Aaron S. Lawford

Aaron S. Lawford

USS Vizier – Building the Next Generation – Week Three – BOFF Stations & Specialization

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Oct 082017


In the previous weeks episode (USS Vizier – Building the Next Generation – Week Two – Consoles) i explained the consoles that were fitted onto the Vizier. With Season 14 released this weekend, and Vizier taking pride of place as my new flagship officially.

This week, we take a look into another key area of Vizier’s build – Her BOFF Station layout and Specialization choice. Alot of the choices I have made her, are similar to Zuikaku.

But as usual, Vizier has her quirks 🙂

BOFF Stations

BOFF Stations, short for Bridge Officer Stations, are key parts of start trek online. They give additional commands and abilities to your ship in and out of combat. These stations are usually the primary driving force of any ships performance.

Sure, you can have picked out the perfect gear, with beautiful consoles. But if you dont merge that with good BOFF station choices, you wont get very far.

To that end, I took particular attention to Vizier;s BOFF Layout, ensuring the choices i made, had synergy with my gear and console choices. Alot of times, my BOFF station choices, influenced my gear choices. So, lets begin say we.


With the Vizier being a cruiser, naturally her biggest station reflects that ship type – pone being of the engineer career variety. Vizier’s layout is slightly different from Zuikaku’s. With a slightly more focus to offensive than defense.

The first ability, is Emergency Power to Shields 1. This ability regens shields, repairs disabled shields, gives the ships shields extra resistance as well. It also adds shield power to the ship. Basically, this ability is a shield heal ability. I choose this ability as i knew with Vizier’s design, she would not have as much shield redundancy as Zuikaku. Furthermore, Vizier actually has a lower shield BOFF station than Zuikaku, as Zuikaku uses Emergency Power to Shields 3.

The next ability, is one i have used on Zuikaku before, but is not part of her standard boff layout – Overload Integrity Field II. This ability adds a +26.6 to Starship hull restoration. Basically improving hull healing for a 12 second period.

For example, if my Hazard emitters 1 power heals my ship for 14,000 hull hit points. If i use Overload integrity field, it bumps this healing up to 15,200. Basically this boff station is like a boost to your slotted healing abilities. I choice this ability, as i knew with Vizier being more focused on offense, i need an extra ability to keep her at maximum hull points. As well as give me the ability to rapidly repair my hull hit points as quickly as possible.

The next ability is Emergency Power to Weapons III. This ability increases Vizier’s weapon power, as well as increases the damage of her weapons for a 30 second period. With Vizier being tactically focused, i ensured the highest emergency power ability was resolved for the weapons version.

The final ability, is Auxiliary to Structural Field III. This ability is a rapid fire healing and damage resistance boost. It utilizes Auxiliary power, so the high y aux power, the more hull heal and damage resistance boost i receive. This ability is pretty standard on all cruisers with a commander engineering station. As the community considers it a “must have” considering what you gain, for the abilities cooldown (15 seconds) as the boost you receive.

Lieutenant Commander Universal/Command

The next on the BOFF station tour of Vizier, is her Universal station – the Lieutenant Commander Universal/Command hybrid. With the station being universal, and no other science stations on a Assault Cruiser class ship, basically everyone choices science as their career to fill out the station. With Vizier being no exception.

The first station contains Hazard Emitters 1. This ability heals a number of hitpoints over a 15 second period. It also removes any hazard debuffs that are on your ship at the time over activation, or try to get applied during the 15 second period the ability is activated. Hazard emitters 1 also applies a damage resistance buff for that 15 second period. I choose this ability, as it is my standard ensign science ability choice across all my ships in Task Force Eleven, with Vizier being no exception.

The next ability is Science Team 2. This ability regenerates shields, as well as removes any science debuff for a period of 5 seconds. Science team has a cooldown period of 30 seconds. This ability was chosen over its shield boost capabilities, as well as its ability to remove science debuffs. Considering the NPC’s i verse, it was a logical choice.

The next ability, utilizes The Fleet Command Assault cruisers command hybird boff station. In this station, I have slotted Concentrate firepower 3.

This ability has a 180 targeting arc, and its primary focus is boosting kinetic damage capabilities. As you can see in the above screenshot, its marks a foe for extra kinetic damage, that has a 100& shield penetration. Also, while active, once per 2 seconds, it grants a Torpedo High Yield 1 to one damager (could be Vizier, or a teammate i am with) and resets torpedo cooldowns.

I choose this ability for several weapons. One, with Vizier having a more focus towards torpedoes and kinetic damage than Zuikaku, it made a logical choice to enhance this ability. Also, with my specialization choices of Command (discussed later in this piece) it further added to Vizier’s kinetic capabilities. Second, Vizier was envisioned as a ship capability was placing down-road a large amount of high powered torpedoes to a target very quickly.

During tests and STF missions, several times I have been able to launch between 6 – 12 torpedoes at a single target, with help from this ability. It also tries to ensure that Vizier can keep firing torpedoes as quickly as possible, in an attempt to keep a targets shields and hull under constant threat. Considering the torpedo loadout of Vizier I have chosen.

Lieutenant Engineering

The next stop on our tour, is Vizier’s engineering BOFF station. The first station contains Engineering Team 1. This ability has two effects. First, it is an instant hull heal that is applied to the ship. Second, it repairs disabled systems (power systems) over a 5 second period. This ability is pretty much a standard choice for me in any ship that has a Engineering BOFF station.

This abilities hull heal, is affected by the hull restoration skill points you have in your skill tree. With the choices I have made for Vizier, this ability heals 9,100 hull hit points – or roughly 10% of Vizier hull total.

The second ability, is reverse shield polarity. Called the “Green/Brown Nappy” back in the day, this ability is more known for being a “oh shit” button. This ability, when activated, converts 50% of incoming energy damage into the ships shields for a 12 second period. It also makes the target immune to teleport for that twelve second period as well.

This ability has a 2 minute cooldown, but is very powerful when a ship is under constant energy damage attack, and can very quickly regen a ships shields back to maximum. Due to its long cooldown, it is considered an ability to be used when your ship is at medium to low hull hit points, with shields on the verge of collapse. I choose this ability considering Vizier’s weakness in her shields, as well as lower hull hit points and resistance compared to Zuikaku. As a result, keeping Vizier’s shields up is much more critical than Zuikaku.

Ensign Tactical

Next, is the ensign tactical station. Being an ensign level station only, there is only one choice i made – Tactical team. Tactical team is considered a “must have” on every single ship, and every single build without exception.

Tactical team removes hostile boarding parties, and tactical debuffs over a 10 second period. The ability also adds an additional +18 skill points to Energy weapon and Projectile weapon over a 10 second period. However, one of the greatest additions, is that it redistributes shield strength to shields receiving damage over a 10 second period. Basically, if a ship has 15k shields for each facing, this ability turns a single shield facing into potentially 60k shields.

The cooldown on Tactical team is usually 30 seconds. However, I have been able to get the cooldown to the global of 15 seconds by using the following DOFF officer on my active space doff officer list – Conn Officer.

I have two of these officers on my active DOFF space list. As a result, my cooldown for tactical team goes from 30 seconds to 15 seconds. Essentially meaning i can keep using this ability almost back to back without any breaks in between.

Lieutenant Commander Tactical

Next, is Vizier’s second biggest station, and bascially one of her most important. Vizier’s Lt Commander Tactical Station is quite a break from Zuikaku’s, especially with changes that were made, at the time of this writing, only 36 hours ago.

Originally, for the last 2 1.2 months, Vizier has been using Beam: Fire at Will 1 in her ensign slot of this station. This was on par ewith Zuikaku as well. However, 2 days ago, I had a brain wave, and decided to go in a new direction. This new direction would be quite a change for myself, and how i have operated beam cruiser builds in the past. I was going to utilize Beam Overload outside of PvP.

Beam Overload 1 had quite a change in Season 13, changing from barely used, to potentially being of close to the same benefit of Beam Fire at will. Beam overload now increases you next beam attack to 470% of its normal damage. Potentially turning a normal 1600 damage beam attack into a 9000 attack even before critical chance and severity would come into play.

However, the second side effect of this ability, is a unique one. It upgrades all of your normal beam weapons to do 30% extra damage and critical severity for the next 10 seconds. This further enhances this abilities against a single target, especially if it is a harder target or boss level.

I made this change, just recently, because i decided to go in a new direction. I decided to attempt a more rapid turn around of Vizier’s beam attack capabilities, in an attempt to get more damage more constantly. The aim being that in a 60 second period, to get more beam special attacks in compared to normal.

This has its risks, as I am most likely losing out on AOE damage capability with my beams, in an attempt to get more damage overall on either a single target, or more damage overall. Time will tell how effective this change will be, as well as how much this will affect Vizier’s “DPS” rating.

The next ability is torpedo spread. This is another change compared to Zuikaku who uses Torpedo High Yield in this station. Torpedo Spread upgrades you next torpedo attack. Depending on the ability level, it launches multiple torpedoes at multiple targets. This ability is great when your torpedo has special abilities that are more effective when targets are bunched up.

Considering Vizier’s torpedo choices, this choice was a no brainer, As it enhances the unique torpedoes i use on Vizier. However, this ability does not affect “clicky” consoles. No Vizier torpedo console does not get an upgraded attack.

The final station, is similar to Zuikaku. Beam: Fire at Will 3. This ability when activated upgrades your beam attacks for the next 10 seconds. Your beam weapons fire two random pulses per pulse, and pulses five times instead of the regular four. These strikes are random, and will strike any target within your weapons range regardless of if you have them selected as a target.

However, there are downsides to this ability. One, weapons deal 90% of their normal damage per shot. Additionally, the beam attacks suffer a degrade in their accuracy rating. Meaning they have an additional chance of missing their targets.

This ability was again a no-brainer, as while the ability has downsides, I had used Beam Fire at Will 3 to great effect for years on Zuikaku.


Specializations are an additional benefit you can unlock for your character. These abilities and additions add extra capability to ships and captains within the game. You can have one primary, and one secondly specialization.

This is one area that didn’t change from Zuikaku to Vizier. Both ships use the same specialization, with no differences. With my primary specializtion being “Command” and my secondary being “Strategist”

Primary Specialization – Command

Command, or Command Officer, is my primary specialization. This specialization is really built towards a multi-role sort of captain. Providing boosts to the team, as well as the player themselves. These boosts include both defensive and offensive. Effectively being a Command officer.

The base specialization itself, provides additional maximum hull capacity based on the amount of points you have spent within the specialization. Since I have spent all 30 points in this spec, it grants me an extra 15% in maximum hull hit points on any ship i select. This was one of the primary reasons i choose this specialization several years ago, for its defensive capabilities.

However, there are other reasons i choose this specialization, of which, several i will go through with you now.

Achilles Heel 3

Achilles Heel 3, provides an extra debuff against an enemy target when I land a critical hit on them for a 10 second period. This ability grants a -25 damage resistance against a target I hit. The effect can only trigger one every 30 seconds maximum. Granting a potential rough 33% debuff time against a target per minute.

This provides my ships, which were mostly built with defensive capabilities in mind, a chance to land debuffs against targets I am attacking. Debuffs, which normally, my ships do not carry in the terms of captain or BOFF abilities. Additionally, this effect helps my teammates. Adding a damage resistance debuff, means the more damage orientated members of my team can used their ships strengths even more, without necessary having to relay on their own debuff abilities.

Additionally, with Vizier built with firepower in mind, this part of the Command specialization, helps alot.

Debilitating weakness II

A part of the Achilles Heel debuff, debilitating weakness applies when achilles applies. However, this part of the command specialization has a different effect. For a 10 second period, it reduces outgoing damage by foes by 40%. Meaning foes hit by this ability, their weapons become less potent. This is a great addition, and while hamstrung by the fact it needs Achilles to function, it is still a welcome addition.

Mainly, because in my mind, the most effective time with this debuff, is against harder or boss level targets. Who, usually, have several nasty damaging abilities and firepower at their disposal. Additionally, with Vizier’s weaker defenses compared to Zuikaku, less outgoing enemy damage, means she has to weather less incoming, which is always good.

Boost Morale

Boost Morale, is a clickable ability that is part of the Command Specialization. It effects yourself and all teammates with an ongoing removal of all forms of defuffs and control effects for a short 4 second duration. This allows for great team capability, and can assist in situations with your normal BOFF abilities, that might be able to remove duffs might not be available.

This clickable ability, with a 2 minute cooldown, has been a great addition to Zuikaku’s build, as well as Vizier’s. Having an additional backup debuff removal capability, and one that removes all debuffs, is a great emergency reserve. Again, considering Vizier’s build type being more offensively minded, ensuring i have the ability to get Vizier out of trouble was a major consideration.

Especially considering Vizier’s defensive capabilities compared to Zuikaku, being debuff, for any substantial length of time, would be potentially fatal.

With Command specialization out of the way, we know move to my secondary specialization – Strategist.


