Thursday, January 21, 2010

Star Trek Online Science Escort Guide

STO Star Trek Online
Science Escort Guide / Tactical Medical Guide
**TMP** TACTICAL MEDICAL PROJECT **TMP**
By The Donny of LOTUS FLEET
Revision 1 - 01.21.2010


Hello All' As being a Science Captain with Escort ships is the way I decided to go I wanted to write a guide on what I found to work the best and really mesh together...

There are not very many guides out there yet since the game is still in beta and rightfully so it's hard to say what is good and what is not early in the game - who knows there may be nerfs or changes done - With that said I am going to revise this guide as much as possible to always provide the best guide I can for this combo


BEFORE YOU START TIPS:
1) Get the right abilities for your bridge officers!!! You want to go to the Bridge Officer "TRAINER" and get the right abilities before you start putting points into the abilities you don't want - because if you train after the fact it will overwrite your current ability and you lose any points you had put into it...



Ground - This guide uses unique strategy of knock downs, AOE's and Healing life & shields on team mates While optimizing fun for the captain

Space - Let's face it everyone knows the escort's weakness is how much damage it can take, your always going to deal good damage and have the offense due to all the tactical slot's bu what's the point if you get popped in seconds before you can take anyone down? This guide focuses on keeping DPS high and keeping your survivability high as well



So how is all this accomplished you ask??? Let's get started...



Rank: Lieutenant

In your first ship you only have 1 of each console so there's not to much to this part right? Wrong... You want to have the correct skills you plan on using so you can start pumping points into those suckers...


1) Bridge Officers - One Tactical, One Engineer, One Medical and YOU Science Captain.

Tactical Officer (GROUND): Photon Grenade - AOE Damage and knockback!!
Recommend: +9 Point into this ability

Tactical Officer (SPACE): High Yield Torpedo - This speaks for it self save this till enemy shields are down and let it fly for huge damage
Recommend: +9 Points into this ability

Engineer Officer (GROUND): Shield Recharge - This is healing for your shield I can't stress how many times this will save your life and turn the tides in your favor
Recommend: +9 Points into this ability

Engineer Officer (SPACE): Emergency Power to shields - This ability will save your ass as well. short version it saves/replenishes/ repairs shields to your ship
Recommend: +9 Points into this ability

Science Officer (GROUND: Medical Tricorder: This heals the life of the targeted team mate, this is one of the most important ability's on the ground next to shield recharge. Have your bridge officer pick this up because you will be getting other abilities, let him heal while you kill!
Recommend: +9 Points into this ability

Science Officer (SPACE): Science Team: Similar to the engineer shield repair on the ground; this ability will repair you or ally ship shields in space - this is HUGE to have and use as much as possible.
Recommend: +9 Points into ability


2) Ground Weapons

Captain KIT: Researcher - This has an AoE knockback and stasis field to keep an enemy mez'd; Use the AoE Knockback as much as possible

Captain (you): Disrupter Full Auto Assault: This weapon has 2 very good attacks; use the AOE attack as much as possible
TIP: A very important tactic here is to have TWO of these FULL AUTO ASSAULT guns, After you use the big AOE damage shot, Switch to your second gun and use the AOE shot again. This will allow you to get Two huge AoE shots off everyone 10 Seconds :) keep switching back and forward on cool down

Bridge Officers (Away Team): Keep your weapons mixed and matched between your bridge officers. EXAMPLE: have each member hold 1 of the following: "HOLD" weapon, Sniper Weapon, Knockback, Cone AoE

3) Ship Weapons: At this point your weapons are limited due to lack of slots. Not to much to recommend here

Front Weapons
Slot1: Phasers or Cannons - If your already comfortable with maneuvering
Slot2: Photon torpedo

Back:
Slot1: Phasers



LT Strategy Summary: Space
Right now you should be beating people pretty bad by the same fire output as them but being able to heal/repair your shields twice will give you the huge advantage here, out last them till their shields are down then hit the torpedo's for the win.

LT Strategy Summary: Ground
Keep using your Knock Back's and AoE/Cone Attacks as much as possible; this will cause groups of enemies to die fast while their damage output is low due to the constant knockdowns they are getting and if they do manage to attack you got a shield repair and healing going on by your away team :)
TIP: KNOCKBACKS/AOE'S ARE VERY VERY CONE DIRECTED!!! You must have yourself and the enemies positioned directly in front of you or these attacks are hardly effective. The best thing to do is leverage Doorways and small narrow area's / corridors to your advantage to force close combat, that is when your AoE's and Knockbacks are most effective!!!! Switch between your two weapons using your AoE shot's every second they are up - you will get a lot of Agro but your Engineer and Science officers should keep you alive.





