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Using the Adapted Borg Warp Core (Tal Shiar Adapted Destroyer) which allows for Transwarp 20 instead of warp 9.97
Start at Tellar (Top right square of Alpha Quadrant)
Tellar
Ferenginar
Breen
Defera
Arawath
Algira
DS9
Tzenketh
Mizar
Corwin
Betazed
Chapel
From Chapel, switch to Beta Quadrant
Risa
Drozana
Archanis
Qo'nos
Khitomer
Pheben
Gamma Eridon
New Romulus
Virinat
Argelius
Orion
Teneebia
Ran out of time between Teneebia and Nimbus, but earned 775k EC. Keep in mind, you get bonus EC for completing the entire Alpha Quadrant.
Start at Tellar (Top right square of Alpha Quadrant)
Tellar
Ferenginar
Breen
Defera
Arawath
Algira
DS9
Tzenketh
Mizar
Corwin
Betazed
Chapel
From Chapel, switch to Beta Quadrant
Risa
Drozana
Archanis
Qo'nos
Khitomer
Pheben
Gamma Eridon
New Romulus
Virinat
Argelius
Orion
Teneebia
Ran out of time between Teneebia and Nimbus, but earned 775k EC. Keep in mind, you get bonus EC for completing the entire Alpha Quadrant.
I've been noticing I've been getting destroyed by high-level things, and I feel like I don't do enough damage. What should I change to make myself better? I need ways I could get through rep or missions, as I can naever make enough money to get what I want. Here is my setup:
http://skillplanner.stoacademy.com/?build=punkobali_0
Thoughts?
http://skillplanner.stoacademy.com/?build=punkobali_0
Thoughts?
Most of you know this (at the latest after watching Kenthend's great Video) and you probably use it all the day. For those who haven't used it so far, have fun.
Transwarp has a annoying cooldown, and if you don't want to wait or fly on slow standard warp, there is a little trick:
All missions offer a "Transwarp" to starting locations for a certain price (EC). Take a look at Kenthend's video linked above to have a visual on that.
So a mission replay is a cheap short cut through the galaxy. Especially when you want to do colonial chains or support runs this comes quite handy.
I thought to just share my favorites, perhaps some find it useful.
The list is not complete yet, I will complement it on occasions. Any addendum is welcome.
Inspired by: https://www.reddit.com/r/sto/comments/1f...tinations/
Transwarp has a annoying cooldown, and if you don't want to wait or fly on slow standard warp, there is a little trick:
All missions offer a "Transwarp" to starting locations for a certain price (EC). Take a look at Kenthend's video linked above to have a visual on that.
So a mission replay is a cheap short cut through the galaxy. Especially when you want to do colonial chains or support runs this comes quite handy.
I thought to just share my favorites, perhaps some find it useful.
The list is not complete yet, I will complement it on occasions. Any addendum is welcome.
Inspired by: https://www.reddit.com/r/sto/comments/1f...tinations/
So, I decided to get this boat of a ship, because I wanted to try out carriers, as they spit out more ships to help you fight. I got a couple of B'rel raiders, which, on their own, kick SO MUCH ASS. But I'm getting around to that point where I need to put out some decent DPS, myself, especially when squaring off against the Borg, since I want the Honor Guard outfit. I, myself, am lacking in direct DPS.
As of right now, my setup consists of
Sci Skills: Science Team 1, Tractor Beam 1, Jam Targeting Sensors 2, Science Team 2, Gravity Well 1, Viral Matrix 3.
Eng Skills: Emergency Power to Shields 1, Engineering Team 2, Extend Shields 2.
Tac Skills: Torpedo: High Yield 1, Torpedo: Spread 2, Beam Array: Fire at Will 3.
Fore Weapons: 2x Dual Plasma Beam Bank Mk 10 [dmg], Plasma torpedo Launcher Mk 6 [crtd]
Aft Weapons: 2x Plasma Beam Array Mk 9 [crtd], Breen Transphasic Cluster Torpedo.
Deflector: Polarized Parabolic Deflector Mk 10
Impulse: Supercooled Combat Impulse Engines Mk 10
Warp: Field Stabilizing Warp Core Mk 10 [coi]
Shields: Dielectric Oscillation Resilient Shields Mk 10
Devices: Nimbus Pirate Distress Signal, Scorpion Fighters
Sci Consoles: Countermeasure System Mk 8, Shield Emitter Amplifier Mk 4, Shield Emitter Amplifier Mk 10, Universal Point Defense System.
Eng Consoles: Universal Shield Destabilizer, EPS Flow Regulator Mk 7, Universal Constriction Anchor.
