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The new PVP help and ship build thread

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  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited August 2013
    its ok, but on every part i would change little things here and there, but its basically solid. but without EPtE its ability to position and escape is severely stunted though. also torps are pretty useless unfortunately, better to go with BO

    do you think if I used your " solid skill tree build, good for all cruisers and escorts "

    it would work better for a scimitar than the build in my last post ?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2013
    do you think if I used your " solid skill tree build, good for all cruisers and escorts "

    it would work better for a scimitar than the build in my last post ?

    you could use that skill setup. you proboly wont need partical gens, max out hull hitpoints instead. i should make a colection of good skill trees for specific purposes some time.

    its been a wile since i looked, but im pretty sure attack pattern boffs are one of the most expensive there is. assuming theres any even on the market anymore. damage control doffs are extreamly expensive too, but with them you could run EPtE on that ship too. specing into threat control is recommended too, at gives some resistance too. more then the specific armor skills do between 4 and 6 actually, so always put at least 3 into it, it will get you farther then 6 into energy resist.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited August 2013
    Please when you have five minutes
    please post a colection of good skill trees for specific purposes like the scimitar.

    Thank you for your info
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited August 2013
    ...specing into threat control is recommended too, at gives some resistance too. more then the specific armor skills do between 4 and 6 actually, so always put at least 3 into it, it will get you farther then 6 into energy resist.
    Based on some numbers I calculated when doing some testing on Tribble a while back, three levels in Threat Control grants about 4.9% Resistance to both Energy and Kinetic Resistances. Six levels in Hull Plating grants about 10.7%, but to Energy Resistance only. Here are the details:

    Resistances granted per level:
    Starship Hull Plating (Energy Resistance only),
    Armor Reinforcement (Kinetic Resistance only)
    L1 = +2.5% / +2.5%
    L2 = +2.4% / +4.9%
    L3 = +2.3% / +7.2%

    L4 = +1.2% / +8.4%
    L5 = +1.2% / +9.6%
    L6 = +1.1% / +10.7%

    L7 = +0.6% / +11.3%
    L8 = +0.5% / +11.8%
    L9 = +0.6% / +12.4%


    Threat Control (Both Energy/Kinetic Resistances)
    L1 = +1.7% / +1.7%
    L2 = +1.6% / +3.3%
    L3 = +1.6% / +4.9%

    L4 = +0.8% / +5.7%
    L5 = +0.9% / +6.6%
    L6 = +0.8% / +7.4%

    L7 = +0.4% / +7.8%
    L8 = +0.4% / +8.2%
    L9 = +0.4% / +8.6%


    Notes:
    - Exact buffs may vary based on existing Resistances due to Diminishing Returns.
    - The above buffs were calculated with a character that already had a base 2% Accolade Resistances at zero skills, but no other sources of resistances. So at L1 Hull Plating he had 4.5% Energy Resistance, and 14.4% at L9.
    - Adding points to Threat Control not only improves resistances, but it also increases your Threat level vs. NPCs. Irrelevant for PvP, but you'll draw more fire in PvE.
    - Starship Hull Plating and Starship Threat Control are Captain Ranked skills that cost 2,500 XP per Level. Starship Armor Reinforcements is Admiral Ranked, and costs 3,000 XP per Level.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2013
    yep, there ya go. 3 points into energy armor grants 7.2, but 3 more only gets you 3.5% more. if you use those 3 points in threat control, you get 4.9 more, and as a bonus to knetic res as well.

    if you want to commit at least 6 points to enery armor, your beter off with 3 to each, not 6 in 1.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited August 2013
    Ok your build for the scimitar so wanted it to look like this

    http://skillplanner.stoacademy.com/?build=dontdrunkimshootnewbuild_993


    With the last points in Threat Control ?
  • tarsudotarsudo Member Posts: 343 Arc User
    edited August 2013
    Ok your build for the scimitar so wanted it to look like this

    http://skillplanner.stoacademy.com/?build=dontdrunkimshootnewbuild_993


    With the last points in Threat Control ?

    Maybe (almost sure) i am wrong but... i have one question for you: If you are a Tactical captain, why do you need 6 points in Auxiliary Systems?

