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star trek online tactical engineering or science

Star Trek Online Career Guide - Which Career To Choose

Star Trek Online best Career

Star Trek Online offers players the option of three different career paths, each with different strengths and weaknesses. Don’t know which one to pick? Want to know which one has the highest DPS? In this guide, we’ll be going over each career path and which one you should choose based on your interests.

For those who have already read the [Top 15] Star Trek Online Best Ships (From Early Till Late Game), this will tie directly into the list. For those who haven’t, what are you waiting for? Go check it out!

Star Trek Online is an old game, and it has gone through many iterations with its careers. Once upon a time, the career paths were locked into strict roles: DPS, Healing, and Tanking. However, at this point in time, you can do any of those tasks with any of the careers; it’s no longer as strict as it once was. Instead, it’s based on ships.

In modern Star Trek Online, you’ll select your task based on the ship you use. Want to do “Space Magic'' damage? Pick a science ship! Want to be a big tanky cruiser? Pick Engineering! Want to absolutely demolish things with cannons or beams? Pick Tactical!

That doesn’t mean that you can’t perform well in those roles as different careers. An Engineer can still do “Space Magic'' . A Tactical can still be a big tanky cruiser.

Still, there are some career-exclusive items, such as:

  • Kits: Kit frames and modules are career-locked equipable items, granting the player ground abilities.
  • Career traits: A set of four traits is added to the pool of selectable traits depending on the career path.
  • Career-abilities: Each player is granted a set of ten career abilities five for space, and five for ground combat.
  • Career Craftable Training Manuals: Depending on the career path, a player can craft a specific set of Training Manuals, which can teach Bridge Officers of the same career path new abilities; some of these manuals are not obtainable otherwise.
  • Career mission objectives: Certain missions in the game offer career path-specific objectives. This does not impact the end result of the mission.

With that primer out of the way, let’s dive in!

star trek online tactical engineering or science

For when you dislike diplomacy.

The Tactical career path is by far the most commonly seen in Star Trek Online. Typically seen as the “DPS” career, it comes with innate space abilities like Attack Pattern Alpha (a huge buff to critical damage, critical hit chance, all damage, and turn rate), Fire on my Mark (a damage resistance debuff), and Tactical Initiative (a tactical power cool down reduction). 

Something to keep in mind about Star Trek Online is that there is a ground component as well as a space component. The two have distinct abilities, with each career path having different strengths and weaknesses on the ground and in space. . For reasons we’ll get into later, it’s far easier to “do anything” in space combat compared to ground combat.

Tactical also comes with unique traits that you can equip for your captain. These traits are:

  • Crippling Fire - critical hits reduce targets’ accuracy.
  • Last Ditch Effort - +resistance when Go Down Fighting is active.
  • Situational Awareness - Grenades will Expose targets.
  • Strike Team Specialist - Attacking gives you a scaling +Crit Chance.

For Tactical captains, it’s very common to build for high levels of offense that takes advantage of two key powers: Attack Pattern Alpha and Go Down Fighting. The first I’ve already explained, but let’s talk about Go Down Fighting.

GDF is a power that typically only works when you are below a set percentage of hull HP (determined by captain level), but it gives you a scaling damage bonus based on that missing HP. There’s a second trait called “A Good Day to Die” that lets you use this power at any hull value.

What’s great about this is it gives you a flat 40% bonus all damage when combined! So, throw that, with APA, on a ship with 5/3 weapons such as the Gagarin, and you’ll have a burst window that’s just insanely powerful. Stacked with various powers or items that boost your critical severity and critical hit chance, and you turn that burst window into something that skyrockets your overall DPS.

This is a very standard way to get into the 100k+ DPS realm. Crits, plus Tactical Captain, plus the right ship, equals vaporizing everything in your path.

All in all, Tactical is very straightforward. Point ship at enemy, destroy enemy. It’s great for players who like to just mash and watch pretty explosions (recently updated!) and not have to worry too much about anything else.

Tactical details: 

  • Best for dealing energy weapon damage to targets. 
  • Ground and Space Combat are both very damage-oriented.
  • Can synergize well with any build that focuses on critical hit damage.
  • Very straightforward, no complexity. 

Tactical is best suited for.. 

  • DPS chasers or anyone who just loves seeing big numbers. Tactical can alpha strike or vaporize most targets in the game when at its maximum.
  • Players who like to use critical focused builds and otherwise like to squeeze out every last drop of DPS they can.
  • Players who aren’t fans of Space Magic builds and want an easier entry into the higher DPS leagues.
  • Fans of Captain Sisko, apply here!

Engineering

star trek online tactical engineering or science

Mr. LaForge, reroute primary power to the engines.

