The Unofficial Star Trek Online Science Guide
IMPORTANT
The Short Version
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The Unofficial Star Trek Online Science Guide
Table of Contents
Important.......................................................2
The short version.......................................2
The long version........................................2
Preface...........................................................4
The Basics of The science Class.....................5
Pros of the science class............................6
Cons of the science class...........................6
Character Creation.........................................7
Trait and race choice.................................7
Initial Bridge officer assignment................9
Science Combat Strategies..........................14
Solo Combat Strategies...........................14
Group Combat Strategies........................16
Science Grinding Strategies.........................18
Credit Grinding Strategies.......................18
Xp grinding strategies.............................19
Advanced Science Tactics...........................21
Skill Point Assignment.............................21
Ground Combat.......................................28
Weapons and Equipment.........................28
Ground Weapons and equipment..........35
Klingon specifics..........................................38
FAQ..............................................................39
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The Unofficial Star Trek Online Science Guide
PREFACE
elcome to the universe of Star Trek Online. This game play likes many other
MMOs but has quite a few key differences that made this guide a lot of fun to
write.
W
With cool additions like space combat, a robust character creator, and bridge officers it
plays like few other games. In this guide you'll learn how to properly use the science class to
it's full extent. Techniques for space combat, grinding, and tailoring your character will all
be discussed.
The world of Star Trek Online is very open ended in it's gameplay compared to most
MMO's and I tried to write to that strength. You'll notice in some sections there will be very
little direction from the guide and more just suggestions of what can work and that's so you
can tailor your game to the Star Trek experience you want to play.
With that said take off into universe to explore new worlds and face the Klingon threat.
Live long and prosper.
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The Unofficial Star Trek Online Science Guide
THE BASICS
OF THE
SCIENCE
CLASS
The science class of ship is basically star
trek online's mage equivalent. This means
for the most part it has all the benefits and
detractors of a mage but with a few
exceptions.
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The Unofficial Star Trek Online Science Guide
Pros Of The
Science Class
•
The science vessel is incredibly
balanced compared to the other two
ship types
•
Great debuff and DPS abilities
•
Balanced weapon slots
•
Your team role keeps you out of
direct fire
•
Good shields and hull integrity
Cons Of The
Science Class
•
No focus in it's make meaning there
is always someone stronger, faster,
or bigger than you
•
because you're not always doing the
finishing hit you're not often getting
assigned any dropped loot
•
As you will be the one doing the
majority of the debuffs you'll need to
constantly be aware of any enemies
in the immediate battlefield
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The Unofficial Star Trek Online Science Guide
CHARACTER
CREATION
n this chapter we'll be discussing
how to a character suited to playing
with the science class of ship. As
ships themselves don't gain any sort of
experience you will have to suit your
character's traits and abilities in order to
give your ship a non equipment based
boost.
I
The first choice you're going to run into
is what type of character you want to make;
tactical, science, or engineer. The best
choice for an science ship based character
is a scientist. The science officer specializes
in buffs, healing, and other “mage” style
abilities you might in see in other MMO's.
The tactical officer specializes in mainly in
an offensive combat style. The engineer
specializes in a more defensive style of
combat using things like shield buffs
rerouting energy to the proper sub-systems
with a greater efficacy. For the purposes of
this guide all future suggestions are made
assuming that you chose an scientist
character however these suggestion can be
easily applied to the other classes as well.
Trait And Race
Choice
Race in the world of Star Trek Online is
actually a rather minor choice compared to
a lot of the later character defining choices
you're going to make. An important thing to
note is that no matter what race you
choose you will start in the same area with
the exact same quests. The only thing you
can choose that will create a difference in
how you start the game will be whether you
create a federation character or a klingon
character, in this guide we will be focusing
on the federation's way of doing things as
the klingon side is nearly in identical in
gameplay to the federation and must be
unlocked before you can even create a
klingon character. Just as a note in order to
create a klingon character just a level a
federation character up to a lieutenant rank
6 and then you can go back to the
character creation screen and create a
klingon character, keep in mind the game
will not alert you when you have unlocked
this ability.
The major point of choosing a race is to
define your character's traits which provide
a minor boost or special abilities to your
character. All of the established race you
can choose have 2-3 of the 4 traits already
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The Unofficial Star Trek Online Science Guide
chosen for them and you just have to
assign the last 1-2. If you create an “alien”
race you are allowed to pick all 4 traits for
your character however some of the
established species have special traits
available only to them.
The chart below details the selection of
traits that will actually affect your space
combat abilities. The best approach is to
pick two of the traits in the chart and two
ground combat traits to keep things
balanced. Ground combat while not
plentiful is important and shouldn't be
overlooked when creating a character, even
one focused on space combat.
(all traits that are particularly useful for
science ships are marked with an *)
Trait
Effect
Accurate
+0.1 to accuracy
stat, increase to
space weapon
accuracy
*Astrophysicist
+10 to star ship
operations
training
Efficient
+5 to shield,
engine, energy
weapon, and
auxiliary
efficiency stat
*Elusive
Enemies have
harder time
hitting you in
space combat,
+0.1 defense
Joined Symbiote
(Joined Trill race
only)
+3.3 to projectile
and energy
weapons, warp
core, and
engineering
training, +6.7 to
star ship
operations
training
Leadership
(Human race
only)
15% faster
damage and
subsystem repair
rate
*Techie
Improved
performance of
maintenance,
repair, and
performance
powers,+10 star
ship engineering
training
*Warp Theorist
Increased ship
power levels, +10
to star ship warp
core training
There really is no best choice for a
starting race as they all balance out. The
inclusion “alien” character created races
end up being the majority of what you'll run
into in PvP so there's no real way to plan
race wise for PvP. The ideas represented
above work for klingon character creation
as well.
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The Unofficial Star Trek Online Science Guide
Initial Bridge
Officer Assignment
A big facet of star trek online is the
inclusion of bridge officers. Bridge officers
are essentially a party of NPCs you always
have hanging around with you, This allows
for party based tactics and specialization
when when playing during ground combat
as well as special abilities during space
combat. You are granted your first bridge
officer during the tutorial and are given
choice as to whether you would like a
science, tactical, or engineering bridge
officer just as when you creating your own
character.