Tac Consoles: Ambiplasma Envelope Mk 5, Ambiplasma Envelope Mk 4.
What should I change up? I don't have much reputation in any faction, however.
As of right now, my setup consists of
Sci Skills: Science Team 1, Tractor Beam 1, Jam Targeting Sensors 2, Science Team 2, Gravity Well 1, Viral Matrix 3.
Eng Skills: Emergency Power to Shields 1, Engineering Team 2, Extend Shields 2.
Tac Skills: Torpedo: High Yield 1, Torpedo: Spread 2, Beam Array: Fire at Will 3.
Fore Weapons: 2x Dual Plasma Beam Bank Mk 10 [dmg], Plasma torpedo Launcher Mk 6 [crtd]
Aft Weapons: 2x Plasma Beam Array Mk 9 [crtd], Breen Transphasic Cluster Torpedo.
Deflector: Polarized Parabolic Deflector Mk 10
Impulse: Supercooled Combat Impulse Engines Mk 10
Warp: Field Stabilizing Warp Core Mk 10 [coi]
Shields: Dielectric Oscillation Resilient Shields Mk 10
Devices: Nimbus Pirate Distress Signal, Scorpion Fighters
Sci Consoles: Countermeasure System Mk 8, Shield Emitter Amplifier Mk 4, Shield Emitter Amplifier Mk 10, Universal Point Defense System.
Eng Consoles: Universal Shield Destabilizer, EPS Flow Regulator Mk 7, Universal Constriction Anchor.
Tac Consoles: Ambiplasma Envelope Mk 5, Ambiplasma Envelope Mk 4.
What should I change up? I don't have much reputation in any faction, however.
Hello experts,
since I more or less messed up my first and main char, when I started with STO, I am thinking of respec its skills now.
When I started this toon, I maxed out almost every skill I thought to be usefull. Which left me with a few skills on maximum and a lot of skills with 0 points. When reading http://sto.perfectworld.com/news/?p=861531 I began to rethink my balancing and limit the point-spending to a max of 6.
So here is my new approach (I only maxed Space Weapon Spec and Driver Coils.):
http://skillplanner.stoacademy.com/?buil...en140927_0 -- switch to skills tab please.
What are your experiences in this matter. Love to hear your thoughts.
Thanks in advance.
Cheers
Lareen
since I more or less messed up my first and main char, when I started with STO, I am thinking of respec its skills now.
When I started this toon, I maxed out almost every skill I thought to be usefull. Which left me with a few skills on maximum and a lot of skills with 0 points. When reading http://sto.perfectworld.com/news/?p=861531 I began to rethink my balancing and limit the point-spending to a max of 6.
Quote:Generally speaking you’ll want to put a maximum of 6 points (also called levels) unless you absolutely need to put more. The reason is due to something called “diminishing returns.” This means that the more points you put in, the less of a bonus each point is worth. The first 3 points of a skill will give you a +18 bonus for a total of 54. The next 3 points give a +10 bonus for a total of 30. The final 3 points give a +5 bonus for a total of 15. As you can see, the bonus drops every 3 points. The last 3 points give a very small bonus (+15) which won’t make a huge difference. By saving those 3 points, you can put them someplace else that would be more helpful to you.
So here is my new approach (I only maxed Space Weapon Spec and Driver Coils.):
http://skillplanner.stoacademy.com/?buil...en140927_0 -- switch to skills tab please.
What are your experiences in this matter. Love to hear your thoughts.
Thanks in advance.
Cheers
Lareen
I'm currently easily tanking stuff in elite STFs, but I feel like I'd help more dropping survivability, which i seem to have an excess of; for more DPS. You don't need to eat damage, if you kill them.
I haven't downloaded the combatlog parser, as I refuse to allow java anywhere near this machine.
Current Build as of September 5, 2014.
I'm planning on eventually getting something like:
Weapons:
6x Romulan Rep Plasma Beam Arrays [CrtD]x2 (Equippedx6)
Romulan Prototype Plasma Beam Array (Equipped)
Kinetic Cutting Beam (Equipped)
Deflector: Elite Fleet Fermion Deflector Array Mk XII [Flow] [Ins] [ENG] [SciCdr] (Equipped)
Impulse Engine: Adapted MACO (Equipped)
Warp Core: Elite Fleet Plasma-Integrated Warp Core Mk XII [Eff] [S->W] [WCap] [AMP] [SSR]] (Equipped)
Shields: Adapted MACO (Equipped)
Consoles:
Tac(x3):
3x Fleet CrtH +Pla (Equippedx3)
Eng(x4):
2x Fleet Neutronium Alloy +HullRep (Equippedx2)
Assimilated Console (Equipped)
Zero-Point Energy Conduit (Equipped)
Sci(x2):
2x Fleet Emitter Arrays Mk X [SEmitters][+Threat][+Plasma]
I haven't downloaded the combatlog parser, as I refuse to allow java anywhere near this machine.