The Engineering career path has traditionally been seen as the “tanking” role, but as the game has progressed into a heavy DPS focus, it has lost a lot of its luster. Tactical and Science are both high DPS outputting careers, whereas Engineer just isn’t. For high-end DPS, it lacks the raw bonuses to its abilities that the other two get, which puts it on the backfoot.

It’s still naturally tanky though, so it can be useful for players who are just starting out and want to get their feet wet. 

They come with powers like Rotate Shield Frequency, which increases shield resistance, and Miraculous Repairs, which gives you a powerful hull repair clickable, though on a fairly long cooldown.

On the ground, they get things like turrets, mobile shield generators, drones, mines, and bombs. They’re actually extremely good in this respect, and can easily control choke points or other areas on a ground map. 

Their unique traits are as follows:

  • EPS Manifold Efficiency - Any Emergency Power to X gives you added bonus power to all power levels.
  • Grace Under Fire - Taking 20% of your hit points in damage in less than 5 seconds will reset the cooldown on Miraculous Repairs, but only once every 90 seconds. 
  • Nanomolecular Architecture - Turrets and Drones have increased resistance and regeneration.
  • Shield Harmonic Resonance - Gives your shields a +Resistance every time you are hit and stacks up to three times.

As a rule, Engineers are the hardest to build damage-wise. Not because the game is particularly hard in the terms of doing damage, but that it takes much more to get the same results as the other two. Which means it’s more expensive, more time-consuming, and overall more of a hassle. The exception here is in Ground Combat, where the career path actually shines.

Engineering details:

  • Innate tank-oriented powers.
  • Comes with abilities and traits that boost power levels.
  • Excellent at drones, bombs, turrets, and other ground areas of the game.
  • Challenging to build for DPS wise in Space Combat. 
  • Can be complex, if you want to go for a more traditional tanking role.

 Engineering is best suited for.. 

  • Players who really just like tanking! With the innate traits, you do have an easier time turning unorthodox ships into reasonable tanking vessels, which can be fun if the game has gotten a little stale.
  • Players who love the idea of summoning a horde of drones in Ground Combat maps to hunt their enemies down, or otherwise like having a pet army to command.
  • Players who want to combine their ground summoning with space combat and build towards "Armada" style carriers.
  • Anyone who was a big fan of Scotty or Torres or the other famous Miracle Workers from the Star Trek franchise. 

star trek online tactical engineering or science

There's coffee in that nebula!

Science careers had an interesting split origin of being both healers and buff/debuffers. Powers like Subnucleonic Beam were critical in PVP to disable the buffs of enemy ships, while things like Dampening Field helped with tanking by reducing all energy damage by 75% inside the field.

These days, Science captains are known for one thing: Space Magic. Space Magic is a term to explain the “magic-like” powers that they toss onto a battlefield. From Plasma Storms to Gravity Wells to Subspace Anomalies and beyond, Science Captains can quite literally fill your screen with multi-colored rainbows of map-deleting powers. 

While it has oscillated back and forth on whos the better DPSer, as of the time of this writing the ball is back in Science’s court as the supreme king of DPS in the game.

How is this possible? Well, because Star Trek Online has three big things that Science basically nullifies.

First, HP sponges depend on huge shield values and hull HP values,which Science captains can either directly bypass or make utterly irrelevant with various powers. Second, they have a massive map presence through Control Expertise—they can throw down one Gravity Well III and suck in enemies from across the map. Third, because of the preceding, they can concentrate all enemy ships on one location and hammer away with increasing power, which chains together with enemy ship explosions, which chains together with more power, which-you get the idea. 

Even a highly optimized Tactical captain can’t do what Science can do in terms of its sheer scale. Unless, of course, the Tactical captain is flying a science ship and builds accordingly.

Science as a career has morphed a bit in that it really shines best when using science ships. The other two can make basically any ship type work for their purposes, but Science absolutely excels when using the proper ship type. 

Some of the traits it comes with are:

  • Conservation of Energy: All energy attacks against you have a chance to increase your Exotic Damage up to three times.
  • Photonic Capacitor: Your science abilities reduce the remaining cooldown on Photonic Fleet by 20 seconds.
  • Field Researcher: Control or Debuff kit powers get a damage boost.
  • Medical Vanguard: All buffs and heals to allies are enhanced, and shield bleedthrough is prevented.

Another cool feature with Science captains is that they can more easily build an “Armada” Carrier thanks to their inbuilt Photonic Fleet. The Photonic Fleet summons 3 starships (depending on rank) that deal damage and can soak up attacks from enemy ships. 

On the ground, they still perform the same basic function by using “Magic” to suck in enemies, cause huge fires, spread plagues, and so forth. They can also heal, if so inclined, though the game has moved away from career-locked healing in favor of everyone having some amount of access.

