After improving DPS, the other big question newer players have about ship builds is "How do I stop exploding so much?"
The great thing about survivability is that there are so many ways to increase it. And I don't just mean that there's a lot of gear or traits or whatever to choose from, but that there are so many mechanics in the game that are related to survivability that any endgame ship (T5U and T6) can be made reasonably durable in advanced PVE content.
This guide is more about concepts that lead to survivability than it is about specific gear, traits, or skills, to help you think about the different things you could be doing to stay alive instead of just stacking more Neutronium Alloy consoles.
I divided those concepts into four main headings:
hull,
shields,
piloting, and
offense as defense, and I provided examples for each. The examples are generally the most popular and effective skills, gear, or traits you can use. Feel free to add more ideas to this thread since there's no way I could mention everything.
If your ship is exploding too much, come up with a plan that involves many different forms of defense instead of stacking up on one or two since many of these involve diminishing returns and trade-offs with other things you might like.
Last, know that your ship will blow up sometimes. This is just the way STO is. Don't let the untimely demise of your entire crew take away from enjoying the game.
HullYour hull is your HP in space. If it gets to 0, you explode, so it's a good place to start.
1. Increase max HPMore HP means that it takes longer to get you to 0 HP.
ExamplesStructural Integrity (Skill tree):
One person estimates that 9 points into this skill gives you 30% more HP, although those last 3 points don't help that much.
Bioneural Infusion Circuits (Lobi console): A popular Lobi console for its boost to critical severity, this console also boosts Structural Integrity.
Armored Hull (Starship Mastery): Available on cruisers, this boosts HP by 10%.
Auxiliary Power Configuration - Defense (Nukara reputation trait): Increases hit points based on your auxiliary power.
2. Hull healsDoubling your HP just means it'll take twice as long to shoot you down. Heals, though, mean you could live forever.
ExamplesHull Repair (Skill tree): 9 points here doubles your passive hull healing rate and gives a 50% bonus to boff skills that heal your hull.
Regenerative Integrity Field (Universal console): AKA "the Kobali console," a free console from the 2015 anniversary event ship that provides a big heal, more heals over 20 seconds based on your damage output, and a boost to other hull healing skills.
Energy Refrequencer (Reputation trait): Iconian reputation trait that turns your outgoing damage into a hull heal. According to my parser, this and the Kobali console are the 2 best hull heals I have, but its effectiveness is based on your damage output.
Biotech Patch (Trait): This trait is from the Undine lockbox and boosts hull healing by 20%.
Techie (Trait): This trait is selectable for several races and boosts your Hull Repair skill. It's less effective than Biotech Patch.
Auxiliary to Structural Integrity Field (Boff skill): A nice heal based on your Auxiliary Power level with a short, 15-second cooldown (don't slot more than 1 copy). Despite its name, it doesn't take power away from your Auxiliary Power.
Engineering Team (Boff skill): Another nice heal, but not tied to your Auxiliary Power. Also repairs disabled subsystems.
Hazard Emitters (Boff skill): More on this below, but this provides a small heal over time based on your auxiliary power.
3. Damage ResistanceDamage resistance rating (like the "+40 plasma damage resistance rating" on a console) and damage resistance (DR) are 2 different things. Your damage resistance rating (DRR) is summed for a certain energy type and then plugged into an
equation that has diminishing returns to produce a percentage of damage that will be deducted from every hit you take of that energy type. The maximum DR you can get is 75%, but only if your DRR approaches infinity.
That's not to say that it isn't useful. Lowering incoming damage by, say, 25% goes a long way to making your ship survive. The trick here is not to go too far, to test (in space but not sector space) how much your DR increases with each thing you change and then decide if it's worth it.
ExamplesHull Plating (Skill tree): Increases DRR to all energy types. It's hard to say how much DR it provides because that depends on your other sources of DR (because of the diminishing returns). If you have nothing else, 3 points here will give you 7.2% DR and 9 points gives you 12.4%.
Armor Reinforcements (Skill Tree): Same as Hull Plating, but for kinetic (torpedo and mine) damage.
Enhanced Hull Plating (Starship mastery): Available on cruisers, this gives a DRR boost equivalent to 1 Neutronium Alloy console.
Auxiliary Power Configuration - Defense (Nukara reputation trait): Increases all-energy and kinetic DRR based on your auxiliary power.
