Star Trek Online
- Primary: Temporal Operative [sto.gamepedia.com]
- Secondary: Miracle Worker [sto.gamepedia.com]
- Universal: Mudd's Time Device [sto.gamepedia.com] (Discovery Rep, cheat death, and more importantly major cooldown booster)
- Universal: Resistance is Futile [sto.fandom.com] (Lockbox/Exchange; massive DRR debuff vs 1 damage type)
- Universal: Ball Lightning [sto.gamepedia.com] (Risa Summer Event; Exchange; persistent aoe lightning)
- Universal: Chain Conduit Capacitor [sto.gamepedia.com] (Lockbox/Exchange; rapid-fire chain lightning)
- Engineer: Equipment Diagnostics [sto.gamepedia.com] (R&D/Exchange; major durability buff)
- Engineer: Shield Pulse [sto.fandom.com] (Lockbox/Exchange; major aoe shield heal & shield hardness buff; optional: aka only if one has 6 kit module slots)
- Kit Frame: Universal Kentari Kit Mk XV [Radiant] [WpnCrit][WpnDmg][KPerf] [KP/Wpn] [sto.gamepedia.com] (Fleet Colony; stacking AoE damage buff)
- Armor: Romulan Imperial Navy Combat Armor [sto.gamepedia.com] (Mission Reward: Iconian War -> Uneasy Allies)
- Shield: Lukari Proto-Reactive Personal Shield [sto.gamepedia.com] (Lukari Rep)
- Primary Weapon: Lukari Piezo-Electric Wrist Apparatus [Dmg/CrtH] [Dmg]x3 [sto.gamepedia.com] (Lukari Rep)
- Secondary Weapon: any (I suggest a kinetic anti-borg weapon, e.g. Leck's Throwing Knives from the Gamma Quadrant -> Quark's Lucky Seven)
- Rainbow Tribble [sto.gamepedia.com] (risa summer event for 50 favors; 2.5% crit chance per team member using it; replace with Gambling Device if you got one)
- Temporal Flux Generator [sto.gamepedia.com] (unique; Mission Reward: Iconian War -> Time in a Bottle; short term invul button)
- Phavan Healing Crystal [sto.gamepedia.com] (Mission Reward: J'Ula's Discovery -> Illusion of Communication; team HoT that counts as hypo)
- Creative (+KPerf; very high priority)
- Field Technician (+KCD; very high priority)
- Upgraded Gear (+KPerf, lockbox/exchange, very high priority)
- Technophile (+KPerf; ground R&D 15; high priority)
- Coalition Squad Tactics (+SReg; lockbox/exchange; defense; high priority)
- Molt (+Heal; lockbox/exchange; medium priority)
- Make an Example (-DRR; lockbox/exchange; offensive support; high priority)
- Hive Mind (+Dmg; lockbox/exchange; offense; high priority)
- Ambush Fighter (+CrtH; lockbox/exchange; offensive support; medium priority)
- Vicious (+Dmg, +CrtD; lockbox/exchange; offense; medium priority)
- Dulce Et Decorum Est (+Dmg; lockbox/exchange; offense; low priority)
- Universal Law is for Lackeys (+Dmg or +DRR; lockbox/exchange; defense & offense; low priority)
- Medical Nanites (+HPReg; defense; high priority)
- Regenerative Shield Augmentation (+SReg; defense; high priority)
- Landry's Tenacity (Cleanse on Crit; high priority)
- Active Armor Hardening (+DRR based on missing HP%; defense; medium priority; optional)
- Energized Nanites (+Lifesteal; defense; medium priority; optional)
- Omega Graviton Pulse Module (Borg Adapt Slower (massively so); low priority; for convenience)
- Neural Network Overload (chance for +Slow & +electric DoT on weapon attacks; offense, control; low priority; optional)
- Medical Nanite Cloud (AoE rez chance & AoE heal; medium priority)
- Defiance (defense; low priority; only worth it if you use a hotkey so you can trigger it while focusing on other things)
- Piezo-Electric Perimeter Snare (AoE electric damage & slow; low priority)
- 3x Diagnostic Engineer (very high priority; exchange; 35% chance for +50 ranged damage on equipment diagnostics; also triggered via support drones; applies to weapons, kit modules, and fabrications)
- Fabrication Engineer (medium priority; exchange; unknown chance for 2 extra support drones when calling in a support drone)
- Tendi (medium priority; +CDR on Healed Targets; lower deck DOff)
- EMH Mk I or Nurse or Medic (no priority; mission for the EMH, exchange for the others; 20% chance for it to beam down is rolled per toon affected by the Phavan Healing Crystal; purely for fun - its not effective at all)
- activate threatening stance at the start of any TFO; the extra max HP will help you quite a bit (and you're usually the highest threat anyways)
