Under Review

With the up and coming changes to Star Trek Online, this page is currently under review and subject to change.

Basic Ground Setups

With the Age Of Discovery changes on the horizon brings changes to the random queues. We don't know the full extent of these changes but we do know the random queues will include ground based Task Force Operations or TFO's for short (the new name for PvE's/STF's).

Ground based setups are very much a personal preference but here are some ideas to help which have been tried and tested doing Colony Invasions and elite TFOs/PvEs.

Ground Equipment

This is the recommended ground equipment a lot of people use, which is mostly available from missions and its available no matter whether you're tactical, engineer or science;

 

So, starting at the top and ignoring the Kit Modules for now;

Class Specific Kit

Epic Romulan Imperial Navy Profession-Specific Kit Mk XV [+Pla] [Armor] [CritX] [Regen]

Available from the Uneasy Allies mission in the Iconian War story arc and available for each class/profession.

Armor

Epic Romulan Imperial Navy Combat Armor Mk XV [HP] [ResAll/HP]

Available from the Uneasy Allies mission in the Iconian War story arc.

Shield

Epic Na'kuhl Temporal Operative Personal Shield Mk XV [Cap] [Cap2]

Available from The Temporal Front mission in the Future Proof story arc.

Weapons

Very Rare Na'kuhl Temporal Operative Assault Mk XII [CrtH] [Dmg]x2

Available from The Temporal Front mission in the Future Proof story arc.

Epic Plasma Long-Range Assault Minigun Mk XV [CritD] [CrtH] [Dmg] [DoT3]

Not available from a mission but you might be able to buy one on the Exchange or from the equipment vendor on the Romulan Flotilla, New Romulus Command, Dyson Joint Command or Delta Quadrant Command.  There are very good alternatives such as the Plasma Repeater Pistol which is available from the same locations as the minigun, however, the reason why I chose the minigun over the repeater is because the secondary firing mode on the repeater seams to be bugged at the moment.

Explanations

The reason why to go for a plasma weapon is the extra 20% plasma damage given by the Romulan Imperial Navy Profession-Specific Kit module and you get a chance at applying a plasma DoT for extra damage.
You equip the Na'kuhl Temporal Operative Minigun weapon to give you the 2 set Na'kuhl bonus for +2% critical chance and +30% critical severity.  The Na'kuhl Temporal Operative Personal Shield has a great bonus called Time Slip which makes you immune to all damage for 10 seconds when your shields drop below 10%.

Another great ground set is the Gamma Reputation set;  The Concerted Resilient Personal ShieldConcerted Polyalloy Weave Armor and Concerted Inhibiting Polaron Pulsewave Assault rifle.

The set powers for the Gamma ground gear is;

Set 2: Concerted Reinforcements

To Team and Self (stacks with teammates):

+10% All Weapon Damage
+10 Kinetic and Physical Damage Resistance Rating

Set 3: Concerted Resilience

To Team and Self (stacks with teammates):

+10 Energy Damage Resistance Rating
+5% Maximum Hit Points
+5% Maximum Shield Capacity

Another great set, particularly for tactical officers, if the rest of the team aren't using the Gamma ground gear, is the full armor and weapon set from the Survivor mission in the New Frontiers story arc which gives bonus of 10% critical chance, 20% critical damage, +25 kit readiness and +25 kit performance.

Engineers

Skill Tree

Here is a recommended ground skill tree for engineers;

 

Engineering Kit Modules

The first two modules you equip is personal preference, although I always have Mine Barriers in my first slot.  You could go for the standard Chroniton Mine Barrier or the Cloaked Mine Barrier from the Gamma reputation.  There is also a Security Officer duty officer which gives a chance to hold enemies caught in the mines.

Another module you could equip in one of the first three slots is the Sabotage kit module from the Kelvin Timeline lockbox which disables enemy weapons within 30m and causes all foes within 15m electrical damage.  However, if you find you need more firepower you can replace Sabotage with the Seeker Drone and equip a Fabrication Engineer duty officer which gives a chance of beaming in additional drones and an Armory Officer that can reduce the cooldown.  More about duty officers below.

The third kit module you should equip, which I consider I must, is the Engineering Kit Module - Neutronic Mortar Mk XII from the Delta Alliance reputation, a really good damage long range mortar.  Alternatives would be the Photon Grenade Launcher (23c.) or the standard Quantum Mortar if you haven't unlocked the Delta Alliance Tier 3 yet.  The Explosives Expert duty officer has a chance to beam in another quantum mortar.

 

The Forth & Fifth Modules

The forth & fifth module should be a module that will help keep you and your team alive. I recommend using Photonic Barrier to give you temporary hit points and damage resistance & Nanite Medical Generator to heal and give more resistance, but here's a list of modules that come highly recommended by our fleet admirals;

Character Bind On Pickup

Engineering Officer

Values do not reflect skills or other modifiers

Photonic Barrier Generator

Area Damage Resistance and Temp HP

Creates a level __ Photonic Barrier Generator for 180 sec
+_____ Temporary Hit Points every 3 sec
+9 All Damage Resistance Rating

Character Bind On Pickup

Engineering Officer

Values do not reflect skills or other modifiers

Nanite Medical Generator

Area Damage, Psionic and Toxic Resistance plus Minor Heal

Creates a level __ Medical Generator for 180 sec
+__ Hit Points/sec
+__ All Damage Resistance Rating
+__ Psionic Damage Bonus Resistance Rating
+__ Toxic Damage Bonus Resistance Rating

Character Bind On Pickup

Engineering Officer

Values do not reflect skills or other modifiers

Throw Regenerative Nanite Canister

Area heal

Character Bind On Pickup

Engineering Officer

Values do not reflect skills or other modifiers

Medical Generator Fabrication

Area Damage Resistance and Minor Heal

Creates a level __ Medical Generator for 180 sec
+_____ Hit Points/sec
+_____ All Damage Resistance Rating

Of course there are duty officers that can improve these kit module too.  Check out the wiki for a list of them.

