Check and plan skill =>
Skill Planner Version 4.9.0 (Updated January 31, 2013) - Star Trek Online Academy
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My curent build (i made few mistake but its OK build for bambi player)
(100 day vetern price is free RESPEC)
Respec - Star Trek Online Wiki
My skill tree:
Bambi Final => Skill Planner Version 4.9.0 (Updated January 31, 2013) - Star Trek Online Academy
I got wrong with ground skills also put some points with no reason on:
Starship attack paterns 6 .... on very begining.
Starship threat control 3 ... xD
Starship impulse thrusters 6....lol i want Starship engine performance or armor or aux lol
My baby, my love => Assault Cruiser - Star Trek Online Wiki
Fore: 2x Plasma Cannon XII (acc)(x2 DMG)+Plasma Cannon XII (Acc)(CrtHx2) and TriCobalt Torpedo Launcher )
Aft: 4x Plasma Turrets (still 2x rare XI and 2xvery rare X all dmg modifier)
Plasma Cannon - Star Trek Online Wiki
Plasma Turret - Star Trek Online Wiki
Deflector, Engine and Shield => Aegis combo
Its very nice set (survival, avoiding and speed abbilitys) + bonus:
For each item added after the first, an additional power is available.
Set 2: Thoron Distortion Field
Passive
While moving the Thoron Distortion Field will grant a +5% bonus
defense by deceiving sensors into targeting duranium shadows. This
combines with the Aegis Hyper-Impulse Engines bonus (5% Defense) to
grant a total of 10% to your Defense.
Set 3: Reactive Shielding
Passive
When your shields are hit, Reactive Shielding has a chance to
activate, increasing the resistance to the incoming damage type for a
short time. Reactive shields stacks up to 5 times per energy type, and
can resist against several damage types at once. This resistance applys
to your hull and not your shields.
Eng. Console (rare X and XI stuff):
Plasma Distribution Manifold => (more power to weapons)
Neutronium Alloy => cover all dmg type
RCS Accelerator => more turn speed..keep target in actice 180 deg arc
EPS Flow Regulator => in 1 sec i have 125 weapon,shield and engines....
Tac.Console (Rare X and XI stuff):
3x Plasma Infuser => yeah boost my cannons and turrets
....alternative solution for 180 deg Captains => Prefire Chamber
Sci.Console (X and XI rare stuff):
Shield Emitter Array
Shield Emitter Amplifier
Wanted => 2xField Generator => but on exchange X comon is 1 500 000 ec.
Device:
Shields Battery => very helpfull in my boff setup
Auxiliary Battery
Heavy Plasma Satelite Turret => nice addon
Subspace Field Modulator read on STO wiki
That is for my 2 week playing STO, not best of best but it is solid setup. Iam focused on DPS, survival and speed abilities.
My power lavel setup is:
Weapon 118/95
Shield 81/50
Engine 56/30
Aux 46/25
Build tactical explanation:
Start attack:
1.On 10-9 km i hit EPS Power Transfer3 + EPtS2 => buff ... 125 power to weapon and shields. (bind on button5)
Ability: EPS Power Transfer - Star Trek Online Wiki
Ability: Emergency Power to Shields - Star Trek Online Wiki
Note: EPtS2 start cooldown on 15 sec my EPtW1 (i have two copy of Emergency power to weapon)(very important).
2. On 7 Km i hit RSF2 and + reinforce front shield ... fit shield on 100% again (still shield power 125%). (manual activation)
Ability: Rotate Shield Frequency - Star Trek Online Wiki
3. On 6 km hit DEM3 and Cannon RF1 => buff my cannons and turrets...all buffed (weapon 125 near 5 km) and start firing (very powerfull). (bind button4)
Ability: Directed Energy Modulation - Star Trek Online Wiki
Ability: Cannon: Rapid Fire - Star Trek Online Wiki
4. On 4-3 km hit THY1 + fire Torpedo (tricobalt slow but very powerfull)...my torpedo is buffed with high yield and target front shield dont exist anymore after first attack. (bind on middleclick)
Ability: Torpedo: High Yield - Star Trek Online Wiki
Tricobalt Torpedo Launcher - Star Trek Online Wiki
5. After my ""start strike"" still keeping target in 180 deg active arc on 3-4-5 km with few trick Evasive Maneuvers+reverse engine (sounds familiar to CF pilots) it very very fast turning. (manual activation).
Ability: Evasive Maneuvers - Star Trek Online Wiki
In that segment i lose my defenive bonus (movement defensive bonus) and my buff for weapon and shield power is on end (maybe i have more 1-2 sec on 125 power weapon and shields).
Time is to finish fight "second buff strike". Keys 1,2,3 binded.
key 1 => TT1 + TSS2 (TT1 start cooldown my ST1 on 15 sec) ... Tactical team give me again boost for my weapon and some deff buffs.
Ability: Tactical Team - Star Trek Online Wiki
Ability: Transfer Shield Strength - Star Trek Online Wiki
key 2 => EPtW1 + RSPolarity1 (with redistribute shield powers...obligatory chain due RSP1 regenerate only one part of shield)...EPtW1 is still on cooldown from "start strike 1." but is very close to activation 2-3-4 sec.
Ability: Emergency Power to Weapons - Star Trek Online Wiki
Ability: Reverse Shield Polarity - Star Trek Online Wiki
key 3 => EPtW1 (second copy) + Shield battery...put back shield power on 125 and on key 3 and key 2 i have weapon power chain booster.
eg. When start EPtW1 activate CD is 45 sec on first copy, second copy have 15 sec CD. I that way i have always weapon power on 125 when w8ing for EPS Power Transfer3 (2 min CD) also DEM3+CRF1 is devastating on 125 weapons.
Ability: Emergency Power to Weapons - Star Trek Online Wiki
Shields Battery - Star Trek Online Wiki
(keys 2,3+middle click spamer xD)
All this 1.2.3.4.5. combo is hapening in first 10-20 sec of fight. Later in fight i use some diferent combo due CD.
I kill Borg sphere with that combo in 15-20 sec no problem.
AND i want to say it is not uberWIN exploit combo this is only logic eng.combo!!!
There is other my buffs:
AtS2 Ability: Auxiliary to Structural - Star Trek Online Wiki
ET3 Ability: Engineering Team - Star Trek Online Wiki
EW3 Ability: Miracle Worker - Star Trek Online Wiki
NI Ability: Nadion Inversion - Star Trek Online Wiki
EF Ability: Engineering Fleet - Star Trek Online Wiki
BI Ability: Brace for Impact - Star Trek Online Wiki
RS Ability: Ramming Speed - Star Trek Online Wiki
FS Ability: Fleet Support - Star Trek Online Wiki
AS Ability: Abandon Ship - Star Trek Online Wiki lol never use..die with stile
Also for fleet members i can train Boff (bridge officers) to:
Lt. Commander Engineering Station:
Ability: Emergency Power to Weapons - Star Trek Online Wiki III
Ability: Emergency Power to Shields - Star Trek Online Wiki III
Ability: Emergency Power to Engines - Star Trek Online Wiki III
Ability: Engineering Team - Star Trek Online Wiki III
Commander Engineering Station:
Ability: Directed Energy Modulation - Star Trek Online Wiki III
Ability: Extend Shields - Star Trek Online Wiki III
end of Bambi tutorial.
edit:
also for boosting ship power player can use certain doffs and boffs (efficeint space trait) etc etc i have two human doff =>incrase some hull healing etc