Strategist, is my secondary specialization. This specialization is more built towards a single player’s build, and really does not have any effects or abilities that can be added to the team. However, Strategist does have several abilities and boosts that are quite beneficial to the Vizier.

Every point slotted in Strategist, provides extra maximum shield capacity. With all 15 points slotted in strategist, it provides an additional 10% maximum shield strength to any ship i fly.

Again, I will show you several of these boosts and abilities.

Logistical Support III

When using or not the ability Threatening stance, logistical support III comes into play. This part of specialization provides a boost to temporary hull for a 10 second period when threatening, or a boost to critical chance for a 10 second period after an incoming bridge officer or captain ability heal.

Since a lot of times, I am in a threatening stance, this means i gain temporal hull for a 10 second period, which can stack up to 10 times. This boost is 30% of the incoming bridge officer or captain hull healing amount. This provides an extra hull hit point buffer for Vizier, meaning that if i am hit, the points are deducted from the temporary hull first, before being applied to my ship.

This defensive boost, also gives me a bit of emergency redundancy when i am at low health. I can have this effect apply, utilize Vizier’s speed capability and extend the range out of danger. All the while having the temporary hull hit points take the damage first.

Attrition Warfare

Attrition Warfare, is one of the key reasons i choose this specialization. Attrition warfare, while threatening, provides a reduction to bridge officer recharge times by 20%, once every 30 seconds. This has the effect=, of when i heal myself, the boff abilities that are on cooldown get a reduction on their cooldown timer, as long as it isn’t already at the abilities global.

This was an excellent choice for Zuikaku back in the day, as it allowed my BOFF abilities to be cycled quicker, as i was the constant source of attention. The same is said for the Vizier. With her bridge officer abilities even more crucial, having the capability twice a minute to reduce their cooldown by healing myself is very benefical.

I haven’t had much experience with using the part of strategist when not threatening, so it will be interesting to see what effect the bonus to shield regeneration and hull regeneration effect would have.

Counter-Offensive III

Counter-offensive III is a part of the strategist specialization. Once evey 20 seconds, when struck by directed energy damage, Counter-Offensive III deals 10,000 electrical damage to the target with 50% shield penetration. This only happens once every 20 seconds, and only applies to one target, regardless of how many are targeting you.

This is another reason i choose this specialization. This is a minor additional boost to damage that flies under the radar. Due to its low damage capability, it would not be noticed very often. However, in Vizier’s case, any additional damage is well welcome. It also assists with higher level targets or bosses, where any damage is needed to target them down in time.


This concludes the third week of the USS Vizier – Building the Next Generation Blog. Next week, is a big week in a sense. I have showed you Vizier’s gear, console and BOFF stations. But how does it all compared to the ship she has replaced – Zuikaku?

Next week, we investigate and compare the stats of the USS Vizier and USS Zuikaku. To see their design choices, as well as their differences compared to one another.

Next Week – Week Four – Stats & Replacing a legend.

Hope you all look forward to it.

USS Vizier – Building the Next Generation – Week Two – Console Stations

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Sep 232017


In the previous weeks episode (USS Vizier – Building the Next Generation – Week One – Weapons and Gear) I explain the base weapons and primary systems of the USS Vizier, the ship that is due to replace USS Zuikaku as my flagship come Season 14. At the time, there was no launch date for Season 14.

But with Cryptic announcing Season 14’s release date as October 3rd, the Vizier is closer to her launch date that i expected. As a result, lets continue with the weekly blog posts about the Vizier’s build.

This week, we explore the USS Vizier’s console stations. Being a Fleet Command Assault cruiser, able to be purchased from a Tier 5 shipyard, makes her one of the last fleet ships a fleet can unlock. This fleet ship, has a 5 engineering, 2 science, and 4 tactical console layout.

Of course, with the Vizier, she is unique with how i use those console slots 🙂

Engineering Console Stations

Being a cruiser, the Vizier has the largest number of engineering consoles compared to the other 2 career types on the ship. With 5 stations, it gave me incredible flexibility with how i approached the Vizier. For the first time, I would be using the engineering console stations, with consoles that weren’t even dedicated engineering consoles.

Or, as the larger community would put it, Universal console dumping land.

The Incremental Phase cloaking device, is the console that comes with the C-Store T6 Intel Assault cruiser, or the Archon class for short. This console is part of a three piece console set called – Starfleet Assault Cruiser Technology, of which the USS Vizier has two of the three pieces within the set. This console has several unique features, but by large, the community ignores the console due to what they believe is “incompatible” with the current in-game meta. This is for a combination of factors, of which some I will go into detail during this blog post.

The console itself, grants a +1% critical chance boost to your ship. This is roughly 60% of the critical chance boost a MK XIV (14) Spire Tactical console would give you (1.8%). This boost, is relatively small compared to other critical chance boosting consoles, abilities and traits within the game.

The consoles second boost, is a +50 boost to Starship tactical readiness skill. This skill, improves Tactical Bridge officer ability cooldowns. A +50 skill boost, by itself, usually equates to roughly 10% of a tactical BOFF ability cooldown in my experience using this console. So, if you have Torpedo High Yield, its 30 second cooldown becomes 27 seconds. Now, 10% might not sound like much, but it can be very beneficial to get your tactical abilities operating quicker. Though, as with the critical chance, there are several consoles and starship traits that can offer something similar.

The console’s main purpose, is its “clicky” ability, which has a base 2 minute cooldown. When activated, the console has several abilities and occurrences that take place within a 15 second time period. One of these abilities, is for 15 seconds, the console “taunts” up to 5 foes, within 5 km of your ship for 15 seconds.

The first set of abilities, occurs within the first 10 seconds. The first ability, is that your ship becomes immune to all energy damage fired at your ship. The second, is a debuff that occurs against your own ship. Your outgoing energy damage is reduced by 50% for 10 seconds as well. For any major ship captain, this is pretty severe, especially for captains chasing DPS records.

After 10 seconds, another series of BUFFs and Debuffs occurs, of which all of these occur against your own ship. Your ship gains a stealth boost for a 5 second period, making you harder to detect and attack (For Vizier, the boost is +4,805 to Stealth). Also, your ship cannot be targeted for 5 seconds, and console damage is removed for 5 seconds. Another BUFF that occurs is your ship becomes immunue to all damage sources for a 5 second period.

Two de-buffs occur however. One, your ship cannot launch any hanger ships for a 5 second period. However, since Vizier doesn’t have hanger pets, this doesn’t effect her in any way. The second debuff that occurs, is that your ship weapons go offline for a 5 second period.

However, this console is a unique for what it offers, and what effects it has. I choose this console has it was a decent console, that also unlocked the two-piece set of Starfleet assault cruiser technologies, of which will be described in a later blog. But as related above, this console is pretty well completely ignored by the larger community, for several reasons.

One, it drastically reduces your damage output for a decent period of time. For most of the community, which chases DPS over everything else, this console is ignored completely. Plus, alot of the consoles boosts can be obtained with other BOFF abilities, consoles, and starship traits without the downsides this console has.

Now, why did i choose this console? Firstly, it unlocked a set piece which is really useful. Also, for all of its flaws, the console can still be used and worked into Advanced and Elite content, provided, you build your ship to make up for the consoles shortcomings. Properly utilized, this console can drag argo away from more fragile members of the team. For Vizier’s build, this console has its place. Also considering Vizier’s speed capabilities, and turn rate, this console can bring her out of danger, but at the same time, still drastic the enemy with a hard to kill target.

The Metreon Gas warhead launcher, is a console that is available from the T6 Command Assault cruiser. At the moment, this ship can only be obtained through the Whizkids promotion, and is currently not available in any other format. It was this console and ship variant that started me on Vizier’s journey, and it is a decent console. This console like the Phase clocking device, forms part of the three piece set called Starfleet Assault cruiser technology.

The console itself, provides a 15% flight turn rate boost, this is base turn rate on a ship, but is still a nice boost to make a ship more maneuverable. Second, the console also provides a +50 Starship engineering readiness skill. This skill, improves engineering bridge officer cooldowns. Like her sister console, this boost is roughly a 10% reduction on the cooldown. For example, Engineering team, with a 30 second cooldown, is reduced to 27 seconds.

However, the consoles biggest draw card, is its Metreon Gas warhead torpedo launcher. This console has a 180 degree targetting arc, and launches a slightly slower moving torpedo. The torpedo does its initial kinetic damage upon striking its target (in this case, that damage is 6.698 for Vizier). However, once it strikes its target, it creates a unstable metreon gas cloud at the target, which expands over a 3km radius. For 6 seconds, all targets within the cloud, receive plasma damage that ignores shields. Also, the target/s receive a turn rate (-75%) and impulse speed (-66%) debuff, as well as disabling any cloaks for those ships.

The torpedoes second ability, occurs after those 6 seconds. The unstable metreon cloud detonates, dealing massive damage to all targets within the 4km detonation range. Targets within this detonation, receive a large plasma damage (16,761 for Vizier), as well as an additional smaller plasma damage that occurs every 0.5 seconds for a 3 second period, which also ignores shields. The console itself, has a 2 minute cooldown.

This console was chosen for several weapons. First, it formed part of a 3 piece set, that with two pieces gave a nice bonus to USS Vizier’s stats and capabilities. Second, this is an additional weapon at Vizier’s disposal, which can be used in a nice arc (180 degrees). Coupled with its AOE damage capability, that can be massively enhanced when Vizier is teamed up with a science starship, the console was a definite choice for inclusion.

The Quantum Phase Converter, is obtained from the Featured Episode “Sunrise”. The console provides several useful boosts, as well as being part of a three piece gear set called Quantum Phase Catalyst, of which Vizier has all three pieces.

The console’s first bonus, is to Phaser damage. The console provides a +22.5% phaser damage boost, of which Vizier uses due to her Phaser weapon compliment. The console also provides a small +3.4 auxiliary power setting boost, which helps increase Vizier’s healing abilities. Third, the console provides a +33.8 starship drain expertise skill boost. Drain expertise skill improves energy and shield draining attacks, as well as resistance against said attacks. Considering Vizier’s weapon load-out, as well as the NPC’ she faces, this skill boost that provide increases to several areas of Vizier’s build.

Another passive ability the console grants, is a Auxiliary power hot restart function. This function, automatically removes all auxiliary power disable conditions on the ship. However, it can only be used once every 60 seconds.

As related above, this console was chosen for several reasons. The phaser damage boost, drain skill expertise increase, as well as the three piece set bonus. This console is incredibly valuable with what it provides to the Vizier.

The Mining drill laser, is available to Romulan players by obtaining the Kelvin Timeline T’Laru intel carrier warbird. For federation players, and myself, the console was obtained from the console pack – Proton charge launcher/Mining drill laser. This pack is available from lockboxes, as well as the exchange. This console forms part of a four-piece equipment set called “Alternative timeline”, of which, USS Vizier has two pieces.

The console boosts current and maximum shield subsystem power by +3, as well as increases a ships shield hitpoints, of which USS Vizier receives a +14.2% increase. However, the console’s primary boost or ability, comes from its “clicky” ability.

The “clicky” is a drill laser that does kinetic damage over a long period of time, and can last upwards of a full minute before it will deactivate (you can deactivate it manually). Over time, the target suffers increasing kinetic damage, that has a 50% shield penetration. The target also suffers a all damage resistance debuff that increases overtime as well. For Vizier, this debuff increases from 0 to 60 over the full minute.

The console also has a unique recharge timer, which is 2 seconds for every second spent damaging a foe. For example, if you only use this console against a target for 15 seconds, the cooldown will only be 30 seconds. This is a unique characteristic, as most consoles, will have full 2 minute cooldowns regardless of how long they are used. This increases the consoles usefulness for short sharp kinetic attacks, without suffering a long cooldown penalty.

I choose this console for several reasons. First, the default bonuses for nice additions to Vizier’s build. Second, the kinetic capability of this mining console are very useful. While not high in damage capability, the ability increases overtime, and can start to become very dangerous the longer it is applied to the target. Also, the damage resistance debuff is incredibly useful in team situations, to assist the rest of the fleet with taking down the target.

Third, the console forms part of a 4 piece set, of which the Vizier has two pieces. Even at two pieces, the two piece set bonus is very useful for Vizier. Coupled with the consoles unique console cooldown after use, makes this console incredible valuable. However, it does have a draw back that it needs to be maintained against a target for long periods of time to become useful. This means, alot of times, the best use of this console is against dreadnought or boss level NPC’s.

Broadside emitter arrays, can be obtained by purchasing the Kelvin Timeline Intel dreadnought from the Lobi store for 900 Lobi, or by purchasing the ship from the exchange. This console forms part of the four piece starship set called “Alternative Technologies” of which Vizier has two pieces.

The console provides a +3 current and maximum weapon subsystem power boost. The console also provides a 17.8% power recharge speed for Captain abilities. Effectively meaning, it reduces the cooldown of my captain abilities such as EPS power transfer. However, the consoles main ability comes from its “clicky”, which has a 2 minute cooldown once used.

