Star Trek Online Wiki
Register
No edit summary
(oh look. a medic.)
Line 33: Line 33:
   
 
<small>I don't need to deal more damage than my opponent, I just need to survive longer than him. If that is your mantra these are probably your traits too. Focusing on not getting hit, disabling the opponent and augmenting your abilities to repair the damage received. While very similar to the '''Space Healer''' build this one emphasizes more on your own survival rather than the survival of your team. Especially when dealing with smarter opponents (aka other players) this build might be the better choice. Again, if you're not comfortable with playing a custom alien species check the previous build for alternative species suggestions.</small>
 
<small>I don't need to deal more damage than my opponent, I just need to survive longer than him. If that is your mantra these are probably your traits too. Focusing on not getting hit, disabling the opponent and augmenting your abilities to repair the damage received. While very similar to the '''Space Healer''' build this one emphasizes more on your own survival rather than the survival of your team. Especially when dealing with smarter opponents (aka other players) this build might be the better choice. Again, if you're not comfortable with playing a custom alien species check the previous build for alternative species suggestions.</small>
===Mixed Builds===
 
 
===Pure Ground Builds===
 
===Pure Ground Builds===
  +
Up until '''Season Four''' pure ground builds were an oddity. Time will tell if they prove to be a more popular choice now.
  +
  +
====The Medic====
  +
Suggested race selection: [[Betazoid]]
  +
*{{trait|Empathic}}'req': Increased health regeneration for your team and less threat generation by your actions.
  +
*{{trait|Creative}}: Increases your kit abilities by 5%.
  +
**{{trait|Telepathic}}'req': Required Betazoid trait but not important for this build.
  +
**{{trait|Sure Footed}}: Knockback and Root resistance.
  +
**{{trait|Stubborn}}: Stun, Placate and Runspeed Resistance.
  +
  +
<small>If you want to be a medic you'll need '''Creative'''. '''Empathic''' augments your healing nice and reduces the threat you are generating. If you pick up '''Sure Footed''' or '''Stubborn''' as your fourth trait is a matter of preference both are equaly viable.</small>
  +
  +
Alternative race selection: [[Bajoran]]
  +
*{{trait|Creative}}'req': Increases your kit abilities by 5%.
  +
*{{trait|Spiritual}}'req': Increased health regeneration on yourself and bonus on healing abilities used on you.
  +
*{{trait|Sure Footed}}: Knockback and Root resistance.
  +
*{{trait|Stubborn}}: Stun, Placate and Runspeed Resistance.
  +
  +
<small>While not having access to '''Empathic''' like Betazoids '''Spiritual''' increases your own ability to survive. And remember a disabled medic cannot heal after all.</small>
  +
  +
Alternative race selection: [[Orion|Orion (female)]]
  +
*{{trait|Seductive}}'req': Confuse and Placate resistance and reduced threat generation.
  +
*{{trait|Creative}}: Increases your kit abilities by 5%.
  +
*{{trait|Sure Footed}}: Knockback and Root resistance.
  +
*{{trait|Stubborn}}: Stun, Placate and Runspeed Resistance.
  +
  +
<small>The KDF version of the medic. While not to be known for their healing capabilities orion females can serve this role well enough.</small>
  +
  +
<small>The most important trait in this build is '''Creative''' to augment your kit heals. Reduced threat generation is a nice bonus to keep you from accidently pulling aggro with your heals. The other traits serve to reduce the chance of you becoming disabled. As said before a disabled medic cannot heal.</small>
 
===Mixed Builds===
 
==Advanced Builds==
 
==Advanced Builds==
 
===Pure Space Builds===
 
===Pure Space Builds===

Revision as of 14:31, 5 August 2011

Introduction

Traits always have been a tricky choice to pick, because once you choose them they stay with your captain his whole career.
There are only a few more annoying things than to realize somewhere after your Captain Promotion that the nice trait you picked during your Character Creation is not as nifty as you imagined.
This holds even more truth with Season Four and its ground combat revamp which made ground traits a more or less viable choice again.
This guide will try to help you on that important decision.
Basic Builds will deal with trait builds available to all players while Advanced Builds includes trait builds which likely will require a Cryptic Store purchase.