- activate the rainbow tribble at the start of any TFO; afaik this tribble buff vanishes on map-change
- #1 Mudd's Time Device
- #3 Equipment Diagnostics
- #4 Phavan Healing Crystal
- #5 Support Drone
- #6 Radiant Energy Emitter
- #7 Resistance is Futile
- #8 Chain Conduit Capacitor
- #9 Ball Lightning
- use Orbital Strike as the opener vs bosses if you want to use it at all (I don't, IMO the activation time is way too long for its damage)
- keep an eye on the team and use Engineering Proficiency if at least two allies have lost (most of) their shields
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- Th3TrueLuke
Throwing this guide together as a few have asked for info on the ground on chat that I have seen. I know Luke put a post up the other week suggesting it so thought would make a start. Free Mission Rewards and good starting points. Romulan Imperial navy kit is what your best using it gives you +20% Plasma Damage 2.2% crit chance +8.8% crit severity if you used it with the armor this gives you a 2 set bonus that gives You +10 energy damage resistance and +30% Crit Severity. If you combine this with the Na'Kuhl Temporal Operative set combined of the Shields and Assault weapon you then get another set bonus that offers you + 2% crit chance and +30% crit severity and also get the added bonus of having the Time Slip that the shield provides that makes you immune to all damage while the distortion is active the phase shift that you get when your fighting the Na'kuhl NPC's . Weapons to use if you're using the rom navy kit then you want a plasma-based weapon to make use of the +20% you can get a white plasma wide beam that you can upgrade to needed levels you can get these at a weapons vendor on the Dyson sphere Rep Gear you have a few variations you can look at currently I am using the Discovery 2 piece set giving me 10% Crit Chance and 40% Crit Severity with a Borg Combat Structure kit and Seven's Dual Tetryon Rifles from the new mission. Duty officers play as much a role on ground as they do in space builds so ensure that you have ones that enhance what you are looking to achieve a lot of people on tactical toons just slot the doffs to call down extra away team members and you can do so much more with your abilities if you look away from this. i have listed on the skills link the doffs i use. current setup Kit/Kit Modules Risian Kit Mk XV [KP/Wpn} [Kperf]x3 [Proc} Universal Kit Module - Ball Lightning Mk XVI Universal Kit Module - Ba'ul Obelisk Network MK XV Universal Kit Module - Agony Field Generator Mk XV Universal Kit Module - Mudd's Time Device Mk XV Tactical Kit Module - Ambush Mk XV Body Burnham's CQC Armor Mk XV [CrtD] [CrtH]x2 [HP/Res] [HP] Shields Na'kuhl Temporal Operative Personal Shield Mk XV [Cap2] [Cap] Weapons Na'kuhl Temporal Operative Assault Mk XV [CrtH] [Dm/CrtH] [Dmg]x3 PERSONAL GROUND TRAITS Adaptive Offence +Crit Chance that becomes +Crit Severity during repeated Crit hits Dulce Et Decorum Est +10% Bonus All Damage Creative +Kit Performance +30 Field Technician +Kit Readiness +50 Serenity +Kit Performance +Health Regen +15% HR, +15 KP Terran Vision +Crit Severity Being Directly Hit slows you +15% Crit Severity Being Critically Hit reduces speed 10% (Max once in 15 seconds) Upgraded Gear +Kit Performance By Defeating Foes +2.5 kit Performace on defeating a foe, stacks upto +50 resets on map move or being defeated Unconventional Gear Control Kits Reduce Universal Kit Recharge -20% Recharge to universal kit modules Vicious Damage Buff Increase Over Combat Time, For Every 6 Seconds in combat [Max 5 Stacks] +1.5% Bonus All Damage +6% Critical Severity GROUND REPUTATION Deadly Aim Increased Crit Severity +20% Crit Sev Lethality II Increased Crit Chance +5% Crit Chance Miniturized Chrono Capacitor +9.4% kit Module Recharge Personal Energy Amplifier II, Bonus Kit Damages +6.3% Bonus Damage Strength of Body II +Kperf From Captain Abilities +18.8 Kit Performance Parsed run from Bug Hunt Elite run. Parsed Run From Nukara Transdimensional Tactics
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- Jestersmith
Nice guide! Figuring out my ground game back in the day was the best thing I ever did on STO. I haven't had to even think about it for years.