    I dont understand that... i understand in that space who need put any point are a science or eng captain

    Please explain me why.

    Note: I am a newbie in pvp
  • g0h4n4g0h4n4 Member Posts: 0 Arc User
    edited August 2013
    Based on some numbers I calculated when doing some testing on Tribble a while back, three levels in Threat Control grants about 4.9% Resistance to both Energy and Kinetic Resistances. Six levels in Hull Plating grants about 10.7%, but to Energy Resistance only. Here are the details:

    Resistances granted per level:
    Starship Hull Plating (Energy Resistance only),
    Armor Reinforcement (Kinetic Resistance only)
    L1 = +2.5% / +2.5%
    L2 = +2.4% / +4.9%
    L3 = +2.3% / +7.2%

    L4 = +1.2% / +8.4%
    L5 = +1.2% / +9.6%
    L6 = +1.1% / +10.7%

    L7 = +0.6% / +11.3%
    L8 = +0.5% / +11.8%
    L9 = +0.6% / +12.4%


    Threat Control (Both Energy/Kinetic Resistances)
    L1 = +1.7% / +1.7%
    L2 = +1.6% / +3.3%
    L3 = +1.6% / +4.9%

    L4 = +0.8% / +5.7%
    L5 = +0.9% / +6.6%
    L6 = +0.8% / +7.4%

    L7 = +0.4% / +7.8%
    L8 = +0.4% / +8.2%
    L9 = +0.4% / +8.6%


    Notes:
    - Exact buffs may vary based on existing Resistances due to Diminishing Returns.
    - The above buffs were calculated with a character that already had a base 2% Accolade Resistances at zero skills, but no other sources of resistances. So at L1 Hull Plating he had 4.5% Energy Resistance, and 14.4% at L9.
    - Adding points to Threat Control not only improves resistances, but it also increases your Threat level vs. NPCs. Irrelevant for PvP, but you'll draw more fire in PvE.
    - Starship Hull Plating and Starship Threat Control are Captain Ranked skills that cost 2,500 XP per Level. Starship Armor Reinforcements is Admiral Ranked, and costs 3,000 XP per Level.

    Thanks for this, this is going into my bookmarks, very very useful
    Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
    - Gohan (House of Beautiful /Sad Pandas)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2013
    Ok your build for the scimitar so wanted it to look like this

    http://skillplanner.stoacademy.com/?build=dontdrunkimshootnewbuild_993


    With the last points in Threat Control ?

    that looks like a good skill tree to me. i tend to just put 3 into weapons and aux performance though. 6 into energy armor and 6 into threat control. any of the rest into eficency and potentual
    tarsudo wrote: »
    Maybe (almost sure) i am wrong but... i have one question for you: If you are a Tactical captain, why do you need 6 points in Auxiliary Systems?

    I dont understand that... i understand in that space who need put any point are a science or eng captain

    Please explain me why.

    Note: I am a newbie in pvp[/COLOR]

    the good heals run off of aux power, its useful on everything. if i only have room for 1 battery, i slot aux batts so i can pop one before using my heals in an emergency.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2013
    g0h4n4 wrote: »
    Thanks for this, this is going into my bookmarks, very very useful

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    this and a few other links like it are in the table of contents
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited August 2013
    just one last thing, I see so many pvp builds with Starship Inertial Dampeners do you feel its needed ?
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited August 2013
    that looks like a good skill tree to me. i tend to just put 3 into weapons and aux performance though. 6 into energy armor and 6 into threat control. any of the rest into eficency and potentual

    thank you,

    feel free use it,

    Its based on ur build and I edited it with your info you posted.
  • aunvyraeaunvyrae Member Posts: 0 Arc User
    edited September 2013
    http://sto-forum.perfectworld.com/showpost.php?p=7897881&postcount=551

    I was looking for a new build to try with a KDF sci officer since they did a face lift to the KDF story arc and was really interested in Mav's x wing bop. But I'm not sure if Mav still visits these forums or not so I was wondering if this build would still be viable since LoR release and if it just needs some tweaking what would they be.