 

Science

Skill Tree

Here is a recommended ground skill tree for science officers;

 

Science Kit Modules

It goes without saying, the first kit module you should slot is the Medical Tricorder.  This will heal you or your target, remove expose effects and give you damage resistance.

The second kit module you should slot is Throw Regenerative Nanite Canister Miracle Worker module from Dilithium Store. If you haven't got access to that, slot the Triage kit.  Similar to the tricorder, Triage will heal and give damage resistance but is an area of effect ability.

The third kit module should either be Paradox Bomb which you can get from the dilithium store once you've spent at least 27 points in the Temporal specialisation.  Or you can use Gravitational Juncture which you can get from the Tzenkethi or Infinity lock boxes.  Both are fairly similar in that they both pull enemies towards it, but, the Gravitational Juncture reduces outgoing damage from enemies and reduces their damage resistances and run speed and the Paradox Bomb disables sprint and roll and also deals physical damage to all enemies in a large area.  Which ever one you use it will help to herd enemies together to keep them in one place long enough so you and other team members can focus fire on the whole group.

The forth and fifth modules you should equip are for pure damage.  There are differences of opinions, but here's a list of recommended modules from our fleet admirals;

Character Bind On Pickup

Science Officer

Values do not reflect skills or other modifiers

Exothermic Induction Field

AoE Blast and Location Fire Damage

Creates a level __ Exothermic Induction Field
_____ Fire Damage (50% Shield Penetration; Damage reduces from epicenter)
15% chance: Knocks back +6.4 meters
Creates a 4.5m radius Fire patch that deals:
_____ Fire Damage each sec (50% Shield Penetration)
10% chance to Expose
15 Second Duration

Science Kit Module - Neutronic Radiation
Delta Alliance Reputation Epic Kit Module

Character Bind On Pickup

Science Officer

Values do not reflect skills or other modifiers

Neutronic Radiation

AoE Radiation DoT

Target surrounded by a Radiation Cloud for 10 sec:
* ____ Radiation Damage per second to target
* Also damages all enemies within 10 meters of target
* -25% Reduced movement speed for 5 sec
* -____% All Energy Damage for 5 sec

Science Kit Module - Seismic Agitation Field
Summer Event Store Epic Kit Module

Character Bind On Pickup

Science Officer

Values do not reflect skills or other modifiers

Seismic Agitation Field

AoE Location Kinetic Damage and Knock

Creates a level __ Seismic Agitation Field for 20 sec
Deals ____ Kinetic Damage each sec (50% Shield Penetration; Damage reduces from epicenter)
25% chance: Stumble targets
25% chance: Knock targets toward center of field

Science Kit Module - Anti-Time Entanglement Field
Temporal Reputation Epic Kit Module

Character Bind On Pickup

Science Officer

Values do not reflect skills or other modifiers

Anti-Time Entanglement Field

Shrinking AoE Damage and Slow Field

Creates a level __ Anti-Time Entanglement Field for 12 sec
____ Physical Damage (50% Shield Penetration) each sec
Radius starts at 12m and continually shrinks
-66% Runspeed while within Field

If you've equipped what you can from the recommendations above and still have slots free because you haven't unlocked them yet, there are other kit modules you can use such as Anesthizine GasExothermic Induction Field and Hyperonic Radiation.  For a full list, see the wiki.

Again, there are duty officers that can improve these kit module too.  Check out the wiki for a list of them.

 

Tactical

Skill Tree

Here is a recommended ground skill tree for tactical officers;

Tactical Kit Modules

The first two kit modules you equip are for boosting your team.  The Coordinated Synergies kit from the Gamma Task Force reputation provides team-wide boosts to All Damage, Running Speed, and resistance rating while the Motivation kit from the Xindi & Infinity lockboxes provides your entire team with an increased chance to critically hit and any successful critical hits will also heal them for a small amount.
Standard alternatives would be Rally Cry which is available from the Fleet Spire and R&D, and the Overwatch kit.  Both will provide some healing, buffing and damage resistance for you and your team.

The third kit module you should equip is the Graviton Spike kit from the summer event store.  Graviton Spike enhances your weapon fire with charged Graviton particles to generate a singularity on impact. Enemies caught in the singularity's range are subjected to Kinetic damage as they are pulled toward it. While the singularity dissipates almost instantaneously, residual Gravitons slow the movement speed of affected enemies for a short duration.

