STOked Episode 36: Chris & Jeremy cover the mechanics of your ships’s shields in Star Trek Online.
Plus, we discuss the healing system changes coming up, as well as the squad system.
Then it’s an all new Tactical View mission guide!
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Show Notes
NEWS:
Season 1.2 announced, and Accolade system incoming!
http://www.startrekonline.com/accolades
- Note the Exploration category! Probably the most fun to discover, at this point. The rest are very passive.
http://www.startrekonline.com/accolades
- Note the Exploration category! Probably the most fun to discover, at this point. The rest are very passive.
Out Of Game Chat, enabled on Tribble
- Link includes walk-thru for set up using Pidgin chat client
Major healing changes coming. Currently live on Tribble.
Latest Tribble patch notes: http://forums.startrekonline.com/showthread.php?p=2706958#post2706958
- “Team” powers less reliable as the primary source of healing, but instead offer primarily buffs and resistances.
- New primary hull heal: ”Emergency to SIF” (self or ally) — performance tied to Aux.
- New primary shield heal: ”Transfer Shield Strength” (self or ally) — changed to land an instant + HoT, performance tied to Aux.
- With these changes, Engineering Captains remain the most survivable, with Miracle Worker + Rotate Shield Frequencies.
- “Emergency Power to Aux” can be used in tandem with any of the above heals, to give a quick boost to healing abilities.
MATH:
Capacity (Total amount of damage)
Regen (Rate that you regain shield strength)
Absorption (amount of damage negated)
Over time…
(DPS x Absorption) x Time = Damage
([Regen/6] x Time)/4 = ShieldBoost
(Cap + ShieldBoost) – Damage = Ending Capacity (or Hull Dmg, if negative)
Summary:
Regenerative –
Best if running at very high Shield Energy, but only if not the focus of enemy attention, or if combat ends quickly. Also useful if you are capable of controlling groups of ships, forcing them to NOT attack you for large windows of time. In a sustained firefight, you will die fastest using these. Only useful versus bursts of incoming damage. If using these shields, be sure to maneuver so that all 4 quadrants take damage as evenly as possible (a capped out quadrant means you lose that much regen)
Also somewhat useful vs. Borg Cubes, as their shield drain can leave your hull vulnerable. Quickly regenerating can prevent being 1-shotted by their torpedo salvos.
Resilient –
5% of damage is negated = enemies only deal 95% of potential DPS.
Reduction of damage only useful for short periods of time, over long periods it matters less even though overall reduction is higher. This is because their capacity & regeneration are both too low to make proper use of the 5% damage reduction. They end up with slightly more longevity than Regenerative shields, but significantly less than Covariants. A good compromise if you can’t decide between the other types.
(Standard) Shields –
In the same boat as Resilient shields… mid-range choice. Does not excel at anything. In a sustained firefight, you will last longer with these, but not as long as Covariants.
Covariant –
Highest capacity, lowest regen. Long-term survivability in sustained firefights, but extended downtime & reliance upon outside regeneration (batteries, abilities, etc). Once your shields are down, there is no bringing them back without an outside source, or waiting a very long time. Since the vast majority of space combat is long, slow, sustained combat, these remain the top recommended choice. However, with the upcoming changes to shield/hull healing abilities, that may not be the case across-the-board.
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June 1st, 2010 at 8:55 pm
Great Math section as usual.
I always thought the Resilient Shield Array only let 5% of the damage bleed through to the hull instead of the 10% of the other shields, not the “shield only takes 95% damage” that you pointed out on the show?!?
June 1st, 2010 at 11:16 pm
It's sorta both. Except that that extra 5% damage, that would normally be applied to your shield on standard 10% bleed-through arrays, just vanishes. It's not applied to the shield, the hull, or anything else.
June 3rd, 2010 at 11:14 am
Would love to see more episodes with you guys playing the game! Like you used to do when you played the crystalline entity.
June 3rd, 2010 at 11:59 pm
Seems to me that everyone ive grouped up with has gone with Covarient shields for PvP simply because during PvP you dont have time to wait for the shields to naturally recharge, instead relying on said skills to recharge them etc etc. I use them and I use primarily a BoP at T5 (Brig Gen 5) and while im still squishy I have some leeway when I am focus fired upon. Also I do take note on whose targeting me most often and make it a point to frag them asap whenever possible. With that said I would like to point out the small fact of its not how many you frag but who you frag that makes the difference in PvP.
Just a thought though, when will the klinks be shown the same loving the feds are enjoying? Just look at the Cstore if you dont believe me lol.
June 6th, 2010 at 6:47 pm
Hey uh, i have a question-
1-So, in truth, for Borg STF's, i should use regeneratives, PvP, Carvoiant, Species 8472-?
2-What do tactical captains get as their special Rear Admiral ability (It is NOT Go down fighting, thats the Captain 8 ability)
3-What fleet are your characters in?
If so, the fleet im in likes to have alliances, and also runs an inter-fleet alliance if your interested at all go to http://www.Federationfleet.guildlaunch.com and just open an ambassador thread or contact any of the Admiral's characters (@Admiral-Darren-Wright, @CastaRasa, @Albedo123)
Sorry if the 3rd one is annoying, but our large fleet likes alliances.
June 9th, 2010 at 2:33 pm
There was a shield you didn't cover, I got it when I was a Lt. Commander. I think it was called Patroninic or something, rare shields. You shield do an episode about the best type of weapons next.