All in all, Science captains have a lot of flexibility in their approach, and because of their innate traits, they can also serve in a tanking capacity as well as a “Space Magic” damage dealer. 

Science details: 

  • Highest DPS in the game in Space and Ground.
  • Uses abilities rather than directed energy weapons (usually, there are exceptions).
  • Can tank to a degree due to innate traits.
  • Flexible in its approach to anything in the game.

Science is best suited for.. 

  • Anyone who loves the idea of wiping out whole maps of enemies in one go (Diablo players, I’m looking at you!)
  • Players who enjoy unorthodox approaches towards doing damage.
  • Players who don’t mind complexity in their builds and enjoy theory crafting. 
  • Players who want to be equally devastating in Space and Ground Combat when it comes to doing damage. 
  • Players who also want the option to heal, as Science comes with innate traits that boost this potential. 
  • Anyone who wants to run around like a Wizard and delete things that look at you wrong. 

And there we have it! The three career choices in Star Trek Online, along with which class to choose for you!   

You may also be interested in:

[Top 10] Star Trek Online Best Ship Weapons That Are Powerful

[Top 15] Star Trek Online Best Ships (From Early Till Late Game)

Star Trek Online Best Race - Which To Choose

  • Star Trek Online Career Guide What to Choose

star trek online tactical engineering or science

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star trek online tactical engineering or science

Science Build Introduction

Chapter   1: introduction on how to science, chapter 2: equipment, chapter 3: consoles, chapter 4: boffs and abilities, chapter 5: doffs, chapter 6: skill tree, specializations, chapter 7: traits, chapter 8: sample build on a budget, chapter 9: screenshots of the sample build, so you wanna be a space wizard – or how to science, chapter one: the introduction.

Last updated: June 28th 2020 21:53 CEST

star trek online tactical engineering or science

Chapter 2: Equipment - Let's have a look at possible loadouts.

Chapter 3: consoles for fun and science.

  • Conductive RCS Accelerator if (and only if) it has the EPG mod (expensive)
  • Temporal Disentanglement Suite - costs a valuable science slot, but offers a good crit boost and is a free mission reward (Mission: Butterfly).
  • Assimilated Module (crit), Omega Reputation = cheap!
  • Bioneural Infusion Circuits (a lot of critD plus some ctrlX plus some HullCap)
  • Tachyokinetic Converter (crit)
  • Plasma Storm (little EPG boost, powerful ability, but expensive)
  • DPRM (awesome buffs, increases survivability, but very expensive)
  • some set-specific consoles, mentioned in Chapter 3
  • some ship-specific consoles that boost science related stats, e.g. from Temporal ships like the Verne

Chapter 4: The skill, the BOff and the Ability

  • Gravity Well 3 and Subspace Vortex 3. These are probably the most potent science skills.
  • Torpedo Spread 3 (or 2, if you are limited to a Lt. Tac seat) will be powerful as we get multiple gravimetric rifts with our torpedos.
  • Use at least Photonic Officer 1 (better PO2) for cooldown management – it's important to get as much uptime on the abilities as possible.
  • Use multiple science abilities to proc your secondary deflector on as many targets as you can. Abilities like tachyon beam, charged particle burst, structural analysis, and destabilizing resonance beam do this quite well.
  • If your ship has a temporal seat, use channeled deconstruction and entropic redistribution (of the highest level you can). Entropic redistribution often crits extremely high, and also does AoE damage. It's a great ability to use.
  • If your ship has a command seat, use concentrated firepower at the highest level you can. The free torpedo high yields do huge damage and let you take down huge bosses (like the Korfez endboss, tactical cubes, etc.) much faster.
  • If your ship has an Intel seat, use overload subsystem safeties. This will overcharge your exotic abilities since your aux power becomes really high. Ideally, use this in conjunction with your other buffs before you drop your grav well.
  • For engineering slots, you can always use the free power buffs from "Emergency power to X". For science builds, slot Emergency Power to Auxiliary with the highest version possible, and either Emergency Power to Engines (for mobility) or Emergency Power to Shields (for survivability). That way you always have one power active and one at cooldown.
  • The remaining slots can be filled depending on your playstyle. For example: Tac team, hazard emitters, sci team, eng team are usually pretty useful. You might also want to slot an ability that procs another ability/trait/buff.

