lot of junk for them to sort through in order to figure it out. In this post I hope to give an example of what a good ship build looks like using the best basic gear, that can be used as a template for free/scaling T6 ships from low levels up to level 50 on normal difficulty, and allow new players to push forward on to more advanced builds.

I chose the T5 Assault Cruiser as the base since the Sovereign is a fan favorite, is performancewise one of the better options to choose from at level 40, and is arguably a better platform than the Galaxy option given at level 61. Cruisers using beam array (BA) broadside builds are also typically the best option for new/less experienced players. They have a lot more wiggle room concerning weapon firing arcs (easier to keep fire on targets), hull values (higher hull capacity and damage resistances), and access to engineering bridge officer (boff) abillities that can help with survivability.

In my opinion, escorts using dual cannons (DC)/dual heavy cannons (DHC) + turrets would be the next step after mastering cruiser play, with science vessels using exotic abilties and torpedoes (scitorp) being the next step after mastering escort play. Of course, this is just my opinion. You can start off in a science vessel or escort and master those kinds of ships first, but the learning curve would probably be a bit steeper.

Let's go to school!"

Player Information

Player Info--------------
Captain NameAll da capitans ;)
Captain FactionAll, though KDF and Rommys will be a bit different as this is focused on a FED ship and phasers.
Captain RaceAll. Captain race is unimportant outside of space barbie, though aliens are generally better because they get a 10th personal trait.
Captain ProfessionAll. Captain career has nothing to do with ship choice or build. If you want to chase DPS, go tac.
Primary SpecializationNone because noobs won't have this yet.
Secondary Specialization""
Intended RoleTo not suck while leveling.

Skill Tree

  Engineering Science Tactical 
Lieutenant Hull RestorationHull CapacityShield RestorationShield CapacityAdvanced Energy Weapon TrainingAdvanced Projectile Weapon Training
        
Lieutenant Commander Improved EPS FlowImproved Impulse ExpertiseControl ExpertiseDrain ExpertiseImproved Targeting ExpertiseImproved Defensive Manuvering
5 Points         
        
Commander Hull Plating Shield RegenerationShield HardnessAdvanced Weapon AmplificationAdvanced Weapon specialization'
15 Points       
        
        
Captain    Advanced Long Range TargetingAdvanced Hull PenetrationAdvanced Shield Penetration
25 Points      
       
        
Admiral Warp Core PotentialEngineering Readiness Scientific ReadinessCoordination ProtocolsTactical Readiness
35 Points    Defensive Coordination  
  Warp Core Efficency   Offensive Coordination  
        
Total of 46 of 46 Points Engineering Points:10Science Points:10Tactical Points:26

Skill Tree Unlocks

Points to unlockEngineering UnlocksScience UnlocksTactical Unlocks
Unlocks After 2Training Manual:Training Manual:Training Manual:
Unlocks After 5Battery ExpertiseSector Space Travel SpeedThreat Control
Unlocks After 7Training Manual:Training Manual:Training Manual:
Unlocks After 10Maximum Hull CapacityMaximum Shield CapacityProjectile Critical Chance
Unlocks After 12   
Unlocks After 15  Energy Critical Chance
Unlocks After 17  Training Manual:
Unlocks After 20  Defense
--------------------------------------------------------
Unlocks After 24 (Ultimate)  Focused Frenzy
Unlocks After 25 (Ultimate)  Frenzied Assault
Unlocks After 26 (Ultimate)  Team Frenzy
Unlocks After 27 (Ultimate)   

Skill Tree Information

"My balanced tactical ultimate for leveling. First of all, in most cases the tactical ultimate skill tree is the best option from a performance point of view. This is because taking most of the nodes in the tac part of the skill tree is a significant boost to damage, which is basically what space combat in STO is all about, and the added clicky damage ability 'Focused Frenzy' doesn't hurt either. Then, by taking 10 points each in eng and sci I'm still able to get a decent amount of added skills to enhance my non-damage catagories like hull, shields, resistances, power, mobility, as well as the hull/shield cap unlocks at 10 points spent. The 3 nodes in Coordination Protocols are also great for group content as a whole team of players using these will give nice buffs for everyone. For a leveling build I also take a point each in the readiness skills, because boff ability cooldown reduction (cdr) is super-important for high-performance, and with these points taken and used along with the science boff ability Photonic Officer (PO), abilities are often at or close to their minimal cooldowns (more on this in a bit).

