I don't like the sound of how they are going to do the new ground skills. I will hold back on any harsh critisim until I actually see how it works but I am going to express some concerns about it after reading blog #24. If I read right the skill points are going to be divided up to where only so many can be spent on space based skillls and so many can be allotted to ground skills. 75% Space 25% ground is the formula that was given.
One problem I have with it, it could take all the diversity away from the game. A lot of people like to have some uniqueness with their characters and not just in looks but abilities too. Afterall in the real world we are not all world class athletes, professional race car drivers, or master craftsmen. Some are better at certain skills/abilities than others but that's ok because its this diversity that defines us. STO players like to see this defined in their characters by having the power to arbitrarily assign skill points to where they think they should go.
I understand the reasoning behind this - As stated in the blog - "This change is being made to help prevent players from putting all their points into space skills, and then not being effective on the ground (or vice versa). It also helps make PvP more accessible to casual players by leveling the skill point playing field -- players who split their skills because they play ground and space could not compete with a player who put all their points into space or ground alone." PvP demands a level playing field to work properly and its the reason in most MMO's powers and abilities are nerfed.
Another problem I have with this is they will be sacrificing the PVE and roleplayers gameplay/experience for the sake of PvP. Is it worth it? Lets take a look at some facts. PvP'ers like to scoff at the PVE and RP crowd (guilty of it myself) but it's a fact they are the people who keep the game going. The game can survive without PvP but it can't without PVE or RP content. I will back this fact with sound evidence that everyone who has played has been witness to. For the longest time (1 1/2yrs maybe) the PVP queues have been empty, there maybe a little action from the Lt to LT Comm level but after that it dwindles down to zero action. That is absolute proof of that the game can survive without PvP because it "has" already done so. Anyone who logs on has been a witness to this fact. So the reverse Spock anthem is being used, the needs of the few are out weighing the needs of the many.
Can PvP be balanced and still keep the diversity for the PVE and RP folks? Of course it can! One of the suggestions I made awhile back was to create a stripped down version of PvP in addition to what we already have. It would consist of visiting a armory for ground or shipyard for space before the match begins where you have a pick of just standard equipment to use. Also you would be limited to weapons, shields, impulse engines, deflector, class rank abilities, and consumables, no bridge officers or consoles. For ground you're limited to consumables, common equipment and rank abilities. They could instill a flat skill rate too to accompany this. The reason I came up with this Idea was because of the only action you see in the PvP queues are at the lower levels where there is less equipment and less complication of builds suggesting people enjoy that more. It may not be the best Idea but it's better than nerfing things. It would take more work this way but if it keeps the subscribers then you do what you got to do.
If they decide to keep things as they are I suggest implimenting a way for VA's & LG's to get more skill points to diversify their characters. Come up with some very difficult mission they can run to earn the points, limited the number times they can run the missions and if they fail all the attempts then they don't get anything.
Foresight is always better than hindsight and since not everyone participates on the Test Server. A good Idea would be for Cryptic to send an email out to all its player base, that they can reply back to, outlining any changes they're thinking of making. The feedback and suggestions from these would be extremely helpful to the Cryptic team. I've been in business for over 20yrs and it is a good Idea to listen to what your customers want and not do what you think is best.
Ok, after having logged on yesterday and trying out the new restricted skill tree I have to say it wasn't near as bad as I imagined it to be. The fact is I ended up with the same skill spread as I had before. So Cryptic served me a big helping of crow. I'm not one who is afraid to admit when he is/was wrong so I basted the critter and with with a grimace swallowed each bite.
I still believe Cryptic should create a set of missions where VA's & LG's can earn more skill points and exceed the skill point limit restrictions. Make these missions very difficult (Elite) and available to run only 3 times a year. Make them a mixture of space/ground missions with a mixture of solo/team play, (1 solo space mission, 1 solo ground mission, 1 team space mission, 1 team ground mission.) They also need to be do or die, I.E.. if you fail a mission you don't get any skill points and you can't run it again with the character you failed it with. They need to be against a common enemy so the missions can be co-ed like the STF's, Undine would be a good choice, (I'm bored fighting the Borg).
I haven't found it bad and even gained a little to spread around my space skills more (first test pass).
What I still dislike is not knowing what a skill actually does ingame or what benefit ranking a skill up gives me.