Another great kit module which you should equip is the Trajectory Bending kit, also from the Xindi & Infinity lockboxes.  This kit causes spatial distortions near your targeted opponent, allowing your weapon attacks to always strike them from vulnerable directions. While this effect is active, all of your weapon attacks will Flank, and any critical hits you land will have increased damage.
An alternative for Trajectory Bending would be the Suppressing Fire kit which is available from the Fleet Research Lab.  While this kit doesn't enhance your weapons, using your weapons will debuff your target.  Another alternative would be the Command kit Hammer & Anvil which increases damage resistance for the team if the enemy is facing them, if the enemy is facing away from them it will increase their flanking damage.

The last kit you should equip is the Chroniton Micro-Torpedo Spread kit from the Temporal Defence reputation.  This launches a spread of Chroniton Micro-Torpedos. The torpedos home in on your target and up to six additional foes within a cone dealing Kinetic damage, slowing, and knocking back their targets.
An alternative would be the Micro-Torpedo Launcher kit from the Terran Task Force reputation.  This launches a Micro Photon Torpedo at your target. The torpedo homes in on the target, dealing kinetic damage on impact. The torpedo then explodes, dealing kinetic damage to targets in the nearby area and knocking them down.
Both torpedo kits are very similar and are quite effective.

 

Other Useful Kit Modules

There are many useful kit modules you can use, such as the Solar Gateway or Mass Gravimetric Detonation.  If you want more information about what kit modules are available for each class/profession and how to get hold of them, please check the wiki.

Duty Officers

There are a large number of duty officers that you can use with abilities such as Ground Operational Asset cooldown reduction or Chance to beam in an additional Phaser, Disruptor or Plasma Turret, etc that will increase your effectiveness in ground combat.  The Star Trek Online Wiki has a lot of information about what duty officers are available and also lists special duty officers and lists where to get them.

 

Colony Invasion & Other Special Ground Events

When you know you will definitely be going into a ground TFO/PvE, it would be beneficial to you and your team if you change all your active reputation traits to ground specific ones and also make sure you use specialisations that work on ground.

The recommendations as shown above have been tested by our admirals in the colony and by running elite ground TFOs/PvEs.

Basic Ship Building

Note: This information does not include special fleet items.

Here you will find advice on the weapons and equipment you should be using to build your ship which will give you the DPS you need to do decent damage and increase your defence so you last longer in space battles. This list will not include special fleet items, only items available whilst levelling up, completing missions and some items found on the exchange.

If you are going to upgrade the gear yourself use the purple prototype tech upgrades, if you have any, because they don't need any dilithium and have a greater chance to increase the rarity of the item you're upgrading. These can be found in some lock boxes but are more common in the Dominion and Kelvin lock boxes (it is possible tech upgrades in lockboxes will be phased out now R&D is out on console).
Also, concentrate on upgrading all your gear to Mark XV before looking at increasing the rarity. Nothing should be a problem for you in PvE with Mark XV gear.
Once all your gear is at Mark XV you then can look at upgrading the rarity of all your gear to Ultra Rare, and then start upgrading the rarity to Elite.

The order in which you should upgrade your gear is as follows;

1. Shields
2. Deflector
3. Impulse
4. All weapons
5. All consoles

General Information

Power on your ship is split between Weapons, Shields, Engines and Auxiliary.
At 50 weapon power you will be doing 100% of your base DPS. At 100 weapon power you will be doing 200% of your base DPS. At 150 weapon power you will be doing 300% of your base DPS.
Soft cap is set at 125 however this can be broken. Information on how to do this will be posted on here at a later date.
Your shield, engine and auxiliary works on the same formula.
You should ensure you keep your power distribution set to weapons as much as you can.

The weapon modifiers you should be looking for are [CrtD], [CrtD]x2, etc to do extra critical damage. Especially useful with using Overload which does an automatic 100% critical hit.
Accuracy isn't really important in STO right now but can be buffed by another means and [Dmg] modifiers do a negligible amount of extra damage.

For most builds you should be using a one torpedo, all beam build. If you favour cannons, that's ok, however they can be a lot less affective on some ships because of their limited DPS arc but can be devastating on other ships with the right setup. When attacking you should broadside enemies in a spiral or serpentine manoeuvre, keeping both forward and rear facing weapons trained on your target for maximum DPS.

If you are going up against an Intel Dreadnaught in PvP you will need to change your tactics. The Intel dreadnaught has five forward weapons and three aft. To take advantage of this you will need to get behind the dreadnaught and broadside from behind. Using abilities such as Evasive Manoeuvres will help stay behind slow moving ships like this. There are also traits to improve flanking damage.

Fleet Members

A list of special items available to all fleet members of Rank 3 and above can be seen by clicking on the button below.

 

Whilst Levelling

Whilst you're levelling up your character, you should be looking out for these items.  These items can also be crafted in R&D once you get a character to level 15.  All of these will be replaced later on when you get through to the higher levels.

[Positron Deflector Array [Em] [Ins] [ShCap]]

[Positron Deflector Array [Em] [HullCap] [ShCap]]

Random drop, bought from the Exchange or crafted in R&D.

The Positron Deflector Array is a type of Deflector Dish that gives a boost to Starship Shield Emitters, Starship Structural Integrity and Starship Shield System.

Common Ship Deflector Dish

Values do not reflect skills or other modifiers

+__ Starship Shield Restoration
+__ Starship Hull Capacity
+__ Starship Shield Capacity

[Plasma-Integrated Warp Core]

Random drop, bought from the Exchange or crafted in R&D.