The ability, is called “Broadside cannon barrage”. This ability fires at a random foe left or right 90 degree arcs of your ship (or your broadside). This ability fires 10 times per second for a grand total of 60, utilizing phaser damage against a target. This provides a decent small boost to damage against a target you are broadsiding against. Coupled with Beam Fire at will, this can create a big display of firepower in a relatively short period of time.

This console was chosen, for its DPS capabilities, as well as being part of a two piece set piece that would be beneficial to the Vizier. Another reason for this console being chosen, was its ability to put down massive firepower within a short period of time, with he intent to overwhelm the target’s capability to resist or react. Coupled with the Captain ability cooldown, this console was a useful, if expensive choice for Vizier.

Science Consoles

Next in this build blog, is the Science consoles for the Vizier. With only two consoles, this section of Vizier’s build was the most difficult to choose from. As I had to ensure that what i choose complimented the ship, without exposing too many fatal weaknesses. With only two consoles, massive amount of choices, and alot of areas to cover for Vizier’s build, it was difficult.

The Temporal Disentanglement Suite, is a console that is available from playing the Featured Episode “Butterfly”. This console also forms part of the three piece set called “Krenim Temporal Manipulation”, of which Vizier only has a single piece.

This console, provides several boosts. First, the console provides a +4.5 auxiliary power setting boost, which increases healing abilities on the Vizier. The console also provides a +22.5% maximum shield capacity boost, which increases the Vizier’s shield hit points number. The console also provides a 3% shield resistance increase, which helps Vizier’s shields resistance incoming damage directed against the shields.

The consoles second boosts, are tied to the ships auxiliary power levels themselves. First, the console provides a +0 – 2.5% critical chance severity boost based on the Vizier’s auxiliary power levels. At maximum auxiliary power, this boost is 30% more than you would receive from a MK XIV (14) Spire fleet tactical console. Second, the console also provides a +0 – 10% critical severity boost, again based off Vizier’s current auxiliary power levels. At maximum auxiliary power, this boost is 25% more than you would receive from a MK XIV (14) Spire Fleet tactical console.

However, one downside is that to get maximum boost from this console, you need to have your auxiliary power at maximum. While this can be obtained and maintained, it does take a bit of effort to do so.

I choose this console for the Vizier, due to the the boosts you receive from the console. The USS Zuikaku uses the same console as well, and I have found it to be a extremely useful console, that provides alot of benefits for the use of a single console slot. Basically providing both a defensive and offensive boost at the same time. This type of consoles, are some of my favourites.

The Sustained Radiant Field console, is obtained from the Iconian Resistance reputation store, once you complete tier 1 of the reputation. This console also forms a three piece gear set called “Radiant Armaments” of which the Vizier has only a single piece.

The console has several boosts, and is widely considered a “most slot” type of console considering what it offers to any ship it is slotted on. First, the console offers at Mk XIV a +23.8% bonus to hull heals, providing a nice bonus to abilities like Hazard Emitters and Engineering Team. Second, the console offers a +11.8% all weapon damage boost, which includes both energy and kinetic types. Third, the console offers a +23.8% bonus to shield heals, increasing the shield heals of BOFF abilities like Science Team and Emergency Power to Shields.

This console, with its several boosts to defensive and offensive abilities and weapons, was a must slot for the Vizier. As this console complimented her weapon capabilities and load out, while at the same time, helping increase the Vizier’s defensive capabilities. Considering the changes to Vizier’s build compared to Zuikaku, additional defensive boosts were considered a high priority.

The USS Zuikaku also has this console, and this console has proven its worth several times over the years since it was first introduced. Coupled with its relative easy to obtained, this console is considered a mainstay in the majority of builds.

Tactical Consoles

Next came the easiest part of Vizier’s build, the tactical console slots. Unless a player is trying a extreme redical build, once you have choose your weapon type, these consoles are the easiest to fill in. For Vizier, that was no exception.

Except for one small console 🙂

First, was the standard tactical console. Able to be obtained from a Tier 3 Fleet spire store. The Vulnerability locator (phaser) increases a ships phaser damage capability, as well as increasing a ships critical chance percentage. Considering the multiple phaser weapons installed on the Vizier, these consoles, as in their nature, increase the Vizier’s damage to high levels.

The USS Vizier has three of these consoles in her tactical console slots, which leaves one slot open.

The Counter Command Multi-Conduit Energy Relay, is obtained by completing the featured Episode “Surface Tension”. This console also forms part of a four piece set called “Counter Command Ordnance” of which the USS Vizier has two pieces.

The console boosts both phaser and disruptor damage, by +14.7% at Mk XIV (14) level. The console is also one of the few to boost radiation damage, with an increase of +29.5%. The console also improves photon projectile weapon damage by +29.5%. With the phaser and phton damage boosts, this console was a definite good choice for Vizier considering the combination of the ships phaser and photon torpedo weaponary.

Second, the console allow me to obtain the two piece set bonus of Counter Command Ordnance. As not only did this two piece set include a phaser damage boost, it also included a boost to the enhanced Bio-molecular torpedo that is slotted in one of Vizier’s aft weapon bays. While I could also slotted a fourth spire tactical console, the multiple boosts of slotting this console, in my opinion, more than made up for the reduced critical chance, and straight phaser damage loss.


This concludes the second week of the USS Vizier – The Next Generation build blog. Next weeks build blog will include the USS Vizier’s BOFF station layout, as well as the specialization’s I use for the ship. Compared to the Zuikaku, Vizier’s BOFF Stations are specialization are extremely similar.

However, it it still a good idea to show you how I have built the Vizier, and the interconnecting bonuses and synergies that occur with her BOFF stations and specialization.

I hope you all look forward to it


USS Vizier – Building the Next Generation – Week One – Weapons and Gear

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Sep 172017


Vizier has had a unique build process. Originally, when i finally received the Whiz kids promotion code back in April 2017, I wasn’t sure what i would do with the ship, her unique console, and its potential.

Later, when chatting with Equator alliance members, I had a vision to attempt a battle cloaking sovereign build. Utilizing a fast paced strike weapon that unloaded everything within 5 seconds, including the torpedo console.

I honesty had one or two thoughts regarding the build, but didnt really pursue it.

Next, I thought about uploading a general build to reddit/sto/builds, and discussion with them to bring the ship to a post Season 13 standard, with firepower being the primary focus, not defense.

There was a secondary consideration to this attempt. I had grown more and more concerned that USS Zuikaku, while extremely well built for her time, was simply falling behind with the changing requirements of some advanced and elite content.

Her tanking capability was second to none, able to survive punishment that would destroy most other 101st fleet ships. As well as being able to hold the line until the more tactical ships could regroup, or push through enemy front lines.

However, her DPS capability, while still within the top 30 – 35% of all players, did rely on the group alot to really perform. Also, her lack of speed, and turning capability meant she was increasing unable to be where she needed to be at crucial times, or be able to react fast enough.

Simply put, the reddit build post idea was originally my attempt at placing a build that was a carbon copy of USS Zuikaku, and seeing what the best of the best came up with for the new generation.

However, the more i thought about it, the more I thought it would be a betrayal against everything I had done with USS Zuikaku so far. The more and more i thought, it was also time to build a new ship for the new era, or the next generation.

Without me realizing it, USS Vizier had begun her journey. As well as a journey, that in my heart, would take sometime to come out and admit it to everyone in the 101st fleet.

USS Vizier would be, and was fully designed at the onset, to replace the USS Zuikaku.

Welcome to the USS Vizier Building Blog, titled “Building the Next Generation”. This will be a series of weekly blog posts explaining USS Vizier’s build. Going into deep details of her design, as well as her aims.

Welcome to Week One “Weapons, Gear and Ohhh Myyyy”

Beam Arrays

USS Vizier is armed with 4 Pulse Phaser beam arrays. These weapons are from the Original series movies, utilizing a sort of “pulse” barrage type of phaser attack. They were introduced not that long ago in the game by the devs of Star Trek Online in the Undiscovered Lock box.

These weapons as stated in their title, are phaser type of energy damage. They will be buffed by any bonus that increases all damage or phaser damage. These phasers are unlike most other phaser variants. While most phaser variants have a 2.5% chance to knock out a sub system during their attacks, the pulse phaser beam arrays do away with this mechanic for something different.

These phasers have a 2.5% chance to apply “Phaser Transfer” to its target, and to the USS Vizier herself. Phaser transfer apples a -10 damage resistance rating to the enemy target, while alsoa applying a +10 damage resistance rating to the USS Vizier. For the USS Vizier, this would be a roughly a increase of 3% in damage resistance.

This is a small buff/debuff type of perk. While the damage resistance debuff against my targets is small, it is something additional that can add an extra edge during engagements. It also gives my ship a potential edge during engagements as well. As far as I have been able to determine, while phaser transfer doesn’t list its time, it is roughly a 5 – 10 second boost when it applies. Also, so far, I have not seen any stacking limit.

Honesty, I didn’t choose this weapon primary for its perk. I picked this weapon up because it was a different type of phaser array I hadn’t used before. So Far, the weapon has proved to be very good during engagements.

The Prolonged Engagement Phaser beam array, was a reward for competing the weekend event Kobayashi Maru earlier in 2017. At this stage, if you didn’t acquired the rewards, this beam array is unable to be obtained.

As stated in the title, the weapon is a phaser variant, and a unique variant at that. During use, the phaser has a change to gain stacks of what is called “Amplified Relays”.

Amplified Relays have two procs or bonuses that can be applied during use. The first proc is that with each stack, the weapon deals 0.01% increased damage. Now indeed, this bonus is so small you would barely notice it. However, i suspect this proc is just the warm up for the secondary proc, which occurs after you gain 5 stacks of Amplified relays.

After the fifth stack, the prolonged engagement phaser beam array gains a 20% firing cycle haste for the weapon for 8 seconds. Firing cycle haste means that it will decrease the time between each shot the beam array makes, while maintaining the same number of shots per cycle. Effectively, with a normal beam arrays firing cycle, it might do 5 shots in 4 seconds for example. With firing haste, it completes those 5 shots in 3 seconds.

Now, this might not sound much, especially on a single weapon. However, being able to fire faster in shorter bursts, means you can get more damage onto the target compared to firing normally.

As related above, this proc only occurs for this weapon. The fact you can only slot one of this array makes it usefulness pretty minimum. However, it is still a decent weapon. An additional benefit of this weapon, is that it doesn’t lose its standard phaser proc of a 2.5%chance to knock a system offline for 5 seconds.

Like the pulse phasers, I choose this weapon for a combination of the proc, as well as trying a phaser variant I hadn’t tried before.

The Quantum Phase Beam array, is a reward item from competing the featured episode “Sunrise”. As with USS Vizier’s other beam arrays, this is a phaser variant type of weapon. Like the Prolonged beam array, it also keeps its 2.5% chance to knock out a random subsystem on a enemy ship.

This weapon is also part of a three piece set in STO called “Quantum Phaser Catalysts”. This set gives you the opportunity to gain additional bonuses and abilities for slotting each piece of the set. USS Vizier has all three pieces in her build, and I will be going into detail in a later blog regarding exactly what this set bonuses gives to USS Vizier.

The Quantum phaser beam array also has a unique proc. The beam array has a 2.5% chance to drain enemy shields to restore your own shields. The amount of drain against enemy shields is calculated by the amount of drain expertise skill you have on your skill tree. This provides a nice debuff/buff for the USS Vizier. Increasing my ships shields, while decreasing the enemies.

This proc does require a bit of effort to really gain alot of benefits. But depending on the build, even small amounts of drain expertise can still gain a decent bonus for shields. A captain specced into full drain, will see alot of benefits from this beam array.

I decided to use it on USS Vizier again for a number of weapons. The USS Ruby Rose, the USS Vizier’s cousin ship, also uses this beam array to great effect in engagements. Second, it was again a beam array I hadn’t use on my engineering toon. Third, the set bonus really applied to what I was aiming for with the USS Vizier.

All these factors, made this beam array the perfect choice for the Vizier.


The USS Vizier is armed with two torpedo launchers (technically :)). The first is the second part of the Quantum Catalyst set, the Quantum Phase torpedo.

The Quantum phase torpedo is a type of photon torpedo. As a result, set bonuses, buffs and damage increases that increase kinetic or photon damage, will increase this torpedo. This torpedo has a 90 degress firing arc, and is currently loaded in one of USS Vizier’s forward weapon slots. Which will become apparent in an later blog.

The torpedo, like her beam array sister, drains enemy shields. However, with several differences. First, while you drain enemy shields, that is its only bonus, the drained shields do not return to the player, unlike the beam array. Second, the torpedo itself drains shields within a 2km radius of the target it hits.

The major difference, is how the torpedo changes when using the Tactical BOFF skills of High Yield or torpedo spread. When using these abilities, the radius of the shield drain increases from 2kms to 4kms. Second, using torpedo spread increases the shield damage when it strikes a target. This means, when paired with a science ship specced into EPG, the USS Vizier torpedo can become quite devastating.