Assuming you chose a scientist as your
character class as was suggested earlier it
is advised that you choose a tactical officer
as your first bridge officer. There is a fair
chunk of ground combat in the tutorial and
first few quests of the game as such a free
source of damage while you focus on
healing or buffs can be very helpful, making
the tactical officer invaluable at this time.
Your first ship can carry a total of 4
bridge officer and has consoles for three of
them (one for each class; science, tactical,
and engineering). Later ships have more
room and more consoles however later
science ships focus mainly on science
consoles with only one or more each for the
other classes. Assigning an officer to a
console allows you to use that specific
officers space ability when in space. The
abilities you'll be using the most are the
science abilities. Science officers give a mix
of DPS and shield abilities such as tachyon
beam which is great for reducing enemy
shields. Tactical officers give damage buffs
and augmentations to some of your existing
attacks such turning your single torpedo
shot into a torpedo barrage. The engineer
abilities consist mainly of buffs which heal
actual hull damage and increase the power
of various systems such as directed energy
modulation which increases energy shield
penetration for a small period of time.
A wonderful perk of the bridge officer is
their versatility. Bridge officers can be
changed aesthetically in anyway suit your
tastes through the character menu. The
most important point of customization is
the retraining of abilities. Upon acquiring
extra bridge officers or researching at
memory alpha you can replace the existing
abilities of your current bridge officers. This
allows you to keep certain bridge officers
you may have grown to like without having
them become underpowered. There is a full
list of bridge officer abilities consult the
chart below.
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The Unofficial Star Trek Online Science Guide
Tactical Ground
Abilities
Effect
Draw Fire
Threat generation
Focus Fire
Stacking damage
resistance debuff
Leg Sweep
AoE knockback
attack
Photon Grenade
AoE damage and
knockback
Smoke Grenade
Debuff enemy
perception, buff
ally stealth
Suppressing Fire
Slow and damage
debuff
Target Optics
Offense buff
Lunge
Lunge melee
attack
Overwatch
AoE damage
resistance aura
Fire on my Mark
Damage
resistance debuff
Plasma Grenade
AoE damage and
DoT
Stealth Module
Stealth buff
Ambush
Fragile damage
buff
Motion
Accelerator
Speed buff and
control immunity
Stun Grenade
AoE damage and
hold
Engineering
Ground Abilities
Effect
Chroniton Mine
Barrier
Creates mine field
in front of you
Quick Fix
Cure mechanical
debuffs
Shield Recharge
Shield heal
Weapons
Malfunction
Temporarily
disable enemy
weapons
Reroute Power to
Shields
Shield heal and
damage
resistance buff
Shield Generator
Fabrication
Create a shield
generator
Phaser Turret
Fabrication
Create a phaser
turret
Cover Shield
Create cover
shield
Equipment
Diagnostics
Cure mechanical
debuffs and buffs
your resistance
Medical
Generator
Fabrication
Create a medical
generator
Quantum Mortar
Create a quantum
mortar
Combat Supply
Create combat
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The Unofficial Star Trek Online Science Guide
equipment
Fuse Armor
Scaling
movement debuff
Support Drone
Fabrication
Create a support
drone
Science Ground
Abilities
Effect
Tachyon
Harmonic
AoE Shield
damage
Gravimetric Shift
AoE root effect
Hypospray-
Dylovene
Cures toxic and
physical debuffs
Medical Tricorder
Heal damage
Sonic Pulse
AoE slowdown,
knock back, and
interrupt
Stasis Field
Fragile hold
Tricorder Scan
Damage
resistance debuff
Vascular
Regeneration
Cures bleed and
grant a HoT effect
Dampening Field
AoE energy
damage debuff
Hyperonic
Radiation
AoE radiation DoT
Hypospray-
Melorazine
Cures mental
debuffs and buffs
energy resistance
Neural Neutralizer
Removes enemy
aggression
Anesthizine Gas
AoE hold and slow
Nanite Heath
Monitor
AoE health
monitor
Tactical Space
Abilities
Effects
Beam Array Fire
at Will
Attack upgrade -
mutli-target rate
of fire
Beam Array
Overload
Attack upgrade -
damage
Tactical Team
Crew recovery,
tactical buff
Torpedo High
Yield
Attack upgrade -
damage
Torpedo Spread
Attack upgrade –
AoE spread
Target Weapons
Sub-Systems
Disable enemy
weapons
Target Engines
Sub-Systems
Disable enemy
engines
Target Shields
Sub-Systems
Disable enemy
shields
Attack Pattern
Beta
Damage
resistance debuff
Attack Pattern
Delta
Stacking damage
resistance debuff
Cannon Rapid
Attack upgrade –
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The Unofficial Star Trek Online Science Guide
Fire
multi-shot
Cannon Scatter
Volley
AoE cone attack
Dispersal Pattern
Alpha
Upgrades next
mine attack
(double mine
cluster)
Dispersal Pattern
Beta
Upgrades next
mine attack (mine
net)
Attack Pattern
Omega
Buffs damage and
turn rate,
immunity to
holds, roots, and
slows
Engineering
Space Abilities
Effects
Emergency Power
to Auxiliary
Increase auxiliary
power level
Emergency Power
to Weapons
Increase weapon
power level
Emergency Power
to Engines
Increase engine
power level
Emergency Power
to Shields
Increase shield
power level
Engineering team
Hull repair,
engineering buff
Auxiliary to
Battery
Reduce cooldown
to battery abilities
Auxiliary to
Dampeners
Kinetic damage
resistance buff
Auxiliary to
Structural
Hull regeneration
and damage
resistance
Boarding Party
Damage enemy
crew and sub-
systems
Directed Energy
Modulation
Increased shield
penetration
Extend Shields
Heal and damage
resistance buff to
an ally
Reverse Shield
Polarity
Convert energy
weapon damage
into shield
regeneration
Aceton Field
Radiation DoT
and damage
debuff
Eject Warp
Plasma
AoE slow and
damage behind
your ship
Science Space
Abilities
Effect
Hazard Emitters
Clear
Fire/radiation
debuffs, hull HoT
Jam Sensors
Prevents ship
from being
targeted (single
enemy)
Mask Energy
Signature
Chance to
prevent ship from
being targeted
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The Unofficial Star Trek Online Science Guide
(AoE)
Polarize Hull
Energy resistance
buff and tractor
beam immunity
Science team
Shield repair,
science buff,
cleanse
Tachyon Beam
Drains target's
shield
Tractor beam
Slows the enemy
Transfer Shield
Strength
Boosts allies
shield and grants
a resistance buff
Charged Particle
Burst
AoE decloak
Energy Siphon
Single target
energy drain
Feedback Pulse
Beam
counterattack to
an attacker
Photonic Officer
Reduced
cooldown of
bridge officer
abilities
Scramble Sensors
AoE confuse
Tyken's Rift
AoE power drain
Gravity Well
Drawn kinetic
damage
Photonic Shock
Wave
AoE damage and
knock back
Viral Martix
Target hold and
system shutdown
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SCIENCE
COMBAT
STRATEGIES
he most important thing to
remember when playing a
science unit is that you are the
saboteur of the battlefield and need to act
as such.