Chapter 5: More BOffs and even more important, DOffs

  • Holo Weyoun brings +10 EPG
  • Romulan SRO (for Romulan captains available in all slots, for everyone else just in Tac slots via fleet embassy BOffs) buffs crits
  • Kentari Engineer (fleet colony - buffs damage, hull repair, power levels)
  • Hierarchy Science BOff (damage, stealth, power levels)
  • Gamma Vanguard BOffs (damage, crtH, crtD)
  • 1 Xindi Biochemist with the space variant “Reduce Threat after activating Exotic Damage” (look for “Kil’thik’zi” on the exchange). Exotic damage pulls a lot of threat, and science ships usually have weaker hulls, so you don’t want to tank too much damage. Threat management with this DOff can increase your survivability.
  • 1 "31 of 47" or "32 of 47" DOff (Liberated Borg from Borg Lockbox). Both will increase exotic damage and additionally DoTs (31 of 47) or crtH (32 of 47).

Chapter 6: Of Skill Trees and Specs

  • 3 points in exotic particle generator
  • 3 points in long range targeting sensors
  • 2 points in shield penetration
  • 2 points in control expertise
  • control amplification
  • 1-2 points in science, tactical, engineering readiness

Chapter 7: Trick or Trait

  • Particle Generator Amplifier (Iconian T2)
  • Precision (Rom T2)
  • Advanced Targeting Systems (Dyson T2)
  • Aux Power Config - Offense (Nukara T4)
  • Aux Power Config - Defense (Nukara T4)
  • Hull-repairing Nanites (Omega T2)
  • Torpedo Astrometric Synergy (Terran T4)
  • Torpedo Prefire Sequence (Terran T2)

Chapter 8: A sample of how a science build might look like

Somerville sample loadout, captain details, space skill tree, space skill unlocks, ship loadout: somerville intel science vessel, officer details, traits & duty officers.

Disclaimer: Some of the personal traits are only available for EC or in lockboxes. Use the freely available one as fillers until you can afford those. Most starship traits are from T6 ships, luckily most are from more "cheap" ones. Use what you have to replace traits you don't have (yet), and check the exchange for cheap yet useful lockbox traits.

Chapter 9: Screenshots

Last updated: 2024 :: sto.qapla.org

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should I choose engineering officer science officer or tactical officer?

Thread: should i choose engineering officer science officer or tactical officer.

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It asks me to choose a class? should I choose engineering officer science officer or tactical officer whats best
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Re: should I choose engineering officer science officer or tactical officer?

Depends how you want to play the game. also here is what the manual has to say about the different kinds of classes: There are three types of characters in Star Trek Online. Each class has its own strengths and will play differently than other classes. If you like to protect other players from harm and be able to soak up lots of damage, you may want to roll an Engineering Officer. If you prefer to support your friends with buffs and heals while weakening your enemies, try a Science Officer. If you're the kind of player that likes to do as much damage as you possibly can, you'll want to play as a Tactical Officer. Each class also can be broken down into three different professions in which you will be able to advance throughout your career as a Starfleet Officer or Klingon Warrior. Engineering Survivability, support generators and controlling the paths of enemy advance with fieldworks. Engineering Officers can withstand damage by improving the performance of their own personal shields, while supporting their away team with power generators, or by bottlenecking the enemy's advance with defensive minefields. The Engineer's own combat effectiveness can be improved by modification to their firearms or support fire from fabricated turrets or drones. Professions: Combat Engineers focus on Explosives Training, Force Fields and Starship Support. Technicians work to improve their teams gear, and sabotage the enemy’s equipment. Fabrication Engineers support their teams with deployable objects, such as turrets and shield generators. Science Weakening or incapacitating their enemies over time, creating energy fields that damage or hinder their enemies, and healing their away team from such effects. The Science Officer has the greatest potential to quickly react to chaotic combat situations through direct enemy holds, weakening an enemy group's combat strength or resistance, or responding to enemy attack by quickly healing damage. The Science Officer's combat effectiveness is his versatility. Professions: Scientists support their allies by weakening enemies they come in contact with. Researchers can keep control in most any combat situation. Doctors are responsible for keeping their team mates in tip top medical condition. Tactical Combat damage, stealth recon and squad tactics. The Tactical Officer can deliver damage in the widest variety of methods, while supporting his away team by drawing off enemy threat or bolstering combat effectiveness with tactics and squad commands. Professions: Soldiers are highly trained in the use of several different types of grenades, and their training works to increase the effectiveness of both themselves, and their teams in battle. Security Officers receive training to allow them to protect their allies in combat situations and have extensive knowledge of a wide variety of firearms. The Special Forces train extensively in stealth and martial arts.