I quite like this torpedo, as it helps USS Vizier with a major weakness that USS Zuikaku had, which was punching through the shields of a large or heavy target. This torpedo, is one of the outcomes of my analysis of USS Zuikaku’s weakness, and one I ensured that USS Vizier would do her best to cover. Second, as related with the beam array, slotting the torpedo made sense with Vizier’s build purpose, as well as the set bonuses I would gain. This torpedo has also been in use with Vizier’s cousin, USS Ruby Rose.

The second torpedo on USS Vizier, is the Enhanced Bio-Molecular Photon torpedo launcher. This torpedo can be obtained from the Undine reputation system, at tier 2. This weapon is also a part of the four part set “Counter Command Ordnance”. USS Vizier has two of these four pieces, which again, will be explained in an later blog.

The Enhanced Bio-molecular photon torpedo (hearby known as EBMPT) is a type of photon torpedo. As a result, set bonuses, buffs and damage increases that increase kinetic or photon damage will increase the damage input of this weapon. This torpedo has a 90 degress firing arc, and is currently loaded in one of USS Vizier’s aft weapon slots.

This torpedo has two procs of effects that it makes against any target it hits. The first effect is a reduction of flight speed for 8 seconds. This reduction is, as listed on the torpedo -23.1. So depending on the target, they will definitely see themselves slow down. This effect can be cleaned or removed. However, if the effect is not cleaned after 8 seconds. it effects radiation damage on its target that completely ignores shields. This effect is boost by skills, damage and effects that increase radiation damage. Of which there are not many effects at this stage in the game.

This means the torpedo is pretty useful against NPC targets, but has extremely limited functionality against players who have multiple cleans and abilities to remove the proc. I choose this torpedo for two reasons. The first, is that it is part of a set that has boosts that overall increase a number of Vizier’s key points, making it a useful edition. Second, while the proc can be limited, it is still a decent torpedo that can have some devastating effects when used correctly. Coupled with its decent normal torpedo damage, this is a fine torpedo to have for USS Vizier.

Primary Ship Systems – Shields, Deflector, Impulse Engines & Warp Core

With the primary weapons of the USS Vizier complete, we now move onto the primary ship systems. The USS Vizier’s primary stat drivers. When building USS Vizier, I attempted to use items I had not used before. I also decided to avoid most of the STO player meta that had occurred after the Season 13 re-balance.

I also intended as much as possible, to ensure whatever systems I choose, not only increased USS Vizier’s primary build goal, but also did their best to cover up the ships shortcomings.


The primary deflector of the USS Vizier, and quite a look for a deflector when the ships visuals are turned on, the Prevailing Innverated Defelctor Array. The PIDA is part of a four piece set called “Prevailing Regalia” and is available from the Competitive reputation. This deflector forms part of a two piece set of the Prevailing Regalia that is fitted on USS Vizier.

The deflector array is one of the variants of the Competitive reputation deflectors, of which there are a total of three variants. This reputation would be the first to offer multiple variant of deflector arrays. Due to this deflector being of ultra rare variety, I gained a +2 auxiliary power bonus to the deflector.

This first bonus is an +15 increase to Starship Hull capacity. This increases USS Vizier’s starship maximum hit points, giving her slightly more increase hull to survive and take damage. To the extra total of hull points this bonus gives I am not sure. However, the bonus was a nice small additional to the defensive capabilities of the Vizier.

The next bonus, is likewise a additional defensive bonus, +15 Shield capacity. This increases the Vizier’s shield hit points, making them slightly stronger for defensive purposes. Like the hull hit points, this is a nice additional bonus to defensive systems.

The next bonus, is one i would doubt will ever be used, or beneficial to the USS Vizier – +10 bonus to Starship stealth. This increases a ships stealth and cloaking capability to remain hidden from starship sensors. With Vizier being unable to cloak, the benefit of starship stealth is minimum. While this does mean it might take a enemy slightly longer to target me, it doesn’t effect Vizier much.

The next bonus, is one of the biggest reasons I choose the this variant of the deflector – +40 Starship weapon specialization. Starship weapon specialization improves the critical hit chance of weapons, making them ever more likely to land a critical hit. A critical hit, which is based on critical severity skill points, can drastically increase a weapons damage. For example, a normal beam array might do 1000 damage on a normal hit, but land a 2500 hit on a critical hit.

This bonus increases the chance that Vizier’s weapons will land a big hit. a +40 increase, is roughly a critical hit chance increase of 1.8%. While small, this increase chance gives Vizier more chances to land critical strikes. Making her much for dangerous in landing heavy damage in a shorter period.

The last bonus, like the stealth bonus, has minimum to no benefit to the build type of USS Vizier – +10 Starship perception. Starship perception improves the detection range & chance of detecting cloaked ships. Since USS Vizier is not built to snoop out cloaked players, this bonus would be relatively small, and unlikely to really have any effect in a PVP match.

Impulse Engines

The primary impulse engines of the USS Vizier, are the second part of the two piece set of Prevailing Regalia – Prevailing Fortified Impulse Engines.
Like the deflector array, the Prevailing impulse engines have three variants in the Competitive reputation system you can purchase.

The Prevailing Fortified Impulse engines (PFIE) offer decent bonuses to the ships flight speed and flight turn rate of the Vizier. These impulse engines also offer a thuster proc. Where if the ship engines are disabled, the Vizier can still travel at 25% speed until the engines came back online. I choose these engines for two reasons. The first reason, was they were decent engines that had a nice two piece set. However, the second reason is the primary reason.

These engines have a proc, called “Prevailing Engine – Overcharge”. When a hull or shield bridge officer ability is used, the ship gains several benefits for a 5 second period. This includes a massive boost to flight speed and flight turn rate, as well as increased defense rating (chance to dodge shots made against you). You also gain a +10% increased recharge speed on engineering bridge officer abilities for 10 seconds. With the Archon-class Commander and Lieutenant Engineering BOFF stations, this can be quite a boost.

An additional benefit of this impulse engine, is that the boost has no cooldown. Properly managed, you can keep chaining healing abilities to keep your ship moving at an incredible speed and turn rate for a significant amount of time. This does have draw backs, as while you are gaining speed and turn rate, you are potentially using healing abilities when you don’t need to. This also means, you run into the risk of not having these abilities available, when you actually need them.

This speed and turn rate boost, even with its drawbacks, are a primary design point of USS Vizier. Turn rate and speed have always been a major problem for USS Zuikaku, being not fast enough, or able to turn quickly enough to meet or properly engage some threats. USS Vizier, with this engine, can a lot of times out turn and out fight a science vessel with a science captain, one of the major threats in the Zuikaku’s career.

Warp Core

The primary warp core of the USS Vizier – Braydon Reconnaissance Warp Core. This warp core can be obtained from playing through the Featured episode “Of Signs and Portents”. This warp core is also part of a four piece set called “Braydon Reconnaissance Technologies”. The USS Vizier has two pieces of this set installed.

The Braydon Warp Core (BWC) has a nice bonus to Control Expertise. This bonuses improves control effects (Gravity well, Tykens rift etc) as well as improves resistance to the same effects. This means when the Vizier is stuck with control effects, she has better resistance against their damage and pull capabilities. It is a relatively small bonus, but is still a welcome additional boost.

The BWC primary bonus is increasing the Vizier’s auxiliary power levels when they are low, as well as allowing the Vizier to increase her maximum allow auxiliary power from 125 to 130. Auxiliary power helps with abilities such as healing and increasing the power of control effects. While Vizier is not built to utilize Control abilities, the additional power for heals is definitely appreciated and needed.

Additional, the warp core adds 7.5 of Vizier’s auxiliary power to the ships engine power as a bonus. This increase, while small, further increases Vizier’s engine speed and turn rate capability. Additional, the BWC comes with a engine capacitor battery. When used, this battery increases engine power for 20 seconds, repairs offline engine systems, as well as cleanses movement debuffs. This capacitor has a 4 minute recharge timer once used.

I choose this warp core, has it had nice bonuses for Vizier’s healing capability, as well as being part of a four piece set that had bonuses that would build to Vizier’s strengths.


The primary shield of the USS Vizier – Braydon Reconnaissance Covariant Shield Array. This shield can be obtained from playing through the Featured episode “Of Signs and Portents”. This shield is also part of a four piece set called “Braydon Reconnaissance Technologies”. This shield is the second part of the set that is equipped on the USS Vizier.

The Braydon Reconnaissance Covariant Shield Array (BRCSA) has what i call a high low type of shield. It has a relatively high capacity compared to other shields, with a relatively low normal shield regeneration rate. Also, the shield has a normal 10% bleedthrough that most shields have. Meaning when hit with attacks, 10% of the damage will bleedthrough to hit the ships hull.

The shields unique feature, is when the one of the shield facings is full depleted. Once a shield facing is depleted, the shields apple a flight speed and slight turn increase of 200% for 5 seconds. This effect can only trigger once even 60 seconds. However, this is a boost that applies to Vizier in case she gets in trouble, allowing her to extend or turn around fast enough to potentially bring a undamaged shield facing to bear.

This is was one of the reasons I choose this shield. Having an additional boost to get out of trouble is always helpful. Second, I hadn’t used this type of shield before, so it meet a criteria for something new. Third, the shield was part of a piece set that had bonuses that would work for the Vizier’s build. The lower regeneration rate is one of the weaknesses in Vizier;s build, and I have felt that weakness in engagements I would otherwise have not felt with Zuikaku.


This includes the first part of the USS Vizier build blog – Building the next generation. The second blog should be posted next week. Next week’s blog will focus on the engineering, science and tactical consoles in use by the Vizier. Unlike the Zuikaku, Vizier’s console layout is pretty unique, and something I had not yet tried.

Hope you all look forward to it 🙂

STO – USS Vizier – Prelude to Joy

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Sep 092017

Stardate 95286.9

Captain T’Pun was doing what most starfleet captains did the majority of the time. Logically, it was what captains did the most. However, for T’Pun, a Vulcan, she could still not understand the human logic of putting it off, or thinking it actually didn’t exist.

Paperwork, or in this case datapad work.

It made no difference she was on the bridge of the Vizier, one of the newest launched Archon class starships. Datapad work was datapad work. Around her, the crew of the Vizier went about their business. T’Pun was indeed perplexed. The crew of the Vizier had undertaken two weeks ago a dangerous mission. the first for the ship and crew. Yet, she detected no stress, emotional outbursts as a result of the mission.

Maybe starfleet crew were indeed embracing logic more than many Vulcans thought.

A beep at a console distracted T’Pun from her thoughts. A Bajoran ensign, manning the console, glanced over at the noise.

“Captain, I am picking up a distress call, just under one light year away. Its faint”.

T’Pun mussed for a second, less than a light year away, and the signal was faint. Either there was some sort of interference, or the sender was indeed in server trouble.

“Lets hear it” ordered T’Pun

A scratchy noise filled the bridge. Distortion filled the bridge. For a Vulcan, who was born with highly sensitive hearing, the distortion was almost painful.

“This is…….. Zu….. suff…… stru…… us………ne…..sit”.

“Anymore ensign?” asked T’Pun.

“No mam, the signal is pretty bad. However, I am detecting a unique carrier wave with the signal. It’s Starfleet, I am checking our records now”.

At that moment, the turbolift doors opened. Commander Yarud, the chief engineer of the Vizier walked onto the bridge.

“Captain?” asked Yarud, seeing the commotion on the bridge.

“We have detected what appears to be a Starfleet distress signal. Ensign Bolon is determining more now”.

Working over to ensign Bolon’s station, Commander Yarud started to look into the same readouts the ensign had been monitoring before. A minute passed before Ensign Bolon’s head snapped up.

“Captain, I have confirmed the unique carrier wave, its from the USS Zuikaku”.

Upon hearing that name, Commander Yarud’s head snapped up, moving beside the ensign, concerned spread over his face. “He’s right mam, this is the particular carrier wave. I remember because Commander Tinordle came up with it”.

T’Pun turned to her helmsman “Time to reach the source of the signal?”

It took only a moment for the helmsman to check his station “One hour at maximum warp mam”.

“Set course and engage ensign” ordered T’Pun.

Around T’Pun, her crew spring into action. Commander Yarud, still wearing the look of concern, walked over and placed himself in the second officer’s set beside T’Pun.Normally, Yarud place would be in main engineering. However, his knowledge of the ship in question sending the distress signal would be invaluable.

There was another reason. In his current state, his emotions for his former crew mates could overwhelm him. It was best for T’pun to keep an eye on her chief engineer. She knew he was a professional, and wouldn’t let feelings interrupt the mission. But T’pun also knew, it would be highly illogical to deny Yarud his emotions. Even as a Vulcan, who had purged all emotion herself, it was still logical to follow the path of a species nature instincts.