When building a skill tree for directed energy weapon (DEW) builds, two things outside of the tac tree must be taken. In eng always take Improved EPS Flow as this basically helps weapon power recharge faster after a firing cycle. Next in sci, always take Advanced Long Range Targeting Scanners as this is a significant boost to damage dealt by energy weapons at range. In testing by other players over the years, it's been found that Damage Control is mostly useless, Subsystem Tuning's power increases are generally too small to matter much, and Shield Mastery is mostly a noob trap as enemy NPCs don't crit that much to make spending points in it worthwhile. Also, due to heavy diminishing returns on the Armor skill, most will not take Energized or Ablative Hull Plating. "

Build Description

"The following build is certainly FED focused and uses phasers as these are generally easy to get as a new FED player. For new KDF or Romulan players I'd recommend going with disruptors and plasma respectively as the game gives you a lot of options to use these damage types early on in the game with those factions.

Weapons in STO require focus. This means two things. One, focus on one energy type like phaser, disruptor, or plasma, don't build rainbow boats using different flavored weapons. It can work but is ultimately going to gimp you in the end. Weapon procs are mostly useless due to their low proc rate, focus on an energy type you like the look or sound of. Two, focus on the actual weapon type. All beam arrays, or all dual cannons, or all torpedos. You can mix a little but you'll need to focus on just one. Gear, especially weapons and tac consoles, should always match your level. At level 40 that means mark 9-10. At low levels gear mark is far more important than gear quality (eg. uncommon, rare, very rare, etc). At level 50+, ideally you want your gear to be as high mark and quality as possible. Mark 11 and 12 gear should start dropping at this point and should be more than capable in normal difficulty content. Crafting at low levels isn't really a great idea but if you want to try, you can. Recommend building up the Beam R&D school first using the Research Projects found at bottom of the project list (can run up to 3 a day).

Subsystem power should be set to something along the lines of: Weapons 100 / Shields 50 / Engines 25 / Auxiliary 25. The best way to do this is push the weapons subsystem power button found at the top of subsystem power UI box. When an energy weapon fires at 100 weapon power, it does 100% of its potential damage. At 125 it'll do 112.5% and at 50 it'll do only 75%. With Emergency Power to Weapons up, decently high EPS, and some power drain mitigation, one can keep weapon power above 100 with all 8 weapons firing, allowing them to do as much damage as possible.

Use your cruiser commands, namely Weapon System Efficiency. This will help your energy weapons do more damage.

Most boff ability training manuals can be purchased at boff trainer NPCs found in all the major hubs. Rank 3 abilities such as Emergency Power to Weapon 3 (ETPW) and Reverse Shield Polarity 3 (RSP) I have listed in this build are usually best purchased from the exchange, training manuals can be made from a boff candidate that already has it, or from an in-game friend who has the ability to craft it for you. Ability cooldown reduction is handled by the lieutenant rank sci bridge officer ability Photonic Officer 1 (read about it below), as well as a point each in the readiness skills to help it along, which I already mentioned. When using boff abilities it's important to figure out which ones work well together or can be used one after the other, this is called chaining. In particular for this build, Attack Pattern Beta 1 (APB) and the chosen firing mode Beam Overload (BO) or Beam Fire at Will (BFAW) should always be used at the same time. Abilities like Emergency Power to the Weapons (ETPW) and Emergency Power to the Engines (EPTE) share a cooldown and should be cycled together hitting the first one, then the other when it's off cooldown, and repeating to keep these up full time while in combat.

Personal space traits are basically the best free ones available and Reputation and Starship traits are blank as new players won't have access to these at this point.

One thing you'll see here and there in the Baby Step posts and others is the reference to Cat1/A or Cat2/B damage. Put simply, Cat1/A boosts your base damage with modifers like '25% Directed Energy Damage' and '15% Phaser Damage', whereas Cat2/B boosts your damage after those Cat1/A boosts and is generally signified in tooltips using the word 'Bonus' in the description such as '10% Bonus All Damage' and '5% Bonus Disruptor Damage'. You might hear players say things like, 'You gotta stack that Cat2!', and they're right. But the truth is you need both. In general, Cat1 boosts will come from gear and Cat2 boosts will come from traits. As the following build is pretty basic, this isn't something to concern yourself with too much. For the next two builds after this, you'll start to see Cat1/2 and 'Bonus' in more of the descriptions. As this is a pretty technical part of game mechanics (and somewhat outside my purview), you can read more about it here: https://www.reddit.com/r/stobuilds/wiki/math/damage_categories