For example Electro-plasma systems, it says it helps with power flow rates - but how effective is it? Will I see the old EPS flow regulator mk11 levels of over a 100% for skilling it to 9?
on first pass this is what I came up with for my Tac/KDF/BoP
Tier 1
Attack pattern: 9
SS Weapons training: 9
Driver coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon Proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat Specialist: 5
PS generator: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced tactics: 3
Combat Armor: 3
And I have points left to spend.
I sure that once more info on what skills are effective and which ones are just window dressing or SP traps, this set-up can be changed for the better and be an effective idea for a build.
I haven't found it bad and even gained a little to spread around my space skills more (first test pass).
What I still dislike is not knowing what a skill actually does ingame or what benefit ranking a skill up gives me.
For example Electro-plasma systems, it says it helps with power flow rates - but how effective is it? Will I see the old EPS flow regulator mk11 levels of over a 100% for skilling it to 9?
on first pass this is what I came up with for my Tac/KDF/BoP
Tier 1
Attack pattern: 9
SS Weapons training: 9
Driver coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon Proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat Specialist: 5
PS generator: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced tactics: 3
Combat Armor: 3
And I have points left to spend.
I sure that once more info on what skills are effective and which ones are just window dressing or SP traps, this set-up can be changed for the better and be an effective idea for a build.
I agree it would be helpful to see what the actual benefits are if any. I truly hope there are no skills that are window dressing or SP traps, all should benefit in some way or be done away with.
The post 80/20 split revision.
296000 space
70000 ground
My Skilled points Tac/KDF (first attempt- post 80/20 split)
Tier 1
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 8
Weapon proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat specialist: 5
PS generators: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 8
SS Impulse Thrusters: 9
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat Control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
And a idea I plan to test later today based on the belief that some skills are useless (no ingame effect), thus allowing for a wider spread - if it hits the minimum requirements for ground.
My Skilled points (2nd attempt Tac/KDF - disregarding certain skills as useless and accenting highlighted skills)
296500 space
69500 ground
Tier 1 (1000)
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0 SS Batteries: 9 (should gain max duration 20 seconds)
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon proficiency: 9
Tier 2 (1500)
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structural Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9 (pl25/+16 pl50/+11 pl70/+6) SS Power Insulator: 6
SS Shield systems: 9
Combat specialist: 5
PS generators: 6
Tier 3 (2000)
SS Maneuavers: 9
SS Target systems: 9 SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6 (50power: 4.1 turn 27.93 speed)
SS Warp Core Potential: 9 (+5 all power)
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4 (2500)
SS Stealth: 0 SS Threat Control: 0
SS Engine Performance: 6 (+9 bonus)
SS Hull Plating: 6
SS Shield Performance: 6 (+9 bonus) SS Inertial Dampeners: 4
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5 (3000) SS Energy Weapon Specialization: 0 SS Projectile Weapon Specialization: 0
SS Armor Reinforcments: 6 SS Auxillary Performance: 6 (+9 bonus) SS Weapons Performance: 6 (+9 bonus)
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
Of course I have no idea if Inertial Dampners or Power Insulators are effective at what they are designed to do and that SS Weapon/Projectile Specialization, SS Threat Control and Electro-plasma Systems currently don't do anything or offer enough bonus to be skilled.
The post 80/20 split revision.
296000 space
70000 ground
My Skilled points Tac/KDF (first attempt- post 80/20 split)
Tier 1
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 8
Weapon proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat specialist: 5
PS generators: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 8
SS Impulse Thrusters: 9
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat Control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
And a idea I plan to test later today based on the belief that some skills are useless (no ingame effect), thus allowing for a wider spread - if it hits the minimum requirements for ground.