Fifty minutes had passed. There had been no further signals, no further communication. T’Pun was watching as her ship, at maximum warp, flew through streaking stars. Commander Yarud was still at her side, engrossed in his console as he went over the original signal again and again. Trying to find any additional information.

“Captain, I am picking up a intense temporal energy field directly in our path. Intercept time, one minute” reported ensign Bolon.

T’Pun reacted immediately “Drop us out of warp, plot the quickest course around the energy field, then resume our original course”.

In the main viewscreen, the streaking stars came to a stop, and returned to their white pinpoints.

“I have a visual on the energy field” reported Ensign Bolon.

“On Screen”.

On the viewscreen, the white point of stars was replaced with a bright intense orange light, the light bobbed and weaved. Like the energy wave, or ribbon was surfing the tides of space.

“The Nexus?” said Yarud. “It is not supposed to be here, its projected course shouldn’t be anywhere near this area of space”.

T’Pun had to agree, it was unusual “Keep our distance. I don’t want us anywhere close to that anomaly”

Ensign Bolon spoke up “Captain, I have back tracked the ribbons course. I have found something”.

On the view screen, two paths emerged. A orange path, labelled “Nexus”, another blue path lablled “Zuikaku”. The two paths, crossed one another. A third icon, this one a circle, labelled “Distress signal” overlaid the two paths.

The ensign at the helm, turned to T’Pun. Captain T’Pun didn’t even need to speak any words. The look on the ensign’s face, as well as the known history of the nexus and starships was all that was needed to be conveyed.

“Get us back on our original course, engage at maximum warp”. ordered T’Pun.

Unknown to T’Pun, Commander Yarud tightened his grip. In his hands, was a small silver pendant.


Twenty more minutes had passed. the Vizier had reached the original source of the distress signal ten minutes ago. The ships sensors tirelessly sweeping across space, a electronic “palo” to the distress signals “marko”.

T’Pun was shaken from her thoughts by a “Captain, I have something, bearing 311 mark 67. A starship, I have a visual”

The view screen changed again from the white dots of space.

“Oh my god” came a voice from the bridge.

Om the view screen, was a sovereign class starship. Barely a light shone from its surface as the ship continued to spin across its axis. T’pun could see electrical discharge burns across the hull, in so many locations she couldn’t even count. With no lights, T’Pun couldn’t tell visual if there were any hull breaches.

Or if anyone was even alive.

Beside her, Yarud had jumped to his feet the second the Zuikaku appeared on the view screen.

“Placing tractor beam on the Zuikaku, stopping her spin” came a voice from someone on the bridge.


Ensign Bolon glanced at his console “I am detecting severe hull stress, and at least two breaches in her hull. Main power is down, Looks like all of her engines are offline as well. Structural is at twelve percent. I am detecting full life support”.

A breathe of relief came from Command Yarud.

“Hail them” ordered T’Pun.

A series of taps emitted from Ensign Bolon’s console, turning to T’Pun, he nodded.

“Zuikaku, this is the Captain T’Pun Vizier, we are responding to your distress call. Admiral Lawford do you read us”.

Silence answered T’Pun.

“Zuikaku, we are sending over repair crews and medical teams. Stand-by, we will be commencing transport in five minutes. Vizier out”

Yarud turned to T’pun “Captain, permission to ….”

“Granted Commander. Assemble your teams, and meet Commander Xi’ian in transporter room two”.

With a nod, Yarud sprinted up the deck. T’pun watched as he barely missed colliding with the opening turbolift door.

Captain T’Pun turned around to face the view screen again. Zuikaku’s spin had been stopped, but there were many questions. Why was the nexus in a area of space it shouldn’t have been.

“Ensign Bolon, get me starfleet command. Priority one. I need to inform them of this situation”.

Season 13 Balance Pass – Tribble Report – Major items

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Apr 242017

Greetings everyone, this is Fleet Admiral Aaron Lawford reporting live from the tribble test server for the Equator Alliance news network (EANN). I have been discussing and posting tip bits of upcoming changes for Season 13, scheduled for launch on April 25th 2017. Or, as Picard (and most likely the majority of the playerbase would say….

What the....

One of the major points of this new season, has been the space re-balance for alot of consoles, captain abilities and BOFF abilities. These changes are numerous and would take me days to explain every single one in detail 🙂 As a result, in this report I am going to focus on some of the more major changes and exactly what they mean. These discussions will also include comparisons screenshots of holodeck to tribble.

So, without further ado, lets get to it say we….


Attack Pattern Alpha

Attack Pattern Alpha, is a tactical captain ability that boosts All Damage, Critical Chance, Critical Severity and Flight Turn rate for a period of time. This captain ability has a base 2 minute cooldown, and a 30 second uptime (usage) when selected.

Attack Pattern Alpha (henceforth, referrded as APA) as had a relatively small change for the upcoming season 13. The two things that has changed, is on tribble server, APA boost now only lasts 20 seconds, but has a 90 second cooldown.

Attack Pattern Alpha – Holodeck to Tribble Comparsion. Details taking using Lenra, my rommie klink aligned captain serving with the Imperial Ausmonauts

Relatively speaking, this is a pretty small change. The boost now only lasts 20 seconds, compared to 30 seconds that captains currently enjoy on holodeck prior to April 25th.However, another change is that APA’s cooldown is now 90 seconds, compared to the current 120 seconds on holodeck.


I personally haven’t really heard much about this change from the community, and myself actually forgot about this change for a short period. If there are community reactions, then either they are not too big, or, the reaction may have been drowned out compared to other higher profile change, such as our next topic – GO DOWN FIGHTING.


Go Down Fighting, is a Tactical Captain ability. It only becomes available for use when your ships hull is at or below 50% to be able to be activated (A captain trait, Lats ditch effortt, can change this requirement). It provides a All damage boost and All damage resistance boost for a period of 60 seconds. GDF has a base cooldown of 2 minutes when used.

Never have I seen one of the most debated changes in Star Trek Online’s history. Go Down fighting has had an interesting history through STO game time of 7 years. Changing each way over the years, it has become a bit of a dividing sort of ability for us testers, especially considering its somewhat weird interactions.

OK, enough talking (or typing i guess) time to post the picture and describe the current changes that will hit holodeck for you folks.

Go Down Fighting Holodeck > Tribble Comparison. Taken from Captain Lenra, my Rommie Klink aligned toon serving with the Imperial Ausmonauts

Currently, Go Down fighting (henceforth, referred to as GDF) provides a large damage and damage resistance boost the lower your hull is. Also, this boost is “locked in”. If you use it at 10% hull, you get the % damage boost increase if you were at 10% hull, even if you heal yourself back up to 50 – 60% hull for example.

However, the patch coming into tribble, changes all of this. GDF’s time period has gown down from 60 seconds, to 15 seconds when activated. Also, the cooldown period for the ability has been lowered to 60 seconds.

Another change is that the boost you receive from GDF now dynamically scales. If you activate the boost at 10% hull, you get the damage boost of 10% hull. However, if you heal yourself to 40% hull, or 50% hull, GDF damage boost reduces to match your current hull level. This was originally how GDF did its damage boost when the game first started, and was changed back in the Legacy of Romulus expansion days.

However, I can provide more information for exact details. Please see below for a copy of a post that Spartan made describing exactly what this changes mean.

SPARTAN Post – https://www.arcgames.com/en/forums/startrekonline/#/discussion/1230472/tribble-maintenance-and-release-notes-april-18-2017/p1
On the live servers, the damage buff is directly proportional to missing health; Go Down Fighting 3 activated at 50% health gives a buff of 66.4% Bonus All Damage, or 107.9% if activated at 0% health.

Prior to this patch, Go Down Fighting’s damage buff was proportional to missing health squared; Go Down Fighting 3 activated at 50% health gave a buff of 37.5% Bonus All Damage, and gave a buff of 150% if activated at 0%.

As of this patch, Go Down Fighting 3’s damage buff is once again linear – it gives you 50% Bonus All Damage while it is active and you are at 50% health or higher, and 100% Bonus All Damage if it is active and you are at 0% health. Because 50% is more than 37.5%, it is a higher buff than the previous state at 50% hull, and because 100% is less than 150%, the buff is lower at 0% hull. The live server patchnotes will only be relative to the live state, and will not have this extra state to compare against; 50% is less than 66.4%, and 100% is less than 107.9%; so the patchnotes will not have to do multi-point comparison.


The community reaction on this has been very loud. Originally, there had been changes to GDF so it couldn’t be used with the Temporal Specialisation Tier 4 passives – Continuity (http://sto.gamepedia.com/Captain_Specialization/Temporal_Operative_skills

A change a few weeks ago, reinstated the ability for GDF to be used with the temporal specialization. The reaction to that was massive, us tribble testers basically slammed Borticus for one of the most stupid decisions every made, enough so we were told to basically calm down.

The decision was so stupid, even I was calling for Borticus to resign (Alot of you know how big it is for me to have this kind of reaction). However, a patch about one week later (which is the current one I have described) has found a nice balance point between the two.

The testers opinions, are that GDF should be a last ditch effort, when you have a high probability of dying, and that you need a last minute boost to try and save your arse. However, currently on holodeck alot of tactical captains were using it, along with temporal specialization, to get massive damage boosts, with no downsides for using it.


Yoda disapproves

Ok, OK Yoda, I will get to the point. GDF changes are going to be very interesting come live date in a few days. I am honesty expecting a big reaction from this from the greater community. One point of worry for one alliance captain, is indeed a valid concern.

“Thinking about it more, I’m actually really dreading the changes to GDF. Back when it used to be like that, I’d get yelled at for ruining someone’s GDF. If they yelled at me, I stopped healing them and then they yelled at me for not healing them. Sorry, but I don’t have time to sit there and watch your buffs”.

For alot of you who weren’t around, alot of us healers and tank flyers would get raged at if we tried to heal a tactical captain when they were aiming for GDF. Then, we would get yelled at for not healing them when they died. Bascially for healers and tank flyers, come 25th April, we might very well again be put into our own hell version of “No Win scenario” with tactical captains.


One of the most interesting series of changes has been to Science captain and science BOFF abilities. These changes have been flowing back and forth for ages, with tweaks, removals, additions, re-addition and all sorts of changes.

Feedback Pulse

Feedback pulse is a science BOFF ability from Lt Commander upwards. It reflects energe damage fired at the caster back to the point of origin, usually with a boost coupled to it. Due to some issues, I was only able to get a screenshot of the tribble data for FBP (Feedback Pulse).

Tribble data on Feedback pulse. Screenshot taken using Captain Karli, my science captain in service to the Ausmonaut fleet

One of the major changes to feedback pulse, is the following,

Feedback Pulse:
The damage reflection can no longer critically hit
The percentage of reflected no longer scales with damage bonuses
The percentage reflected is now capped at 50%, 75%, or 100% based on rank
The default reflection amount is now significantly lower at each rank

Also, another change made to feedback pulse is it reflects that damage type back at the attacker. So, if an attacker invests or has invested some points in damage resistance, the feedback pulse damage will take the damage resistance into account before applying its final damage amount.

This can definitely be seen as a major reduction in feedback pulses ability. But, with some of the boosting that some elite PvE players were doing using this ability, tied with others (plasma consoles) FBP was getting some incredibly high numbers in damage parsers. This change can definitely been seen as really reducing FBP capabilities in PvE and PvP (which I am sure that will make some vapers happy).


The community has been very supportive of this move for PvE side of things. With many elites even agreeing that they were exploiting FBP with other consoles to get their high damage parse numbers. I am also sure, that vapers are going to be jumping for joy with these changes, as they were usually the most loud in whining about FBP.

However, hold your horses vapers. Yes, indeed, these changes make FBP a whole lot less useful in PvP, but lets remember one thing. FBP will still hit like a truck, as it is still using your own build against you. With a ship built to vape big cruisers with 100k hull and high resistances, is still going to fall pray to FBP.

It wont happen as often, but it will still happen. Just dont get too comforable, because science ships have some new tricks up their sleeve 🙂


Target X Subsystems is a relatively little used ability for science vessels. The ability allows you to upgrade your next beam attack to have a chance to reduce a targets subsystem power, as well as have a chance to knock the subsystem offline. It was little used, as with immunities, having to slot a beam array on the ship, as well as player resistances had turned this ability into a “why even bother”.

However, salvation is on the way 🙂

Holodeck > Tribble comparsion. Screenshot taken using Captain Karli, my science captain with the ausmonauts using a T6 Vesta class starship

The new changes on tribble greatly increase “Target X Subsystems” ability to be useful. While its subsystem time has been reduced, the ability itself has been upgraded to be able to use ALL ENERGY WEAPONS. That’s right, cannons, turrets can now use target x subsystem. Also, the energy drain has a capability to slowly stack over time.


Little has been said about this change. However, from the comments I have seen, it has been all positive. Alot of captains are agreeing this change does indeed seem squared at trying to improve this science ship ability. How useful it is actually going to be, I will say fairly minimum. However, it will be interesting to see if anyone can make a build around this ability. We shall soon see.