    Any help would be appreciated.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited September 2013
    Can any one please post any info about skill plans


    Aka what's the best areas to pick, the do's and dont's,
    And is its always must have to get power out of a warp core all subs hitting 125 ?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    Can any one please post any info about skill plans


    Aka what's the best areas to pick, the do's and dont's,
    And is its always must have to get power out of a warp core all subs hitting 125 ?

    ok, unless i was running something specialized that needed a strong sci skill other then flow caps, this would be my cookie cutter skill and rep setup for anything a tac captain would use http://skillplanner.stoacademy.com/?build=drunk2013_0
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited September 2013
    ...this would be my cookie cutter skill and rep setup...
    DDIS, I was surprised to see you've maxed Starship Electro-Plasma Systems skill. I didn't realize it was that useful... Would you mind commenting on that, please?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    DDIS, I was surprised to see you've maxed Starship Electro-Plasma Systems skill. I didn't realize it was that useful... Would you mind commenting on that, please?

    it directly buffs the effectiveness of EPt skills, and lets you recover from drain faster, drain like from BO.

    i would never consider not maxing it
  • chlamidiotchlamidiot Member Posts: 120 Arc User
    edited September 2013
    it directly buffs the effectiveness of EPt skills, and lets you recover from drain faster, drain like from BO.

    i would never consider not maxing it

    Also it raises the amount of "magical" energy produced by A2B. By magical I mean if you take the boost to each subsystem and add all 3 up, then subtract the amount taken from aux, you have a number representing the power created magically by the will of Garey Busey.
    -notredricky
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited September 2013
    it directly buffs the effectiveness of EPt skills, and lets you recover from drain faster, drain like from BO...
    chlamidiot wrote: »
    Also it raises the amount of "magical" energy produced by A2B... by the will of Garey Busey.
    Ah. Thank you both for the answers (and the praise to his Glory, Lord Busey, of course! lol).

    I thought it might have to do with Power Transfer Rate restoring energy faster between weapon shots and affecting DPS, which I thought was taken out years ago ... Well, the Devs had said/intended PTR removed from weapon recovery, but I've read some people's posts over the years that it still does, possibly only to a marginal degree, but does none-the-less.

    And I was wondering if that was your reason for maxing the skill.

    Good to see it's not.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited September 2013
    thank you for posting your cookie cutter tac captain skill tree
  • dalmaciusdalmacius Member Posts: 106 Arc User
    edited September 2013
    Can anyone tell me where in the folders of STO do I place the Skill Tray 7 so that it becomes active in-game? Thanks in advance...and if mailed to me in-game I would appreciate it greatly and keep it in the mail to remember you by.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    dalmacius wrote: »
    Can anyone tell me where in the folders of STO do I place the Skill Tray 7 so that it becomes active in-game? Thanks in advance...and if mailed to me in-game I would appreciate it greatly and keep it in the mail to remember you by.

    i use a key bind creating gui, it does all hard stuff for you

    http://sto-forum.perfectworld.com/showpost.php?p=6289221&postcount=6
  • bkell1977abkell1977a Member Posts: 19 Arc User
    edited September 2013
    Hi dontdrunkimshoot,

    A couple of questions about the Scimitar 2 A2B build if you don't mind answering them.

    1) What should I set the power levels to?

    2) Are there any specific key binds you use with this setup or is it just a case of using a power when needed?

    My apologies if you have already posted this info elsewhere in the thread.

    Thanks for posting the setup and skill tree, it's very generous.

    @bkel1977

    :)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    bkell1977a wrote: »
    Hi dontdrunkimshoot,

    A couple of questions about the Scimitar 2 A2B build if you don't mind answering them.

    1) What should I set the power levels to?

    2) Are there any specific key binds you use with this setup or is it just a case of using a power when needed?

    My apologies if you have already posted this info elsewhere in the thread.

    Thanks for posting the setup and skill tree, it's very generous.

