Star Trek BO Skills List – STO Guides

January 19th, 2010 in Star Trek Online

MmorpgRealm, as World of Warcraft gold store has published an Star Trek Online review the day before yesterday. And we found some guys are searching the Star Trek BO skill list. So we decided to write the STO guide dedicated to Bridge Officer Skills. However, we are not the expert of the STO, as we are still experience the game. But we detected some wonderful guides on the STO official forum that published/wrote by the smart gamers. So we reviewed the BO skill guides there. We really learned much basic knowledges of Star Trek Online. Thanks those guys! We finally decided to re-publish the guide on the MmorpgRealm. So more STO players are benefited.
The list of STO BO Space Skills as following:

The STO BO Skills List by FLUHI

No skill for space or ground BOff’s goes higher then 2 ranks, to achieve rank 3 of a skill you have to put 9 points in thier respective Captians skill tree and get the train ability from there.
Beam: Target subsystem abilites do not have a rank 1 on the trainers, these are most likely the default on science vessels and not offered to bridge officers except in rank 2 format.
Tactical Bridge officers only have 1 skill at Commander.
Space skills Share cooldown timers if the System they belong to is the same.
All this is based off what trainers can train and the 2 requisition kit vendors show.

Space Skills for Bridge Officers

Tactician: Ensign

Beam: Fire at Will I – System: Beams.
Fire at Will improves your next beam array attack. The Bridge officer fires your beam weapon at multiple targets of thier choice.
Beam: Overload I – System: Beams.
Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast but drains weapon power and briefly takes you beam weapons offline. Only the energy type you Overload will go offline, so if you Overload your Phasers, all Phasers will go offline and not your Plasma weapons.
Security Team I – System: Crew.
Security Team deploys security personnel to you or your ally’s starship to track down boarding parties. They attempt to protect the starship from sabotage, repair sabotage damage and subdue the boarders.
Torpedo: High Yield I – System:Torpedoes.
High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic, and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage.
Torpedo: Spread I – System: Torpedoes.
Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.

Tactician: Lt.

Attack Pattern Beta I – System: Maneuvers.
Attack Pattern Beta reduces the target’s damage resistance each time it recieves an attac from you or your allies.
Attack Pattern Delta I – System: Maneuvers.
Attack Pattern Delta targets an allied ship. Any ship that attacks your ally will recieve a stacking damage resistance debuff.
Beam: Fire at Will II – System: Beams.
Fire at Will improves your next beam array attack. The Bridge officer fires your beam weapon at multiple targets of thier choice.
Beam: Overload II – System: Beams.
Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast but drains weapon power and briefly takes you beam weapons offline. Only the energy type you Overload will go offline, so if you Overload your Phasers, all Phasers will go offline and not your Plasma weapons.
Beam: Target Auxiliary II – System: Target Subsystems.
Target Auxiliary Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy auxiliary systems. This attack deals normal damage, but also drains the targets auxiliary power and has a chance to take the targets auxiliary systems offline.
Beam: Target Engines II – System: Target Subsystems.
Target Engines Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy impulse engines. This attack deals normal damage, but also drains the targets engine power and has a chance to take the targets impulse engines offline.
Beam: Target Shields II – System: Target Subsystem.
Target Shields Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy shield systems. This attack deals normal damage, but also drains the targets shield power and has a chance to take the targets shields offline.
Beam: Target Weapons II – System: Target Subsystem.
Target Weapons improves your next beam array attack. Instruct your bridge officer to target enemy weapon systems. This attack deals normal damage, but also drains the targets weapon power and has a chance to take the targets weapons offline.
Cannon: Rapid Fire I – System: Cannons.
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage then a normal cannon shot.
Cannon: Scatter Volley I – System: Cannons.
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target.
Dispersal Pattern Alpha I – System: Mines.
Dispersal Pattern Alpha improves your next mine attack. Lays a series of small mine clusters behind your ship.
Dispersal Pattern Beta I – System: Mines.
Dispersal Pattern Beta improves your next mine attack. Lays a wide net of mines behind your ship.
Security Team II – System: Crew.
Security Team deploys security personnel to you or your ally’s starship to track down boarding parties. They attempt to protect the starship from sabotage, repair sabotage and subdue the boarders.
Torpedo: High Yield II – System: Torpedoes.
High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic, and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage.
Torpedo: Spread II – System: Torpedoes.
Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.

Tactician: Lt. Com.

Attack Pattern Beta II – System: Maneuvers.
Attack Pattern Beta reduces the target’s damage resistance each time it recieves an attac from you or your allies.
Attack Pattern Delta II – System: Maneuvers.
Attack Pattern Delta targets an allied ship. Any ship that attacks your ally will recieve a stacking damage resistance debuff.
Attack Pattern Omega I – System: Maneuvers.
Attack Pattern Omega buffs damage and turn rate while making you immune to holds, roots, and slows. Can be used while held.
Cannon: Rapid Fire II – System: Cannons.
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage then a normal cannon shot.
Cannon: Scatter Volley II – System: Cannons.
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target.
Dispersal Pattern Alpha II – System: Mines.
Dispersal Pattern Alpha improves your next mine attack. Lays a series of small mine clusters behind your ship.
Dispersal Pattern Beta II – System: Mines.
Dispersal Pattern Beta improves your next mine attack. Lays a wide net of mines behind your STO ship.