As mentioned, this build can be adapted to lower level cruisers, scaling T6 cruisers, and somewhat to pre-level 40 escorts and science ships. However, I do not recommend adapting this build to science ships at level 40 and above as these kinds of ships require different methodology to make work well. And while escorts can use beams well enough, they shine using DCs/DHCs and turrets. Both escorts and science ships also have fairly different boff layouts compared to cruisers and would need careful adaptation to make work well. "

Basic InformationData
Ship NameUSS I Blows Stuff Up and Doesn't Die!
Ship ClassT5 Assault Cruiser
Basic InformationComponentNotes
Fore Weapons: 4Phaser Beam Array MK XComes from mission drops, rewards, crafting, and the exchange. You can buy odd mark commons from the equipment vendor for cheap, just sell your loot to the vendor. The best mod on weapons when leveling will be Crth (Critical Chance) as your low level build will have very little of it in the first place. You dont need to worry about this too much, just that when you're leveling and you get a weapon that matches your build with a Crth mod, you'll want to keep it. As you advance and begin to get more Crth from other sources, you'll want the mods on your weapons to be either all Crtd, all Dmg, or a mix of both.
 Phaser Beam Array MK X 
 Phaser Beam Array MK X 
 Photon Torpedo Launcher MK XComes from mission drops, rewards, crafting, and the exchange. You can buy odd mark commons from the equipment vendor for cheap, just sell your loot to the vendor. This is mostly here to help with weapon power drain. It can help with a little spike damage here and there. Remember that at low levels Crth (Critical Chance) will be the mod you want here. As you advance your build, Crtd (Critical Damage) is typically the best mod for torpedos.
   
------------------------------------------
Aft Weapons: 4Phaser Beam Array MK X 
 Phaser Beam Array MK X 
 Phaser Beam Array MK X 
 Phaser Beam Array MK X 
   
------------------------------------------
DeflectorPositron Deflector MK XFrom mission drops, rewards, crafting, and the exchange. Best for a leveling build focusing on energy weapons because they tend to give bonuses to hull and shields for survivability purposes. Other deflectors tend to give bonuses to CtrlX and DrainX which most won't need.
Impulse EnginesCombat Impulse Engines MK XFrom mission drops, rewards, crafting, and the exchange. You're probably going to be running your engine power fairly low which is good for these engines as they work more efficiently at lower power.
Warp CoreDeuterium-Stabilized Warp Core MK XFrom mission drops, crafting, and the exchange. Probably best to try and buy one from the exchange (remember, quality isn't as important at this point, common/uncommon will be fine). Take for the very nice -15% reduction in weapon power drain.
ShieldsResilient Shield MK XFrom mission drops, rewards, crafting, and the exchange. Halves shield bleedthrough damage compared to all other sheilds. Don't worry about cap or regen. This is the kind of shield you want :)
DevicesWeapons BatteryFrom equipment vendors and mission drops. Even though you may be sitting at 125 weapon power using Emergency Power to Weapons 3, there is an overcap. It's not as great as it once was but you want that overcap. With high EPS it'll refill your weapon power fast and help keep power above 100 while firing.
 Battery of your choice either Shield, Engine, or AuxiliaryFrom equipment vendors and mission drops. Chain one of these with the weapons bats. Hitting a weapons bat will put this on a 30 second cooldown. Once that cooldown is finished hit this bat and repeat. I often choose engines to keep me fast or Aux to help juice aux-scaling abilities.
 Nimbus Pirate Distress CallFrom the mission Installation 18 in the Wasteland arc. Signals for a strike team of three Nimbus Pirate vessels to assist you in combat for 45 sec. This, along with all other reinforcement beacons, can be used from inventory and doesn't need to be slotted in devices.
   
------------------------------------------
Engineering Consoles: 4Neutronium Alloy Armor MK XFrom mission drops, rewards, crafting, and the exchange. Gives all damage resistance. All you need is one. Stacking armor in STO is not a thing.
 RCS Accelerator MK XFrom mission drops, rewards, crafting, and the exchange. Cruisers turn slow. This makes turning better.
 RCS Accelerator MK X 
 EPS Flow Regulator MK XFrom mission drops, rewards, crafting, and the exchange. Helps weapon power recharge faster when firing, thus increases damage.
   