Subnuc, is a science captains ability. It has the capability to remove all BUFFs a target has on itself, as well as increase the recharge time of the targets captain and ship abilities. This ability for the longest time has been a cornerstone of a science captain, with the ability to really cripple a target. With the tribble changes, it has become a even more dangerous ability.

Holodeck to Tribble Comparison. Shot taken using Captain Karli, my science captain in service with the Ausmonaut Fleet.

As you can see, one of the major changes to subnuc beam has been an additional of a reduction in all damage to whoever gets hit with the beam. This damage reduction is quite large at 75%. This change in this ability will make it definitely more useful against NPCs, especially the “boss” versions in several elite queues.

In PvP, this change will definitely throw a curve ball for target captains. Now, not only do they need to deal with their buffs being stripped, they could also have to deal with their outgoing damage being reduced. How effective this will be is unknown, but it is definitely something else to think about in the heat of battle.


Community reaction has been mixed on this change. It has definitely being appreciated by science captains, looking for some more functionality over an ability they were increasing not using, or not being able to be used in PvE, PvP.

Tactical captains, have been just as mixed. Some are welcoming the change, while others are quite angry. The larger community reaction will be unknown, until some more queues and PvP matches are held after April 25th. After that stage, I am sure we will get more of a feel for this particular change.


Scattering field, is a Science Captain’s ability. It provides a immunity to teleport, as well as a energe damage resistance boost for 30 seconds. It has a relatively long cooldown of 3 minutes. The changes on tribble, have definitely increased the abilities usefulness in PvE and PvP.

Holodeck to Tribble Comparison. Screenshot taken using Captain Karli, my science captain in service with the Ausmonauts.

As you can see, Scattering field received a boost to its damage resistance increase. However, another big change on that part, has been the change from “ENERGY DAMAGE RESISTANCE” to “All Damage resistance”. Scattering field will now provide a very decent boost for science captains in a pinch.

However, the biggest change has been the damage bonus increase. This change was rather unexpected, but has been well welcomed by the community. This damage boost can also affect your teammates if they are within a 3km radius during scattering fields use. From all accounts, this boost type is Category 2. Which would make it a significant boost to any tactical captain flying nearby :).


The communities reaction on this change has been positive. Alot of people are applauding the change in the damage resistance boost. Giving Science captains a bit more chance to survive, especially with how the game has developed over the past few years with damage source types (physical, electrical etc).

Naturally, the community is also applauding the damage boost (But honesty, when did a STOP player ever say its a bad idea to add a damage boost into the game :)).

Personally, I see nothing but good changes for science captains. It will be interesting to see how it affects PvE and PvP.


Engineering Captains. Alot of Engineering captains, including myself, had been feeling left out in the cold compared to the other two captain types. Alot of what made engineering captains “us” had been either giving to the other two, placed into lock boxes, consoles that did the job better than our captain abilities.

Basically, a lot of us had been feeling like being not wanted, even being a burden on our team.

However, with several changes in game design, reductions in what tactical captains could get away with, along with several BUFFs, i believe engineer captains might just be finding their groove and place in the game again.


EPS Power transfer is a engineering captain ability. It provides a boost to power level settings and power levels. Along with a increase in the power transfer rate. For a while when the game began, this made Engineering Captains the kings of power generation capabilities. However, with multiple additions and changes over the years, it had become some what deappreciated.

However, some changes coming, are definitely going to brighten alot of engineering captains day.

Holodeck to Tribble Comparison. Screenshot taken using Admiral Aaron, my engineering captain in command of the 101st fleet

While the power level increase has been more normalized, the biggest change has been the increase to maximum power levels. Come April 25th, engineer captains will be able to increase their ships maximum power levels from 125/130 up to 150/155.

There is a similar Intel BOFF ability that can do this as well, Override System safeties, which all captains with a ship that has a Lt Commander Intel seat can access. However, the biggest bonus of EPS Power transfer is that it can stack with OSS. A engineer captain, using OSS and EPS power transfer, can now boost their ships maximum power level upwards to 200.

This is a massive potential advantage for engineer captains. As it makes them the sole captain type to be able to reach these heights of power capability. Exactly what this means in terms of builds, is unknown. However, it does make engineer captains very valuable, as since EPS can be cast on other players, it makes them a dangerous opponent especially if left to their own devices.


What can I say, us engineer captains are jumping for joy a these changes. With that addition to EPS, it has again made us kings of power generation, which what was originally intended to be what was one of the defining qualities of a engineer captain.

It will be interesting to see if there is any negative feedback to this change, and if there is, exactly what would be negative?


Miracle worker is a engineer captain ability. It allows engineer captains to give their ships a large hull and shield regen heal. This ability occurs instantly, and has a base 4 minute cooldown.

Miracle worker, back in the day, was a very good captain ability. It allow engineer captains to have alot more survivability in any ship they flew, compared to Science and Tactical captains. However, overtime, what made Miracle worker unique was added to ship traits, consoles, and other abilities. What was worse, was that these consoles and abilities usually had similar healing potential, with alot smaller cooldowns.

Overtime, while miracle worker was still useful, it was simply outclassed by other abilities that science and tactical captains could use, or get them hands on. Basically, miracle worker had become obsolete. That, however has changed with the the space balance pass.

Holodeck to Tribble comparison. Screenshot taken using Admiral Aaron, my engineer captain in charge of the 101st fleet.

Miracle worker has been buffed by a large margin. It’s hull healing has been increased by many times over, as shown in the above picture. Another change has been an addition of a secondary shield boost when using miracle worker.

Secondly shield is exactly what it sounds like. It is a secondary shield that takes any hits meant for shields before your primary shields take damage. While only lasting for 15 seconds, it can be a very good boost when a engineer captain is under attack by many opponents or an especially dangerous one.

This change will definitely benefit Engineer captains. As since Delta Rising, ships hull hit points had increased dramatically and were still increasing, while miracle workers heal had been left in the stone age of prior to Delta Rising. Come April 25th, this long standing oversight will now be addressed.


Engineer captains have been jumping with joy, myself included. Miracle workers low hull heal compared to the current game state, had been a major pain for us for many years. The secondary shield addition is a very welcome one, especially considering the prevalence of more and more shield bypassing player abilities and weapons.

While secondary shields wont affect this capability much, having additional shields in a crisis situation against a enemy who may not have shield bypassing capabilities, is indeed well welcome.


Some consoles (ship consoles) have also been changed or amended with the upcoming changes. Alot of these changes have really divided the community, and produced some of the biggest rage moments I have seen in the community so far.

“Note” I will not be addressing the plasma consoles from the embassy. While they are the biggest change, I had trouble getting accurate and confirmed information. Whenever this is a glitch in my settings on tribble, or something else is unknown. As a result, with me being unable to confirm results, I decided to not include something i couldn’t quantify.


The RIF console, is a console that comes with the Sasmar class shipo. This ship was a 4th anniversary reward ship many years ago. Also, it is a ship and console that can be picked up by the phoenix lockbox that sporadically shows up.

This console provides a passive % hull healing increase when slotted. It also is a clickable console that provides a instant hull hit points hull heal, then a 20 second addition hull heals based on the damage you do. The console has a 2 minute base cooldown. This console has been a big dividing point for the community, even more so with the changes coming April 25th.

Holodeck to Tribble comparison. Screenshot taken by my engineer Captain – Admiral Lawford, in command of the 101st fleet

As you can see, the consoles instance hull heal has been reduced by roughly 30%. Whats more, is that its secondary effect has been reduced in the amount of time and procs it can occur. Going to a 10 second timeframe and 5 procs per second max (compared to 20 seconds, and 10 procs on holodeck).

This is a big change. It still makes the RIF console a very good console, but no where near as effective as it is currently.


This change has divided the community. Alot of players, including myself, have welcomed the changed as we believed the console was far too overpowered for its own good. On the opposite side, there have been players who have been raging beyond belief at this change (Some, even to the point saying there tank ships is ruined, and you cannot tank without the console).

Let me expand on that last point. Alot of you know, I have a massive dislike of this console. While I had no problems with the instant heal, or the % boost, by biggest bugbear was its secondary effect. The console giving heals based on your outgoing damage, several times per second. Also, these heals weren’t small, over a 10 second period, a tactical captain or high DPSer could get upwoods of 100k hull points within 10 seconds.

Simply, the console was in my opinion, OP as fuck. However, whenever i tried to mention this in Reddit or in some chat channels, I would get downvoted to hell, or i would receive some very nasty PM messages.

So to say I am happy about this change, would be a understatement. I can see the massive firestorm of rage come April 25th, from alot of captains who relied on this console alone to keep themselves alive, and to get massive DPS numbers.

But, in order to by objective, I need to be honest with my audience. I honesty don’t mind if there is massive rage. This console has needed a serious re-balance for years, and to see it finally happening, brings me alot of joy, as well as some personal pride. Because in my opinion, if the devs are doing these changes, they agree with my assessment of the console.

After years of being targeted for my views on this console, it is nice to have a victory once in a while 🙂


Plasmonic leech is a console all players can get from a lockbox, or for the klingons from one of their C Store ships. This console currently drains power levels from a target, and gives the power to the player. This console can be boosted using the DrainX skill points, getting to a stage where players could get massive power boosts to all their systems at once.

However, the tribble changes will dramatically change how the leech works, and alot of players are unhappy about it.

Holodeck > Tribble comparison. Screenshot taken using Captain Nolla, my science captain under the 102nd fleet

As you can see, there have been massive changes to the leech. While you can still drain a target’s power levels, it no longer boosts your own power levels for the same amount. Also, there is a stack limit to the power drain, while before, it had no stack limit.

Additionally, the leech’s power boost to yourself is no longer affected by the drainX skill points. Basically, the maximum amount of power you can now receive in each subsystem is +7.5. This still makes the leech console one of the best power consoles in the game, as it boosts all subsystems, not just one.

The communities reaction, well……


The community reaction has been massive, as well as divided. You can tell easily how divided this change is by checking this thread on the official forums.


Alot of players are applauding the change, as they believed the console gave far too much, in comparison to its cost. However, a very vocal section of the community has been screaming bloody murder over this change. Demanding they want their money/funds back for what they did to get the console.

Now this reaction has definitely super charged the community. Its going to be even more interesting when the larger player base “feels” this affect come April 25th. Myself, personally I am happy for the change, as the power boost he leech could give was far too much for relatively little effort.

Personally, the way Cryptic have changed the power boost, is a nice middle ground for this sort of console, which has been so ingrained into the “meta” for many years.


One of the biggest changes, coming April 25th, is the change to player immunity’s. Immunity’s are basically a sort of buff or resistance to disable attacks. If you are hit with a disable attack, and manage to escape it, you can a time period where you are immune to that sort of attack again.

Alot of BOFF abilities also have immunity’s that could be used or case before being hit with disables or other type of debuffs. Originally, there were massive gaps when you were still vulnerable to attack. But over the years, the building up of player immunity’s, abilities and gear made it next to impossible to disable anyone, or even have any more of window to disable someone.

The changes coming in season 13, change all of that. This is a section of patch notes that deal with the changes.

All “Hot Restart” powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis
All holds now give their target hold resistance for a short duration when they end.
All disables now give their target hold resistance for a short duration when they end.
All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
All player damage immunities are now buffs that can be removed by buff removing abilities


Lockout cooldown

As you can see here, this is a massive change. More so for PvP players who relied on stacking immunities. With a lockout in place for using immunities, as well as the immunity BUFFs being able to be removed, it is going to be a big game changer.


The community reaction has been mixed. Alot of players are furious about the immunity changes. However, alot of players are glad as it is fixing a long standing issue with PvP, and some real dick players who kept stacking immunities for no real downside. The fact that the BUFFs can also be removed, is definitely going to open up a new tactical and strategic play styles in PvP.

Exactly how the larger community is going to react, I am fairly certain alot of them are going to be extremely unhappy. As a general rule, alot of players dont like challenges, or not being able to simply blow through with no real hassle. These changes, has the potential to affect that status quo, and as you all know, alot of players dont like it when their status quo is reduced, or removal completely.


Overall, the changes I have described seem to have targeted alot, if not all the “meta” that player base at large used to breeze through STFs, and the game in general. I can only guess at the massive amount of rage that will occur when this goes live. But I haven’t been involved in a game rebalance where this hasn’t happened, so it is situation normal, all fucked up on that area 🙂

As for Captains, I believe that both Science and Engineer captains have received alot of boosts and changes to increase their worth in the game. With alot of ability and console changes, I feel Science Captains and Engineer captains will close some of the gap between themselves and tacs.

Tactical captains, well, what can I say but this. You got reduced/nerfed, and you got nerfed hard. I cannot believe I am seeing the day when tactical captain abilities, and tactical captains in general would get broad and sweeping reductions and changes. It has always seemed that Cryptic were afraid to change this group of players.