T
Solo Combat
Strategies
The one that will save your life more
often not is the beam array. While beam
arrays aren't particularly strong compared
to the other weapon types it's range is what
you are interested in. Most weapons use a
90 degree to 45 degree firing arc in the
front and/or aft of your ship, the beam
array however has a 250 degree firing arc.
If you equip one beam array in both a fore
and aft weapons slot you will always be
able to hit an enemy no matter kind of
maneuvers they try to pull off. This strategy
will be come a crux of your fighting style. A
useful feature of the beam array is that you
can fire all applicable beam weapons by
pressing the space bar.
The beam array set-up should be
accompanied by a torpedo in the remaining
fore weapon slot. Using this set up you'll be
able to chase down an enemy using
torpedoes while guarding your rear with the
aft beam array. An important thing to
remember as a science is your abilities, be
sure to pepper in buffs and debuffs during
any fight to make things easier. Basically
what you need to do win though is face the
enemy and keep firing torpedoes. Once you
have lost about half your fore shield you
should turn and start circling the enemy.
While circling the enemy jam the space bar
to bombard the enemy with both beam
arrays. Once their shields have dropped
turn around and fire your torpedoes for
massive damage. This strategy will work for
most other escort, science, and similarly
sized ships.
For smaller ships like fighters and mining
drones no strict strategy is needed. Take
these as chance to screw around with
talents you haven't used yet or don't
understand very well. The only thing you
should make sure of when fighting these
enemies is to watch your shields
particularly when fighting a group of them.
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You can always reroute energy to your
shields and regen them by clicking on your
whole ship icon instead of just a direction in
the shield button area. Your beam array will
rip through fighters and they are to fast to
try to focus torpedoes on so just jam on the
space bar.
The biggest ship on ship worry you
should have on the battlefield and by
battlefield I mean space plain I suppose is
the large battleship class type of ships.
When fighting these types of ships your
biggest concern should be your shields.
These will rip through your outer shields if
you give them the chance so you need to
be constantly clicking the whole ship shield
button and using all the shield restoring
abilities you may have. Naturally though
you can't win a fight by spinning around
and refilling your shields so your strategy
should be what could be called the
“alternating saw blade” strategy. The
“alternating saw blade” strategy consists of
essentially tracing a jagged circle around
the enemy and then turning around and
creating one in the opposite direction.
While you are in the outer part of the saw
tooth use restore your shields and use your
beam array and then when flying towards
the enemy to create the groove of the tooth
fire a torpedo or two. Repeat that action
until your side shield is about 75% depleted
and then turn around and expose your
other side of your ship perform the
alternation part of the saw blade. When it
comes to this strategy one important thing
to remember is that your attacks will do
more damage the closer you are to the
enemy so don't be afraid to get right in
there and even hide on top of the enemy if
you have to. This strategy should led to
success against any oversized opponent as
long you don't go trying to take on
something too many levels higher than you.
Groups of enemies can be a real pain no
matter what kind of ship you play. The best
strategy for fighting groups when you find
your self without a team is to plan ahead.
Try to get a full view of what you're
fighting about 15 kilometers before hitting.
You can do this by hovering your mouse
cursor over the enemy listing which will
then show what enemies are in the group
you're looking at. Brake your ship get an
idea of the situation and plan how you're
going to hit the group. Take stock of all
your abilities and ship batteries you may
have and decide the first enemy you plan
to attack.
You should focus on the most
dangerous enemy but that doesn't
necessarily mean the biggest you see
though. You should focus on any science or
escort type ship(s) first because while in
solo combat they may not be heavy
hitter(s) but if let you them buzz around
while you're attacking a battleship they will
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The Unofficial Star Trek Online Science Guide
reduce your shields to nothing while you're
focusing on the big baddy. They can also
buff and heal the battleship(s) to prolong
what will already end up being a protracted
battle. Once you've dealt with the dps
dealing buff bucket(s) move onto the
battleship(s) as he's your big obstacle here.
If you use the strategy outlined earlier for
battleships you should be fine just keep a
closer eye on your shields than normal.
Once the big guys are gone clean up any
fighter or drones that may be around and
you've the won the fight.
Now you know how to deal with all the
major enemy types you'll be encountering
but that doesn't mean you should just go
throw yourself into the fray. Here are a few
other that will help you deal with the rigors
of space alone. Due to the slow speed of
space travel it'll be tempting to be in full
impulse mode at all times and just slow
down for combat but be careful when doing
this as full impulse mode drains energy all
other ship systems. The best tact for using
full impulse mode to full impulse until you
are 17 kilometers away from the enemy.
The remaining 17 kilometers before you
reach combat distance should provide
enough slowdown time to regain all your
energy in your depleted systems. If you do
decide to full impulse right into the enemy
be ready for a very tough start to your fight
as you'll have very weak shields and
weapon strength. Make sure to use your
ship battery items regularly to boost your
abilities. While it's tempting to hoard these
items for a larger encounters you will run
into these items fairly constantly and
there's no reason to ignore the boost.
