I'm a 500 day vet and have taken the changes to the game in stride and shown enormous patience. The change to Boff ability and cpt power scaling for f2p took some getting used to. For the most part I'm happy with the streamlining of the skill trees.
I do have issues with Eject Warp Plasma being unlocked with an eng skill "engine performance" and scaling with an unrelated sci skill, "particle generators". I swear this ability scaled with engine power prior to F2P and in ignorance I've been treating it as if it has been.
Today I discovered the truth of the matter and I think its ridiculous. It has to be near build breaking to try and fit that skill or that console into an eng/cruiser build. I dont understand the logic in the change and I'd like to see it reverted or otherwise changed.
I run EWP on virtually all my characters and the particle generators requirement isn't that build-breaking. After all some of my characters fly science vessels occasionally for certain scenarios and having excessive PartGen ranks does mean more potent 'special effects damage' when they do fly stuff that generate lots of special effects.
That's what I view particle generators to be: special effects damage. It's not mandatory but it's useful.
After experimenting with some respects I do not see any point doing the min-max thing except for certain skills benefiting accuracy, criticals and survivability so the character setups are designed to perform a variety of endgame roles without much handicap.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
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That's what I view particle generators to be: special effects damage. It's not mandatory but it's useful.
After experimenting with some respects I do not see any point doing the min-max thing except for certain skills benefiting accuracy, criticals and survivability so the character setups are designed to perform a variety of endgame roles without much handicap.
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