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STO Space Combat Strategies and General Thoughts

From The LNR Book of Knowledge

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STO Space Combat Strategies and General Thoughts.

I love to be a member of organized group of people in games that require a strategic approach to combat. As we all well know, group combat in STO is not much different than it is in other class orientated MMOs. I'd say STO strategy is even easier since we only have three classes.


I was wondering if Legend members will use a strategic approach to space combat, since this seems to be the primary mode in STO even though ground missions require as much strategy as space missions. Its not as helpful as during the space combat.


So here is my layout of what I consider to be a successful group:

(Ships may change during the ranking up process.)


Cruiser-Heavy Cruiser (biggest hull + good shields = good tank)

Its sort of an argument who's better tank - science ships or cruisers. Some people say that science ships have the best shields in the fleet so they should be tanking. Its quite mistaken opinion. While science ships do have good shields their main bonus is in auxiliary subsystems and their hulls are not half as good as cruisers. The whole line of cruisers while can be considered universal ships that can do everything, they still are the best tanks due to their bonus to defence system and very strong hull. Cruisers always should fly in defence mode.


Equipment

Resilient or Regenerative shield:

Both shield types are good keeping in mind that one of the science ships will be supporting the tank by transferring the shields. Resilient shields have lesser bleed through and better damage resistances. Regenerative shields have very high regeneration rate so in both cases its a good choice for cruisers.


Phaser Weapons:

This type of weapons have chance to lower the targets damage output. Its quite important considering that cruiser will take the beating from the primary target. Higher tier enemy ships use higher DMG output weapons and on the long run these weapons are the best for tanking cruiser.


Engineer Consoles:

I'd recommend kinetic resistance. Enemy ships like to use salves of torpedoes and having this console on along with the shield transfer from science support ship will prolong the life of cruiser's shields.


Tactical Consoles:

Bonus to phaser weapons. That's obvious since phaser weapons are the most appropriate for a tank set up of cruiser.


Science Console:

Something that buffs your scientist. I'd recommend to have a Bridge Officer with ability to boost your shield regeneration.


Torpedoes:

Whenever they become available - transphasic ones. They pierce through the shields.


Skills

  • Polarize Hull - Have this skill maxed. As soon as your shields are gone or about too - fire it up, it will prolong your life for a few more seconds.
  • Emergency Power to Shields - Have all the tiers of this skill maxed.
  • Shield Recharge and Quick Fix – Both are great skills for a cruiser tank.

Tanks needs to concentrate on the skills that buff and recharge his shields, increase resistances and help to last as long as possible.


Escort ships (highest DMG ratio + cannons + speed = best DPS)

I personally like to fly this class of ships and find it comparable to rogues/assassins in other games. I don't like that kind of comparison but it shows the specialization of the class.


Escort ships are what you'd refer to in other games as nukers and DPSers. They have everything you need to unleash hell of damage at your opponents. Bonus to attack power, speed and agility with a proper equipment make these ships very deadly. Shields however on these ships are not as good as on escort or cruiser. So sneak behind the ship you are attacking to avoid frontal torpedo bombardment. Your agility and speed will allow you to flank any type of enemy ship except fighters. Escort ships really excel in attack mode but switch your modes based on situation. The faster you kill the enemy, the bigger the chance you have to survive.


Equipment

Covariant Shields:

These are the best for escort type ships. Escort ships need to withstand a few frontal attacks and as soon as possible get behind the target they attack. Covariant shields have the most hitpoints while lower regeneration rate which will hold you together until you flank the target. Try to stay 2-3km away from your target while flanking it. It will give you room to manoeuvre and is a good distance for your cannon weapons.


Cannon Weapons:

These weapons are the best for Escort type ship. They have highest DPS ratio and don't use much energy. Disruptor Cannons have a chance to debuff the target resistances, so if you have access to these use them. Don't use 2 cannons at the same time as most of them have 1 second cooldown. Until you get access to heavy cannons that have 2 seconds cooldown use only 1 cannon. Its always good to check weapon stats and see whats the best with your current set up.


Engineer Consoles:

Kinetic Resist probably the best choice. To make sure the frontal attacks you get don't breach your defences too much.


Tactical Consoles:

This one is obvious for Escorts - equip the one that boost your damage output the most. If you are armed with cannons equip cannon DMG boost console, etc.


Science Consoles:

The best is probably to have evasion and speed bonus for better manoeuvrability.


Skills

  • Torpedo High Yield – Max this skill for higher DMG.
  • Beam Overload – This is a good skill to have at high rank
  • Cannon Scatter Volley and Cannon Rapid Fire - You want these to have maxed as well unless your preference is mines or some other type of weapon.
  • Attack Pattern Omega – This is another great DMG buffing skill.

Your are mainly DPS. Focus on skills that improve your role.


A lot can be said about Science specialization. They can be Buffers, Debuffers, Crowd Control (CC) or 'Healers'. The best in PvE would most likely be to have a Science ship in the group that can support Cruiser tanking, which means increase resists, transfer shields, debuff main target etc. Each of the science specializations deserves its own section. I'd say that its good to have two science ships in the group. One that supports cruiser in tanking and another that debuffs main targets.


In perfect group against 5 ships would be:

  • Cruiser - main tank
  • Science ship - tank support
  • Science Ship - buffer-debuffer or additional DPS.
  • Escort - DPS1 (this can be cruiser set up for DPS)
  • Escort - DPS2

When battle begins most likely cruiser will get the most hits that why science support needs to be there. Main enemy target needs to be disabled/debuffed, the rest of the group has to go through the bosses "escorts" and destroy them 1 by 1. After that everyone focuses on the "boss".


If its a battleship with five bird-of-prey cruisers as support, if there is a buffer debuffer in the group, buff AoE and debuff on battleship then focus on debuffing main assist targets if possible. Escorts/DPSers focus on birds, take them out one by one and assist on battle ship.


PVP

PvP is a bit different but main concept still remains - focus on one target at a time. Disable/eliminate support ships first though if they are present.


Assist

Assist system in STO so far is limited to clicking on the pilot status bar and selecting his ship's target. I hope there will be more pilot friendly assist system in place later. Something similar to the raid assist window in LOTRO would be awesome to have.


Properly assisting while grouped is something that everyone needs to be focused on.


Hope this all helps in your adventures.


-Thanks to ZeroNavigator for writing this guide.


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