Deck Eight EP 7

Deck Eight ep Fleet Week has arrived in Star Trek Online! From now until Thursday, August 23rd, around 10am PDT, players can earn bonus Fleet Marks 24 hours a day!

Along with the normal queued and mission-based content that provides Fleet Marks, players can earn Fleet Marks by running a special daily Foundry mission. Starfleet players ranked Lieutenant 9 and above can contact Commander Selyn, and Klingon players ranked Commander 22 and above can contact Commander Vorbog, by clicking the ‘Available’ tab in the Mission Journal (default key “J”) to accept “Investigate Officer Reports (Daily)”.
The following content also provides bonus Fleet Marks during Fleet Week:
No Win Scenario
Colony Invasion
Starbase Blockade
Starbase Fleet Defense
Starbase Incursion
Starbase Alerts
Tholian Invasion Missions on Nukara Prime in the Eta Eridani Sector Block
Borg Invasion Missions on Defera in the Orellius Sector Block
 The Sovereign class’s first major engagement was the Battle of Sector 001 in 2373, when the U.S.S. Enterprise-E led the fight against a Borg invasion near earth. The Sovereign soon became the standard for which all Assault Cruisers were measured. Now this hallmark ship class gets a upgrade and sets a new standard — the Assault Cruiser Refit: Regent Class.
The Regent Class comes equipped with a Metreon Gas Canisters Console Mod. Metreon Gas is highly unstable, but when properly stored it can be safely replicated and transported. This Console Mod allows you to vent the gas from your Bussard Collectors and ignite it at will. The resulting explosions can be extremely devastating. This Console Mod can be equipped in any console slot. It may only be equipped on Sovereign variants, including the Assault Cruiser and Assault Cruiser Refit.
The Assault Cruiser Refit: Regent Class also comes with a Wide Angle Quantum Torpedo Launcher. This torpedo launcher has been upgraded with a Wide Angle targeting system that allows the torpedo to lock onto targets that would normally be outside of standard firing arcs, providing a 180-degree targeting arc. This launcher can be equipped on any starship, but you may only equip one.
The Assault Cruiser Refit configuration includes the Regent, Sovereign, Noble and Majestic classes.
Minimum Rank: Vice Admiral
Hull Strength: 39,000
Shield Modifier: 1
Crew: 800
Weapons: 4 Fore, 4 Aft
Device Slots: 4
Bridge Officer Stations: 1 Ensign Tactical, 1 Lieutenant Commander Tactical, 1 Lieutenant Engineering, 1 Commander Engineering, 1 Lieutenant Universal
Console Modifications: 3 Tactical, 4 Engineering, 2 Science
Base Turn Rate: 7 degrees per second
Impulse Modifier: 0.15
+10 Weapon Power
+5 Shield Power
+5 Auxiliary Power
Metreon Gas Canisters Console
Wide Angle Quantum Torpedo Launcher
Feature ship Shields
The capacity or strength of a ship’s shield determines how much damage it can take before it fails. If a players overall style requires them to withstand sustained fire then a high shield capacity is desirable.
A shield arrays capacity can be seen on the item itself in the game’s UI.
This value is based on the statistics of the shield array itself and the ship that the player currently has set as their default. (Science ships benefit from higher shield buffs). Whilst on the ground the player’s ship will show this same value in the ship statistics window under the ‘Defense’ tab.
in space though, where no one can hear you scream! other factors are taken into account such as consoles and player skills. This is the effective capacity while in space, and the ship statistics reflect this.
Science ships as a rule are 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. But 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). But well leave ship tactics for another day.
For any shield array that has a Mark number, the mark is equal to the mark multiplied by 5%. For instance a Shield Array Mk V will receive a bonus of 25%. Shield arrays that level with the player, such as the Aegis Covariant Shield Array or Borg Assimilated Regenerative Shield Array, is determined by the player’s level multiplied by 1%. For instance a Lieutenant Commander grade 7 gets a bonus of 17%, where as a Vice Admiral grade 1 receives a 51% bonus. This is why a VA can hang in a firefight against say the Borg, whereas a Commander would be atoms in seconds.
One other tip before we move on. If you are playing with a friend who is a higher rank then you,make sure they match you not you match them. Otherwise the computer generated opponents will spawn at the higher rank and you’ll die!.
Once out in space, the capacity of the shield array itself will read the same. The actual capacity though, shown in the ship statistics window, is modified by Starfleet Training skills and console upgrades. In sector space you cannot read the difference, you have to wait till in an instance.
The shield boost skills  apply to all types of vessel, and gives a number of points. These points are cumulative with other skills such as Cruiser Captain, Heavy Cruiser Captain, etc… The shield capacity will receive a ~0.19% bonus for each total points. So think ahead when inputting skill points. If your unsure then load your character into Tribble and try your buildout there. That way you are not using a valuable respec. Plus you can try out different builds without committing on the main server.
Now there are four main shield types in the game. standard,Regen,resilient, covariant.
 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.
Covariant –
Highest capacity, lowest regen. Long-term survivability in firefights, but extended downtime and the reliance on outside influences such as batteries, abilities and so on. The problem with these is 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 choice for a lot of people due to the fact that they start with the highest shield count before you add anything else. If your a science officer you will notice a significantly higher boost on this and any shield in comparison to others.
Regenerative –
Best if running at very high Shield Energy, but only if not the focus of enemy attention, or if combat ends quickly.  Only useful versus bursts of incoming damage.  If using these shields, be sure to maneuver so that all 4 quadrants take damage evenly