My Skilled points (2nd attempt Tac/KDF - disregarding certain skills as useless and accenting highlighted skills)
296500 space
69500 ground
Tier 1 (1000)
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0 SS Batteries: 9 (should gain max duration 20 seconds)
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon proficiency: 9
Tier 2 (1500)
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structural Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9 (pl25/+16 pl50/+11 pl70/+6) SS Power Insulator: 6
SS Shield systems: 9
Combat specialist: 5
PS generators: 6
Tier 3 (2000)
SS Maneuavers: 9
SS Target systems: 9 SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6 (50power: 4.1 turn 27.93 speed)
SS Warp Core Potential: 9 (+5 all power)
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4 (2500)
SS Stealth: 0 SS Threat Control: 0
SS Engine Performance: 6 (+9 bonus)
SS Hull Plating: 6
SS Shield Performance: 6 (+9 bonus) SS Inertial Dampeners: 4
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5 (3000) SS Energy Weapon Specialization: 0 SS Projectile Weapon Specialization: 0
SS Armor Reinforcments: 6 SS Auxillary Performance: 6 (+9 bonus) SS Weapons Performance: 6 (+9 bonus)
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
Of course I have no idea if Inertial Dampners or Power Insulators are effective at what they are designed to do and that SS Weapon/Projectile Specialization, SS Threat Control and Electro-plasma Systems currently don't do anything or offer enough bonus to be skilled.
Have you delved into the ground skills much? I'm not so sure some of those are as useful as they sound either.
Have you delved into the ground skills much? I'm not so sure some of those are as useful as they sound either.
Nope not really, haven't delved into ground as I have no experience with ground pvp.
Well, it turns out the Electro-Plasma systems works better than advertised witha maxed rank score of 209% (10.1/second) transfer rate and should be considered a useful skill.
SS Energy/Projectiler specialization, when skilled, does seem to increase the amount of Critical hits one does get even if it doesn't give a proper % score.
Power insulator and Inertial dampners seem useful for offsetting Drain and Stuns fairly well, but do nothing to offset holds. Of course that is a visual observation as I have no way to crunch numbers on these two skills.
Otehrwise its all up to the belief of the user on wether any skill is useful.
It was only a Nerf to Space and only with certain builds. Namely it is a nerf against all Science Ships being able to also deal decent damage and turn well while still being good at E-War. It is a boost to ground in pretty much every fashion. Fewer skills that cover a lot more and more useful things on ground including boosting your HP values.
Are these point investments pretty universal? Or would it be different based on the ship and/or class?
I'm trying to optimize a KDF Science Officer (Medic - dedicated heal), but I also have a Guramba. I can't seem to crank out as much damage or TSS as well for others.
Edit: I haven't tried your set-up. Got 4 respect tokens, and I'm about to use them.
Are these point investments pretty universal? Or would it be different based on the ship and/or class?
I'm trying to optimize a KDF Science Officer (Medic - dedicated heal), but I also have a Guramba. I can't seem to crank out as much damage or TSS as well for others.
Edit: I haven't tried your set-up. Got 4 respect tokens, and I'm about to use them.
I'd suggest if you haven't done so yet is push into getting attack patterns a minimium of two ones i like to use are omega and delta. They both offer a defense bonus as well as higher dps for their duration and can be combined with your sensor scan. The one issue with delta is only to use it when you need defense and being actively targeted. As well remember your TSS and skills like it are auxillary based as well. Auxillary battiers can come in handy.
Comments
I still believe Cryptic should create a set of missions where VA's & LG's can earn more skill points and exceed the skill point limit restrictions. Make these missions very difficult (Elite) and available to run only 3 times a year. Make them a mixture of space/ground missions with a mixture of solo/team play, (1 solo space mission, 1 solo ground mission, 1 team space mission, 1 team ground mission.) They also need to be do or die, I.E.. if you fail a mission you don't get any skill points and you can't run it again with the character you failed it with. They need to be against a common enemy so the missions can be co-ed like the STF's, Undine would be a good choice, (I'm bored fighting the Borg).
What I still dislike is not knowing what a skill actually does ingame or what benefit ranking a skill up gives me.
For example Electro-plasma systems, it says it helps with power flow rates - but how effective is it? Will I see the old EPS flow regulator mk11 levels of over a 100% for skilling it to 9?
on first pass this is what I came up with for my Tac/KDF/BoP
Tier 1
Attack pattern: 9
SS Weapons training: 9
Driver coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon Proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat Specialist: 5
PS generator: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced tactics: 3
Combat Armor: 3
And I have points left to spend.
I sure that once more info on what skills are effective and which ones are just window dressing or SP traps, this set-up can be changed for the better and be an effective idea for a build.
I agree it would be helpful to see what the actual benefits are if any. I truly hope there are no skills that are window dressing or SP traps, all should benefit in some way or be done away with.