Group Combat
Strategies
The big thing to remember is that your
job in a group is to be the support. You
should be last in the battle line in order to
lower enemy shields as much as possible
and buff everyone from a few Km away
from the actual combat. Death is but a
simple respawn so in bigger battles don't
be afraid to take one for the team if it
means eliminating a particularly integral
baddie. That said you shouldn't be getting
to be the focus things that will kill you
anyway as that's not your role in group
combat, if you keep dying you're doing in
team combat you're doing something
wrong.
The opening assault of of your group
should consist of three lines; the escorts,
the cruisers, and then the science ships.
Your front front line should start doing
“wasp” maneuvers in which they fly around
the enemy blasting with phasers and other
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The Unofficial Star Trek Online Science Guide
fairly low powered weapons to distract
attention and do nominal shield damage.
While the enemy is otherwise indisposed
the second line should rush in with
torpedoes and beam arrays to reduce the
hull health of the enemy. The tactical
officers torpedo spread ability is invaluable
here for grabbing enemy attention doing a
AoE to a mass of the enemies. Once the
rush is done the second line should
commence circling techniques like those
used in solo battles while the first line goes
for high damage attacks and third line buffs
and heals. This strategy will lead your team
to victory almost 100% of the time.
While the above strategy is incredibly
powerful it is still possible for your team to
find themselves outclassed and it's in these
situations you need to rely on the more
benevolent qualities of your cruiser team
mates. The easiest way for your team to
escape a hard battle is sadly at their
expense. They should immediately try to
grab enemy attention by using any AoE
abilities they may have so that all eyes are
on tyhem. Once you and everyone else is
clear they need to run away get them to
use all the shield buffing abilities they may
have and start just constantly clicking the
middle shield button . Their shields should
hang on long enough for everyone to get
away and full impulse away from the
conflict at which point the cruiser's just take
the death and respawn.
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SCIENCE
GRINDING
STRATEGIES
ike any MMO there is more to
star trek online than just fighting
random AI. There are a plethora
of other things to deal with and you're
going to need some credits and ranks to
enjoy it all. In this chapter we'll discuss
some easy ways to grind some your self out
some goodies and find yourself rolling in
credits, XP, and unique items.
L
Credit Grinding
Strategies
The first and best strategy for getting
some cash is the same as in any MMO, the
auction house. The big difference you're
encountering in star trek online is that
you're going to want to auction almost
everything but in the right way. The nice
thing about the incredibly small amount of
“towns” in star trek online at least in
contrast to something like world of warcraft
is the fact that even barely above standard
items can be hard to buy from a vendor.
The best time to exploit this is in your first
10 ranks of the game of the game when
your missions are rewarding you with a lot
of extra equipment to pawn. An interesting
trick you may want to try is asking a cruiser
class character to carry stuff for you in
exchange for some credits or stuff if your
inventory gets clogged, cruiser class ships
have more inventory space and as such
normally have some to spare. An important
thing to remember when trying this though
is to find an honorable person and make
sure you get what you gave them once you
get back to star base.
Another thing you're going to want to
keep an eye out for to raise your credit
reserves is anomalies. Anomalies are used
at the memory alpha station and similar
research stations to create new an
interesting items. While pursuing of these
items can be fun it's not the most
productive use of anomalies. You can sell
research anomalies at the auction house
like any item however due to their use for
research you can sell them for a boat load
of credits. There are 18 different types of
research anomalies and if you scan
everyone you see you'll have a healthy
stock in no time. You should list them in the
auction in bundles of ten at the cost of
about 500-1000 credits each rather than as
a large chunk. This strategy will allow you a
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The Unofficial Star Trek Online Science Guide
regular flow of money throughout the
game. The only flaw with this plan is things
can become buried in the auction house
after not too much time so you need to go
into it and relist your item about once a day
to keep your stuff nearer to the top of list.
The other big type of currency to worry
about in star trek online is badges and
marks of exploration thankfully these are
rather simple to get. The missions in the
game that task you with doing three tasks
in an unexplored sectors are all redoable
and can be taken over and over again. You
can use these missions to grind out
exploration marks and badges.
Xp Grinding
Strategies
When looking to increase your ship's
capabilities without the cost of purchasing
new equipment leveling yourself is your
only option. As previously discussed ships
themselves don't gain any sort of
experience but can be improved by leveling
yourself up. Later in this guide we will
discuss how one should use the experience
they gain but for now we're going to talk
about how to get that experience in the
first place.
As with exploration marks and badges
the easiest way to grind experience is
repeatable missions. You will find a number
of fleet actions, sector defense, exploration,
and PvP quests that can all be done over
and over again. The most useful of these
types are the PvP quests as you will reap
both experience for the quest and
experience for the PvP action itself. If you
can get a good team together you can
spend hours reaping in the XP and gaining
a few medals of achievement for
everyone's hard work.
The various other repeatable quests are
also great ways to gain some XP
particularly if you're in a rather anti-social
mood and would rather not deal with any of
the competitive nature that PvP tends to
spawn. The various defend the “blank”
sector quests will allow to wander about on
the sector and search out some enemy
contacts to destroy. The other choice for
strictly solo play is the exploration missions
and as nice bonus due to their nature you'll
get a different mission every time. These
are fun if not a little repetitive but if you
were worried about repetition you wouldn't
be grinding anyway.
Last but not least there are fleet actions
which are a lot like raids in other MMOs.
These groups missions pit you against a
large enemy fleet, star base invasion, and
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The Unofficial Star Trek Online Science Guide
other large scale conflicts. When you enter
the action you are automatically teamed up
with other players and you go through the
stages of the action. These missions require
a time commitment and teamwork but can
lead to cool items, extra credits, and best of
all a big chunk of XP. The nice thing with
fleets actions from a sheer fun perspective
is that new fleet actions are being added
every now and then meaning when you're
bored of one there's usually a new one
waiting to go.
All that being said don't feel you need to
languish in low level quests for all eternity
like a bad Q episode of TNG, quests in STO
are generally well paced and lead into each
other so unless you want to over level just
follow the quest lines. As much as grinding
is a part of MMOs Cryptic's games and star
trek online in particular are very
streamlined and don't really require that
much grinding at least through out the first
half of the game. Feel free to bang your
head against a wall and grind if you'd like
but remember you paid for a game not job
and should you make sure to enjoy your
time in the universe of star trek online.
