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Version 6 Beta (April 18, 2016) - Thank you all for your patience and feedback during Beta testing of this Skill Planner. I've been working nearly every day to fix the bugs you mention and improve every aspect of this tool. The biggest update has been equipment. I've taken your feedback and done my best to incorporate it. I hope you enjoy what I've come up with!
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New Link
Your build has been successfully converted to version 6 and loaded! The new link for your build is
http://skillplanner.stoacademy.com/233b9c6b82869db1912b330b79c3bce9
Important! Due to the fact that version 6 is extremely different than version 5 there could be problems with the conversion of your build. I apologize for this. If you would like to look at your build in the version 5 skill planner you can do so with the link below until July 31, 2016.
Version 5 Link - Valid until July 31, 2016:
http://www.stoacademy.com/tools/skillplanner5/?build=originaldoughnutsteelv1_10374
Welcome, guest. Please Register and/or Sign In if you want to manage this new build later on.
VERSION 6 FAQ
Where are my builds?
Have no fear! If your build was saved to a link, simply visit that link and it will automatically import into version 6. You will be given a new link. If you saved it to a file, just load that file and it will automatically convert. I recommend downloading a new file afterwards.
I can't find my old build.
Not a problem. There are two ways to find it. First, if you are logged in you can go to http://stoacademy.com/account/myskills.php to see your version 5 builds. Visit the link to have it converted. Second, you can visit the Version 5 Search page and try to find your build there.
My old build didn't convert correctly.
I'm sorry about that. Version 6 is entirely different than version 5 so there may be some cases where conversions aren't perfect. Don't worry you can still visit your version 5 build. When you go through the conversion process you'll be given a new link as well as a link to the old build.
Build Notes
Right-click on a skill to view the description.
You can scroll horizontally to see additional skills
Right-click on a skill to view the description.
You can scroll horizontally to see additional skills
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Primary:
Secondary:
Specialization skills are already unlocked due to the fact that they can all be unlocked in game.
Click on a skill to view the description.
Forward March (Ground)
Increase Running Speed while Sprinting for you and all nearby teammates. |
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Communal Targeting (Ground)
Increase Expose Chance for you and all nearby teammates, allowing your team to more frequently create tactical openings. |
Lingering Exposure (Ground)
Increase Expose Duration for you and all nearby teammates, allowing your team additional time to react to these openings. |
Peripheral Coordination (Ground)
Damage dealt from flanking angles deal less damage than normal for you and all nearby teammates. |
True Aim (Ground)
Increase Exploit Damage for you and all nearby teammates, causing you to all deal more collective damage to susceptible enemies. |
Expose Weakness I (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability. |
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Expose Weakness II (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability. |
Tachyon Charges (Ground)
Your Exploit Torpedo attacks will apply an instant drain to the nearest facing of any Exposed targets' shields, in addition to their increased damage. |
Violent Detonation I (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance. |
Violent Detonation II (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance. |
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Superfluous Emitters (Space & Ground)
By redirecting energy from monitoring teammates that are not damaged, you can increase the output of your weapons. For each teammate that is near full health (or full hull capacity in space), you will receive a damage bonus. |
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Energy Signature Flux (Space)
Any incoming shield healing will grant you a short burst of defense bonus, making you more difficult to hit. Max once per 30 seconds. |
Lifesign Flux (Ground)
Any incoming shield healing will grant you a short burst of dodge bonus, making you more difficult to hit. Max once per 30 seconds. |
Restoration Harmonics (Space)
You and all nearby teammates receive additional hull restoration from all friendly sources. |
Restoration Synergy (Ground)
You and all nearby teammates receive additional health restoration from all friendly sources. |
Resilient Expose I (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. |
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Resilient Expose II (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. |
Under the Radar I (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. |
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Under the Radar II (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. |
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Achilles' Heel I (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Achilles' Heel II (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
Debilitating Weakness I (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage. |
Achilles' Heel III (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
Debilitating Weakness II (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage. |
Extrovert II (Space & Ground)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires. |
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Boost Morale I (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
Revitalize I (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
Boost Morale II (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
Revitalize II (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration. |
Resilient Power Cells I (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
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Resilient Power Cells II (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
Quick Draw I (Ground)
All of your Kit Abilities have their cooldowns reduced. |
Resilient Power Cells III (Ground)
The secondary attacks on your weaponary are more frequently available for use. |
Quick Draw II (Ground)
All of your Kit Abilities have their cooldowns reduced. |
Headshot I (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most. |
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Headshot II (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most. |
Braced Crouch (Ground)
While crouching, your health will regenerate at an increased rate. |
Follow-Through (Ground)
While sprinting, all melee attacks are increased in effectiveness. This effect lingers for a few seconds after you have finished sprinting. You must be moving to gain this benefit. |
Wrecking Ball (Ground)
Executing a tactical Roll will leave a small Spatial Mine behind. This mine ca be used to deal damage to nearby enemies. |
Juggernaut System (Ground)
Gives the ability to easily knock back nearby opponents simply by rushing into them. |
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Juggernaut Armor Plating I (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing. |
Juggernaut Shiedling I (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity. |
Juggernaut Armor Plating II (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing. |
Juggernaut Shiedling II (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity. |
Flank Protection I (Ground)
Damage dealt from flanking angles deals less damage than normal. |
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Flank Protection II (Ground)
Damage dealt from flanking angles deals less damage than normal. |
Flank Refraction I (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