The Plasma-Integrated Warp Core increases a ship's base regeneration rate of all Power Levels up to 100%. This will help with the recharge of your beam weapons.

Uncommon Warp Core

Plasma-Integrated Warp Cores double your base Regeneration rate for all Starship Power Levels.

Values do not reflect skills or other modifiers

+100% increase to base regeneration rate of all Power Levels
Maximum Warp Factor 10

[Console - Engineering - Neutronium Alloy]

Random drop, bought from the Exchange or crafted in R&D.

The Neutronium Alloy is a Engineering Console that improves resistance against kinetic and energy damage.
Additionally, Monotanium Alloy is available at all mark levels that has double the resistance bonus, but it applies only against kinetic damage.
Note: Because of diminishing returns, there's no point equipping more than 2 (3 max) of these consoles.

Common Ship Engineering Console

Values do not reflect skills or other modifiers

+__ Kinetic Damage resistance
+__ All Energy Damage resistance

[Console - Engineering - SIF Generator]

The SIF Generator is a Engineering Console that improves hull repair rates.

Common Ship Engineering Console

Values do not reflect skills or other modifiers

+__ Starship Hull Restoration

[Console - Science - Field Generator]

Field Generators increase your maximum shield capacity by adding to your Shield Capacity skill.

Common Ship Science Console

Values do not reflect skills or other modifiers

+__ Maximum Shield Capacity

[Console - Science - Emitter Array]

The Emitter Array is a Ship Science Console that improves shield repair and healing abilities such as Rotate Shield Frequency.

Common Ship Science Console

Values do not reflect skills or other modifiers

+__ Starship Shield Restoration

Deciding On A Build Type

Once you get to character level 15 you will unlock R&D so you may want to start thinking about what type of build you'd like to go for. Many Starfleet players like to stick with phasers, a lot decide to go for antiproton and some decide to go for disruptor or polaron. Romulan players often stick with plasma and Klingon players often stick with disruptor.

Standard Weapon Damage Types

Phaser
2.5% Chance: One random subsystem offline for 5 seconds.

Disruptor
2.5% Chance: -10 all damage resistance for 15 seconds.

Antiproton
Standard antiproton weapons do not have any special abilities (procs) but they do have an increased DPS.

Plasma
2.5% Chance: __ plasma damage per second for 15 seconds (ignores shields).

Polaron
2.5% Chance: -27.5 all current power levels for 5 seconds.

Tetryon
2.5% Chance: -__ damage to all shields.

Special Weapon Damage Types

As well as the standard weapons shown above, these special weapons have additional/alternative stats.

Quantum Phase
Reward: Future Proof Sunrise mission

To Target: 2.5% Chance: One random subsystem offline for 5 seconds.
2.5% Chance: Drain ___ from enemy shields to restore your shields.

Kelvin Timeline Phaser
Random Drop: Kelvin Timeline Lockbox

2.5% Chance: Knocks back +20 meters and Hold for 3 seconds (half duration vs players) to all foes within 1km of target.

Pulse Phaser
Random Drop: Undiscovered Lockbox

2.5% Chance: Applies Phaser Transfer
* To Target: -10 All Damage Resistance Rating
* To Self: +10 All Damage Resistance Rating

Sensor-Linked Phaser
Random Drop: Discovery Lockbox

+5 Starship Defensive Maneuvering
(Improves Defense)
+5 Starship Weapon Amplification
(Improves Critical Hit Severity with Weapons)

Emitter-Linked Phaser
Random Drop: Discovery Lockbox

+5 Starship Shield Restoration
(Improves Shield Healing)
+5 Starship shield Capacity
(Improves Shield Hit Points)

Integrity-Linked Phaser
Random Drop: Discovery Lockbox

+5 Starship Hull Capacity
(Improves Starship Maximum Hit Points)
+5 Starship Damage Control
(Improves Passive Hull Regeneration)

Agony Phaser
Random Drop: Mirror Lockbox

To Target:
* __ Phaser Damage per sec for 15 sec (Ignores Shields)
* 2.5% Chance: Disable for 2.5 sec (once per 10 sec)

Prolonged Engagement Phaser
Weekend Event Store

Applies one stack of Amplified Relays.
* Per stack, this weapon deals 1% increased damage
* Every 5 stacks of Amplified Relays, gain 20% Firing Cycle Haste for This Weapon for 8 sec

Resonant Disruptor
Reward: Iconian War Blood Of Ancients mission
On Hit: 2.5% Chance: Resonant Disruption Wave 2km radius at target:
* __ physical damage (100% shield penetration)
* -10 all damage resistance for 8 seconds
* increases damage to shields by 15% from all energy types for 8 seconds (requires Resonant Amplifiers)

Nausicaan Disruptor
Reward: New Frontiers Echoes Of Light mission
2.5% Chance: -10 all damage resistance for 15 seconds.
2.5% Chance: Hold for 5 seconds.
On Hold: __ disruptor damage per second for 5 seconds with Nausicaan Weaponry Augmentation set bonus.
To Target: -2 to all subsystem power.
To Self: 2 to all subsystem power.

Elachi Disruptor
Random Drop: Elachi Lockbox
2.5% Chance: Ignore 100% of targets shields and 50% of targets damage resistance.