------------------------------------------
Science Consoles: 2Emitter Array MK XFrom mission drops, rewards, crafting, and the exchange. Makes shield heals better. Field Generators (to increase shield cap) are good here too but difficult to find (you could try to craft some, but probably not worth using resources on). Might as well just use the simple easy-to-get consoles here for now as these will be first to be replaced as you get better stuff.
 Emitter Array MK X 
   
   
   
------------------------------------------
Tactical Consoles: 3Phaser Relay MK XFrom mission drops, rewards, crafting, and the exchange. Always stack consoles here that increase the damage of your chosen energy flavor. Phasers = Phaser Relays / Disruptor = Disruptor Induction Coils / Plasma = Plasma Infusers / etc. These can be difficult to get early on in the game as mission rewards or drops. You can check the exchange for cheap commons or try crafting your own.
 Phaser Relay MK X 
 Phaser Relay MK X 

Officers and Crew

Bridge Officer InformationPowerNotes
Officer 1: Commander ( Engineering )Emergency Power to Engines 1Plus 40 flight speed, +2 turn rate, +20 engine power. Keeps you fast.
   Auxiliary Power to the Structural Integrity Field 1Auxiliary scaling heal and added damage resistance rating. Short cooldown and one of the better boff heals in the game.
 Emergency Power to Weapons 3Plus 40 weapon power and 16.6% all energy damage. At any rank a must for energy weapon builds. Can be purchased off the exchange, a training manual can be made for it out of a boff candidate that already has it, or it can be crafted by engineering captains.
 Reverse Shield Polarity 3Converts incoming energy damage to shields, lasts 20 seconds. Basically makes you invulernable while it's up, though things like kinetic, exotic, and physical damage will still hurt you. Works great against Vaadwaur Polaron Barrages. Can be used with a special and expensive Fabrication Engineer doff from the exchange to increase uptime. Must be purchased off the exchange or a training manual can be made for it out of a boff candidate that already has it.
Officer 2: Lt. Commander ( Engineering )Engineering Team 1Small hull heal, repairs offline subsystems and can clear some other debuffs like movement ones from the Voth and Mokai.
   Auxiliary Power to Inertial Dampeners 1Auxiliary scaling kinetic damage resistance, +50%flight speed, +100% turn rate for 15 seconds. Shares a cooldown with A2Sif above. Just a filler ability, it'll eventually be replaced.
 Directed Energy Modulation 27.5% energy weapon shield penetration and 7.5 to Armor penetration for 30 seconds. Just a filler ability, it'll eventually be replaced.
   
Officer 3: Lieutenant ( Tactical )Tactical Team 1Distributes shield strength to shields receiving damage (why its used), +18 to both Weapon and Projectile training for 10 seconds. Clear hostile boarding parties and tactical debuffs. Vets will forgo this ability for something that gives more damage but Tac Team is a must for new players. It really helps with survivability. Never have to use higher than rank 1. The butter...
   Attack Pattern Beta 1-20 all damage resistance to target. The bread...
   
   
Officer 4: Ensign ( Tactical )Beam Overload 1 or Beam Fire at Will 1Beam Overload 1 will increase damage 3x and decreases firing rate by half. Beam Fire at Will 1 hits all available targets within a beam array's arc but each beam only does 80% of its base damage and has its accuarcy skill decreased by 50. Both are viable, just your choice between being single or multi target focused. BFAW is great for clearing multiple targets at once and drawing threat as a tank. Because it draws a lot of threat, it can get you killed if you don't know how to manage a lot of incoming damage FYI. For most if not all builds, it's important to take the highest rank of these abilities. In this case, because we want to use APB1 in the LT spot, the beams' main firing mode is relegated to rank 1 for now. The meat...
     
   
   
Officer 5: Lieutenant ( Science )Hazard Emitters 1Aux scaling heal-over-time, adds all damage resistance, clears plasma fires and other hazard debuffs.
   Photonic Officer 1Super-Important Part of the Build Reduces recharge times of bridge officers by 2% each second for 20 sec. Used in conjuction with a point each in the readiness skills will keep your boff abilities cycling quicker allowing for their use more often.
Duty Officer InformationPowerNotes
No Duty Officers Needed  

Character, Reputation, and Starship Traits

Personal Space TraitsDescriptionNotes
Accurate+10% Accuracy 
Beam Training+5% Beam Weapon Damage 
Elusive+10% Defense 
Fleet Coordinator+2% All Damage per Team member (Self included), up to 10% 
Innocuous+1.5% Critical Severity -25% Threat Generation 
Operative+1% Critical Chance, +2% Critical Severity 
Projectile Training+5% Projectile Weapon Damage 
Techie+20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration) 
Warp Theorist+10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate) 
Space Reputation TraitsDescriptionObtained from
None as you won't have reps open yet.  
Starship TraitsDescriptionNotes
None as a new player won't have access to any yet.  