Current Build as of September 5, 2014.
I'm planning on eventually getting something like:
Weapons:
6x Romulan Rep Plasma Beam Arrays [CrtD]x2 (Equippedx6)
Romulan Prototype Plasma Beam Array (Equipped)
Kinetic Cutting Beam (Equipped)
Deflector: Elite Fleet Fermion Deflector Array Mk XII [Flow] [Ins] [ENG] [SciCdr] (Equipped)
Impulse Engine: Adapted MACO (Equipped)
Warp Core: Elite Fleet Plasma-Integrated Warp Core Mk XII [Eff] [S->W] [WCap] [AMP] [SSR]] (Equipped)
Shields: Adapted MACO (Equipped)
Consoles:
Tac(x3):
3x Fleet CrtH +Pla (Equippedx3)
Eng(x4):
2x Fleet Neutronium Alloy +HullRep (Equippedx2)
Assimilated Console (Equipped)
Zero-Point Energy Conduit (Equipped)
Sci(x2):
2x Fleet Emitter Arrays Mk X [SEmitters][+Threat][+Plasma]
Hello as you guys know i have been experimenting a lot with my avenger and i found at last its limits or so i think. You can check my build at this link and give me your opinions:
http://www.stoacademy.com/tools/skillpla...banks_7564
http://www.stoacademy.com/tools/skillpla...banks_7564
Lately i have been doing some missions that earns you several items that sells well at the exchange.
The 1st mission is Sphere of influence wich is the 1st mission of the episodes in seasson 8, after you do this mission, you can get 3 items, an omni directional antiproton beam, a warpcore(obelisk) and a beam array, if you havent done the mission and its your 1st time you wont get the beam array option, you can sell this beam array for 500000 ECs in the exchange, after this we have the cooldown and we cant do it till 30mins have passed.
SO since we need to make a profit, you need to move again in my case i do fluidic dynamics as the 2 mission, in this mission wich is the last one of the borg episodes, you get rewarded with 3 weapons that are anti-proton, a DBB, a DHC and a BA, get the BA (beam array) and sell it for 400000, you need to sell this one in the exchange too.
That is about it guys if you need anything else just tell me, anyways this could be done with other missions i suppose but i havent checked on the other ones and how their beams or other equiptment sell.
The 1st mission is Sphere of influence wich is the 1st mission of the episodes in seasson 8, after you do this mission, you can get 3 items, an omni directional antiproton beam, a warpcore(obelisk) and a beam array, if you havent done the mission and its your 1st time you wont get the beam array option, you can sell this beam array for 500000 ECs in the exchange, after this we have the cooldown and we cant do it till 30mins have passed.
SO since we need to make a profit, you need to move again in my case i do fluidic dynamics as the 2 mission, in this mission wich is the last one of the borg episodes, you get rewarded with 3 weapons that are anti-proton, a DBB, a DHC and a BA, get the BA (beam array) and sell it for 400000, you need to sell this one in the exchange too.
That is about it guys if you need anything else just tell me, anyways this could be done with other missions i suppose but i havent checked on the other ones and how their beams or other equiptment sell.
Hey gang,
Now that I've hit level 50, I'm feeling direction-less.
I still have some storyline missions remaining, but I'm having difficulty getting past the most recent one. Which made me start thinking about gear.
What's the progression? I'm a tactical Romulan on the KDF side. I have some Mark 10-11 stuff, but only a few greens. I'm thinking that if I set foot in an STF, I'd probably be booted after I got the group wiped.
What do I need to be doing in order to get some basic better gear so I could survive the basic PVE STFs?
Now that I've hit level 50, I'm feeling direction-less.

I still have some storyline missions remaining, but I'm having difficulty getting past the most recent one. Which made me start thinking about gear.
What's the progression? I'm a tactical Romulan on the KDF side. I have some Mark 10-11 stuff, but only a few greens. I'm thinking that if I set foot in an STF, I'd probably be booted after I got the group wiped.
What do I need to be doing in order to get some basic better gear so I could survive the basic PVE STFs?
Hello Folks,
I would like to share some knowledge that I have learned that may help you gain dilithium without having to grind or fight using the Duty Officer missions.
1.) Contraband, transferable Dilithium to any account character, some Klingon Doff missions require it, I use it only to turn in for dilithium.
2.) Colonists: Great for Colonial XP, even better with the "Deport Colonists" DOFF mission that uses 5 colonists and provides 500 dil on success, Crits at 1500 dilithium.