Nanite Disruptor
Random Drop: Tal Shiar Lockbox
To Target: 2.5% Chance: -5 all damage resistance and increase enemy shield bleedthrough by 2% for 15 seconds.

Emitter-Linked Disruptor
Integrity-Linked Disruptor
Sensor-Linked Disruptor
Random Drop: Discovery Lockbox

See relative Phaser variant above

Spiral Wave Disruptor
Weapon pack available on acquiring Cardassian Galor Cruiser or the Cardassian Keldon Cruiser

To Target:
* 2.5% Chance: One Random Subsystem Offline for 5 sec
* 2.5% Chance: -10 All Damage Resistance for 15 sec

Krieger Wave Disruptor
Random Drop: Privateer Lockbox

To Self: 2.5% Chance: +25 Drain and Control Expertise for 10 sec

Coalition Disruptor
Random Drop: Infinity Lockbox

To Target: 2.5% Chance: -20 Disruptor Resistance Rating for 30 sec (stacks up to 5 times)

Saboteurs Disruptors
Lobi Store

Firing cycles apply 1 stack of Krieger Wave Thermal Reservoir
* At 10 stacks, increase all Subsystem Power Levels by 10, for 10 seconds.
To Self: 5% Chance: +30 Drain and Control Expertise for 12 sec.

Polarized Disruptor
Random Drop: Infinity Lockbox

To Target:
* 2.5% Chance: -10 All Damage Resistance for 15 sec
* 2.5% Chance: -25 All Current Power Levels for 5 sec

Corrosive Plasma
Random Drop: Infinity Lockbox

to target: 2.5% chance: -1 to -20 All Damage Resistance Rating over 20 sec (increases each sec)
to target: 2.5% Chance: X Plasma Damage per sec for 15 sec (Ignores Shields)

Ferenginar Plasma
Random Drop: Deep Space Nine Lockbox

2.5% Chance:
* -20% All Damage for 10 sec (stacks up to 4 times)
* At 4 stacks, also Disables for 5 sec
* (Disables max once per 30 seconds)

Isolytic Plasma
Random Drop: Son'a Lockbox

2.5% Chance:
* Pulls enemies near target together
* Confuses mines and torpedoes near target

Phased Polaron
Random Drop: Dominion/Cardassian Lockbox
To Target: 2.5% Chance: One random subsystem offline for 5 seconds.
To Target: 2.5% Chance: -25 all current power levels for 5 seconds.

Dominion Polaron
Reward: Dominion Domination Boldly They Rode mission
To Target: 2.5% Chance: -25 all current power levels for 5 seconds.
To Target: 2.5% Chance: -__ damage to all shields.

Vaadwaur Polaron
Random Drop: Herald/Vaadwaur Lockbox
2.5% Chance: Reduce enemy shield hardness by 10% vs energy weapons and by 50% vs kinetic for 10 sec.

Herald Antiproton
Random Drop: Herald/Vaadwaur Lockbox

2.5% Chance: +7% bonus energy damage to self for 20 seconds (stacks up to 3 times).

Delphic Antiproton
Random Drop: Infinity Lockbox

To Self: 2.5% Chance to apply Delphic Overcharge
* +10% Weapon Crit Chance for 5 sec
* +10% Weapon Crit Severity for 5 sec
(Additional applications refresh these effects)

Fluidic Antiproton
Random Drop: Infinity Lockbox

2.5% Chance: Repel and __ Physical Damage (100% Shield Penetration)

Antiproton Matter Conversion Beam
Crystalline Catastrophe Event

To Target: 2.5% Chance: -10 Energy Resistance Rating for 30 sec (stacks up to 5 times)
(Damage Resistance Rating debuff is doubled for Antiproton Damage)
2.5% Chance: +100 Hit Points every 1 sec for 10 sec

Resonating Tetryon
Reward: Dominion Domination The New Link mission
To Target: 5% Chance: -__ damage to all shields.

Piercing Tetryon
Reward: Wasteland Installation 18 mission
To Target: 2.5% Chance: -__ damage to all shields.
To Target: 2.5% Chance for 50% of attack to ignore enemy shields.

Diffusive Tetryon
Random Drop: Tzenkethi Lockbox

2.5% Chance: Apply Shield Diffusion
to self:
* +10% Shield Resistance for 10 sec
to target:
* -10% Shield Resistance for 10 sec

Destabilizing Tetryon
Random Drop: Infinity Lockbox

To Target: 2.5% Chance: -__ Shield Drain per sec for 15 sec

Reputation Store Weapon Damage Types

Inhibiting Polaron
Gamma Task Force

2.5% Chance: Engines Offline to foes within 2km of target for 4 sec

Refracting Tetryon
Nukara Strikeforce

To Target: 2.5% Chance: -__ damage to all shields.
To Target: 2.5% Chance: ___ tetryon damage to next nearest enemy target.