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The Unofficial Star Trek Online Science Guide
ADVANCED
SCIENCE
TACTICS
You now have all the skills necessary to
create a character and rise a few ranks with
them but there's always more to learn. In
this chapter you'll learn about all sorts of
strategies for making your later game a
smoother ride.
Skill Point
Assignment
Aside from equipment the way you'll be
increasing your character's stats is through
assigning accrued skill points. There are a
lot of areas in which you can assign these
points and this is how one tactician varies
from another. In the chart below you'll see
all the areas you can put points into and
what those areas do, there will be a (*) on
every area that is recommended for when
you're using science class ships however
almost all of the skills can be useful.
Star Fleet
Skill
Rank
needed
Descripti
on
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The Unofficial Star Trek Online Science Guide
Engineerin
g team
leader
Lieutenant
Improves
the
maintenan
ce and
mod
abilities of
your
engineerin
g bridge
officers
Science
team
leader
Lieutenant
Improves
the
scientific
theory and
scientific
practice
skills of
your
science
bridge
officers
Tactical
team
leader
Lieutenant
Improves
the assault
training
and close
combat
skills of
your
tactical
bridge
officers
Star Ship
Command
Lieutenant
Slightly
improves
all aspects
of any ship
you're
captaining
Cruiser
Captain
Lt.
Command
er
Improves
statistics
when
using
cruiser
class ships
Escort
Captain
Lt.
Command
er
Improves
statistics
when
using
escort
class ships
(*)Science
Vessel
Captain
Lt.
Command
er
Improves
statistics
when
using
science
class ships
Heavy
Cruiser
Captain
Command
er
Improves
statistics
when
using the
heavy
cruiser
class ship
Heavy
Escort
Captain
Command
er
Improves
statistics
when
using the
heavy
escort
class ship
(*)Researc
h Science
Vessel
Captain
Command
er
Improves
statistics
when
using the
research
science
vessel
class ship
Exploratio
n Cruiser
Captain
Captain
Improves
statistics
when
using the
exploratio
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The Unofficial Star Trek Online Science Guide
n cruiser
class ship
(*)Long
Range
Science
Vessel
Captain
Captain
Improve
statistics
when
using the
long range
science
vessel
class ship
Tactical
Escort
Captain
Captain
Improves
statistics
when
using the
tactical
escort
class ship
Advanced
Escort
Captain
Admiral
Improves
statistics
when
using the
advanced
escort
class ship
Assault
Cruiser
Captain
Admiral
Improves
statistics
when
using the
assault
cruiser
class ship
(*)Deep
Space
Science
Captain
Admiral
Improves
statistics
when
using the
deep
space
science
vessel
class ship
Fleet
Escort
Captain
Admiral
Improves
statistics
when
using the
fleet
escort
class ship
(*)Reconna
issance
Science
Vessel
Captain
Admiral
Improves
statistics
when
using the
reconnaiss
ance
science
vessel
class ships
Star
Cruiser
Captain
Admiral
Improves
statistics
when
using the
star
cruiser
class ships
Star Ship
Energy
Weapons
Rank
needed
Descripti
on
(*)Star
Ship
Energy
Weapons
Training
Lieutenant
Improves
energy
weapon
damage
(*)Star
Ship Beam
Weapons
Lt.
Command
er
Improves
beam
weapon
damage
Star Ship
Cannon
Weapons
Lt.
Command
er
Improves
cannon
weapon
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The Unofficial Star Trek Online Science Guide
damage
Star Ship
Phaser
Weapons
Command
er
Improves
phaser
weapon
damage
Star Ship
Disruptor
Weapons
Command
er
Improves
disruptor
weapon
damage
(*)Star
Ship
Tetryon
Weapons
Captain
Improves
tetryon
weapon
damage
Star Ship
Plasma
Energy
Weapons
Captain
Improves
plasma
energy
weapons
Star Ship
Antiproton
Weapons
Admiral
Improves
antiproton
weapon
damage
Star Ship
Polaron
Weapons
Admiral
Improves
polaron
weapon
damage
Star Ship
Projectile
Weapons
Rank
needed
Descripti
on
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The Unofficial Star Trek Online Science Guide
(*)Star
Ship
Projectile
Weapons
Training
Lieutenant
Improves
projectile
weapon
damage
Star Ship
Mines
Lt.
Command
er
Improves
mine
damage
(*)Star
Ship
Torpedo
Weapons
Lt.
Command
er
Improves
torpedo
weapon
damage
Star Ship
Photon
Projectiles
Command
er
Improves
photon
projectile
damage
Star Ship
Quantum
Projectiles
Command
er
Improves
quantum
projectile
damage
Star Ship
Plasma
Projectiles
Captain
Improves
plasma
projectile
damage
(*)Star
Ship
Transphasi
c
Projectiles
Captain
Improves
transphasi
c projectile
damage
(*)Star
Ship
Chroniton
Projectiles
Admiral
Improves
chroiton
projectile
damage
Star Ship
Tricobalt
Projectiles
Admiral
Improves
tricobalt
projectile
damage
Star Ship
Engineeri
ng
Rank
needed
Descriptio
n
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The Unofficial Star Trek Online Science Guide
(*)Star
Ship
Engineerin
g Training
Lieutenant
Improves
the
performan
ce of your
ship's
systems
Star Ship
Warp Core
Training
Lieutenant
Improves
your ship's
power
levels
(*)Star
Ship
Auxiliary
Systems
Maintenan
ce
Lt.
Command
er
Improves
auxiliary
system
abilities
(*)Star
Ship
Engine
Maintenan
ce
Lt.
Command
er
Improves
engine
abilities
Star Ship
Shield
Maintenan
ce
Lt.
Command
er
Improves
shield
abilities
Star Ship
Weapons
Systems
Maintenan
ce
Lt.