The post 80/20 split revision.
296000 space
70000 ground
My Skilled points Tac/KDF (first attempt- post 80/20 split)
Tier 1
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0
SS Batteries: 0
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 8
Weapon proficiency: 9
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9
SS Power Insulator: 0
SS Shield systems: 9
Combat specialist: 5
PS generators: 9
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 8
SS Impulse Thrusters: 9
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4
SS Stealth: 0
SS Threat Control: 7
SS Engine Performance: 0
SS Hull Plating: 6
SS Shield Performance: 0
SS Intertial Dampeners: 0
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5
SS Energy Weapon Specialization: 9
SS Projectile Weapon Specialization: 9
SS Armor Reinforcments: 6
SS Auxullary Performance: 0
SS Weapons Performance: 0
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
And a idea I plan to test later today based on the belief that some skills are useless (no ingame effect), thus allowing for a wider spread - if it hits the minimum requirements for ground.
My Skilled points (2nd attempt Tac/KDF - disregarding certain skills as useless and accenting highlighted skills)
296500 space
69500 ground
Tier 1 (1000)
SS Attack patterns: 9
SS Weapons training: 9
Driver Coil: 0
SS Batteries: 9 (should gain max duration 20 seconds)
SS Hull Repair: 9
SS Flow Capacitor: 0
SS Shield Emitters: 9
Grenades: 7
Weapon proficiency: 9
Tier 2 (1500)
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structural Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 9 (pl25/+16 pl50/+11 pl70/+6)
SS Power Insulator: 6
SS Shield systems: 9
Combat specialist: 5
PS generators: 6
Tier 3 (2000)
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 0
SS Impulse Thrusters: 6 (50power: 4.1 turn 27.93 speed)
SS Warp Core Potential: 9 (+5 all power)
SS Graviton Generators: 0
SS Particle Generators: 0
Special Forces: 6
Threat Control: 0
Tier 4 (2500)
SS Stealth: 0
SS Threat Control: 0
SS Engine Performance: 6 (+9 bonus)
SS Hull Plating: 6
SS Shield Performance: 6 (+9 bonus)
SS Inertial Dampeners: 4
SS Sensors: 0
Squad Command: 5
Willpower: 5
Tier 5 (3000)
SS Energy Weapon Specialization: 0
SS Projectile Weapon Specialization: 0
SS Armor Reinforcments: 6
SS Auxillary Performance: 6 (+9 bonus)
SS Weapons Performance: 6 (+9 bonus)
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Tactics: 0
Combat Armor: 0
Of course I have no idea if Inertial Dampners or Power Insulators are effective at what they are designed to do and that SS Weapon/Projectile Specialization, SS Threat Control and Electro-plasma Systems currently don't do anything or offer enough bonus to be skilled.
Have you delved into the ground skills much? I'm not so sure some of those are as useful as they sound either.
So, nerf? Unless you're a Borg NPC, not really, no.
Nope not really, haven't delved into ground as I have no experience with ground pvp.
Well, it turns out the Electro-Plasma systems works better than advertised witha maxed rank score of 209% (10.1/second) transfer rate and should be considered a useful skill.
SS Energy/Projectiler specialization, when skilled, does seem to increase the amount of Critical hits one does get even if it doesn't give a proper % score.
Power insulator and Inertial dampners seem useful for offsetting Drain and Stuns fairly well, but do nothing to offset holds. Of course that is a visual observation as I have no way to crunch numbers on these two skills.
Otehrwise its all up to the belief of the user on wether any skill is useful.
Graham Chapman from Monty Python as the character Yellowbeard from the movie Yellowbeard.
I'm trying to optimize a KDF Science Officer (Medic - dedicated heal), but I also have a Guramba. I can't seem to crank out as much damage or TSS as well for others.
Edit: I haven't tried your set-up. Got 4 respect tokens, and I'm about to use them.
You haven't seen Yellowbeard?!?!?:eek:
Go rent now!
I'd suggest if you haven't done so yet is push into getting attack patterns a minimium of two ones i like to use are omega and delta. They both offer a defense bonus as well as higher dps for their duration and can be combined with your sensor scan. The one issue with delta is only to use it when you need defense and being actively targeted. As well remember your TSS and skills like it are auxillary based as well. Auxillary battiers can come in handy.