Romulan Plasma
New Romulus

To Target: 2.5% Chance: __ Plasma damage per sec for 15 sec (Ignores Shields)
To Target: 2.5% Chance: -10 All damage resistance for 15 sec

Protonic Polaron
Dyson Joint Command

To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Voth
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Non-Voth
To Target: 2.5% Chance: -25 All current power levels for 5 sec
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Voth
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Non-Voth

Bio-Molecular Phaser
8472 Counter-Command

2.5% Chance: Bio-Molecular Incubation
* -__ Flight speed for 8 sec
* On Expiration: ___ Radiation damage (Ignores Shields) (Double Damage vs Undine)
To Target: 2.5% Chance: One random subsystem offline for 5 sec

Bio-Molecular Disruptor
8472 Counter-Command

2.5% Chance: Bio-Molecular Incubation
* -__ Flight speed for 8 sec
* On Expiration: ___ Radiation damage (Ignores Shields) (Double Damage vs Undine)
To Target: 2.5% Chance: -10 All damage resistance for 15 sec

Thoron Infused Polaron
Delta Alliance

On Hit: 2.5% Chance: Unstable Thoron radiation for 5 sec
* __ Radiation damage per sec
* -1% Crit chance
* -15% Crit severity
* Target is Placated, can occur once every 15 sec

Radiant Antiproton
Iconian Resistance

On Hit: 2.5% Chance: +1,000 Temporary hit points for 15 sec, can stack 5 times

Withering Disruptor
Terran Task Force

To Target: 2.5% Chance: Apply stack of Withering Radiation
(Lasts for 60 sec, 5 stacks max)
* __ Radiation damage to target per stack of Withering Radiation

Temporal Defense Chroniton Antiproton
Temporal Defense Initiative

2.5% Chance: Apply Chroniton Stabilisation to Self for 60 sec:
* +5% Flight speed and turn rate
* Reduces damage to shields by 3% (Effect stacks up to 5 times)

Piezo-Polaron
Lukari Restoration Initiative

5% Chance: Apply Protomatter Regenerative Influx to self:
+___ Shield regeneration for 10 sec
+Regenerate 150% of max hull per minute for 10 sec

All Builds

This is a valid setup/build for all PvE build types as it provides a very good heal which you can set to auto-pop at 25% health.  This set, along with the Nanite Repair Matrix personal space trait, can be obtained by running the Midnight mission in the Iconian War story arc.

Note:  There are more advanced setups/builds, but this one is easily obtainable while you're levelling up your reputation, dilithium and fleet credits.

[Sol Defense Covariant Shield Array Mk XII]

This item is an optional reward from Iconian War – Midnight.

This shield array was developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. It can aborb [sic] significant amounts of damage before failing, but takes longer to fully recharge when compared to other shield arrays.

Very Rare Ship Shields
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

7,227 Maximum Shield Capacity
(10% Bleedthrough)
150.6 Shield Regeneration every 6 seconds
Reduces All Energy Damage to Shields by 10%
+15 Incoming Shield Healing to Self

[Sol Defense Deflector Array Mk XII]

This item is an optional reward from Iconian War - Midnight.

This deflector dish was developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. It enhances hull and shield repair systems while providing resistance to control effects.

Very Rare Ship Deflector Dish
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

+5 Auxiliary Power Setting
+26.2 Starship Hull Repair
(Improves Hull Healing)
+35 Starship Shield Emitters
(Improves Shield Healing)
+17.5 Starship Inertial Dampers
(Resists Hold, Disable, Knock, Repel and Slow)
+17.5 Starship Power Insulators
(Resists Shield Drain and Energy Drain)

[Sol Defense Impulse Engines Mk XII]

This item is an optional reward from Iconian War - Midnight.

These impulse engines were developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. The engines are designed to enhance ship shield power levels to have a better chance of withstanding Herald assaults. Additionally, the engine output can be boosted by redirecting incoming energy weapons fire, enhancing ship maneuverability and defense.

Very Rare Impulse Engine
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

+13.2 Flight Speed
+4.5 Flight Turn Rate
+5 Shield Power Setting
+16.5 Full Impulse Flight Speed
When hit by Directed Energy attacks, you have a 25% chance to gain +3.5% Turn Rate and +0.75% Defense for 15 sec. This effects stacks up to 5 times.
Full Impulse
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines

Phaser Builds

This is a valid setup/build for all PvE phaser build types including the Kelvin phaser builds.

[Console - Universal - Quantum Phase Converter Mk XII]

This console is an optional reward from Future Proof - Sunrise.

The Quantum Phase Capacitor increases phaser damage, auxiliary subsystem power levels and flow capacitors. Additionally, the capacitor preserves the quantum state of your auxiliary systems, allowing for accelerated recovery when auxiliary systems are knocked offline.

Very Rare Universal Console
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

+20% Phaser Damage
+3 Auxiliary Power
+__ Starship Drain Expertise
(Improves Energy & Shield Drains / Resistance to Same)
Hot restart: Automatically removes auxiliary power disabled conditions after 1 sec

[Quantum Phase Beam Array Mk XII]

This beam array is an optional reward from Future Proof - Sunrise.

Beam arrays are the most common and versatile weapons available. The fire a series of average damage beams across a wide arc. Beam weapons are equally effective against starship shields and hull. Quantum Phase energy weapons have a chance to destabilize the shields of enemy ships, dealing additional shield damage and siphoning the shield energy back to you.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Quantum Phase Array
Energy Damage
250' targeting arc
to target: ___ Phaser Damage (___ DPS)
to self: -10 Weapon Power when firing other energy weapons
to target: 2.5% Chance: Disable 1 Subsystem for 5 sec
2.5% Chance: Drain 551 from enemy shields to restore your shields
+2% Critical Chance
+20% Critical Severity

[Quantum Phase Torpedo Mk XII]

This torpedo is an optional reward from Future Proof - Sunrise.