Command
er
Improves
weapon
system
abilities
(*)Star
Ship
Auxiliary
Systems
Efficiency
Command
er
Improves
auxiliary
power
abilities
Star Ship
Weapons
Systems
Efficiency
Command
er
Improves
weapons
power
abilities
(*)Star
Ship
Engine
Efficiency
Command
er
Improves
engine
power
abilities
Star Ship
Shield
Efficiency
Command
er
Improves
shield
power
abilities
(*)Star
Ship
Engine
Performan
ce
Captain
Improves
engine
functionalit
y abilities
Star Ship
Shield
Performan
ce
Captain
Improves
shield
functionalit
y abilities
(*)Star
Ship Sub-
system
Repair
Captain
Improves
sub-
system
repair rate
and
functionalit
y
(*)Star
Ship
Auxiliary
Systems
Performan
ce
Admiral
Improves
auxiliary
systems
functionalit
y abilities
Star Ship
Hull Repair
Admiral
Improves
hull repair
rate and
related
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The Unofficial Star Trek Online Science Guide
abilities
Star Ship
Weapons
Systems
Performan
ce
Admiral
Improves
weapon
functionalit
y abilities
Star Ship
Operation
s
Rank
needed
Descripti
on
(*)Star
Ship
Operations
Training
Lieutenant
Improves
deflector,
sensor,
and
emitter
abilities
(*)Star
Ship
Deflectors
Lt.
Command
er
Improves
deflector
abilities
(*)Star
Ship
Emitters
Lt.
Command
er
Improves
emitters
abilities
(*)Star
Ship
Sensors
Lt.
Command
er
Improves
sensors
abilities
(*)Star
Ship
Deflector
Dish
Command
er
Improves
deflector
dish
abilities
(*)Star
Ship
Sensor
Array
Command
er
Improves
sensor
array
abilities
(*)Star
Ship
Tractor
Command
er
Improves
tractor
beam
Beam
abilities
(*)Star
Ship
Deflector
Field
Captain
Improves
deflector
field
abilities
(*)Star
Ship
Hazard
Systems
Captain
Improves
hazard
systems
abilities
(*)Star
Ship
Sensor
Probes
Captain
Improves
sensor
probe
abilities
(*)Astrome
trics
Admiral
Improves
astrometri
c abilities
(*)Photonic
Theory
Admiral
Improves
photonic
theory
abilities
(*)Spatial
Anomaly
Admiral
Improves
abilities
that create
or resist
spatial
anomalies
There is one other branch of abilities but
it changes depending on your officer type
and they're all ground abilities so they
won't be discussed in this guide. That said
it is recommended that you invest a fair
amount in it as ground combat is
something you'll be engaging in fair amount
particularly if you're planning on grinding
XP.
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The Unofficial Star Trek Online Science Guide
Ground Combat
As much as space combat is a large part
of Star Trek Online ground should not be
ignored. Ground combat is a nice variation
in game play compared to space combat.
This guide however is directed toward ship
based and as such we won't go into depth
on ground combat but rather just cover the
basics.
The first thing to remember with ground
combat is that you'll never be fighting
alone. Your bridge officers can join for
almost any non PvP ground combat
mission. When choosing which officers to
take to the ground with you make sure to
bring a variety of classes. Just as in space
combat every class has different role that
they should fulfill.
The tactical officer's role is to be the
primary attacker. Using abilities like photon
grenade and leg sweep they should try to
constantly be in combat so they can draw
hostility and cause a lot of damage. The
most strategic thing a tactical officer can do
is simply coordinate with their other squad
members so as to not disrupt everyone's
plans.
The engineering officer is a mix of
support and DPS abilities. They should
focus on creating devices to help the
squad. A turret, mine barrier, or shield
generator in the right spot at the right time
can completely flip a losing battle. They
also have a very strong shield capabilities
compared to the other classes and as such
shouldn't be afraid to dish out some
damage in between building stuff.
The science officer's job is healing and
ability based DPS. Their primary job should
be healing others and increasing shield
regeneration. They don't have strong
shields themselves or great battles abilities
so they stay in the rear and heal others
unless the extra DPS is absolutely
necessary to win the battle.
Weapons And
Equipment
There is a plethora of various things for
you to equipment in the universe of Star
Trek Online for both your character and
your ship. In this guide though we are going
to focus on what you can equip on your
ship. A good starting point is weapons as
what you equip here is going to affect your
strategy in combat. I've already mentioned
the usefulness of beam arrays and
torpedoes however there are different
weapons and ammo types.
Energy Weapon
Description
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The Unofficial Star Trek Online Science Guide
Type
Phaser
2.5% chance to
disable random
sub-system
Disruptor
2.5% chance to
lower target's
damage
resistance by
10% for 15
seconds
Plasma
2.5% chance to
apply a non-
stacking damage
over time debuff
Polaron
2.5% chance to
reduce all enemy
sub-system power
levels by 25
Tetryon
2.5% chance to
deal additional
shield damage
Antiproton
Shield
penetration
Projectile
Weapon Type
Description
Photon
50% to bring
down 20 able
enemy crew
Quantum
10% to bring
down 10 able
enemy crew
Plasma
Chance to apply
fire damage to
hull for 10
seconds
Transphasic
Increased shield
penetration
Chronition
-100% flight
speed and turn
rate for 10
seconds
Tricobalt
Disables targets
for 2 seconds
There are weapons of every kind for
every ammo type mentioned above. While
these different flavors of death seem
important it's the weapons that's firing
them that can truly change your strategy.
Every weapon type has different firing arc
and attack strength, your goal when picking
weapons should be to balance the two. The
chart below lists the weapon types and
their firing arcs.
Weapon
Ammo
Type
Firing Arc
Dual
Cannons
Energy
45 degrees
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The Unofficial Star Trek Online Science Guide
Dual
Heavy
Cannons
Energy
45 degrees
Torpedo
Launcher
Projectile
90 degrees
Dual Beam
Bank
Energy
90 degrees
Mobile
Device
Launcher
Projectile
90 degrees
Cannon
Energy
180
degrees
Beam
Array
Energy
250
degrees
Turret
Energy
360
degrees
Mine
launcher
Projectile
No arc
Device
launcher
Projectile
No arc
Using a combination of these different
kinds of weapons you can create your own
battles strategies. Everything said in the
combat chapter still applies though so
equip accordingly. Make sure a beam array
or two is always equipped on in lieu of that
at least one turret. It's also smart to have a
projectile launcher of some sort equipped
so as to follow up a volley of beam attacks
with an explosion which can often flat out
destroy smaller ships.