Concluding Remarks

" Aaannnddd... that's it! I hope this can make your leveling experience a little easier and perhaps more enjoyable. If you found this post helpful bookmark it, and don't be shy in linking it to your friends or others in need. Stay tuned tomorrow for part 2 of the Baby Step Series entitled: The Next Step - Fresh 65 T5 Assault Cruiser Free DPS, where I'll show you how to evolve this build using freely gotten gear/etc that will allow you to jump into advanced difficulty content and begin to build your max-performance ship!

Stay safe and have fun out there kiddos ;)

Did I leave anything out? Feel free to leave constructive comments on basic leveling builds below. Thanks for reading!"

Posted Dec 7, 2020, 3:13 AM UTC · edited

6544
nolgroth•

This is a fantastic build and almost exactly what I was working towards. Mine is a KDF Engineer in a Vor'cha and the skill tree is a little different. The Boff skills are shockingly similar, I think I have Aux2Sif in the Lt Commander slot and DEM in the Lt slot. I also, since my goal was a story episode build, used EPtS instead of engines. Just for a little more survival.

I also chose to go Disruptor over Phaser because of the availability of the Resonant Preserver, House Martok and Nausicaan sets. Well, and it's a KDF character and, while I am using the Level 40 Vor'cha, I chose Level 50 as the kick-off, since I started a character to test theory and managed to get about half-way through the Delta Rising expansion before level 55. I would have finished it before level 60, but we had that Red Alert event.

I really like that you are targeting new players with this build. So many "starter" builds require that a player jump all over the episode map to find the gear that they need to get going. It's good that you are focused on something a little more story-friendly.

I think, now, it might be better to have a singular avenue that new players can reference to get started. As they develop their build, that's when they can start experimenting. I am probably going to shelve the build I was working on because you are doing exactly what I was planning. Key words; You're doing. I'm planning.

Well done. Looking forward to the next installment.

8
neuro1gOP•

I am humbled by your praise 🙇‍♂️ and thank you for the mention of disruptor focused stuff as an addition to this post.

I really like that you are targeting new players with this build. So many "starter" builds require that a player jump all over the episode map to find the gear that they need to get going. It's good that you are focused on something a little more story-friendly... I think, now, it might be better to have a singular avenue that new players can reference to get started. As they develop their build, that's when they can start experimenting.

Yep. To me, one of the problems lies in the setups of ships when we first get them. They're somewhat misleading to what works and what doesn't, and there's never any mention in-game about it, let alone the second half of a build, bridge stations. I feel this build is more in line with what should come stock on ships so that new/less experienced players can simply build on a good foundation.

I am probably going to shelve the build I was working on because you are doing exactly what I was planning. Key words; You're doing. I'm planning.

Awww... that doesn't make me feel better :( I'm sure it would still be a great contribution and appreciated by the playerbase and KDF brothasistahood ;)

6
nolgroth•

Awww... that doesn't make me feel better :( I'm sure it would still be a great contribution and appreciated by the playerbase and KDF brothasistahood ;)

​

Didn't mean to spoil any good vibes you had going. I still have a lot to say on the matter, but the Build itself is so close to this build that it will be practically redundant.

4
neuro1gOP•

Well, glad to meet someone of the same mind ;D

2
thisvideoiswrong•

A lot of good stuff here. It's worth noting that the Vor'cha Battlecruiser Retrofit and Ha'apax Advanced Warbird have identical boff, console, and weapon layouts to this ship, and are available with the equivalent Starship Requisition for those factions, so you can use the same setup at level 40 for any of them. The only faction that wouldn't have an easy time doing this is Jem'hadar (they only get the level 61 Starship Requisition). I was surprised you didn't have any mission reward sets in here, I guess those are coming in the next iteration, but it can be quite nice to have some stuff that levels up with you, although of course in most cases it would require skipping ahead through the plot.

3
neuro1gOP•

Fantastic addition to the post! Really appreciated :)

And yes, tomorrow's post will showcase mission rewards and low tier rep equipment. The purpose of this post was to showcase basic gear for new players just playing through the game for the first time, and not to send them through the gauntlet of the mission journal.

3
thisvideoiswrong•

I've done a fair bit of studying those requisition options between my own budget build and helping random people, so I was all set for that, I should throw in the link to the list though. Oh, one other thing I like to mention is that, as long as you're still playing solo, using Emergency Power to Shields instead of Emergency Power to Engines is an option, true you lose some turn rate and a bunch of speed, but if you can take the mission at your own pace that doesn't matter too much, while EPtS can make you a lot tougher.