Tactician: Com.

Attack Pattern Omega II – System: Maneuvers.
Attack Pattern Omega buffs damage and turn rate while making you immune to holds, roots, and slows. Can be used while held.

Engineer: Ensign

Emergency Power to Auxiliary I – System: Batteries.
Emergency Power to Auxiliary directs emergency battery power to the auxiliary system for a short duration.
Emergency Power to Engines I – System: Batteries.
Emergency Power to Engines directs emergency battery power to the impulse engines for a short duration.
Emergency Power to Shields I – System: Batteries.
Emergency Power to Shields directs emergency battery power to the shields for a short duration.
Emergency Power to Weapons I – System: Batteries.
Emergency Power to Weapons directs emergency battery power to the weapons system for a short duration.
Engineering Team I – System: Crew.
Engineering Team greatly accelerates hull repair rate over a short duration for your own ship or an ally. Also has a chance to repair subsystems.

Engineer: Lt.

Auxiliary to Battery I – System: Auxiliary Power.
Auxiliary Power to the Emergency Battery reduces the existing recharge time for emergency battery powers.
Auxiliary to Dampeners I – System: Auxiliary Power.
Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.
Auxiliary to Structural I – System: Auxiliary Power.
Auxiliary Power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.
Boarding Party I – System: Crew.
Boarding Party launches up to three assault shuttles at the target. If they arrive safely, they will cause damage the ship’s crew and subsystems. Each shuttle launched removes twenty crew from you ship who attempt to beam back upon completing thier mission.
Directed Energy Modulation I – System: Weapon Modifications.
Directed Energy Modulation cycles the frequency of your energy weapons, resaulting in increased shield penetration.
Emergency Power to Auxiliary II – System: Batteries.
Emergency Power to Auxiliary directs emergency battery power to the auxiliary system for a short duration.
Emergency Power to Engines II – System: Batteries.
Emergency Power to Engines directs emergency battery power to the impulse engines for a short duration.
Emergency Power to Shields II – System: Batteries.
Emergency Power to Shields directs emergency battery power to the shields for a short duration.
Emergency Power to Weapons II – System: Batteries.
Emergency Power to Weapons directs emergency battery power to the weapons system for a short duration.
Engineering Team II – System: Crew.
Engineering Team greatly accelerates hull repair rate over a short duration for your own ship or an ally. Also has a chance to repair subsystems.
Extend Shields I – System: Shields.
Extend Shields regenerates the shields of a target ally and improves their damage resistance.
Reverse Shield Polarity I – System: Shields.
Reverse Shield Polarity converts incoming energy weapon damage into additional shields.

STO Engineer: Lt.Com.

Aceton Field I – System: Weapon Modifications.

Aceton Field drastically reduces the damage dealt by the target’s energy weapons, and also makes the target take radiation damage when using energy weapons.
Auxiliary to Battery II – System: Auxiliary Power.
Auxiliary Power to the Emergency Battery reduces the existing recharge time for emergency battery powers.
Auxiliary to Dampeners II – System:
Auxiliary Power. Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.
Auxiliary to Structural II – System: Auxiliary Power.
Auxiliary Power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.
Boarding Party II – System: Crew.
Boarding Party launches up to three assault shuttles at the target. If they arrive safely, they will cause damage the ship’s crew and subsystems. Each shuttle launched removes twenty crew from you ship who attempt to beam back upon completing thier mission.
Directed Energy Modulation II – System:Weapon Modifications.
Directed Energy Modulation cycles the frequency of your energy weapons, resaulting in increased shield penetration.
Eject Warp Plasma I – System: Warp Core.
Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and recieve a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.
Extend Shields II – System: Shields.
Extend Shields regenerates the shields of a target ally and improves their damage resistance.
Reverse Shield Polarity II – System: Shields.
Reverse Shield Polarity converts incoming energy weapon damage into additional shields.

Engineer: Com.

Aceton Field II – System: Weapon Modifications.
Aceton Field drastically reduces the damage dealt by the target’s energy weapons, and also makes the target take radiation damage when using energy weapons.
Eject Warp Plasma II – System: Warp Core.
Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and recieve a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.