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this is a few years old but so very very relevant even now Setting up your away team
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Originally Posted by Novalance this is a few years old but so very very relevant even now Setting up your away team Love this guide. Thank you
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Updated Current Ground Build
- darthnovawave
Build Updated, The last few days i was playing about with a few changes and had swapped back in Dulce Et Decorum Est and Vicious traits as well as adding Upgraded Gear and Unconventional Gear and turning the build into more a Kit use build than a weapons buil. I have added a change to the Doffs removing the Crit Sev and chance doffs and adding in the Ambush Doff and Pet Device Doff both from the fleet embassy. Tested this over the last few days in pug runs then ran some runs in the fleet weekly runs.
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What's an alternative to the Risian Kit, since that's summer only?
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Originally Posted by Barachiel What's an alternative to the Risian Kit, since that's summer only? Buy or beg 1,000 LOLnuts off the exchange or from fwiends and buy it from the Event Store. It doesn't have to be summertime.
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The Risian kit is basically the best because you can make it have 4x KPerf mods, which gives you a huge boost to kit module effectiveness. If you really don't want to deal with the lolnuts, your next best option might be the Delta kits from the lockbox/exchange. Can't rack up as much Kperf, but you can get some extra crit chance instead.
Originally Posted by darthnovawave The Risian kit is basically the best because you can make it have 4x KPerf mods, which gives you a huge boost to kit module effectiveness. If you really don't want to deal with the lolnuts, your next best option might be the Delta kits from the lockbox/exchange. Can't rack up as much Kperf, but you can get some extra crit chance instead. I didn't even realize that was possible! Guess I can get that kit and the Ball Lightning Module without waiting for the summer after all. Is there a good 2nd weapon you'd recommend? One isn't listed, so I figure it isn't strictly necessary, but figured I'd ask. Was leaning towards the Mind Meld device for the 2 piece bonus if nothing else.
Originally Posted by Barachiel I didn't even realize that was possible! Guess I can get that kit and the Ball Lightning Module without waiting for the summer after all. Is there a good 2nd weapon you'd recommend? One isn't listed, so I figure it isn't strictly necessary, but figured I'd ask. Was leaning towards the Mind Meld device for the 2 piece bonus if nothing else. The Plasma Wide Beam Rifle is probably the best non-Lobi option if that is a consideration, otherwise the Disco Auto Rifle, the Portable Phaser Canon, and the Herald staff are all popular options. The Na'kuhl weapon is typically slotted for the 2-pc set bonuses for crit, so it really should be considered the "secondary" weapon and not regularly actually fired. If you are into melee, the mind meld device is probably one of the best options for that type, so if it looks good to you I'd say go for it.
Originally Posted by darthnovawave The Plasma Wide Beam Rifle is probably the best non-Lobi option if that is a consideration, otherwise the Disco Auto Rifle, the Portable Phaser Canon, and the Herald staff are all popular options. The Na'kuhl weapon is typically slotted for the 2-pc set bonuses for crit, so it really should be considered the "secondary" weapon and not regularly actually fired. If you are into melee, the mind meld device is probably one of the best options for that type, so if it looks good to you I'd say go for it. I'm not a big melee person, so I'm leaning towards the DISC rifle for a "main" weapon. I assume you mean the one from the Lobi store? https://sto.fandom.com/wiki/Phaser_F...to_Rifle_(Dsc)
Originally Posted by Barachiel I'm not a big melee person, so I'm leaning towards the DISC rifle for a "main" weapon. I assume you mean the one from the Lobi store? https://sto.fandom.com/wiki/Phaser_F...to_Rifle_(Dsc) Yep that one
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Hi everyone i have a question on this spell caused by two situations occurred in my campaign: when this spell damage trigger?
- Wizard X casts Ball Lightning and create one ball on Warrior Y. (Warrior Y takes immediatly damage i think) - Bard Z casts Hold Person on Warrior Y (Warrior Y is now paralized) - Warrior Y can't move away from the Ball Lightning on his square.
QUESTION: Warrior Y take damage on his turn since he can't move away from the ball? (so, in 1 round he takes damage two times from the spell)
- Wizard X casts Ball Lightning and creates one ball on Warrior Y. (Warrior Y takes immediatly damage i think) - Warrior Y moves from his square occupied by the Ball Lightning - Ranger Z enter the square with the Ball Lightning spell.
QUESTION: The ranger takes damage as the warrior did?
Thank you for the answers and sorry for my poor english
Ball Lightning
The ball does damage on the caster's turn if the ball has entered (or remains in) a square with an opponent in it. Even if that opponent is held, they still get a reflex save (although they are unlikely to make it due to the dex penalty).