3.) Prisoners: "Forcer Labor Requisition", prisoners are gained from raids and "Disable Freighter" mission. Same Crit and normal success returns as the colonists and requires 4 prisoners.
Obtaining Contraband:
1.) Confiscate Contraband for Crew, it's under the Personal section and provides 1 upon success and 2 upon Crit, it's not very reliable. 30 minute mission
2): Marauding- Disable Freighter: (This is the consistent Contraband resource) 2 hour mission
Found in: Tau Dewa Sector(Main)/Alpha Centauri & Pi Canis(Limited)
Disable Freighter: Andorian/Human/Tellarite/Ferengi. You can find these in Tau Dewa/Alpha Centauri/ Pi Canis normally, these get you prisoners and Contraband. Both are traded in for Dililithium in different ways. Ferengi is the richest as it provides 2 upon success and Crits at 5 contraband. Andorian/Tellarite/Human success at 1 contra band, crit at 2.
Note: Vulcan doesn't give Contraband, however you can receive prisoners.
Success: Security/Assault Squad/Energy Weapons/Projectile Weapons/Transporter Officer(s). Any other officers can do this if that have the skill, green is good, purple is best with the Crit below.
Crit Success: Aggressive/Resilient
3.) Marauding-Raids
Here are some missions that are not as consistently found, however provide contraband and crit well.
Raid on Federation Research Station, Assault Starfleet Refitting Station, Bombard Federation Manufacturing Facility, Capture Starfleet Ammunition Depot, Inspect Civilian Freighter, Investigate Rumors of Klingon Intelligence..
4.) Turning in Contraband: In the First City/Great Hall, left side as you walk in. Fleet Starbase, Tactical level, walk straight from the turbolift, turn left and the last person has the mission. Federation wise, right outside the bank entry on the promenade. These are 4 hour missions and upon completion can be done again and again every four hours on every character you have.
5.) Colonists: These can be obtained from the Operations DOFF normally and provides 4-5 colonist per run.
The other benefit is you not only receive contraband and prisoners, but may get commodities or other things to sell for EC.
Cy
I would like to share some knowledge that I have learned that may help you gain dilithium without having to grind or fight using the Duty Officer missions.
1.) Contraband, transferable Dilithium to any account character, some Klingon Doff missions require it, I use it only to turn in for dilithium.
2.) Colonists: Great for Colonial XP, even better with the "Deport Colonists" DOFF mission that uses 5 colonists and provides 500 dil on success, Crits at 1500 dilithium.
3.) Prisoners: "Forcer Labor Requisition", prisoners are gained from raids and "Disable Freighter" mission. Same Crit and normal success returns as the colonists and requires 4 prisoners.
Obtaining Contraband:
1.) Confiscate Contraband for Crew, it's under the Personal section and provides 1 upon success and 2 upon Crit, it's not very reliable. 30 minute mission
2): Marauding- Disable Freighter: (This is the consistent Contraband resource) 2 hour mission
Found in: Tau Dewa Sector(Main)/Alpha Centauri & Pi Canis(Limited)
Disable Freighter: Andorian/Human/Tellarite/Ferengi. You can find these in Tau Dewa/Alpha Centauri/ Pi Canis normally, these get you prisoners and Contraband. Both are traded in for Dililithium in different ways. Ferengi is the richest as it provides 2 upon success and Crits at 5 contraband. Andorian/Tellarite/Human success at 1 contra band, crit at 2.
Note: Vulcan doesn't give Contraband, however you can receive prisoners.
Success: Security/Assault Squad/Energy Weapons/Projectile Weapons/Transporter Officer(s). Any other officers can do this if that have the skill, green is good, purple is best with the Crit below.
Crit Success: Aggressive/Resilient
3.) Marauding-Raids
Here are some missions that are not as consistently found, however provide contraband and crit well.
Raid on Federation Research Station, Assault Starfleet Refitting Station, Bombard Federation Manufacturing Facility, Capture Starfleet Ammunition Depot, Inspect Civilian Freighter, Investigate Rumors of Klingon Intelligence..
4.) Turning in Contraband: In the First City/Great Hall, left side as you walk in. Fleet Starbase, Tactical level, walk straight from the turbolift, turn left and the last person has the mission. Federation wise, right outside the bank entry on the promenade. These are 4 hour missions and upon completion can be done again and again every four hours on every character you have.
5.) Colonists: These can be obtained from the Operations DOFF normally and provides 4-5 colonist per run.
The other benefit is you not only receive contraband and prisoners, but may get commodities or other things to sell for EC.
Cy
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