Basic Builds

If Star Trek Online is not your first MMORPG you might expect some classic variations of the tank, damage dealer & healer triangle. I would suggest to discard this association. Style of play differs vastly between Space and Ground environments. A character filling the tank role perfectly fine in space might turn out to be a pushover once he beams down. Previous to Season Four pure space builds were the popular choice among most players because ground combat was shunned.

Pure Space Builds

Pure space builds are mostly limited to the custom alien species since almost all other races have one or more racial specific ground trait/s. If you choose species above possible traits you will have to compromise later.

The Damage Dealer (Space)

Suggested race selection: Alien

  • Efficient Captain: Increases power levels for systems below 75 power.
  • Accurate: Increases chance to hit on all your space weapons. In addition accuracy overflow will convert into larger and more frequent critical hits.
  • Techie: Increases several Engineering abilities including weapon systems performance.
  • Warp Theorist: More power.

This build focuses on one thing only. Picking traits that will help you dishing out the most damage you can get. If you're not comfortable with playing a custom alien species you can take a Bolian and drop Warp Theorist. If you drop Efficient Captain you can play this build with Andorians, Trills or Orions.

The Space Healer/Controller

Suggested race selection: Alien

While most shield and hull healing abilities are engineering ones, Transfer Shield Strength which is believed to be the best shield heal currently available by the majority of the playerbase is a science skill. And if you augment your science abilities with the Astrophysicist trait it's just another small leap from a pure space healer to a space controller, using science abilities to disable opposing ships. If you're not comfortable with with playing a custom alien species check the previous build for alternative species suggestions.

The Space Evader

Suggested race selection: Alien

  • Elusive: Defense increase makes you harder to hit.
  • Astrophysicist: Use those science skills to disable opponents. Disabled ships do not hit you either.
  • Techie: For the moments you finally get hit after all.
  • Efficient Captain: Increases power levels for systems below 75 power.

I don't need to deal more damage than my opponent, I just need to survive longer than him. If that is your mantra these are probably your traits too. Focusing on not getting hit, disabling the opponent and augmenting your abilities to repair the damage received. While very similar to the Space Healer build this one emphasizes more on your own survival rather than the survival of your team. Especially when dealing with smarter opponents (aka other players) this build might be the better choice. Again, if you're not comfortable with playing a custom alien species check the previous build for alternative species suggestions.

Pure Ground Builds

Up until Season Four pure ground builds were an oddity. Time will tell if they prove to be a more popular choice now.

The Medic

Suggested race selection: Betazoid

  • Empathic'req': Increased health regeneration for your team and less threat generation by your actions.
  • Creative: Increases your kit abilities by 5%.
    • Telepathic'req': Required Betazoid trait but not important for this build.
    • Sure Footed: Knockback and Root resistance.
    • Stubborn: Stun, Placate and Runspeed Resistance.

If you want to be a medic you'll need Creative. Empathic augments your healing nice and reduces the threat you are generating. If you pick up Sure Footed or Stubborn as your fourth trait is a matter of preference both are equaly viable.

Alternative race selection: Bajoran

  • Creative'req': Increases your kit abilities by 5%.
  • Spiritual'req': Increased health regeneration on yourself and bonus on healing abilities used on you.
  • Sure Footed: Knockback and Root resistance.
  • Stubborn: Stun, Placate and Runspeed Resistance.

While not having access to Empathic like Betazoids Spiritual increases your own ability to survive. And remember a disabled medic cannot heal after all.

Alternative race selection: Orion (female)

  • Seductive'req': Confuse and Placate resistance and reduced threat generation.
  • Creative: Increases your kit abilities by 5%.
  • Sure Footed: Knockback and Root resistance.
  • Stubborn: Stun, Placate and Runspeed Resistance.

The KDF version of the medic. While not to be known for their healing capabilities orion females can serve this role well enough.

The most important trait in this build is Creative to augment your kit heals. Reduced threat generation is a nice bonus to keep you from accidently pulling aggro with your heals. The other traits serve to reduce the chance of you becoming disabled. As said before a disabled medic cannot heal.

Mixed Builds

Advanced Builds

Pure Space Builds

Pure Ground Builds

Mixed Builds