5
neuro1gOP•

using Emergency Power to Shields instead of Emergency Power to Engines is an option

Nolgroth mentioned this one as well, and is indeed a good option when starting out :)

3
2HoleDoll•

IMO at that point in a players progress EptS is slightly superior to EptE. At that point enemies slowly but steadily start to punish a lack of shields. I would swap out A2ID for EptS and only use EptE to get from point A to point B.

2
DilaZirK•

Ohhh, so this is part 1 of what you were hinting at earlier. Will need to go through it in greater detail later, but saving this post for the next time a player hits the "Vaadwaur Wall".

Also, paging u/nolgroth, as I believe he also expressed interested in crafting such a guide with the purpose of helping players still in the midst of their level-up journey.

3
nolgroth•

Yes. Yes I am. Just taking notes at every step in my F2P journey. Running a KDF Engineer in a Vor'cha Retrofit. I want to go beyond the build into helpful advice like saving Dil until end game, simple ways to make EC and what to spend it on.

3
neuro1gOP•

Yup. You'll find the part on boffs I used eariler today in part 3.

saving this post for the next time a player hits the "Vaadwaur Wall"

Exactly what I had in mind ;)

2
Eph289•

Well done, I think this is a valuable addition to the community's knowledge and will certainly help other new players as they spin up.

Disclaimer: At the author's request, I helped edit/preview this guide.

3
neuro1gOP•

Disclaimer: At the author's request, I helped edit/preview this guide.

Doh! Yeah, sorry. I forgot to put that in. Was gonna give you props in the second part I'll post today.

2
Eph289•

Oh, that's no worry. Just wanted to be upfront. Force of habit, I suppose.

2
oGsMustachio•

Love it. Only change I'd consider is going for BO rather than BFAW. The advantage to BO is that you're going to be confirming kills faster, which is big for survivability on a lower level build.

I know you're avoiding mission reward gear for this, which is wise. That said, the obvious next step for this build is the quantum phase 3-piece followed by the trilithium-laced 2-piece. Also trellium-d and martok for defense.

3
neuro1gOP•

Thank you :)

Only change I'd consider is going for BO rather than BFAW.

I agree, but there are advantages to getting used to BFAW early like learning to deal with threat and things like the D'Deridex's high yield torps. Eph289 and I discussed this a little and I settled on just letting the player make this choice.

3
IronChefKobayashi•

I've been playing a month and lurking in in r/sto finding a lot of good information, and this is some of the best I've seen. Thank you for putting it together. I have a rather long post with questions and where I'm currently at in the game.

tl;dr -- I did a lot of what you said on 1 ship out of 4 toons.

I'm currently leveling a KDF recruit character (Gorn -- so no extra trait), and based on the read of part 1, I do have some questions. I also have 3 other toons in various states that -- sadly -- were built up before finding this article.

Anyway -- my questions:

  • Is this baby steps approach worth resetting a skill tree on one or more of these toons to make them more survivable?
  • If I reset my Level 65 toons, should I refer to the part 3 recommendations rather than trying to reset to these skill points, or can I reset and build from each of the 3 parts of the guide?
  • This is probably covered in part 3 -- but if I've wasted effort in specialization points (I'm doing Intelligence and Pilot for both the Level 65s), is there a way to reset them? It wasn't obvious if that was allowed. Or do I just have to wait until I get enough specialization points to redo the trees that you recommend?
  • Regarding stacking -- OMG I've wasted so much DIL and EC putting together Neutronium engineering consoles -- is there a good guide that shows WHAT stacks and WHAT DOES NOT stack in STO? I figured that weapon and shield stacking = armor stacking too. I'd have used some of those slots for EPS and RCS modules.

For a little background, I've got 4 toons on my account (with current ships -- BEFORE find this article) as follows:

  • Level 65 TAC Romulan (FED aligned)
  • Level 65 TAC Fed alien
    • Assault Cruiser (nearly your fit, so I feel good that I was on the right track here)
    • Long Range Science Vessel Retrofit, upgraded to T5U (Beams front, turrets in back; using syphon, grav well and Tykens in some combination; really enjoy the "space magic" oddly enough, so this has nice change of pace from beam boats)
    • Tactical Escort (DHCs and dual beams up front; turrets in back; close to your recommended fitting; took a while to get used to surprise attack and retreat with this one, but it was fun before I upgraded to Assault Cruiser)
  • Level 41 TAC KDF Klingon
  • Level 30 TAC KDF Gorn recruit (for the event going on)
    • M'Chla Bird-of-Prey Refit (DCs and dual beams front; turrets in rear; same setup as others in the list; really love leveling with this ship -- it's been fun to stick with)
3
neuro1gOP•

Hey, sorry for the late reply. But here I am :)

Is this baby steps approach worth resetting a skill tree on one or more of these toons to make them more survivable?