Auxiliary to Structural Integrity Field (Boff skill): This heal also gives a 10-second boost to DRR.
Hazard Emitters (Boff skill): This also boosts DRR.
Polarize Hull (Boff skill): Provides a big boost to DRR as well as tractor beam immunity.
Attack Pattern Omega (Boff skill): Provides a moderate boost to DRR, as well as other boosts to offense and defense.
Neutronium Alloy and
Fleet Neutronium Alloy consoles (exchange, crafting, random drops; Fleet Dilithium Mine): These consoles boost DRR to all energy types and kinetic damage. I wouldn't recommend using too many because of the diminishing returns involved in calculating damage resistance and because most builds already have lots of other sources of damage resistance (see above).
Temporal Insight (Starship trait): Provides 100% DR after using a heal. There are a few other "you just can't die for a few seconds" abilities in the game now.
4. DoT and Debuff cleansingSome enemies (especially the Borg) can apply a Damage over Time (DoT) to you that can really eat away at your HP. Others can apply debuffs like Attack Pattern Beta to you to lower your DR. Know how to counter these and survive longer.
ExamplesHazard Emitters (Boff skill): Hazard Emitters clears "hazard debuffs," which include the Borg DoTs, the Borg shield neutralizer, Eject Warp Plasma, and plasma fire. If something is doing X damage to you each second and it's not from being shot at, HE will usually remove it.
Tactical Team (Boff skill): Removes tactical debuffs like Attack Pattern Beta and boarding parties. Also distributes your shields to the side taking damage.
Science Team (Boff skill): Removes science debuffs like confuse or that thing the Voth use that stops you from moving. Also provides a shield heal.
Engineering Team (Boff skill): Removes engineering debuffs and subsystem shut-downs. Getting your shields back up if they get knocked offline helps you to survive.
5. Temporary HPThere are a few ways to get bonus HP that's not a heal. This is nice because you can use this even if you're at 100% HP, but DR doesn't apply to temporary hit points (so they get consumed quicker).
ExamplesAttack Pattern Expertise (Pilot specialization skill): Gives you temporary HP when you use attack patterns beta, omega, delta, and lambda (not alpha).
ShieldsShields protect your hull. Since torpedoes do 75% less damage to shields than to your hull, it's a good idea to keep your shields up as much as possible.
6. Shield capacityIncreasing your shield points means that they'll be taken down more slowly.
ExamplesShield Systems (Skill tree): Increases your shield capacity.
Covariant shields, [cap] mod (Gear): These shields have a higher capacity than others.
Advanced Shield Systems (Starship mastery): Gives 10% more shield hitpoints.
Field Generator (Science console): Increases shield capacity by a certain percentage.
Auxiliary Power Configuration - Defense : Increases shield capacity based on auxiliary power level.
7. Shield healsCurrently, even if you have enormous shields, they will come down when fighting against certain enemies like the Borg and the Terrans. Heals are how you get them back up.
ExamplesShield Emitters (Skill tree): Gives a bonus to shield repairs and to your passive regeneration.
Shield power (Subsystem): Increases shield regeneration rate. Your tooltip regeneration rate is based on 50 shield power. This rate is doubled at 75, tripled at 100, and quadrupled at 125 shield power.
Transfer Shield Strength (Boff skill): A science skill that applies a large heal, then a 15-second heal over time, and also a reduction in damage to shields.
Science Team (Boff skill): Applies a shield heal and clears science debuffs.
Tactical Team (Boff skill): This isn't technically a shield heal, but it rebalances your shields to the side taking damage. If that's only one facing, you effectively quadrupled your shields there.
Emergency Power to Shields (Boff Skill): Increases shield power and applies a shield heal.
Shield Absorptive Frequency Generator (Universal console): From the Valdore Heavy Warbird (t3 Romulan ship), this console regenerates your shields based on your damage output. It's the biggest heal in the game, and turns up in my parser as a large part of all the healing that happened in the round (of course, most of that healing happens to full shields, but it's nice to have full shields!).
Enhanced Shield Distribution (Iconian space set bonus): The 2-piece bonus from the Iconian shield/deflector/engine/core set turns Distribute Shields into a large shield heal.
Reactive Shield Technology (Starship mastery): Increases shield regeneration.
8. Shield ResistanceThis reduces the damage your shields take, like DR does for your hull above. There are fewer shield resistance sources out there, though.