Well, that period seems to be over, and Cryptic have gone for the throat. While, strictly speaking this changes are minor to medium in scale, added on to all the other changes, Tactical captains are going to see massive performance decreases. How do I feel about this, considering I have two tactical captains myself?

Well, I am both glad and concerned. Glad that tactical captains seem to be finally be not so untouchable anymore. I am also concerned at how the tactical captain player base is going to react. Considering they have been on cloud nine for many a year. How does one predict how this group will react, when they get smacked in the face hard?


I hope you enjoyed this little bit of information and discussion regarding the upcoming space balance changes. As I have said before, there are countless more changes than I have mentioned, or could even write about. Such as temporal specialization change interactions, and other BOFF abilites.

My best advice to everyone, is to have a open mind come April 25th. There will be countless changes, additions, BUFFs, reductions and unknown interactions with your ship and crew.

This is reporter Foxman86, for the Equator Alliance News Network, signing off.

101st/102nd Fleets – State of the Fleet – March 2017

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Mar 282017

“loud banging in background”

Morning folks, and welcome to the State of the Fleet Address, March 2017, for the 101st and 102nd fleets. Apologises for the delay in this one, been really busy the last week and a half. Oh, also ignore the construction going on. Cryptic are just undergoing a massive space rebalance for the game, so there are construction and deconstruction going on everywhere.

Random construction foreman walks up “Sir, I need you to sign here”.

Admiral Aaron takes clipboard “Wait, authorization to remove automated Beam Fire at Will targeting?, Sure, I sign it, but whats the problem?”

“One of your senior crewman are taking the removal, a bit too hard. So we just wanted authorisation to calm her down”


Admiral Aaron looks over to his tactical station. A female andorian, Commander Tarah, is seen digging her fingernails into the console, with two builders desperately trying to release her “Noooooo, you can take away my art. Anything but my art”.


Alright, we that, lets get started with this months post.


There has been some posts on the 101st and 102nd fleet Facebook pages this month. As usual, if you have anything to share regarding your ship, crew or game, please share it. We would love to hear your stories.

First, a very funny Cartoon provided by Captain Chris on the 102nd fleet. I have to admit, I am still laughing about this one.

Seeing All

After a long month of voting, the 102nd Fleet has chosen its flagship. The USS Queen Mary NCC 1706-A, Kelvin Class ship.

Queen Mary

Also, Ieon Productions have produced one of their videos. This time for one of the XBox players, Admiral Karl’s USS Abaddon.


Ieon Productions

Ieon Productions (Reaper86 Films) has been very busy the last month, producing many quality videos for Star Trek Online. Again, our thanks go to Admiral Ieon for his tireless video producing. I enjoy seeing every new video he comes up with.

First up, The USS Queen Mary’s crew takes on the Kobayashi Maru test.

Second, is a launch video for Admiral Will’s USS Beowulf, one of the flagships of the 101st Fleet.

Again, thanks go to Admiral Ieon for his productions. They are all very enjoyable videos, and i enjoy seeing them.

Senior Foreman interupts again “Sir, I also need you to sign this”

Admiral Aaron sighs “Sure what now” Looks down at clipboard “Authorization to remove plasma generating power leech console?, There is so such console on my ship”

Foreman looks surprised “Oh, sorry, amount of ships I have done in the past week that had that console, just became routine for me”


Take Off

Well, what can I say about Cryptic this month. In a broad sense, not really much. Cryptic have been hard at work with smaller events, as well as the breach even that just finished last week.

However, the biggest news, that is really driving the community, is the space balance changes which are currently on tribble for testing. Please see the original blog post that had general information regarding the test.


For the last two weeks, there has been multiple tribble patch notes, with massive list of changes. The changes alone are too big to get into. However, I will detail some of the major ones that are splitting community opinion.

* Plasmonic leechs power boost has been reduced. Also, it is now at a fixed rate regardless of how much DrainX skill you have. You can still drain alot of your enemies power, but it no longer gets transferred to your ship.

* Plasma embassy consoles have been hit hard, very hard. These consoles now apply plasma damage per cycle, instead of per shot. Also, there damage boost has been reduced by 75%.

* Beam Fire at Will now has a damage reduction and accuracy reduction based on the skill you have. For example, BFAW 1 has a 40% less accuracy, and damage boost compared to holodeck numbers at this time.

* If you have invincibility or continuity, it now locks out usage of the Tactical captain ability of Go Down Fighting.

* Other numerous changes

To sum it all up, the meta alot of players have been enjoying where they could build a massive DPS ship with no downsides very easy, has basically been destroyed.

Spartan, true to his word, has been taking feedback, and changing things where he can. In my opinion, it looks like this will encourage more build choices and variants compared to what we have now. There has been no information on exactly when these changes will hit holodeck.

However, I would personally expect to see these changes go live in middle of April. I would like to remind everyone, if you have feedback, please give me back logically and not screaming or shouting at the devs.

The areas you can give feedback is on the official forums, as well as the reddit sto page for the game. Both areas the devs frequent alot, so there is a good chance they will see your feedback there.

Senior Foreman interrupts again “Sign this please sir”

Admiral Aaron sighs “What now?” looks at clipboard “Authorization to generate more power with EPS induction matrix?, How much power are we talking about here?”

Senior foreman thinks for a moment “Hmmm, about plus twenty five for each sub-system”

Aaron looks shocked for a moment, and a bit scared “You havent told my chief engineer about this have you?”

Senior Foreman looks surprised “Oh course I did, need to instruct every area of potential works. Why wouldn’t I inform them?”

Giggling laugh comes from the side of two man, and Zuikaku’s chief engineer is smiling a evil smile.

“More power, even more power! Now I can do even more incredible things. Hahhhh, HAHAHAHHAHAHAH” laugh starts taking on a evil tone.

Senior Foreman, with a shocked scared look on his face “Are you scared as I am right about now sir”

Aaron looks at the foreman “Oh you have no idea”



The biggest news, which was posted just this morning, is the return of Firs Contact day celebrations.


While this event had been on the calendar for a while, everyone (including myself) was expecting the same Visit flagships of your faction small mission. What we got however, looks to me even more exciting and cool.

For this event (which runs from Thursday 39th March – Thursday April 6th) players visit Bozeman, Montana. There, you engage in a mind game to build your own replica Phoenix.

You search the area for parts, and after a few minutes, you return to the launch area to build your unfinished ships. The ships are launched, and the player with the highest altitude is declared the winner.

Honesty, I can wait to try this out. While no rewards are listed (if there are any) it looks like a new unique event, and a load of fun to boot.


Next months State of the Fleet is on April 15th 2017 (I promise :)). Again, if anyone has any feedback regarding these posts, or wishes for additional content, please let me know. As always, this blog posts are for you, so anything that can further enhance them, I will definitely be looking at.

Happy warp speed, and I will see you ingame.

101st/102nd Fleets – State of the Fleet – February 2017

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Feb 182017

50 aliens

Good day to you fine captains. Welcome to this months “State of the Fleet” for February 2017. This is your one stop shop for news pertaining to the 101st & 102nd fleets. As well as Facebook group news, news directly from Cryptic. As well as Equator Alliance news.

So set your subspace frequencies to “Do not disturb” and lets get on with exploring the great unknown of this month’s blog post.


First off, we have a promotional image provided by none other than Admiral Ieon of the 102nd Fleet. This screenshot shows Admirals Lawford and Roxana (Ieon) staring one another down before the big fight. The shot was taken from USS Zuikaku’s bridge.

Fight, Fight, Fight

On Another post, we have Captain Lujayne showing off one of her Vesta class ships. This shot was taken roughly one month before the release of the T6 Vestas. Still, it is a good screenshot to look at.

Vesta T5

Another shot we have is from the 102nd Fleet’s facebook page. This show shows the USS Queen Mary, and the USS Aetherios Omega at Deep Space 102.

Kelvin ships ahoy

Remember folks, everyone is welcome to join the 101st and 10n2 fleet facebook pages if you are a member of our fleet. These pages are for everyone to share their screenshots, stories, and other fun things Star Trek Online, and Star Trek related.


Reaper86 Productions has been hard at work the last few months. Producing some high quality videos to showcase the 102nd & 101st fleets. Again, I am sure every member of the 101st & 10nd fleets appreciate Ieon’s hard work and dedication.

First off, is the video show casting the USS Queen Mary on a rescue mission. It is a very good blend of camera work, storyline, and music that really brings together this 7 minute video. Check it out below.

Reaper86 productions, in association with Foxman86 movies, also producted the brillant video show casting the USS Queen Mary’s & USS Zuikaku’s epic PvP fight. Another of good camera work in this video.

Not to be outdone, Captain Carter has also producded a video based off the Featured Episode Surface Tension. You can check it out below.

102nd Fleet needs you!!!!

As Admiral Ieon continues, with his senior command staff to expand the 102nd fleet, he needs your help. Admiral Ieon is looking to continue to promoting the 102nd Fleet on Facebook and Youtube. If you have ideas on how Admiral Ieon might be able to do this, please contact him ingame or through Facebook.

Also, if you feel you can assist with promotion the 102nd fleet. Please also let Admiral Ieon know. He needs every bodied Starfleet officer he can get.

Admiral Ieon is also looking to expand the 102nd Fleet onto the Playstation version of Star Trek Online. If you are a playstation player who has Star Trek online, please let Admiral Ieon know. This will help him gauge how many people might be willing to be willing.

101st Fleet – Fleet Holdings Report

As I write this, the 101st Fleet is nearing completion of the K-13 space station we started several months ago. We are 4 days away now from upgrading the station to complete Tier 3. 101st Fleet senior command would like to thank everyone who contributed to the fleet holding. As always, your hard work, dedication, and teamwork has paid off. Well done.

102nd Fleet holdings

The 102nd fleet continues to build its fleet holdings slowly. At this time, the starbase is at tier 3 shipyard and space station. Other fleet holdings are a mix between tier 2 and 1. Please, if you have a 102nd fleet toon, contribute what you can when you can. The more we build the base up, the more reserve 102nd fleet will have to access fleet items without having to swap instances.

Cryptic Game news


Usually, I would post several smaller items about what Cryptic has been doing the last month. However, this time, I will only be focusing on one news article. Specifically, a change that was just announced this morning.

A major game rebalance effort. Please see the full text from one of the devs below.

Star Trek Online has been live for just over seven years at this point, during which time we have been adding and updating new content to play, new systems to interact with, and new mechanics to utilize. Now, we are excited to announce that one major project going on is a re-balancing of a great number of the abilities and items that players use in combat.

Given the opportunity to make such drastic changes to Star Trek Online’s experience, it was important to setup some guiding principles to ensure that the game, as much as possible, only gets better.

The goals boil down to these:

Increase the fun – Games are about having fun, and players should not be made to feel that their fun is “wrong.”
Player investment retains value – While things need to be adjusted, a setup that was optimized before should still be useful and effective afterwards.
Choices should be meaningful – Anywhere the game gives you a choice, there should be no choice that you always take nor one you never take.

One of the great strengths of Star Trek Online’s combat system is how expansive it is, and the freedom it gives players to choose the combinations of items and abilities that gives them the playstyle that they want. The vast number of choices already in-game means that as we re-visit the utility and strength of various options, players will have the opportunity to re-discover a lot of abilities and items they may have cast aside, and some things that you already use should become a lot more fun and enjoyable to use.

The immediate changes being made are to ground combat, with a bigger set of space changes coming to Tribble in the near future. As a preview, some of the changes coming to ground include:

A stealth module re-design to improve its general usefulness and unique feel. In its re-designed state, when you activate stealth module, you become cloaked; after a short duration, you can attack, gaining a damage buff while attacking from behind that lasts the duration the stealth buff would have, but ending the stealth early.
Your captain now uses a combadge to communicate – many of the Command kit modules that used to just affect an area near you now affect your entire team, no matter how far!
Tactical Initiative has also received a few changes – it now lasts longer, but cannot have its cooldown reduced, and only affects the caster’s kit modules. Those changes are intended to make it so that the Tactical Initiative remains valuable to use while active, but changes the amount of performance spike that non-tactical captains get due to tactical captains, and ensures that non-kit abilities designed around a long cooldown retain that balance point.
Security Escorts should now be more useful while in combat– they now move faster to keep up with you better, and hit harder while out, but in return players are limited to one pair at a time.

This is just a short list of some of the changes being made to ground – a Tribble patch shortly will have the full list and details. Keep your eyes peeled for that patch, and a blog talking about some of the bigger changes to space balance that will be coming soon!

John “CrypticSpartan” Leavens

Associate Systems Designer

Star Trek Online

The first changes have already hit the tribble test server. As a new patch was uploaded just a few hours ago. There are a massive amount of changes, so I will simply post the link to the tribble patch notes.


Please be aware, this is a 2.5GB patch. This is also the first part of many changes coming to Star Trek Online.


I usually do not do this, however, as my capacity as 101st Fleet admiral, I feel it is my duty in this instance to offer advice. If anyone has been thinking of making a major build change, or go on a spending spree to “EPIC” out their gear, I would recommend waiting.