Ball Lightning is poorly written. By RAW, the spheres must ENTER a square to do any damage; there is no text stating that it does damage if it remains in the square - it is a logical assumption that it should, but as written, it doesn't.
So in your first scenario, the Warrior Y stands there, round after round, in the same square as the sphere of lightning but taking no damage. If the Wizard X wants to damage the Warrior Y, he needs to use his move action to move the sphere at least 5' away and then move it back to enter the Warrior Y's square to do the damage - he can do this with a single move action if he wants to.
Silly, I know. It seems that standing there round after round means the sphere should keep zapping you every round. But maybe it's written this way to make that wizard use his move action to apply the damage (in other words, the damage doesn't just freely apply every round).
Also, in your second scenario, the Ranger Z takes no damage as the spell is written because the sphere did NOT enter the ranger's square. It appears that he can move freely through the sphere without taking damage. There is no spell text that says the damage is applied EXCEPT when the sphere enters a creature's square.
This is also silly. He should take damage for walking through that sphere of electricity, but as it is written, he does not.
There's another interesting question. What happens if you move both spheres of electricity to the same square with Warrior X? Does he make two REF saves and possibly take damage twice? Answer: Yes, because there is NO text saying the spheres need to be in different squares. But it seems to me that these persistent spheres of energy should be required to occupy separate squares.
I would house rule this spell as follows:
You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course. If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw. Any creature moving into a square with a globe is subject to the same damage with the same Reflex save to negate the damage. Any creature remaining in a square with a glob is subject to this damage at the start of the caster's turn, with the same Reflex save to negate the damage. Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range of it it is moved into a square that already contains a globe of Ball Lighting (even if that other globe was created by a different casting of this spell).
The globes don't need to be huge. They could be Tiny sized and quite understandably act as the spell describes.
The size is already clearly specified:
Effect two or more 5-ft.-diameter spheres
That is to say, they take up most of the 5 foot cube squares are meant to represent.
I also feel you should take the damage for being in the same square at any time, despite this making dazing ball lightning an even more ridiculous spell.
That is to say, they take up most of the 5 foot cube squares are meant to represent. I also feel you should take the damage for being in the same square at any time, despite this making dazing ball lightning an even more ridiculous spell.
Dazing would really do the same thing but, as written, the caster needs to move the ball each round to do damage and re-daze the victim each round.
I've always played with ball lightning and flaming sphere entering a square and dealing continual damage if the character didn't move away.
Reading the spells again though, I'm not sure that is correct. If we read 'If it enters a space with a creature, it stops moving for the round' as 'As soon as it begins to enter a space it stops' the it doesn't actually ever share a space with a creature, just moves until it would, stops and deals damage. Then, like other things that occupy a square, you couldn't 'move into' that square either, and there would never be two things in the same square, which is more consistent with how other things in the game work.
I'll admit, that the more common reading of 'if it enters' does imply that it is now 'in' that square, and thus the juxtaposition problems, I think though for my game I'm going to have the 'If it enters' trigger on attempting to enter, and I think that will solve a lot of weirdness with these spells.
Universal Kit Module - Ba'ul Obelisk Network
- VisualEditor
Universal Kit Module - Ba'ul Obelisk Network is a Kit Module which can be used by all players. It can be acquired from a [ Special Equipment Pack - Angel's Wake Modules ] and [ Infinity Prize Pack: Kit Module ] .
Game Description [ | ]
Deploys a Ba'ul Obelisk. The Obelisk can network together with others deployed by the Captain and even their allies; each captain can deploy up to three Obelisks, while up to fifteen Obelisks can contribute damage to the network. The network will only unleash one attack at a time, but the damage of the attack will be greater than a similar number of individual Obelisks. Captains are advised that very large networks will typically dramatically overkill weaker foes with a single shot, though some - especially those in the KDF - find they enjoy the spectacle.
Up to 3 Ba'ul Obelisks can be deployed at once per Captain.
The Obelisk's red light is incredibly deadly, especially when multiple are linked together. Due to the networked link structure, it is very easy for these devices to share command, conquering foes effortlessly.
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Universal Kit Module - Ball Lightning is a Kit Module which can be slotted into the module slot, unrestricted by character's career. It can be acquired from the Summer Event Reputation Store. Special Ability: Ball Lightning When this ability is activated, careful manipulation of the electrical charges in the atmosphere creates four separate insces of ball lightning, that race around wildly ...
