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Tactical BOFF abilities should include Tactical Team. Guidelines #6 to #8 – Bridge Officer AbilitiesĦ. They are inherently less efficient than the energy-specific consoles.ĭO NOT use Tactical or Universal console slots for Universal consoles (those can be placed in Science and Engineering slots). (While it’s not type specific, the +Critical Hit Chance is very good.)Īny energy-specific boosts (most of the consoles on this list) should be chosen to MATCH your chosen weapon damage type (for example, +Phaser type if using Phaser type weapons, +Disruptor if using Disruptor weapons, etc.).ĭO NOT use +Beam or +Cannon type tactical consoles. – the Discovery reputation tactical console. – the Counter-Command Tactical Console, Chronometric Capacitor, or similar (episode/reputation reward consoles which are specifically tactical AND part of a set AND include energy-specific weapon boosters). – Fleet Spire vendor Tactical consoles (Vulnerability Locator and/or Exploiter), and/or Fleet Colony vendor Tactical consoles, with the appropriate energy weapon damage-type as the chosen mod. – standard craftable/lootable energy-specific Tactical consoles (Phaser Relay, Disruptor Coil, etc.). All Tactical and Universal console slots should be used ONLY for Tactical consoles with weapon damage boosting effects. Guideline #5 – Tactical and Universal Console Slotsĥ. This weapon should be part of a set with a useful bonus, the appropriate energy torpedo, the Wide Angle Quantum, or the Particle Emission Plasma. You should use only one projectile (torpedo) weapon, placed in the far right forward slot (they work slightly better there, due to a combination of the autofire game mechanic and the effects of different weapon styles), or none at all. (Energy-type beams that are part of a set, energy-type beams that are NOT part of a set, and the Omega reputation kinetic beam.) FYI: The Morphogenic Polaron Energy Weapon from “Home” counts as an omni-directional beam weapon.Ĥ. Although they say “one per ship”, there are actually three categories, and you may use one of each. NOTE: the tooltips on omni-directional beam weapons are deceptive.
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360-degree weapons, if used, should be used in aft slots only. This is, however, not necessary if you are also using a projectile weapon.ģ. NOTE: If using a T6 ship with Miracle Worker BOFF seating, it may be preferable to use one 360 aft weapon of the opposite style (a turret or an omni-beam), to trigger “Mixed Armaments Synergy”. NOTE: This is due to the efficiency of Bridge Officer weapon mode skills on ships that have extremely high amounts of tactical officer seating, it may not be necessary. All energy weapons should be EITHER beam-style OR cannon-style. Some ships have built-in (or console) weapons of a specific type, and in those cases, you should probably match that type.Ģ. NOTE: all six types share the same base damage scale, they just have different additional special effects, meaning that there is not one type that is inherently better than the others. (There are six: Phaser, Disruptor, Plasma, Antiproton, Polaron, Tetryon.) This is usually named in the item name, but some are deceptively named, so check the tooltips. All energy weapons should have the same “damage type”. Following these (provided that the equipment is of an adequate mark and rarity level) will result in a ship that can easily produce the damage needed in any normal-difficulty and many advanced-difficulty situations.ġ.
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Some of these guidelines can be bent or broken successfully, but think about it first. Please note that many of these guidelines are NOT applicable to two less-common build types:ġ) exotic damage based builds (focused on damage from Science BOFF abilities)Ģ) kinetic damage based builds (focused on damage from torpedoes)īoth of these build styles will often use multiple projectile weapons and will not emphasize damage from energy weapons (if, in fact, they use any).ĭeliberately left out: any discussion of DOFFs, weapon mods, or power/cooldown management (including Aux2Bat), as those are more build-specific than this list is designed to be. These ten guidelines are designed to apply broadly to the most common types of builds, which use energy weapons as their primary damage source (and which may also include, optionally, a single projectile weapon).Įnergy weapons (in Star Trek Online) meaning both beam-type weapons and cannon-type weapons (cannons being energy-burst weapons they do not fire a projectile).Īs you will see, this guide is very general, and there is still a lot of room for customization within these guidelines. A set of basic guidelines for designing an energy-weapons ship build.
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