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star trek online tactical engineering or science

Star Trek Online

star trek online tactical engineering or science

Originally posted by VoodooMike : You don't need to be a science captain to get probability manipulation (50% crit rate) - that's something you get form dumping a lot of skill points into science skills is all. You could have it on a tac as well.

star trek online tactical engineering or science

Originally posted by Ogutu M'beke : I really like warbirds and Id like to get into a laeosa research vessel or a explorer warbird. what do you guys reccomend my romulan be?

star trek online tactical engineering or science

Originally posted by uni790 : My advice, take a Tac captian, DPS is all that matters at the end of the day, and the other two classes can't compare to Tac. If you're completely against Tac, take Science, at least their ultimate skill sets your crit rate to 50% which is nice while it lasts.

star trek online tactical engineering or science

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  • Bridge Officer abilities (Science)
  • Bridge Officer abilities (Min lvl-Ensign)

Ability: Science Team

  • VisualEditor
  • View history
  • 2 Basic Information
  • 3 Detailed Information
  • 4 Ability Ranks
  • 7 References

Overview [ | ]

Science Team icon (Federation)

Science Team is a shield repair and science debuff cleansing ability. It does not scale with Auxiliary power and has lower global and basic cooldown, compared to other shield healing abilities.

Basic Information [ | ]

  • Profession: Science
  • Locale: Space
  • Game Description: Science Team repairs shield damage for your own ship or an ally and removes any science debuff for the duration. Can be activated even if you are held or disabled.

Detailed Information [ | ]

  • Used by: Bridge Officers
  • Target: Friend and Self
  • System : Crew
  • Ability Type: Heal , Cleanse
  • Activation: 1.0 seconds
  • Range: 10km

Science Skill 1 R1

  • (Improves Shield Healing)
  • Recharge time reduced for Science Team, and buff to Starship Shield Restoration
  • Chance for -15 sec recharge on shield heals when using Science Team
  • Rank I & II: Bridge Officer Trainer
  • Rank III: : 2 Skill Science Skill points to unlock

Ability Ranks [ | ]

Notes [ | ].

  • The numbers given above are based on 0 points in the Starship Shield Restoration skill.
  • Ability Rank
  • Starship Shield Restoration
  • Starship Tier
  • Originally, using any team ability ( Science Team , Engineering Team , and Tactical Team ) would cause a 15 second shared cooldown on other team abilities. This shared cooldown was removed in the patch released on March 6th, 2014. [1] Now, using Science Team will only start a self cooldown as well as a duplicate cooldown on any other Science Team ability the player may have, but Engineering Team and Tactical Team will be unaffected.
  • Fractional points in skills, which do not show in the Star Trek Online interface, will affect the formula below. This may cause the formula to be lower than the value displayed in the game. Items such as Threat-Scaling Science Consoles will contribute to this.
  • Heal = ((Ship Tier + 1) / 2) * ((Ability Rank + 2) / 3) * ((Skill / 200) + 1) * 390
  • Usage: It can also be used as a counter to many debilitating science debuffs such as Jam Sensors . Example: NPC 1 (Or Player 1) activates Jam sensors to Player 2. Player 2 seeing the signs of Jam sensors (target vanishes and sparkles around player 1 ship) activates Science Team to clear the science debuff and NPC/Player 1 is once again visible.

Gallery [ | ]

Science team in use (Federation)

Science team in use (Federation)

Science team in use (Klingon)

Science team in use (Klingon)

Old graphic

Old graphic

References [ | ]

  • ↑ Release Notes: March 6, 2014
  • 2 Playable starship
  • 3 List of canon starships

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The Dyson Bundle!

By Ambassador Kael | Wed 01 May 2024 08:30:00 AM PDT

The Solanae Dyson Sphere wasn’t just a portal to another part of our universe, it was also a gateway to vast, new technologies that were taken on by all of the major factions in our quadrant. Now that these major factions have teamed together to become the Khitomer Alliance, they have shared this technology even closer, allowing for a three-way breakthrough and even more powerful Science Destroyer ships. Starting May 2nd at 8am PT on PC , you can purchase these ships individually in the Zen Store, or as part of the Dyson Bundle. The Dyson Bundle costs 10000 Zen, but will be  25% off  from  May 2nd at 8am PT to May 16th at Noon PT.  It contains:

  • [T6] Kardashev Command Dyson Science Destroyer
  • [T6] Lo'laH Intel Dyson Science Destroyer
  • There’s more information on all three of these ships later in the blog!
  • Automatically be granted to the character who buys this product. These rewards are only granted once per account.
  • Automatically be granted to the character who buys this product.
  • Will appear as a separate product in the Promotions tab to be reclaimed on all characters on the accounts.
  • Automatically granted for every character on an account.
  • Dyson Sphere Researcher Jacket (short and long variations)
  • Dyson Sphere Researcher Gloves
  • Dyson Sphere Researcher Pants (plus Skirt for female version)
  • Dyson Sphere Researcher Glasses
  • Will appear as a separate product in the Promotions tab to be reclaimed on all characters on the accounts.  