Standard, well, they are middle of the road. however you do see them surviving the salvo and lasting a bit longer. So what suits what well that depends on your style and ship. Tactical,  who get very little shield buff may benefit from covariant due to the higher shield hit points from the off. Escorts can’t take the time to heal with shield regen. Escorts are glass cannons, but since it allows you to run in on a full-on attack, then turn around for another run while using your aft weapons it may keep you alive to get out of weapons range before firing off a battery or Science team to bring them back up.

A cruiser captain

Regenerative are a good shield for cruisers. They recovers fast and you always have a bit of shield to prevent incoming torpedo hits. Shield recharge and hull repair are easy to trigger which can help the Regen . The cruisers have slow turning rates, your shield will be in danger but you can use tactical team to cut cool down times on your buffs, but you need to recover a sufficient amount in a very limited time or you will be target for torpedos.  that is a serious problem (many times you time to turn to  another side from torps you need your shield back quick!). Cruiser have another quality… they stay a long time in combat, with that in mind and the time it takes regenerative provide the best protection.

Science well Covariants as we have said will give you a big bonus, however given that science gets a host of shield healing skills you may favour Regen as you can have these getting hit , fire of science team three and they’ll come back up nicely. Resilient well they are something that is middle of the road. While they don’t have the high points of Covs,they also don’t have the recovery rate if Regen .
The thing to remember with shield is your choice of shield depends in how you play. If your a carrier your going to hang back and send in the fighters, as you can do this from 15km away and a beam weapon has a 10km range you can effectively stay out of range. So your shield choice can reflect this. An escort equipped with cannons had to get in up close and personal. Which means your in weapons range and reliant on your firepower and speed. Given that a cannon does the most damage below 5km you need a high shield rate or one that can take punishment. A cruiser can idea be a beam boat or a mixture if torpedoes or both. They can also function as healers , tanks and run interference for escorts . But they turn and manovere slowly. You need a shield that can be either maintained or have a high hit rate, given the fact you have hull rate you have time to heal your shields. In all endeavours shield choice is crucial. Don’t rely on your hull strength to keep you alive.
Now beyond these there are “special ” or unique types of shield .
For instance , Paratrinic Shield Array;
The Paratrinic  Shield Array  uses alien technology to create a high strength shield with a much higher maximum capacity than any other shield array. A Paratrinic shield array is equivalent in capacity to a Covariant Shield Array [Cap]x3 of the same mark, but a has a lower regeneration rate.
The Paratrinic Shield Array is a possible reward from the Federation mission Past Imperfect and the Klingon mission Second Star to the Right, Straight on ’til Morning.
This shield becomes available at Mark 4 (Mk IV). Replaying the mission at higher ranks will award higher Mark versions (always even number, excluding Vice Admiral, which awards Mk XI+)
Mk IV- 5,327
Mk VI- 5,648
Mk VIII- 5,200
Mk X- 8,596
Mk XI- 8,798
Using a Mk XI version of this shield on a Tier 5 Science Vessel with maxed Starship Shield System (and modifiers on a Deflector Array) gives the currently highest possible shield capacity in-game.
This item uses the Rare Resilient Shield icon, despite having properties closer to a Covariant Shield.
This shield has the lowest natural Regeneration rate of its various Marks in-game.
Next up on the specials list is
The Reman Prototype Covariant Shield Array;

The Reman Prototype Covariant Shield Array is a type of Ship Shields awarded for completing “Coliseum”. It has a higher maximum capacity but slower regeneration rate than the standard shield.