If I reset my Level 65 toons, should I refer to the part 3 recommendations rather than trying to reset to these skill points, or can I reset and build from each of the 3 parts of the guide?

I'm just going to say, yes probably. Really, parts 1, 2 and 3 have the same skill tree. The only difference being the points in the readiness skills, which are taken to help the boff cooldown coming from Photonic Officer 1. They are not used in part 3 because a dual A2B cooldown solution keeps everything at global.

This is probably covered in part 3 -- but if I've wasted effort in specialization points (I'm doing Intelligence and Pilot for both the Level 65s), is there a way to reset them? It wasn't obvious if that was allowed. Or do I just have to wait until I get enough specialization points to redo the trees that you recommend?

No, there is no way to reset them. Just start putting points into what you need at this point. If you play enough you'll eventually fill out all the specialization trees.

Regarding stacking -- OMG I've wasted so much DIL and EC putting together Neutronium engineering consoles -- is there a good guide that shows WHAT stacks and WHAT DOES NOT stack in STO? I figured that weapon and shield stacking = armor stacking too. I'd have used some of those slots for EPS and RCS modules.

Everything stacks except armor skill. That's it. The devs in the beginning didn't want people building invincible ships so they implemented a diminishing return formula on the armor skill. Everything else like damage, crth/d, haste, etc stack just fine.

Briefly looking through what you listed I see one big boner, as it were. You seem to be mixing dual beams with turrets a lot. Not very good. You can mix cannons and beams but the other way around, focus on cannons (using CSV) with a couple of omni beams in the back (using BO). If you want to keep the DBBs get some omnis in the rear along with the Kinetic Cutting Beam or something that you can make a set's 2/3pc bonus.

4
IronChefKobayashi•

Just going to say -- your guide, u/neuro1g, was like turning the DPS knob to 11 on my KDF recruit!!! Had so much fun playing this last night. It was absolutely a game changer having that Photonic Officer II (see below) to re-use my skills more than once a minute.

Once I figured out how to use the skill tree (didn't realize they were the max levels at each tier for like 30 minutes), I did the following:

  • I burned a re-spec token (had 12 of them from starter packs) and went to work on skills and traits (which, I think, were turned off complete for the toon because a game bug from the anniversary event?).
  • I updated all the ship slots using the recommendations that you had. Most of them were in line with what I was using already, but I definitely fixed the engineering consoles and got room for an RCS and an EPS console in the T6 M'Chla.
  • I used your guide for the Assault Cruiser and made some adjustments for the different stations on the T6 M'Chla. I gave up a few engineering skills but kept the big one -- EPtW. I also went up to a Photonic Officer II since I had LtCmdr science slot. I'll post the screenshot of the skills this evening after work.

​

Briefly looking through what you listed I see one big boner, as it were. You seem to be mixing dual beams with turrets a lot. Not very good. You can mix cannons and beams but the other way around, focus on cannons (using CSV) with a couple of omni beams in the back (using BO). If you want to keep the DBBs get some omnis in the rear along with the Kinetic Cutting Beam or something that you can make a set's 2/3pc bonus.

I learned yesterday that single cannons have 180-degree arcs, which is what I was trying to get (wider field of fire) with the DBBs. Some guides had recommended a mix for power savings, but you're right -- a mix is going to diminish total effectiveness.

Moving forward, my builds will be as follows:

  • Cannons, DCs or DHCs (front) / turrets (rear) - using CSV or CRF (for single targets)
  • Cannons, DCs or DHCs (front) / omni beams (rear) - using mix of CSV, BO and CRF (for single targets)
  • Omni beams (front and rear) - using BO (I'm not a fan of BFAW unless I know I can tank it)
  • DBBs (front) / omni beams (rear) - same idea as above

I think this jives with what you were talking about above. Less boner? ;-D I will look into the cutting beam -- I've read mentions of it but not investigated it.

2
neuro1gOP•

Just going to say -- your guide, u/neuro1g, was like turning the DPS knob to 11 on my KDF recruit!!! Had so much fun playing this last night.

You're welcome ;) Glad you're getting a lot out of the guide :D

I think this jives with what you were talking about above. Less boner?

Yep, except for this part:

Omni beams (front and rear)

You can only run at most 2 omni beams (1 crafted or lockbox + 1 from a set) and omnis are always best in rear slots, leaving front slots open for more powerful weapons.