At this time, we have no idea how space is going to be effected. I would feel awful if someone spent alot of ingame currency for a item, only for it to be majorly changed a few weeks or even days later.

Again, this is only a recommendation, as I have no desire to tell people how to run their ships and crew. But I would also like to see that everyone continue to enjoy this game. I will be keeping AN EXTREMELY CLOSE eye on tribble the next few weeks. Any major changes I see, will be communicated with.

I will also be posting on Facebook evey major tribble patch with these fixes or changes. To ensure everyone is heavily informed.


Equator alliance chat has been pretty quiet of late. I have to say, I am also responsible for this, as I haven’t been posting in there often enough. Equator alliance has a chat channel ingame called “EQUATOR”.

This chat channel is primary for alliance members, and other captains to communicate with. To say hello every once in a while, ask for teammates for STF runs, as well asking for build advice, or invites to each others fleet holdings.

Please use this channel where possible, even if it is just to say hello. Lets keep come great communication going so we can continue to show the alliance what a friendly helpful bunch we are.

If anyone is having trouble getting into the channel, please send me a message ingame, or talk to me directly.



Next months State of the Fleet is on March 18th 2017. Again, if anyone has any feedback regarding these posts, or wishes for additional content, please let me know. As always, this blog posts are for you, so anything that can further enhance them, I will definitely be looking at.

Happy warp speed, and I will see you ingame.

101st/102nd Fleets – State of the Fleet – November 2016

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Nov 192016


Welcome everyone to this months “State of the Fleet” for the 101st and 102nd Fleets. It has been an interesting month, with a release of a new featured episode, lighting updates, fleet holding and new ships. It has been a steady few weeks as well for our respective fleets.

So without further ado, lets engage our warp engines, and get right into it.


Facebook has been steady the last few weeks. With several discussions and pictures sent to the page by our members. One of them, is from our own Captain Olivia of the 101st fleet, who has just been issued with a new ship.

The pointy bits

Also, the release of the T6 Soverign – Archon class, has given one Fleet Admiral the opportunity to be very photoshoppie 🙂

T6 Archon

the 102nd Fleet hasn’t been idle either, with Fleet Admiral Ieon posting his own shots of one of his flagships.

the lens flare!!!!!!!

Also, one of our captains has shown us a very interesting design for his armour.

Iron Man

Remember, you can join the 101st fleet and 102nd fleet facebook pages by searching for our names on Facebook. Also, Facebook pages are open to everyone to post their captains, ships, experiences and stories. So please feel free to post and contribute. We would love to hear from you.

101st Fleet

With a new fleet holding, the 101st fleet has sprung into action to help build one of our new fleet bases. The Station K-13. Currently at the time of this writing, we are only one day away from the Tier 1 project from completing. This will give us access to the interior of the station.

As we get further into the holding, senior fleet command will make any necessary decisions based on resource limitation for buying new items. This will be looked at in regards to how much stock/demand we have. We will keep you informed.

102nd Fleet

the 102nd Fleet is currently about half way through the first tier projects to unlock the tier one upgrades. As usual, if you need projects slotted, please contact admiral Ieon, or any senior officer.

Ships of the Line 2016

Thats right folks, it is that time of the year again. Admiral Ieon’s “Ships of the Line” for 2016. This yearly ending even allows our fleet members to send in screenshots of their ships and toon names to be made into a fleet youtube video.

Admiral Ieon has requested if you can message him ingame at @Reaper.86 or on our respective 101st or 102nd Fleet pages. In order to give proper details, please send the following information.

Toon name and handle: (eg player90@iwrotethis)
Toon Career: Tactical/Science/Engineering
Faction: (TOS, Klingon, Romulan, Federation)
Ship Name: (eg USS Onion)
Ship Registry: (eg NCC-99001)
Fleet: 101st/102nd Fleet
Fleet Rank (Ensign, Captain, Commander etc)
Screenshot of your ship, or a link to a website (eg imgur) that contains the screenshot of your ship)

Admiral Ieon has requested if all information be sent to him before December 20th, which is the cut off date.

So send us your screenshots and information. We would love to see what new ships have joined in the past year, and what else has happened to the pre-existing.

I look forward to seeing for ships and crews.

Cryptic Game News

The boggie man

With the release of the new lighting system, featured episode and fleet holding, cryptic have had a quieter period this month. With there focus being on the console side of the game and bringing Admirality, DOFFS and fleet holdings to consoles.

Currently the Crystal Entity event is running, and will be finishing in under a weeks time. With Q’s winter wonderland starting 1st December 2016, we are now headed into the holiday season.

T6 Archon Class

T6 Archon

Come on, you lot should have known I wouldn’t complete a “SOTF” without putting a notice about a T6 sovereign being released would you? 🙂

Any, the release of the T6 sovereign came with a model revamp several weeks ago. Now, they have released the T6 version to the C-store, Archon Class.

Ship Details

Tier: 6
Availability: C-Store
Faction: Starfleet
Rank Requirement: Vice Admiral (Level 50)
Hull Strength: 44,850 at level 50 and 52,000 at level 60
Shield Modifier: 1
Fore Weapons: 4
Aft Weapons: 4
Device Slots: 4
Bridge Officer Stations: 1 Ensign Tactical, 1 Lieutenant Commander Tactical, 1 Lieutenant Engineering, 1 Commander Engineering, 1 Lieutenant Commander Universal/Intel
Console Modifications: 3 Tactical, 5 Engineering, 2 Science
Base Turn Rate: 7 degrees/second
Impulse Modifier: 0.15
Friction/Traction: 40
+10 to Weapons, +5 to Shields, +5 to Auxiliary
Console – Universal – Incremental Phase Cloaking Device
Starship Ability Package (Cruiser)
Absorptive Plating (+Kinetic and Physical Damage Resistance)
Rapid Repairs (+Regeneration)
Enhanced Plating (+Energy and Radiation Damage Resistance)
Armored Hull (+Max Hull Hit Points)
Specialist Knowledge (Starship Trait)
Cruiser Command Array
Command – Strategic Maneuvering
Command – Shield Frequency Modulation
Command – Weapon System Efficiency
Command – Attract Fire

T6 Archon 2

Full details and explanation regarding the unique console can be found here.



Next months (and the final for the year_ “State of the Fleet” will be posted on December 17th. As always, if you have suggestions or comments for this article, please let me know.

I have been told that apparently Q is going to grace us with his presence next month. I kind of hope he is still not holding a grudge from the snowball incident several years ago.

I hope to see you out there in sector space captains. Happy Warp Speed.

101st/102nd Fleet – State of the Fleet – October 2016

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Oct 162016


Morning Everyone, and welcome to another Gamma shift. Our mission today, to present to the Federation the next 101st/102nd Fleet “State of the Fleet” monthly address for October 2016.

So, without further ado. Lets put on our uniforms, make a very weird vulcan tea mix, and go to our posts 🙂


Our Respective Facebook pages were very busy again as usual. It is great to see so many good pictures and videos being presented by our members.

First off, Admiral Ieon says he has a present for USS Zuikaku. I wonder what it is.

Torpedos away

Ieon also made up a nice patch for the 101st fleet. Show casting our starbase. Thank you again Ieon.

101st Fleet Starbase

Ieon also made a patch for the 102nd Fleet starbase as well.

102nd Fleet Starbase

101st and 102nd Fleet ships meet together in sector space.

101st & 102nd Fleets

Remember, you can join the 101st fleet and 102nd fleet facebook pages by searching for our names on Facebook. Also, Facebook pages are open to everyone to post their captains, ships, experiences and stories. So please feel free to post and contribute. We would love to hear from you.


Thats a big Gorn you have there

Star Trek Online – Artifacts


Star Trek Online – Agents of Yesterday, continues its journey on October 25th 2016. When the next major patch brings a new fleet holding, new lighting improvements to Holodeck, and a new featured episode called “Artifacts” which continues the storyline.

You can read a brief description on the new major patch on the below link.


Fleet Station K-13 Fleet Holding


Come October 25th, as related above, fleets will be getting a new fleet holding. This holding is called K-13 and is based on the Federation station that disappeared in 2270.

This station includes new Fleet Engineering consoles, BOFFS, ground and space weaponary.

I have looked at this new station on tribble, and the map it is on is beautiful. There you interact with objects in the map holding the starbase. Destroy a few asteroids, meet some new species etc.

If you would like a brief overview of what is coming, please check this below link.


Lootcriiter, also has a dedicated blog explaining everything you can get in this new station. Please also check out the below link.


Infinity Lock Box – New Ships

Lock box 33

Cryptic have added some new additions to the Infinity lockbox. This includes some new ships that have been added to the lock box itself, as well as the lobi store.

Cardassian Keldon Cruiser [T6]
Jem’Hadar Dreadnought Carrier [T6]
Jem’Hadar Heavy Escort Carrier [T6]

The details of these ships, as well as there stats, can be found in the following link.



Next months “State of the Fleet” will be posted on November 19th 2016. As always, if you have suggestions or comments for this article, please let me know.

I hope to see you out there in sector space captains. Happy Warp Speed.

101st/102nd Fleet – State of the Fleet – September 2016

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Sep 172016


Welcome PC, PS4 and XBOX One Captains. It gives me great pleasure to bring you this months “State of the Fleet” for September 2016. This is the first edition of “SOTF” to cover multiple consoles and fleets spread over those consoles. So let’s engage our console universal translators and get into exploring the great unknown of this months blog.


With the launch of Star Trek Online onto consoles, our respective facebook pages have started to be populated with images from the console side of the game. This is especially true of the 102nd Fleet, who launched themselves onto the XBOX one version of the game.

We also had the 50th anniversary of Star Trek online that has just passed us by.

Captain Karl showed us his new MVAM Escort ship.


Admiral Ieon has a new Soverign class ship. I suspect he has been taking hints from myself regarding names 🙂

USS Yamaoto

The 102nd Fleet also celebrated the 50th anniversary of Star Trek. With a nice image produced by Admiral Ieon.

50th Star Trek

Another image posted by myself from the tribble test server. Where currently the new lighting changes to the PC version of STO are currently under going testing.

Tribble test 1 2 3

Remember, you can join the 101st fleet and 102nd fleet facebook pages by searching for our names on Facebook. Also, Facebook pages are open to everyone to post their captains, ships, experiences and stories. So please feel free to post and contribute. We would love to hear from you.

102nd Fleet Launches – XBOX ONE

102nd Fleet XBOX one

Admiral Ieon, ever expanding the 101st and 102nd fleets, has now expanded the 102nd fleets horizon again. He has commissioned the launch of the 102nd fleet on XBOX one. Assisting him with his flag officer duties are Admirals Gizzmo and introducing Admiral Karl.

101st Fleet Senior Command wishes Admiral Ieon all the success in the world. You have already brought so much to our fleets already on the PC side. We can only imagine what you will accomplish on the XBOX version.

Anyone wishing for an invite. Please ever search for the 102nd Fleet on the XBOX version of the game, or contact Admiral Ieon on Facebook.

Godspeed 102nd.

Cryptic Game News

Story One

There has been some news from Cryptic this month. The biggest news from the release of Star Trek Online onto PS4 and XBOX One.

Console Release

At the beginning of this month, as related before, Cryptic released Star Trek Online to consoles. This move had been announced earlier this year, and was released on the week of the 50th anniversary of Star Trek.

This allows console players to experience Star Trek Online for themselves. There are a number of differences between the PC version and the console version. Some features which are coming to console, but not yet released, are below.

Guild Housing and Progression, represented in the Fleet Holdings System.
Crafting, through the Research and Development System.
The Admiralty System, in where you direct the actions of an entire fleet to earn items.
The Duty Officer System, which allows you to direct the actions of your crew to earn items and improve your space and ground operations.
The Agents of Yesterday Expansion, which adds Federation captains from the TOS era to the game along with a series of new adventures that take place throughout space – and time!

For more information, please check out this following link, as well as the Star Trek Online forums.


3D models of Star Trek Online Ships


Cryptic Studios, is associated with Perfect World, CBS, and Eucl3D are offering Captains the chance to have their ships printed in 3D-12 inch models and sent to them to be displayed on your desk, or stand.

At this time, this feature is still not released. However, Cryptic have informed us we should be hearing words from them shortly regarding what price, options that are available.

For the latest information, please check the below link.


Tribble Testing

The Lighting overhaul, now live on the console version of the game. Is currently being tested on the tribble test server for PC. This test has only be going on for one week (two technically). However, I can already see the difference.

Tribble lights 5

Tribble lights 6

At this time, it is suspected that the lighting update will go live to holodeck sometime in late October. I will keep you informed as i hear more news.

Final Notes

Next Months State of the Fleet will be posted on October 15th. However, considering when the lighting change to PC might go live, this date may change. As always, if you have suggestions or comments for this article, please let me know.

I hope to see you out there in sector space captains. Happy Warp Speed.

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