Kardashev Dyson Science Destroyer

Years after the experimental rollout of a line of starships built to incorporate technology found within the Solanae Dyson Sphere, Alliance engineers have continued refining this technology and further innovating on those first forays. This updated line up of Dyson Science Destroyers has been upgraded and modernized with the very latest in ship building technology, as well as updated versions of some of the unique Dyson Sphere technology originally found on their predecessor vessels.

Ship Details:

  • Tier: 6
  • Faction: Any
  • Required Rank: Complete the Tutorial
  • Hull Modifier: 1.2
  • Shield Modifier: 1.4
  • Fore Weapons: 4
  • Aft Weapons: 3
  • Device Slots: 3
  • Lt. Commander Tactical (upgrades in Tactical Mode)
  • Lieutenant Engineering
  • Commander Science / Command (downgrades in Tactical Mode)
  • Ensign Universal
  • Lt. Commander Universal / Temporal Operative
  • Consoles: 3 Tactical, 4 Engineering, 4 Science (scales with level)
  • Base Turn Rate: 12.5
  • Impulse Modifier: 0.18
  • Inertia: 50
  • +5 Engine Power, +15 Auxiliary Power
  • Tactical Mode Transformation
  • Console - Universal - Networked Protonic Shield Matrix
  • Can Equip Dual Cannons
  • Sensor Analysis (Science Mode only)
  • Subsystem Targeting (Science Mode only)
  • Secondary Deflector Slot (Science Mode only)
  • Experimental Dual Heavy Proton Emitter
  • Turn the Tide
  • Against the Odds
  • Battle Preparation
  • Enhanced Particle Generators (+Exotic Damage)
  • Advanced Shield Systems (+Shield HP)
  • Enhanced Restorative Circuitry (+Healing)
  • Reactive Shield Technology (+Shield Regen/Hardness)
  • Protonic Carrier Wave (Starship Trait)  

Admiralty Stats

  • Sci: 52
  • Tac: 29
  • Special: 2.5x Critical Rating from ENG  

Experimental Weapon – Experimental Dual Heavy Proton Emitter

(This weapon is available on all three ships.)

Scientists and Engineers working to further understand the Solanae technology found within the recently-discovered Dyson Spheres have found a way to leverage this technology as more of a debilitating weapon than previous iterations. It will synergize with Engine, Shield, and Auxiliary Subsystem Power of your ship in order to cause additional debilitating effects to the targeted enemy.

Console - Universal - Networked Protonic Shield Matrix

This is an upgraded version of previous console tech originally only allowed on Dyson starships, but now made available for all starships. Upon activation, the ship will briefly store and then divert tremendous amounts of proton particles to periodically reinforce your shields for awhile, as well as those of nearby allies. This will cause all affected starships to negate large amounts of damage every few seconds for a short time.

This console also provides a passive increase to your Max Engine Subsystem Power, and Max Hull Capacity.

This Console can be equipped in any console slot. You may only equip one of these.

Starship Trait - Protonic Carrier Wave

Whenever you deal Proton Damage you gain a stacking buff to Drain Expertise (stacks up to 5 times) and also reduces the recharge times on all Drain Bridge Officer Abilities, and all Command Bridge Officer Abilities. This may only trigger once every 2 seconds.

star trek online tactical engineering or science

Lo'laH Intel Dyson Science Destroyer

  • Shield Modifier: 1.3
  • Commander Science / Intel (downgrades in Tactical Mode)
  • Lt. Commander Universal / Command
  • Consoles: 4 Tactical, 3 Engineering, 4 Science (scales with level)
  • +5 Weapon Power, +15 Auxiliary Power
  • Console - Universal - Proton Eruptor Module
  • Battle Cloaking Device
  • Experimental Weapon Slot (Tactical Mode only):
  • Gather Intel Ship Mechanic
  • Warp Signature Masking
  • Protonic Graviton Exchange (Starship Trait)  
  • Tac: 36
  • Special: 2.5x Critical Rating from TAC  

Console - Universal - Proton Eruptor Module

This is an upgraded version of previous console tech originally only allowed on Dyson starships, but now made available for all starships. When activated, this allows you to draw power from your warp core to emit a devastating proton beam from your deflector focused on a nearby enemy. This blast of energy then reverberates off of their hull, turning them into a beacon of energy that also deals additional Proton damage to other nearby foes every second.

This console also provides a passive increase to your Max Weapons Subsystem Power, and Critical Severity with Exotic Damage Abilities.

Starship Trait - Protonic Graviton Exchange

While you have Secondary Shielding from any source, activating Tactical Team, or any Intel Boff Ability, consumes all Secondary Shielding to fuel a burst of Proton Damage to Foes within 5km. The damage dealt is equal to the amount of Shields consumed.