Flank Refraction II (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
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Flank Refraction III (Ground)
Attackers that Flank you have a chance to be Placated for a short duration. |
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Hide Weakness I (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
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Hide Weakness II (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
Automated Reinforcement I (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline) |
Hide Weakness III (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. |
Automated Reinforcement II (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline) |
Adaptive Targeting I (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire. |
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Adaptive Targeting II (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire. |
Perception Bending (Space)
Your stealth and perception values are directly increased by your current Auxiliary Power level. |
Redundant Sensors I (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied. |
Redundant Sensors II (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied. |
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Outmaneuver Foe I (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration. |
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Outmaneuver Foe II (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration. |
Blind Sided I (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely. |
Obliterate Defenses (Ground)
This effect will leave a massive resistance debuff on your foe, increasing the damage they take from all sources. |
Blind Sided II (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely. |
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Space Flanking I (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase. |
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Space Flanking II (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase. |
Destabilized Emitters (Space)
Your projectiles gain the ability to create an opening for yourself by destabilizing the rear-facing shields of a foe. |
Shoddy Engineering (Space)
This ability grants increased Critical Severity when striking from the rear arc. |
Unprotected Systems (Space)
This ability grants increased Critical Chance when striking from the rear arc. |
Opportunistic (Space & Ground)
All your innate Captain ability cooldowns are reduced in both Ground and Space. This bonus does not affect Kits or Bridge Officers. |
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Intelligence Fleet I (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. |
Precision Offensive I (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics. |
Intelligence Fleet II (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. |
Precision Offensive II (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics. |
Maneuvering Thrusters I(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
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Maneuvering Thrusters II(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
Attack Pattern Expertise I (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them. |
Back Her Off! (Space)
Your defense and maximum speed are increased while moving in Reverse. |
Attack Pattern Expertise II (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them. |
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Eat My Dust I (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit. |
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Eat My Dust II (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit. |
Desperate Flight I (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull. |
Reckless Abandon (Space)
Activating Evasive Maneuvers now grants you brief immunity to all movement-impairing effects. |
Desperate Flight II (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull. |
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Rock and Roll (Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate. |
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All Shook Up I (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration. |
Magic Carpet Ride I (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time. |
All Shook Up II (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration. |
Magic Carpet Ride II (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time. |
Turn the Other Cheek I (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
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Turn the Other Cheek II (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
Thick of It I (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds. |
Turn the Other Cheek III (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.) |
Thick of It II (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds. |
Danger Zone (Space)
You gain a bonus to your damage output for each Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes). |
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Wing Man (Space)
You gain a bonus to your damage output for each Friend or Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes). |
Scratch the Paint (Space)
You become immune to one Warp Core Breach, as long as this is active. Being hit by a Warp Core Breach removes the effect, but it automatically refreshes after some time has passed. |
Impulse Drafting I (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active). |
Impulse Drafting II (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active). |
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Bob and Weave (Space)
When an enemy misses you in combat you take the opportunity to hit them back, right where it hurts. Critical Severity is increased for each stack of "Bob and Weave" (up to 10 max). A successful Critical Hit removes all built up stacks of this buff. |
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Lone Wolf I (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability. The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly. |
Shield Scraping I (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds. |
Lone Wolf II (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability. The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly. |
Shield Scraping II (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds. |
Logistical Support I (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
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Logistical Support II (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
Show of Force I (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons. |
Logistical Support III (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed. |
Show of Force II (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons. |
Counter-Offensive I (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
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Counter-Offensive II (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
Layered Defense I (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds. |
Counter-Offensive III (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage. |
Layered Defense II (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds. |
Diversionary Tactics (Space)
Diversionary Tactics Taunts foes within firing range into attacking you while Threatening. While not Threatening, Diversionary Tactics Placates Foes and reduces your threat generation. This Placate may break on damage. |
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Attrition Warfare I (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. |
Maneuver Warfare I (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. |
Attrition Warfare II (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. |
Maneuver Warfare II (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. |
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