2
danma•

Hey, I followed this guide and although I didn't do quite -everything- here and couldn't reset my skill tree, I made it though the Delta storyline with a phaser beam build using a mix of white and green quality phasers on my T5 assault cruiser. Finding better components in the exchange and slowly swapping out but I'm getting there.

I ended up using beam overload mostly, pulling Vaadwaur off one by one and clearing them out slowly. Slow going but once I break shields using shield drain, they went down without too much trouble.

3
neuro1gOP•

Glad you found it somewhat useful :)

2
Admiral_Red•

Looks like I’m gonna have to respec to mainly Tactical, huh?

I’ve recently returned to STO after an extremely long hiatus, and I will admit in many ways I’m still a newbie. As an aside, shield tanking isn’t as viable as I thought it’d be.

Thanks for this guide.

3
neuro1gOP•

You're welcome :)

2
DilaZirK•

Suggestion: Consider adding hyperlinks to the other two parts of this guide series in both Part 1 and Part 2.

1
neuro1gOP•

Done diddly done

2
DilaZirK•

Awesome.

1
diefree85•

How well would this work on either the tier 5 tac or science odyssey? I am probably going to get one with free t5 coupon and upgrade to 5x.

1
neuro1gOP•

Quite well. At T5X the tac version will basically be identical +2 console and +1 device slots, as will the sci but -1 tac console.

2
Sorry-Spell3804•

I started using this guide a day or two ago and it completely changed my playing experience. I went from doing no damage to tons of damage and able to do content on epic difficulty consistently. I'm using this on T5 Odyssey (tac) and T6 Narendra. Thanks for posting this. Any recommendations on other builds? Thinking about getting the T5 Defiant but not sure how to build that one. Is it as easy as swapping out weapons on this buid?

2
neuro1gOP•

Glad to help ;)

Any recommendations on other builds? Thinking about getting the T5 Defiant but not sure how to build that one. Is it as easy as swapping out weapons

Well, no.... gearwise everything would be about the the same, except with cannons and turrets. The boff/doff layout is the most different and requires knowledge about how to best set it up on the cheap. If you're talking about the free Defiant you can get at level 61, it has a glut of tac spots that really need to just have abilities doubled up on for cooldown management plus an ETPX chain using Damage Control officer doffs (often refered to as a Drake). I'd set up it's boff/doff layout like so:

CMD Tac: TT1, APB1, CSV2, CVS3

LTC Tac: TS1, APB1, TS3

ENS Tac: TT1

LT Eng: ETPE1, ETPW2

LT Sci: ST1, HE2

Doffed with 3 preferably very rare (but uncommon and rares would work too, just not as well) Damage Control Officers that give a chance of cooldown on the use of ETPX abilities. By doubling up on tac abilities and the ETPX chain using DCEs, this setup keeps all abilities (except the sci ones) at their global cooldowns.

One of my favorite guides for build basics is this one: https://www.reddit.com/r/sizertest/comments/glw0qe/how_to_build_a_fucking_ship_01_dew/

3
diefree85•

In your view would you go tac for the extra consoles or sci for abilities?

1
neuro1gOP•

The tac for sure.

2
pb20k•

Hmmm.... got a linkable PDF printout of this and the other two?

1
neuro1gOP•

Nope, sorry.

2
aSwedishDood•

Would you say the rep romulan impulse engine is a good end-game warpcore?

1
neuro1gOP•

Well no, I think the "rep romulan impulse engine" would make for a terrible "end-game warpcore". However, depending on the the rest of the build, I do believe that the rep romulan impulse engine could be a somewhat decent option for an end-game impulse engine. Still, the boost to Weapon Amp is rather small and a good pilot will get higher DPS with a comp rep eng.

3
Lexers624•

I've read your suggestions. Wouldn't it be a little better to replace the Aft beams by turrets?

1
neuro1gOP•

Turrets are cannons and require cannon boff abilities (Cannon Rapid Fire and Cannon Scatter Volley) to get the most out of them. Beams are beams, and require Beam Fire at Will and Beam Overload to get the most out of them. Most cruisers simply do not have the boff space to run both effectively. Turrets also have the lowest base damage of any energy weapon. They are used on front facing dual cannon/dual heavy cannon escort builds as the higher DPS from those cannons make up for lower on the turrets. In STO, cruisers were designed to be slow turning beam broadsider tanks. Escorts were designed to be fast turning forward facing damage dealers. Science ships were designed to be high damage crowd control. You can flub these basic build archetypes somewhat, but these are the basics to master.

2