This effect will only be triggered if your current amount of Secondary Shielding is over 500, and has a 20 sec lockout.

star trek online tactical engineering or science

Rallus Temporal Dyson Science Destroyer

  • Hull Modifier: 1.1
  • Commander Science / Temporal Operative (downgrades in Tactical Mode)
  • Lt. Commander Universal / Intel Operative
  • Consoles: 3 Tactical, 3 Engineering, 5 Science (scales with level)
  • +5 Shield Power, +15 Auxiliary Power
  • Console - Universal - Reverberant Shield Inversion Projector
  • Romulan Battle Cloaking Device
  • “Molecular Reconfiguration” Ship Ability
  • Siphoned Defenses (Starship Trait)  
  • Sci: 59
  • Special: 2.5x Critical Rating from SCI  

Console - Universal - Reverberant Shield Inversion Projector

This is an upgraded version of previous console tech originally only allowed on Dyson starships, but now made available for all starships. By emitting a devastating Tachyon-laced blast from your deflector, you can cause all foes in a larger area at the target to suffer a brief collapse of their shields in a wave of energy. The affected enemies will have their suffer heavy shield drain as well as proton damage. Allies close enough to an affected enemy will receive a moderate amount of secondary shielding by absorbing the offcast shields of the enemies.

This console also provides a passive increase to your Max Shield Subsystem Power, and Max Shield Capacity.

This Console can be equipped in any console slot. You may only equip one of these.  

Starship Trait - Siphoned Defenses

Activating a Drain Bridge Officer Ability, or any Temporal Operative Bridge Officer Ability, grants a moderate amount of Secondary Shielding. This cannot be triggered while you already have Secondary Shielding from this trait.  

Equipping multiple Consoles from this bundle provides a set bonus!

2 Piece Bonus:  Refractive Particulates

  • -50% Threat Generation
  • +XX% Proton Damage (scales with Aux Power) [bonus is +25% at 100 Aux Power]

3 Piece Bonus: Protonic Overclocking

  • Every 2 sec in Combat that you do not take Hull Damage, gain +2 Current and Maximum Auxiliary Subsystem Power for 20 sec.
  • Each stack refreshes this duration, and this may stack up to 10 times, and stacks with other forms of increased maximum subsystem power.  

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VIDEO

  1. Captain Career Guide

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COMMENTS

  1. tactical, engineering, science. whats the difference? :: Star Trek

    Tactical buffs your DPS with skills. Engineering buffs your healing as a tank. Science debuffs the enemy. In reality or STO Tac is better DPS, engi is normal DPS and sci is less DPS. However because the way the game is, some people have set ups with Sci and Eng captains with huge DPS, the mad genius.

  2. Career path

    During character creation players may choose one of three career paths they wish to follow (Tactical, Engineering, Science). Like the player's race, a career path is a permanent choice that cannot be altered later in game. Although each career path offers certain bonuses towards specific play-styles in space and ground combat (e.g., damage dealing, or healing, or robustness), character roles ...

  3. [New player] What exactly does being a science/tactical/engineering

    This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains.

  4. Engineering vs Tactical : r/sto

    Engineering vs Tactical. Starfleet Advanced Tactical Training: Run in a straight line and dropkick their faces. Kirk-fu!! With Science, you can knock everyone around you down with sound, and be a debuff wizard. I'm personally fond of the Temporal Operative specialization, namely the Uncertainty Blast and Paradox Bomb.

  5. Which captain is more fun

    Science excels at exotic damage and crowd control. Again, space wizard flair. Engineering excels at staying alive and power management. That's part of what makes them useful picks for new players but lets you be more reckless/casual in your playstyle. You can just fly up and shoot where a science or tac character would need careful positioning.

  6. Skill

    Space skills are divided into "Tactical", "Engineering", and "Science" unlock paths. Additionally, there are five rank tiers of space skills, from Lieutenant displayed at the top of the skill window, to Admiral at the bottom. ... Star Trek Online Wiki is a FANDOM Games Community.

  7. Star Trek Online Career Guide

    The only place I should be giving any kind of career advice: Star Trek Online. STO gives you a choice of three careers: Tactical, Engineer, or Science. In ...

  8. Star Trek Online Career Guide

    For when you dislike diplomacy. The Tactical career path is by far the most commonly seen in Star Trek Online. Typically seen as the "DPS" career, it comes with innate space abilities like Attack Pattern Alpha (a huge buff to critical damage, critical hit chance, all damage, and turn rate), Fire on my Mark (a damage resistance debuff), and ...

  9. STO Science Builds

    Star Trek Online - Introduction to Science Builds and a sample Budget Build Template. Science Build Introduction Chapter 1: Introduction on how to science Chapter 2: Equipment ... Make sure you have at least 12 points in science and 10 each in tactical and engineering. Don't glance at the ultimates for filling all points in one sub-tree ...