Science Ensign BO In Star Trek

Hazard Emitters I – System: Hazard.
Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.
Jam Sensors I – System: Sensor Array.
Jam Sensors prevents the enemy from targeting you.
Mask Energy Signature I – System: Sensor Array.
Mask Energy Signature shields the energy output of your starship, making it more difficult for enemies to detect you.
Medical Team I – System: Crew
Medical Team provides greatly accelerated crew recovery rate over a short duration for your own ship or an ally.
Polarize Hull I – System: Hazard.
Polarize Hull provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against additional tractor beams.
Tachyon Beam I – System: Deflector Dish.
Tachyon Beam drains the targets shields Increases in effectiveness based on current auxiliary power levels.
Tractor Beam I – System: Tractor.
Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam cannot cloak. Increases in effectiveness based on current auxiliary power level.
Transfer Shield Strength I – System: Deflector Dish.
Transfer Shield Strength uses power reserves to bolster an ally’s shields, increasing thier current strength and making them more resistant to damage for a short duration. Increase in effectiveness based on current auxiliary power level.

Science Lt. BO Space Skills

Charged Particle Burst I – System: Sensor Array.
Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages thier shields.
Energy Siphon I – System: Deflector Dish.
Energy Siphon draws power from the target. This reduces the target’s power settings to all systems and increases you power settings.
Feedback Pulse I – System: Deflector Field.
Feedback Pulse harnesses the energy of beam weapon attacks directed against you. Each time you are hit, a damaging pulse is directed at the attacking ship.
Hazard Emitters II – System: Hazard.
Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.
Jam Sensors II – System: Sensor Array.
Jam Sensors prevents the enemy from targeting you.
Mask Energy Signature II – System: Sensor Array.
Mask Energy Signature shields the energy output of your starship, making it more difficult for enemies to detect you.
Medical Team II – System: Crew.
Medical Team provides greatly accelerated crew recovery rate over a short duration for your own ship or an ally.

Science: Lt. Com.

Charged Particle Burst II – System: Sensor Array.
Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages thier shields.
Energy Siphon II – System: Deflector Dish.
Energy Siphon draws power from the target. This reduces the target’s power settings to all systems and increases you power settings.
Gravity Well I – System: Deflector Dish.
Gravity Well creates a spatial anomaly at the target’s location that draws enemies to its center and gradually crushes thier ships inflicted kinetic damage. Shields drastically reduce the effects of kinetic damage.
Photonic Officer II – System: Emitter.
Photonic Officer reduces the recharge time of bridge officer powers.
Photonic Shock Wave I – System: Emitter.
Photonic Shockwave releases a massive blast around your ship, knocking back enemy ships and inflicted kinetic damage. Shields drastically reduce the effect of kinetic damage.
Scramble Sensors II – System: Sensor Probes.
Scramble Sensors fires a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other.
Tractor Beam Repulsors II – System: Tractor.
Tractor Beam Replusors push up to three enemies (dead or alive) away from your starship.
Tyken’s Rift II – System: Deflector Dish.
Tyken’s Rift creates a spatial anomaly at the target’s location that drains power from all nearby hostile ships and causes minor damage.
Viral Matrix I – System: Sensor Probes.
Viral Matrix launches a probe that flies to the taret and then shuts down its systems, effectively holding it in place. The target is highly resistant to holds for a short duration after this effect expires.
Photonic Officer I – System: Emitter.
Photonic Officer reduces the recharge time of bridge officer powers.
Polarize Hull II – System: Hazard.
Polarize Hull provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against additional tractor beams.
Scramble Sensors I – System: Sensor Probes.
Scramble Sensors fires a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other.
Tachyon Beam II – System: Deflector Dish.
Tachyon Beam drains the targets shields. Increase in effectiveness based on current auxiliary power level.
Tractor Beam I – System: Tractor.
Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam cannot cloak. Increases in effectiveness based on current auxiliary power level.
Tractor Beam Repulsors I – System: Tractor.
Tractor Beam Replusors push up to three enemies (dead or alive) away from your starship.
Transfer Shield Strength II – System: Deflector Dish.
Transfer Shield Strength uses power reserves to bolster an ally’s shields, increasing thier current strength and making them more resistant to damage for a short duration. Increase in effectiveness based on current auxiliary power level.
Tyken’s Rift I – System: Deflector Dish.
Tyken’s Rift creates a spatial anomaly at the target’s location that drains power from all nearby hostile ships and causes minor damage.

Science: Com.

Gravity Well II – System: Deflector Dish.
Gravity Well creates a spatial anomaly at the target’s location that draws enemies to its center and gradually crushes thier ships inflicted kinetic damage. Shields drastically reduce the effects of kinetic damage.
Photonic Shock Wave II – System: Emitter.
Photonic Shockwave releases a massive blast around your ship, knocking back enemy ships and inflicted kinetic damage. Shields drastically reduce the effect of kinetic damage.
Viral Matrix II – System: Sensor Probes.
Viral Matrix launches a probe that flies to the taret and then shuts down its systems, effectively holding it in place. The target is highly resistant to holds for a short duration after this effect expires.

We also re-published the STO BO Ground Skills.

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