ExamplesEmergency power to shields (Boff skill): This also applies a reduction to shield damage.
Transfer Shield Strength (Boff skill): Heals shields and adds shield damage resistance.
Various mods on shields (Modifiers): The shield you use may already have some resistance to energy damage in it, or to some specific energy type.
Reactive Shield Technology (Starship mastery): Reduces damage to shields by 5%.
9. Reduce bleed-throughDamage coming in gets divided to your hull and your shields. Your shields, if they're up, take 90% of the damage and the hull takes 10%, and then resistances get applied to each. Reducing bleed-through means your hull takes less damage.
ExampleResilient shields: These divide incoming damage differently: 90% is taken by the shields, 5% by the hull, and 5% gets discarded.
Piloting10. Defense (aka dodging)Defense is used to determine an attacker's chance of hitting you when they shoot. More defense means you get hit less.
And this is actually a big deal. My engineering toon in his Nandi gets hit 60% of the time he's shot at; 75% when he's in his cruiser (Arbiter). That's a 25% or 40% reduction in damage coming in before damage resistance is applied to it.
ExamplesMoving at full throttle (Player action): Go to space, look at your stats under the "Defense" heading, and you'll see your defense go up depending on your throttle. Your actual speed determines this, so faster ships get hit less. Obviously this can be a problem when it comes to keeping your target in your firing arc, but moving even a little can help.
Starship Maneuvers (Skill tree): Bonus defense just from speccing here that you get even if you're not moving.
Attack Pattern Omega (Boff skill): Gives bonus defense and a speed boost.
Elusive (Trait): A racial trait that you might have that gives bonus defense.
Evasive Maneuvers (Captain skill): Makes you move lot faster and gives bonus defense on top of that.
Tactical Maneuvers (Starship mastery): Bonus defense.
11. Avoiding stuffIt may seem silly and really basic, but if you pay attention to hazards like Eject Warp Plasma and warp core explosions, you will live longer.
ExamplesAdjust camera and zoom settings (Player options): Switching to a different camera setting (Options>Controls) or zooming out (page-down) can help you to see more of what's around you.
Never fully stop (Player action): There's a small amount of time between when you raise that throttle above 0 and when you actually start moving.
Stay 2 to 3km away from enemies (Player action): To stay safe from warp core explosions.
12. Running awayYou might just need to run away and heal for a minute.
ExamplesEvasive Maneuvers (Captain skill): Move really fast and get away!
Deuterium burn (Item): Like a second Evasive Maneuvers.
Battle Cloak (Starship ability): They can't hit you if they can't see you. Only KDF and Romulan captains can access this on certain ships.
Tactical retreat (Starship trait): Trait from the Year of Hell lockbox or the Faeht Intel Warbird that makes you untargetable and move really fast if you're at low HP.
Offense as Defense13. Kill things fastWhen I was new to the game, the battles that were the most frustrating, the ones where I would die a lot, were the ones that dragged on for a long time. Killing things fast means they can't hurt you.
ExamplesSee my
guide on increasing damage output.
14. Area of Effect (AoE) attacksMany enemies will release a lot of spam - carrier pets, platforms, turrets, targetable torpedoes and mines, etc. AoE attacks can destroy these things before they get to you.
ExamplesFire At Will (Boff skill): It's the most effective way to shoot a little bit at everything while increasing your damage to your main target. Tractor beam mines and Tholian web orbs don't stand a chance.
Cannon Scatter Volley (Boff skill): Hit everything within a small cone around your target. You can hit its targetable torpedoes and carrier pets with this.
Plasma Shockwave (Singularity Core ability): Hit everything around you a little bit. It's not enough to kill carrier pets, but this can take out torpedoes and mines.
Tractor Beam Repulsors (Boff skill): Fires a pulse of exotic damage at 3 targets every second for 10 seconds in all directions around you.
15. Weapons power drainWeapons power determines how much damage energy weapons do. If you can cut an enemy's weapons power in half, its energy weapons will do half the damage they normally would.
ExamplesPlasmonic Leech (console): From the Vandal Destroyer or the Tal Shiar lockbox, this console takes a little of the enemy's subsystem power and gives it to you. It's buffed by the flow capacitors skill.
Tyken's Rift (Boff skill): AoE hazard that drains enemies' power (also buffed by flow capacitors).