Torpedo launchers fire projectiles that deal heavy kinetic damage. Shields drastically reduce the effects of kinetic damage. In addition to the standard payload of a Quantum torpedo, Quantum Phase Torpedoes destabilize the quantum state of nearby shield arrays on impact. This quantum destabilization damages the shields of nearby ships.
High-yield Quantum Phase Torpedoes further raise the quantum destabilization, both damaging enemies and restoring allied shields within range. Torpedo: Spread causes the Quantum Phase Torpedo to trigger a single larger, more powerful shield drain centered on the primary target.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Quantum Phase Torpedo
Kinetic Damage
90" targeting arc
to target: ____ Kinetic Damage (___ DPS)
To Foes: -551 All Shields in a 2km radius
(High-yield Torpedo radius increased to 4km)
+2% Critical Chance
+20 Crit Severity Bonus

[Console - Universal - Mining Drill Laser Emitter]

The Console - Universal - Mining Drill Laser can be obtained by the players of all three factions.

Romulan only - Kelvin Timeline T'laru Intel Carrier Warbird (Kelvin Lock Box, RRF Tier 6)
Federation only - [Console Pack - Proton Charge Launcher / Mining Drill Laser (Federation)]
Klingon only - [Console Pack - Auxiliary Ejector Assembly / Mining Drill Laser (Klingon)]

*Also purchasable from the Exchange for approx. 250k EC.

Although the technology was developed for civilian mining operations, a Mining Drill Laser comes standard on every T’laru. Easily weaponized, and potentially devastating, this long-duration energy discharge grows more and more powerful the longer you keep it focused on an enemy, while steadily eroding their damage resistance. The recharge time on the Mining Drill Laser is also proportionate to the time spent locked onto a target, allowing you to use it for brief bursts of additional damage at regular intervals if desired.
This console also provides a passive bonus to Max Shield Capacity and Shield Power Levels. (Note: Sources of max power do not stack – only the strongest applies, per subsystem.)

Epic Universal Console
Character Bind On Equip
Cannot Equip more than 1 of this Item

Values do not reflect skills or other modifiers

+3 Current and Maximum Shield Subsystem Power
+2% Shield Hitpoints
Activate Drill Laser
Long-Duration Channeled Kinetic Damage
to target _____ Kinetic Damage (50% Shield Penetration / Damage Increases Over Time)
_____ All Damage Resistance Rating (Debuff Increases Over Time)
Recharge Timer will be 2sec per second spent damaging a Foe (min 10sec)

[Console - Universal - Proton Charge Launcher]

The Console - Universal - Proton Charge Launcher can be obtained by the players of all three factions.

Federation only - [Console Pack - Proton Charge Launcher / Mining Drill Laser (Federation)]
Romulan only - [Console Pack - Auxiliary Ejector Assembly / Proton Charge Launcher (Romulan)]
Klingon only - Kelvin Timeline D4x Pilot Bird-of-Prey (Kelvin Lock Box, KDF Tier 6)

*Also purchasable from the Exchange for approx. 250k EC.

With a focus on ambushing and overpowering foes with the maximum amount of available firepower, this Klingon Raider comes stocked with Proton Charge Launcher which can unleash a barrage of high-powered projectiles at both a primary target, and randomly selected secondary target, every half-second for several seconds.
This console also provides a passive bonus to the Maximum Hull and Engine Power Levels. (Note: Sources of max power do not stack – only the strongest applies, per subsystem.)

Epic Universal Console
Character Bind On Equip
Cannot Equip more than 1 of this Item

Values do not reflect skills or other modifiers

+3 Current and Maximum Engine Subsystem Power
+0.5% Maximum Hull Capacity
Launch Proton Charges
Proton Damage to Random Foes
135' targeting arc
Once per sec: Up to _____ Proton to Primary Target (damage decreases past 5.0km)
Once per sec: Up to _____ Proton to Any Random Target (damage decreases past 5.0km)

Antiproton Builds

This set is useful for giving you a boost to your antiproton damage whilst you’re levelling up but you’ll replace it later on when you reach the higher levels.

[Obelisk Subspace Rift Warp Core]

The Obelisk Subspace Rift Warp Core is acquired by completing the Dyson Sphere mission Sphere of Influence.

The Obelisk Subspace Rift Warp Core is a type of advanced Warp Core initially discovered on the Obelisk Carrier. It has potent Slipstream technology, creating and utilizing rifts in subspace for rapid travel with a higher degree of maneuverability than standard Slipstream drives can offer. In addition, it significantly boosts the player ship's maximum Auxiliary power output.

Very Rare Warp Core
Character Bind On Pickup
Vice Admiral

Values do not reflect skills or other modifiers

+7.5 Additional Auxiliary Power
(Bonus increase at low Auxiliary Power)
+10 Maximum Auxiliary Power
(Allows your Auxiliary power to exceed 125)
Maximum Warp Factor 10
Adds 7.5% Auxiliary power to your Shield power as bonus power
50% Recharge time reduction to Slipstream Drive
+15.2 Starship Hull Regeneration
(Improves Passive Hull Regeneration)
+20% Turn Rate while in Slipstream
+0.1 Slipstream Speed bonus
Shield Capacitor
Shield Power Buff
+341.2 Shield Regeneration
+15 Shield Power Bonus for 10 sec
Repairs offline shield systems

[Ancient Omni-Directional Antiproton Beam Array [Acc] [Dmg] [Arc]]

This beam array is acquired by completing the Dyson Sphere mission Sphere of Influence.