At Mark XI This shield will grant you :

5,115 Maximum Shield Capacity
(10% Bleedthrough)
97 Shield Regeneration every 6 seconds
Value: 83,000
This particular variant of Covariant Shield Array is directly equivalent to a Covariant Shield Array [Cap]x2 of whatever Mk level that you acquire it at.
While not an amazing shield  it is quite easy to get, and has a massive overall capacity. It really makes a difference as a cosmetic item however, as it retextures many parts of your ship with a backlit teal glow, somewhat similar to the glow that the Aegis shields give, and gives the remaining surfaces of the ship a dark reflective sheen.
The shield  disables your ship colour customizations, so if you’re fond of your colours, you can right-click the shield and disable it’s visual effects in your Ship Status panel.
Again, the mission you get this shield as a reward for is repeatable, and while the shield itself doesn’t automatically “rank up” with your character, you can replay the quest when you get promoted, for a stronger version of the same shield.
Rank Mark [1] Base Capacity Regen.per 6s Value ()
NoneII                     3,630              69     8,300
Lt. Cmdr.IV              3,960              75    24,900
CommanderVI     4,290              81 41,500
CaptainVIII           4,620             88 58,100
Rear AdmiralX    4,950             94 74,700
Vice Admiral    XI     5,115             97 83,000
Finally the last of our featured specials the Aegis set;
The Aegis Technological Research is a set of three items that are available from high-end crafting. Once again like the Reman shield they give the option to change the ship appearance. One thing to remember though these are bind on equip. The set items are:
[Aegis Graviton Deflector Array]
[Aegis Hyper-Impulse Engines]
[Aegis Covariant Shield Array]
 The Unreplicateable Materials needed to make this set can be purchased in the research stations at Memory Alpha (Federation) or in First City (Klingon). However  it is often cheaper to buy the Aegis components directly from the Exchange than to obtain them from crafting.
The cost of “Common Unreplicateable Materials” is 10  each.
The cost of “Uncommon Unreplicateable Materials” is 1000  each.
The materials are also traded on the Exchange where one can purchase them with energy credits.

To make the Aegis Graviton Deflector Array from crafting, you need the following;

1,500 General Research Skill
1  Schematic: Deflector Array
60  Exobiological Data
1  Dekyon Particle Trace
1  Metreon Particle Trace
1  Trianium Particle Trace
15 Common Unreplicateable Materials (12 During crafting event)
18 Uncommon Unreplicateable Materials (15 During crafting event)
To make the  Aegis Hyper-Impulse Engines you need .
1,500 General Research Skill
1  Schematic: Impulse Engine
60  Tachyon Wave Signature
1  Anyon Particle Trace
1  Chronometric Particle Trace
1  Methogenic Particle Trace
15 Common Unreplicateable Materials (12 During crafting event)
18 Uncommon Unreplicateable Materials (15 During crafting event)
And finally to make the Aegis Covariant Shield Array;
1,500 General Research Skill
1  Schematic: Shield Array
60  Photonic Technology
1  Antithoron Particle Trace
1  Beta-Tachyon Particle Trace
1  Duderon Particle Trace
15 Common Unreplicateable Materials (12 During crafting event)
18 Uncommon Unreplicateable Materials (15 During crafting event)
Unlike most items in game, the Aegis Technological Research items do not have a Mark number, but instead level with the player. Though the skill bonuses are fixed, the capacity and regeneration rate of the Aegis Covariant Shield Array vary depending on the players current rank and grade,However, at Vice Admiral 1 or Lieutenant General 1, the Aegis Covariant Shield Array is approximately equivalent to a Covariant Shield Array Mk X [Cap]x2. but with a 0.5% higher capacity and regeneration rate.
For each item added after the first, an additional power is available.
Set 2: Thoron Distortion Field
While moving the Thoron Distortion Field will grant a +5% bonus defense by deceiving sensors into targeting duranium shadows.
Set 3: Reactive Shielding
When your shields are hit, Reactive Shielding has a chance to activate, increasing the resistance to the incoming damage type (to the hull, has no effect on your shields) for a short time. Reactive shields stacks up to 10 times, and can resist against several damage types at once.
You cannot get this set from any mission and you have to be a high end crafter an awful lot of people mix the Aegis set with the Borg set from the STFs . They also give you ship a distinct neon like appearance depending on your graphics card.
Before we go a quick mention of the Borg shield;

The Assimilated Regenerative Shield Array was originally obtained as a reward for “Khitomer Accord”. It is now obtained from Commander Roxy for 5  Encrypted Data Chips. It has the following

6,038 Maximum Shield Capacity
(10% Bleedthrough)
314 Shield Regeneration every 6 seconds
Reduces Plasma Damage to Shields by 15%
Value: 200,000 energy credits.
We hope that was a help and if there is something you want us to focus on in the future or any feedback then here is how you can contact us.

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