  10. should I choose engineering officer science officer or tactical officer?

    There are three types of characters in Star Trek Online. Each class has its own strengths and will play differently than other classes. If you like to protect other players from harm and be able to soak up lots of damage, you may want to roll an Engineering Officer. If you prefer to support your friends with buffs and heals while weakening your ...

  11. Bridge Officer Training

    This means that any Tactical, Engineering or Science bridge officer can be trained in Specializations such as Intelligence or any future releases! Not only that, but we have also exposed new ranks of some abilities that were previously unavailable. ... Star Trek Online . sto-anniversary-five, sto-news, star-trek-online, sto-launcher, Follow ...

  12. Reccomendations for a romulan captain, Science or Engineer? :: Star

    If you're completely against Tac, take Science, at least their ultimate skill sets your crit rate to 50% which is nice while it lasts. #1. VoodooMike Feb 7, 2018 @ 3:16am. You don't need to be a science captain to get probability manipulation (50% crit rate) - that's something you get form dumping a lot of skill points into science skills is ...

  13. Skill Tree For Tactical Science & Tank

    In this video we look at my skill trees for my Tactical toon, sci and tank characters. Make sure your Skill Tree in Star Trek Online is filled out correctly ...

  14. Newbie Dillema: Fed Science or Tactical? : r/sto

    2. Reply. Share. [deleted] • 5 yr. ago. The only tangible difference is captain powers and ground kit modules. Tactical captains have powers that tend to buff damage dealing (specifically energy weapons) whereas Science captains are based more along dispelling buffs on enemies and buffing exotic damage.

  15. Advanced R&D Consoles!

    Console - Advanced Engineering - Hangar Craft Power Transmission. This Console improves the Weapon Power and Max Weapon Power of pets, as well as providing Bonus Torpedo damage to them. The buffs are increased by 40% per Rank, so 5 star Hangar pets receive +200% of the bonus, or 3x total. Max 25 pets affected.

  16. Advanced R&D Consoles!

    It stacks with all other forms of Max Weapon Power. Console - Advanced Engineering - Hangar Craft Power Transmission. This Console improves the Weapon Power and Max Weapon Power of pets, as well as providing Bonus Torpedo damage to them. The buffs are increased by 40% per Rank, so 5 star Hangar pets receive +200% of the bonus, or 3x total.

  17. Engineering department

    Community content is available under CC BY-NC-SA unless otherwise noted. This article refers to the duty officer department. You may be looking for the captain and bridge officer Engineering career instead. The Engineering duty officer department consists of personnel who specialize in technical endeavors either aboard a starship or on the ground.

  18. Tier 6 Command Ships

    This Tier 6 starship is a science centric variant of the Command Warbird. It features more science console slots and science bridge officer seats than the other Command Warbird variants. Tier 6. Mininum Rank: Vice Admiral. Hull Strength: 47,437 at level 50 and 55,000 at level 60. Shield Modifier: 1.1. Crew: 1500.

  19. New Romulan captain: Engineering or Science? : r/sto

    This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. ... I like engineering captains for science ...

  20. List of starships by Science console slots

    This page lists Tier 6 starships by the number of Science console slots they possess. Each section specifies a given number of slots of Science and either Engineering or Tactical consoles, with the third console type having two possibilities, the higher number representing a fleet-grade starship. For ships with fewer than five Science consoles, see: For ships that can equip five or more ...

  21. New Intel Science Vessels!

    Bridge Officer Stations: 1 Commander Science/Intelligence, 1 Ensign Science, 1 Lieutenant Commander Tactical, 1 Lieutenant Commander Engineering, 1 Lieutenant Universal/Intelligence; Console Modifications: 3 Tactical, 3 Engineering, 4 Science (scales with level) Base Turn Rate: 16; Impulse Modifier: 0.18; Inertia: 65 +5 Weapons Power, +15 ...

  22. Ability: Science Team

    Now, using Science Team will only start a self cooldown as well as a duplicate cooldown on any other Science Team ability the player may have, but Engineering Team and Tactical Team will be unaffected. Fractional points in skills, which do not show in the Star Trek Online interface, will affect the formula below.

  23. The Dyson Bundle!

    Lt. Commander Tactical (upgrades in Tactical Mode) Lieutenant Engineering; Commander Science / Intel (downgrades in Tactical Mode) Ensign Universal; Lt. Commander Universal / Command; Consoles: 4 Tactical, 3 Engineering, 4 Science (scales with level) Base Turn Rate: 12.5; Impulse Modifier: 0.18; Inertia: 50 +5 Weapon Power, +15 Auxiliary Power