Rank: Lieutenant Commander

So your getting your first real Escort ship!!! Just a taste of the potential you are soon to have.


1) Bridge Officers - Two Tactical, One Engineer, One Medical and YOU Science Captain.

TIP: Promote your Tactical Officer to take advantage of being able to use two abilities in space now due to the new ship tactical console slot - Make sure the one you promote is on the correct console.

LT Tactical Officer 1 (GROUND): Photon Grenade - AOE Damage and knockback!!
Recommend: +9 Point into this ability

LT Tactical Officer 1 (SPACE): Target Shield Subsystem - this ability will drain your targets shields very useful for your offensive
Recommend: +3-5 Points into this ability

LT Tactical Officer 1 (SPACE2): High Yield Torpedo - This speaks for it self save this till enemy shields are down and let it fly for huge damage
Recommend: +9 Points into this ability


Tactical Officer 2 (GROUND): Photon Grenade - AOE Damage and knockback!!
Recommend: +9 Point into this ability

Tactical Officer 2 (SPACE): Torpedo Spread - This ability buffs your next torpedo attack
Recommend: +9 Points into this ability

Engineer Officer (GROUND): Same as before no changes made - N/A
Recommend: + Points into this ability

Engineer Officer (SPACE): Same as before no changes made - N/A
Recommend: + Points into this ability

Science Officer (GROUND): Same as before no changes made - N/A
Recommend: + Points into this ability

Science Officer (SPACE): Same as before no changes made - N/A
Recommend: + Points into ability


2) Ground Weapons

Captain KIT: Researcher - This has an AoE knockback and stasis field to keep an enemy mez'd; Use the AoE Knockback as much as possible

Captain (you): Disrupter Full Auto Assault: Same Strategy as above just make sure your using newer weapons with more DPS

Bridge Officers (Away Team): Keep your weapons mixed and matched between your bridge officers. EXAMPLE: have each member hold 1 of the following: "HOLD" weapon, Sniper Weapon, Knockback, Cone AoE

3) Ship Weapons: 3 slot's in front? Now were talking!!!

Front Weapons
Slot1: Phasers
Slot2: Phase CANNON's
Slot3: Photon torpedo

Back:
Slot1: Phasers



LT CMDR Strategy Summary: Space
You have more firepower now so you keep the same strategy as before except now your adding in all the Debuffs from science - Make sure you use your debuffs that you just got always when starting a battle, Also make sure your always behind your enemy as much as possible and they are in your front; I personally keep my torpedo's on Auto Fire and spam Space bar to keep all my phasers/canons going off and your torpedo's will auto fire while spamming spacebar


LT CMDR Strategy Summary: Ground
NOTE: KNOCKBACKS/AOE'S ARE VERY VERY CONE DIRECTED!!! You must have yourself and the enemies positioned directly in front of you or these attacks are hardly effective. The best thing to do is leverage Doorways and small narrow area's / corridors to your advantage to force close combat, that is when your AoE's and Knockbacks are most effective!!!!




Overview: SPACE
This guide is still getting updated but you see the main strategy right? Using Engineer and Science to heal and keep your escort up and using your tactical officers to deal as much damage as possible; I have found this strategy to work the best, before I was going almost all offensive and found out whenever I fought a group of 3 or more ships I would take them out quick yes but due to taking all that fire with no defense I was dying before I could even successfully take them out and the same in PVP - I didn't want to be a glass canon anymore... So I switched to this strategy and now I can dish out major damage still and I have the 2X science and 1X engineer abilities to keep my shields alive and get some good debuffs too also increase effectiveness

Overview: Ground
as you know like 90% of the ground away missions you fight in groups so it seems logical to me to focus on AoE damage... The strat here focuses on AoE Damage by you and your tactical officers while knockbacks, engineer shield regens and your science officers medical tricorder keeps you alive!! You can't lose and you will have fun doing all that damage and watching all the numbers fly across your screen :)





MORE COMING SOON!
PICTURES COMING SOON!
HIGHER RANKS COMING SOON!


Note: This guide was wrote by THEDONNY of Lotus Fleet; I ask if you use this guide to please keep this note in and reference www.thedonny.com as the original Source for this information.

Thank You

STO TAG: Divine@TheDonny

No comments:

Post a Comment