STO Helpdesk With Jo4play, Episode 2 Careers
Careers
The second episode is upon us, and this one may be the hardest one yet, which bait will you take and inevitably to regret taking...HOLD on this isn't about fish, it is about which career path will you take in STO. All bad things come in threes. I remember my first char, didn't know a thing about STO, a sci alien R'Gwah, still surprised i remember that considering that char has been thrashed about 3 years ago. Belive me this choice is the most important one in the game, i can't physically stress this enough so i guess i better get right into it. (1 random choice generation later)
Engineering
Ohh boyy engineering, the biggest bait of this game. Why do i say that you will probably wonder, well most people consider engineering as a tank option but along the way find out that engineering is undercut compared to other 2 options in the way of options and well thought out abilities. Engineering is a jack of all trades but a master of none. Recently became more powerful as the rebalances to the game brought more damage, more energy drain and need for more healing. In ground they still hold up their usefulness as they can dish out comparable damage to other classes. But ground combat isn't nearly as prevalent or broken as space. What i am really trying to say is: EVERYTHING THAT ENGINEERS GET AS UNIQUE CAN BE BRIDGED OVER USING ABILITIES/SKILLS/TRAITS/CONSOLES/WHATEVER
So what does an engineer bring to the table:
GROUND ABILITIES:
mmm butter...i mean damm check that shield res out, real good regen on that one, shield drain res...why?, shortly this is a very decent thing if you take a lot of damage, the 1 sec channel time is a bit pain but it can keep you alive
a cover shield (what do you mean you it is buggy and you can trap npc's and players with it), really cool to hide behind or protect you against flanks, drop it wherever you need.
It's a...drone, what did you expect me to say, very useful, the damage is decent on it but nothing special
IMMA FIRIN' MAH LAZER, yeah damn fun ability to use, when it crits, THAT is where the fun begins
engineering team buff, real nice to use and have in any ground encounter
SPACE ABILITIES:
all rise for the best ability of the engineering (imho), the SHres4dayz, gimme that RSP and let's get the party started AKA just a very good preserve your shield ability
before using this ability you have to yell: I need more power Scotty for it to fully work :P, if you don't hey it still gives loads of power levels and power transfer rate to fill your insatiable weapons
all praise the allmighty Weapon Power Cost reduction, aka take my dps thru the roof
Damm boiii that heal's thicc, dammm boiii that shield regen, aka good heal, with the grace under fire you can do it twice in a row before it goes on cd, or easier said expect a 70k heal if you got heal crits
ahh yess the team buff, real nice to have for all your tanking needs
draining enemy power, boosting my power and getting bonus weapon damage (Cat2) , don't mind if i do
Science
Ahh science, the underdog, the ignored by all those who belive in the allmighty power of DPS. But deep whitin yourself confess that your first federation char was a scientist. Science is underrated but hey when you are in HSE having a sci is a difference between seeing borg cubes and seeing those same cubes being clumped up in almost offensive amount of visual effects, so what makes a sci special, let's find out.
So what does an scientist bring to the table:
GROUND ABILITIES:
a standard tricoder scan, good at pinpointing weaknesses, still bad at finding cloaked opponents (mostly)
placate, tbh never found much use for this one, nor ever noticed it
that dmg reduction, yeahhh damm sonnn, also very nice thing to have at all times
hmmm more damage res reductions, do you see a trend or is it just me
Sci team buff, dang that res rating stuff
SPACE ABILITIES:
actually good at detecting cloaked opponents, and a nice res reduction
the bane of every pvp player and the most underrated ability in the game, ppl who know how to time this are GODS, I SAID GODS
damage booster of scis, that res is nice, immunity to teleport, now why would i want that
Ever wanted to have more than 1 ship supporting you, how about 3, yeahhh that is goood
Sci team buff, all about that shield and some sciency stuffz
The biggest healz you will ever get,the thing is very good and fun
Tactical
The best for the end? For all you deepserz, min/maxers, dpsers, you will find your home here. The kings of glass cannons, lords of cannon build and other titles. If that still doesn't explain their role in the game, i don't know what will. With nothing more to say let's get to abilities.
So what does a tactical bring to the table:
GROUND ABLITIES:
oh look at those buffz, gimme gimme
damage resist debuff for 1 target, good for bosses
to ensure all your abilities are recharged on time
in case you ever wondered why they never had backup on ground, you will
More damage boosts?, MOAR DAMAGE BOOSTZ FOR EVERYONE
SPACE ABILITIES:
attack pattern alpha, the one of those commonly used phrases in Star Trek, look it has an ability named after it, and it is amazing
Fire on my mark, more like slice my mark
tac boff cdr, yeahh i will take it
Mmmm cheesee, take that you stupid enemies, taste my cat2 damage, also if you get a certain trait guess what you can do it at any hull
where do they keep all these damage buffs, what do i do with them for all your teammates in this special offer
armor pen, sssure why not, pile it all up and lets break some stuffs
Conclusion
Well you have came to the end, as you can see tons of diversity and tons of things to consider. I recommend all three and experiment with playstyles that will suit you. The key part is to notice what you want and need. I have no idea what the third episode will be about, maybe YOU can decide the next thing i cover.
Jo4play, o7 signing off
*updated 4.12.2018
Last edited by jo4play on Tue Dec 04, 2018 10:16 am; edited 3 times in total