Welcome to the beginners' Basics Guide, the first of many guides for players of Star Trek Online. This guide shall serve as a launching pad for all players who are new to the game or just want to know more about the basics of Star Trek online.
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In Star Trek Online, there are three career paths players can take, which corresponds to three of the areas of expertise in Starfleet: Engineering, Science and Tactical. Career paths in Star Trek Online are very much like classes in most other MMORPGs, except that they aren't as restrictive and rigidly defined in Star Trek Online. A player of any class can fly any type of starship, even though each class has a starship with which they will be best fitted.
Each class has a certain focus and role, as well as a starship that best matches that particular class.
Engineers are best suited in a Tank role. Tankers take the brunt of damage in battle and try to attract all enemies to themselves, while the DPS or Damage players do the majority of the actual firing and damage. Engineers wear the color gold for their uniforms. Their focus is primarily on survivability and resilience in space combat, while supporting their Away Team in both space and ground combat with fixed-position automated weaponry, shield and medical generators, technological buffs, and other repairs and improvements. The ideal match for an Engineer is a Cruiser, which is also best suited for tanking.
Science officers are most useful in a Heal role, where they provide healing and buffs for allies (and themselves), as well as powers that weaken and disable enemy vessels and NPCs. Science officers also provide medical treatment, such that they can revive other players or Away Team member quickly. Science officers wear the color blue and are ideally matched with (of course) Science Vessels.
Tactical officers are ideally the DPS or Damage roles; they do their best work while dealing damage to enemies in ground and space combat. Tactical officers wear red (although they have worn gold up until the time in which the game takes place) and are best matched with an Escort vessel, which is also the best starship in terms of inflicting damage to enemies.
Each class will gain one unique space and ground ability for each new Rank achieved. Also, each path comes with a unique set of skills that affect the player's performance on ground missions, as well as a unique set of kits designed specifically for their class.
In order to advance to the next Rank, players must spend a set number of skillpoints (SP) before being promoted. Furthermore, new Tiers of starships are opened up to each new Rank. However, in order to advance through the Grades (1–10) within any Rank, players must simply earn SP.
| Next Rank | Minimum SP Spent | Ship Tier |
|---|---|---|
| Lieutenant | 1,500 | 1 |
| Lt. Commander | 6,700 | 2 |
| Commander | 18,700 | 3 |
| Captain | 34,700 | 4 |
| Admiral | 52,700 | 5 |
To summarize, players gain Grades by earning SP, and advance to each new Rank by spending a set amount of SP.
All players, regardless of class, will have access to the following skill groups:
And each class of players has their own unique skill group available to them:
Here is an example of a skill group:
There are five Tiers of skills, from Lieutenant on the left, to Admiral on the right. In order to have access to a particular Tier of skills, you must hold that Rank. In the above example, you must be a Commander in order to access the Starship Disruptor Weapons skill. Each skill has 9 levels of expertise (from 1–9) and each Tier costs a certain amount of skillpoints per level increase — from 100 per Lieutenant skill level increment, to 500 for Admiral skills.
Each level in a skill grants a particular amount of bonus to a specific aspect of the player's character. For example, the Starship Projectile Weapon Training skill would increase the damage done by all your starship's projectile weapons (photon torpedoes, quantum torpedoes, etc.). The higher a level you have in a skill, the higher a bonus it gives.
Below is a list of each skill group and their various effects.
There is a skill for every ability, both in space and on the ground, for each class, and for both yourself and your Bridge Officers.
All weapons and abilities are affected by 3 different skills, each from a different Tier. Usually the first two skills are Tier 1 and Tier 2 skills, and the third is a skill from one of the upper 3 Tiers. For example, the damage caused by a phaser beam array is boosted by the Starship Energy Weapons Training skill (Tier 1), Starship Beam Weapons (Tier 2), and Starship Phaser Weapons (Tier 3). The higher Tier a skill is, the more narrow its focus is on what it affects. Starship Energy Weapons Training affects all energy-based weapons, while Starship Beam Weapons affects only the beam energy weapons.
To see which skills will affect a certain ability, open up the Available Abilities window by pressing P and select any Ability from the list. (Whether you are in space or on the ground affects which Abilities you will be able to see.)
Players earn three abilities as they progress through each Rank: a generic, class-independent space ability; a class-specific ground ability, then a class-specific space ability. Science Vessels have the built-in ability to target one of an enemy's four subsystems during combat (weapons, shields, engines, and auxiliary), which are granted to the player upon taking command of such a ship. Bridge Officers also have abilities that you can call upon whenever the player desires.
In addition to their normal recharge time, Abilities that are linked to the same subsystem (e.g. if they have "System: Batteries" in their descriptions) share an additional cooldown time during which no other Abilities of the same subsystem may be used. For example, the Emergency Power to Weapons I ability triggers a 20-second cooldown on your ship's Batteries subsystem, during which time no other "System: Batteries" Ability (such as Emergency Power to Shields) may be used.
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