Ball Lightning. Ball Lightning deals Electric Damage + Drains Shields. Four instances of Ball Lightning appear near. you for 20 sec, moving randomly. To foes near the Lightning: * ____ Electrical Damage (ignores shields) * -____ Shields. Effects increased significantly to foes in close proximity to Lightning. 1 min 15 sec recharge.
When this ability is activated, careful manipulation of the electrical charges in the atmosphere creates four separate insces of ball lightning, that race ar...
Adiii's review: https://youtu.be/dHzQroIWWmI VideoGame Details:Star Trek Online is a massively multiplayer online role-playing game (MMORPG) developed by Cr...
Star Trek Online. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... On top of that, you are also using Ball Lightning regularly, which is another major AoE that, very very slowly, follows you around and does major damage to anything nearby. This, together with your ability to lock enemy movement down hard will give ...
Universal Kit Module - Ball Lightning (summer event) Universal Kit Module - Agony Field Generator Temporal Operative Kit Module - Paradox Bomb Mk XII ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures ...
#StarTrekOnline #STO #BuildsThis ground build uses a combination of Ball Lightning and Collective Will to shock your enemies to death. Ball Lighting harrass...
This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. ... Ball lightning (uni) Collective Nightmares ...
Ball Lightning: This Kit Module manipulates nearby weather conditions to create highly localized electrical disturbances in the air that move around wildly, causing severe electrical damage and shield drains to anyone who gets too close. ... Star Trek Online. sto-news, sto-launcher, sto-xbox, sto-playstation, star-trek-online, Follow ...
I like to reward someone from our Community/Fleet with Ball Lightning. ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events ...
Universal Kit Module - Ball Lightning Mk XVI Universal Kit Module - Ba'ul Obelisk Network MK XV Universal Kit Module - Agony Field Generator Mk XV ... We're an online community with a passion for Star Trek. We're a large collection of fans, all with the same vision as Gene Roddenberry, that together, anything is possible.
QUESTION: Warrior Y take damage on his turn since he can't move away from the ball? (so, in 1 round he takes damage two times from the spell) case 2: - Wizard X casts Ball Lightning and creates one ball on Warrior Y. (Warrior Y takes immediatly damage i think) - Warrior Y moves from his square occupied by the Ball Lightning - Ranger Z enter the ...
Pick up Graviton Spike, Magmatic Deployment, Ball Lightning, and the Floor is Lava with the Risian kit frame (boosting range damage and adding chance for additional kit module triggers) for a ready made lava-flinging, lightning-zapping sorcerer build. ... This is the unofficial subreddit for Star Trek Online, the licenced Star Trek MMO. As a ...
23rd Century Kit Modules. A. Assault Kit Module - Corrosive Grenade. C. Colony World Kits. E. Elachi Kit Module - Subspace Rift. Engineering Kit Module - (Passive) Medical Field. Engineering Kit Module - (Passive) Shield Reinforcement Field.
Star Trek Online video review 4 new ground kit modules including the reward from the Arena of Sompek event and 3 from the Lukari Reputation:Universal Kit Mod...
I was not expecting Anchor of Gre'thor and Ball Lightning to be almost on par with one another, thought Ball Lightning would pull ahead. ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories ...
#StarTrekOnline #STO #StarTrekIn this video, I go over Kit Performance and its importance for ground builds, especially in the age of kit module spam. I als...
For information on space/starship damage, see Damage type (space). Damage during ground combat in Star Trek Online can be divided into several different categories: Weapon damage is caused by Ground Weapons. Ranged weapon damage is boosted by the Weapon Proficiency skill and the [WpnDmg] mod on kit frames, and affected by the Weapon Penetration skill unlock. All flanking weapon damage is ...
This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. ... Ball lightning on my machine also comes ...
#StarTrekOnline #STO #StarTrekIn this video, I go over some of the best and broken Kit Modules you can acquire and use on any character, no matter the career...
Universal Kit Module - Sompek Lightning is a Kit Module which can be slotted into the module slot, unrestricted by character's career. This module is leveless, and will calculate its effectiveness based on the level of the character that equips it. It is a reward from the inaugural Arena of...
Unlimited Powah in STO: Finger Lightning Spam to make Sheev Proud : r/sto. Go to sto. r/sto. r/sto. This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game ...
Universal Kit Module - Ba'ul Obelisk Network is a Kit Module which can be used by all players. It can be acquired from a [Special Equipment Pack - Angel's Wake Modules] and [Infinity Prize Pack: Kit Module]. Special Ability: Ba'ul Obelisk Network Deploys a Ba'ul Obelisk. The Obelisk can network together with others deployed by the Captain and even their allies; each captain can deploy up to ...