There more things to for your star ship
equip beyond weapons. Nearly every piece
of important equipment is inter-changeable
and you'll easily be able to find the right
pieces to suit your strategy. The different
pieces of equipment you change are your
ship's shields, your ship's impulse engines,
your deflector dishes, and the consoles at
which your bridge officers sit. We will now
discuss the various types of each
equipment detailing the major differences
between items of the class.
Shields are probably the most important
thing you'll be equipping and as such you
need to have a proper understanding of
what stats you should be looking for. The
important things to look for when equipping
a shield are the maximum shield capacity
(your shields max health), Shield
regeneration (shield health regen), and
bleed through (how much damage an
attack will end doing to your actual ship).
You need to keep a balance of all these and
only specialize in one when a strategy call
for it otherwise you may be left twisting in
the wind. The charts below detail the
different types of shields and the different
modifiers that may be attached to them.
Shield type
Description
Shield array
Balanced stats
compared to the
other types
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Covariant shield
array
High max shield
capacity but slow
shield
regeneration
Regenerative
shield array
Fast regeneration
but low max
capacity
Paratrinic shield
Stronger version
of the covariant
but contains an
even slower
regeneration
Resilient shield
array
Changes half of
it's bleed through
into a recharge to
the ship's shields
Shield Modifier
Description
Cap
Increases shield
capacity
Reg
Increases shield
regeneration
Dis
Reduces disruptor
damage by 20%
Pha
Reduces phaser
damage by 20%
Pla
Reduces plasma
damage by 20%
Pol
Reduces polaron
damage by 20%
Tet
Reduces tetryon
damage by 20%
Ap
Reduces
antiproton
damage by 20%
Let's move on to impulse engines which
are very basic. Impulse engines come in
three flavors which basically just say which
power levels they work best at. The most
common are standard impulse engines
which work fine and balanced at all power
levels. Combat engines work best at low
power levels allowing for sharper turns
during space combat. Last but not least
there are hyper-impulse engines which
work best at high power levels, if you want
to really speed across the map use these,
Just as with the shields and every piece of
equipment there can modifiers on these as
well.
Engine Modifier
Description
Spd
+1 to flight speed
Turn
+1 to flight turn
rate
Full
Adds (7+the
mark of the
equipment) to
your full impulse
speed
Aux
You are given a
thrusters bonus
when your
engines are
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disabled
Deflector dishes are the accessories
equivalent in star trek online providing non-
specific stat boosts. These boosts are to
stats in the star ship operations skill tree
making these very necessary for any
science ships but just a nice boost for
everyone else. As with shields and engines
there different types and modifiers which
are detailed in the charts below.
Deflector type
Description
Deflector Array
Improves star
ship deflectors,
sensors, and
emitters stats
Graviton
Deflector
Improves star
ship deflector
dish and
deflectors stats
Positron Deflector
Array
Improves star
ship emitters and
tractor beam
stats
Tachyon
Deflectors
Improves star
ship sensor array
and sensors stats
Deflector Dish
Modifiers
Description
Ast
+10 to
astrometrics
Def
+10 star ship
deflectors
DefD
+10 star ship
deflector dish
EM
+10 star ship
emitters
HS
+10 star ship
hazard systems
Sen
+10 star ship
sensors
SenA
+10 star ship
sensor array
SenP
+10 star ship
sensor probes
Spa
+10 spatial
anomaly
PT
+10 photonic
theory
TB
+10 star ship
tractor beam
Most importantly there are consoles
which can if properly equipped improve any
stat you may want increased. There are
multiple sets of consoles with one or more
sets for each type of bridge officer you can
have. The multiple charts below will detail
what each type does.
Tactical
Description
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The Unofficial Star Trek Online Science Guide
Consoles -
General
Variable
Geometry
Detonators
Increases mine
damage
Warhead Yield
Chamber
Increases torpedo
damage
Directed Energy
Distribution
Increase beam
weapon damage
Prefire Chamber
Increase cannon
damage
Tactical
Consoles
- Specific
Damage
Type
Descripti
on
Disruptor
Induction
Energy
Increase
disruptor
damage
Phaser
Relay
Energy
Increase
phaser
damage
Plasma
Infuser
Energy
Increase
plasma
damage
Polaron
Phase
Modulator
Energy
Increase
polaron
damage
Tetryon
Pulse
Chamber
Energy
Increase
tetryon
damage
Antiproton
Mag
Regulator
Energy
Increase
antiproton
damage
Chroniton
Flux
Regulator
Projectile
Increase
chroniton
damage
Photon
Detonation
Assembly
Projectile
Increase
photon
damage
Ambi
Plasma
Hull
Projectile
Increase
plasma
projectile
damage
Zero Point
Quantum
Chamber
Projectile
Increase
quantum
damage
Transphasi
c
Compresso
r
Projectile
Increase
transphasi
c damage
TCD
Subspace
Infuser
Projectile
Increase
tricobalt
damage
Engineering
Consoles – Star
Ship Power
systems
Description
Booster
Modulator
Increases
auxiliary power
setting
Plasma
Distribution
Manifold
Increases weapon
power setting
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The Unofficial Star Trek Online Science Guide
Field Emitter
Increases shield
power setting
Injector Assembly
Increase engine
power setting
EPS Flow
Regulator
Increase power
transfer rate
Engineering
Consoles -
Other
Description
Diburnium Hull
Plating
Phaser and
disruptor damage
resistance
Electroceramic
Hull Plating
Plasma and
tetryon damage
resistance
Inertial Dampener
Able crewman
and alive
crewman
resistance
Monotanium Alloy
Kinetic damage
resistance
Parametallic Hull
Plating
Polaron and
antiproton
damage
resistance
RCS Accelerator
Stronger flight
turn rate
SIF Generator
Faster star ship
hull repair rate
Science
Description
Consoles
Sensor Probes
Increase to star
ship sensor
probes stat
Halon System
Increase star ship
hazard system
stat
Collimator
Increase star ship
deflector dish stat
Multi-Spectro
Scanner
Increase to star
ship sensor array
stat
Astrometric
Imaging Scanner
Increase
astrometrics stat
Graviton
Generator
Increase tractor
beam stat
Holomatrix Diode
Increase photonic
theory stat
Tomographic
Imager
Increase spatial
anomaly stat
Biofunction
Monitor
Increase to alive
crewmen and
crew recovery
rate
Induction
stabilizer
Star ship
deflector field stat
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Ground Weapons
And Equipment
There is also a large amount of items
you can equip to yourself and your bridge
officers. The same rules and bonus that can
be found on space equipment transfer over
to ground equipment as well but for sake of
completion we will discuss some of the
specific ground equipment here. The
biggest difference is weapons type has a
special associated with it. Keep in mind that
the ammo types mentioned in the space
equipment chapter apply to ground as well
meaning you should those in mind while
shopping for new weapons. The chart below
will illustrate the different types of weapons
and their special attacks.