    @bkel1977

    :)

    unless your useing brel tactics on a tvaro, 100/30/15/15 is stranded escortish warbird power settings, with EPtS and EPtE. on an AtB build, its always a good idea to have a key bind that dumps power into aux and shields, to help guaranty a successful cloak, no mater what AtB does to your aux levels. and a chase keybind with maxed engine power. you can set that up in the option menu though easily enough

    on all my ships, i use the keybinds here, and owe a great deal of my success to their ability to maximize my reaction time. ether for oh TRIBBLE buttons, or to set up an alpha faster then humanly possible. if you guys are constantly getting killed when you had life saving measures that if you could only have clicked faster you would have lived, then its time to make keybinds.

    that 2 AtB scimitar, and that skill tree, have created the most dangerous ship ive ever used, or really seen anyone ever use, its a monster and i love it :D
  • ekxibekxib Member Posts: 28 Arc User
    edited September 2013
    I was read "The Space Healing Compendium" from your "useful links" because i began a eng healer yesterday, i understand that the best species is Joined Trill, then i create.

    Now i will go to level up. Now I have a question, i dont have a lot of zen, in the article the best ship (than i can purchase) is the Odyssey Sci. Now, at level 40 (no zen ship) which is the best ship?

    Note1: This character will go to pvp
    Note2: If you know a good build for healer i appreciate a lot

    Thanks in advanced
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2013
    ekxib wrote: »
    I was read "The Space Healing Compendium" from your "useful links" because i began a eng healer yesterday, i understand that the best species is Joined Trill, then i create.

    Now i will go to level up. Now I have a question, i dont have a lot of zen, in the article the best ship (than i can purchase) is the Odyssey Sci. Now, at level 40 (no zen ship) which is the best ship?

    Note1: This character will go to pvp
    Note2: If you know a good build for healer i appreciate a lot

    Thanks in advanced

    I would not create any eng captain with the intended goal to use the toon for space pvp. Sorry but the amount of gear and rep grind required, in no way justifies making a toon that will not see any battle.

    This comes from a 3 year long eng player. My engs are doffing storage that's it.
  • ekxibekxib Member Posts: 28 Arc User
    edited September 2013
    :S my romm and klingon are eng... then them are useless?? why??

    I ask because both in his ship have a decent dps... then i am interesting that my new Fed Officer go to eng healer
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2013
    try a sci healer. Their cpt skills supplement healing better then eng's (healing, not necessarily tanking). And they bring the all important snb to the game.

    It would be a very long post, but hook up any pvp boot camp coach in game, or join tyler Durden or Opvp to have some teams demonstrate how sci rule, and eng are mostly dead weight.

    Until it rains brains in Cryptic HQ, starting a new space pvp eng, is a venture you are going to regret. Sci, however, will always be usefull for space pvp. Put em in a recluse and you might almost think you are an eng.

    Someone back me up here, i m jsut trying to prevent some frustration for ekxib
  • ekxibekxib Member Posts: 28 Arc User
    edited September 2013
    havam wrote: »
    try a sci healer. Their cpt skills supplement healing better then eng's (healing, not necessarily tanking). And they bring the all important snb to the game.

    It would be a very long post, but hook up any pvp coach in game, or join tyler Durden or Opvp to have some teams demonstrate how sci rule, and eng are mostly dead weight.

    Until it rains brains in Cryptic HQ, starting a new space pvp eng, is a venture you are going to regret. Sci, however, will always be usefull for space pvp. Put em in a recluse and you might almost think you are an eng.

    Someone back me up here, i m jsut trying to prevent some frustration for ekxib

    mmm, ok i wil try with your recomendation a new sci-healer captain (and delete the eng-healer)

    I have a single question: the article of "the Space Healing" is valid to a sci captain too?

    Thanks in advanced
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2013
    yes the guide applies for sci as well, in fact i found this quote on the first page of the guide.
    Having a Sci Healer on a premade team is definitely much better for your team than to have an Eng one.

    and to answer you question about the best ship. Assuming this is fed most fed cruisers make good healers, Starcruiser aka spacewhale, or my personal favorite the nebula. CC/healer builds for the nebula are in the OP.

    In the long run you want to purchase a subsapce jump console from the exchange. They are a reward box, these are very handy for sci/healers. At the time of posting, recluse carriers (the expensive lobi ship) are still the most potent healing platform in game. But even the atrox carrier can be a fun healer. Pick you poison carrier, sci-ship, or cruisers. Those are your potential healing platforms. With many good builds in the OP.
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