This beam array offers a 360-degree firing arc, in addition to being able to utilize the standard functions of Beam Array weapons.
It can be equipped on a ship alongside a single crafted omni-directional beam array of any energy type.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Antiproton Array
Energy Damage
360' targeting arc
to target: __ Antiproton damage (__ dps)
to self: -10 Weapon Power when firing other weapons
+20 Crit Severity Bonus
+10% Accuracy

Bridge Crew Abilities

This is a list of basic bridge crew abilities that should not be underestimated.  There are so many abilities to choose from, if you would like to know more, check out the wiki.

Torpedo Spread

Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.

Torpedo: Spread upgrades the next torpedo attack to acquire N number of targets available within the firing arc, and fire N-1 number of that specific torpedo type per target. Example:
Rank 1 - Up to THREE targets acquired in firing arc, with TWO torpedoes for each target.
Rank 2 - Up to FOUR targets acquired in firing arc, with THREE torpedoes for each target.
Rank 3 - Up to FIVE targets acquired in firing arc, with FOUR torpedoes for each target.

Surgical Strike

Activating this ability will cause all of your beam and cannon weapons to fire more accurately for the duration of the buff, benefit from increased Accuracy and Critical Hit Chance. However, they will also fire more slowly while this is in effect.

Beam Array: Overload

Single target

This ability hugely increases the damage caused by your next beam attack from either a Beam Array, Dual Beam Bank and some Omni-Directional Beam Arrays; this attack will always critically hit. When activated, Beam Overload applies itself to all your beam weapons, however when the first weapon fires, it is cleared from all others, meaning that it may only be fired once per activation. The ability can be used effectively to quickly lower a shield facing, or to inflict significant burst damage to an exposed hull.

The ability's damage is a set multiple of the underlying weapon damage, with higher ranks providing a larger damage multiplier. Increasing your training in weapons skills will improve the underlying weapon damage, resulting in an increase in the damage of Beam Overload. Because of its higher base damage, a Dual Beam Bank will inflict a more damaging Beam Overload than a Beam Array.

With higher ranks of this ability, the proper tactical consoles, and significant weapons training, it is possible to inflict well over 30,000 points of damage to an exposed hull on a critical hit.

Having one Beam Overload buff active will prevent you from activating any other copies of Beam Overload. Consuming a Beam Overload buff to fire a beam overload will trigger a 5 second cooldown period during which no other Beam Overload powers can be activated. This 5 second cooldown period is not triggered if the buff just wears off due to duration/unuse, or if the buff is purged by a dispel effect.

Beam Array: Fire at Will

Multiple targets

This ability applies to both Beam Arrays and Dual Beam Banks. A standard beam attack cycle is four attacks against a single target. After activation, all beam weapons will attack the selected target (if within its arc, otherwise a random target) and a second random target within their firing arc and attack them five times each (for a total of 10 beam attacks per cycle). The effect will apply to any firing cycle that begins during the ability's duration.

If only one target is present, only five attacks are performed. This ability is effective in delivering sustained fire against a few ships or for taking out fighter swarms and targetable projectiles.

Emergency Power to Shields

Emergency Power to Shields directs emergency battery power to the shields for a short duration. It provides a shield heal to each facing, as well as a shield damage resistance buff.

Engineering Team

Engineering Team delivers a good instant hull heal. Also instantly repairs subsystem damage and engineering debuffs for the duration. Can be activated even if you are held or disabled. It is a buff for your own or an ally's ship which repairs hull and disabled systems over time. It will also prevent Viral Matrix from disabling ship systems as well.

Emergency Power to Auxiliary

Emergency Power to Auxiliary boosts your ship's Auxiliary power level and Stealth Sight for 30 seconds.

Auxiliary to Structural

Auxiliary to Structural (also called "Auxiliary Power to the Structural Integrity Field") utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. This ability increases in effectiveness based on current auxiliary power level.

Auxiliary Power to the Structural Integrity Field delivers an instant hull heal, while providing good damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.

Polarize Hull

Polarize Hull provides great damage resistance and immunity to tractor beams. Increases in effectiveness based on current auxiliary power level.

Science Team I

Science Team is an ability that is usable in almost any situation in which a player may find themselves; it recovers shield strength and removes science debuffs. It can also be used as a counter to many debilitating science debuffs such as Subnucleonic Beam and is usable on yourself or an ally at a distance of up to 10 kilometers. Due to this fact, it provides a very effective cleanse and instant heal. It is highly recommended that all players have at least Rank I of this ability. Note however that even though Viral Matrix is a science debuff, its effect of disabling subsystems is countered by Engineering Team instead.

Hazard Emitters

Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and over the duration it will cleanse the ship of hazard debuffs (such as plasma fire and the Borg Shield Neutralizer, as well as the damage and movement debuffs inflicted by Eject Warp Plasma.) Increases in effectiveness based on current auxiliary power level.

* Any Exchange/trading prices mentioned may change hourly/daily. Prices are controlled by the players and are not fixed.