Weapon
name
Weapon
type
Special
attack
Stun
phaser/pist
ol
Pistols
Stun Beam
Setting –
can stun
living
enemies but
does minor
damage
Dual
phasers/pis
tols
Pistols
Bo;lt Spray
– cone
shaped AoE
in front of
the player
Wide Beam
Phaser/pist
ol
Pistols
Wide Beam
Setting –
Cone
shaped AoE
in front of
the player
Compressio
n pistol
Pistols
Compressio
n Bolt
Setting –
Single high
energy
shot with a
chance of
knock back
High
density
beam rifle
Rifles
High
Density
Beam –
Narrow
cylindrical
beam that
damages
and repels
enemies in
it's path
Pulse Rifle
Rifles
Pulse Wave
Setting –
Cylindrical
AoE
damage
and repel
Split Beam
Rifle
Rifles
Auto-
Targeting
Beam –
Cone of
AoE
damage in
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The Unofficial Star Trek Online Science Guide
front of the
player
Sniper Rifle
Rifles
Sniper Shot
-
Single high
energy
shot with a
knock back
chance
Blast
Assault
Rifle
Assault
Rifles
Energy
Blast –
launches
an energy
ball that
explodes
on contact
doing AoE
and knock
back to
anyone in
it's blast
radius
Auto-Target
Assault
Rifle
Assault
Rifles
Auto-
Target
Beam –
cone of
AoE
damage in
front of the
player
Arc-Wave
Assault
Rifle
Assault
Rifles
Arc-Wave
Setting –
Expanding
AoE wave
attack
Full Auto
Assault
Rifle
Assault
Rifles
Full Auto
Sweep –
Cone
shaped AoE
damage
Shields are the same for your character
as they are for your ship so when picking
shields just refer to charts in the space
equipment section. The only difference is a
modifier that can be found on ground
shields that can't be found on space
shields. This modifier is called PBKB and
gives a chance to knock down nearby foes
when your shields take damage.
Body Armor is the big difference when it
comes to defensive equipment on the
ground. Body armor can increase your
strength, defense, even your ability to do
critical attacks. The chart below details
what each type of armor can do for you.
Armor Type
Description
Energy
Dampening
Armor
Increased kinetic
and energy
damage
resistance
Physical
Augmentation
Armor
Increased
strength as well
physical, kinetic,
and energy
damage
resistance
Pollyalloy Weave
Armor
Increased
Resistance to all
types of damage
Recoil
Compensating
Armor
Increase to the
damage of your
criticals and
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The Unofficial Star Trek Online Science Guide
increased
resistance to all
kinds of damage
Integrated
Targeting Armor
Increase chance
to hit with a
critical and
increased
resistance to all
types of damage
Energy Harness
Armor
Increase to
damage from all
energy weapons
and increased
resistance to all
types of damage
There is one other equippable item type
and those are kits. Kits give your main
character an ability to use in ground
combat. All the abilities that kits can
bestow are the same as the ones your
bridge officers can learn the only difference
being you can unlearn your ability by
simply unequipping the kit. You will
regularly get new kits so be sure to play
around with them. Having a better
understanding of what all those abilities do
will allow you to better assign strategies
and level up your bridge officers.
One last important thing to remember
about ground equipment is that it's not just
for you. You can equip almost all of your
left over gear onto your bridge officers.
Doing this allows for a stronger team as
whole and easier XP grinding. In later game
you can receive quite a few bridge officers
so it's not a bad idea to spend a few
minutes after every mission doing some
micromanagement and getting everyone's
equipment up to gear.
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The Unofficial Star Trek Online Science Guide
KLINGON
SPECIFICS
n general the Klingon campaign is
the same as the federation campaign
with similar game play, similar,
ships, and the same skills. There are minor
differences between the two campaigns
however and they will be discussed here.
I
It was mentioned earlier in the character
creation chapter how to unlock the Klingon
campaign so please refer to that chapter if
you skipped that information. Once you
start character creation for the Klingon
campaign you are greeted with a bevy of
new races you couldn't chose as a
federation officer, For the most part they
are fairly standard and mirror the
federation's own races in terms of
balancing each other out. The choice of
race in Star Trek Online is a very minor
decision anyways and in general is more for
role play and esthetic purposes than
gameplay relevance.
Rather than have a full on tutorial like
the federation has once you've started a
character you are immediately started out
as a lieutenant rank 5. There a few missions
on the Klingon main base where you start
off to acquire the things you would in the
tutorial (i.e. bridge officers, weapons, ability
kits) but once those are done you're let
loose to wreak havoc on federation forces.
The biggest difference between the two
campaigns is that the Kingons use different
ships. Their ships still fit into the same
archetypes that the federation ships fit in
for the most part though. The Klingons lack
a dedicated science vessel type of ship but
contain a number of attack focused ships
with unique abilities. The chart below will
list the ships and their federation counter
parts.
Klingon Ship
Type
Federation
Counter Part
Bird of Prey
Stealth Focused
Escort
Raptor
Standard Escort
Battle Cruiser
Standard Cruiser
Carrier
Cruiser with
fighter
Deployment
abilities
The Klingon campaign is an easy ride
other than what has been mentioned just
remember everything that has already
been discussed in this guide and apply it to
this campaign and you'll do just fine. .
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The Unofficial Star Trek Online Science Guide
FAQ
his section will contain answers
to your questions in later
editions of this guide. If you
would like to submit a question please send
an email to (email address).
T
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