I'd like to choose omega weapon proficiency but am currently maxed out at 99 on that skill rank.
Does anyone know if this would push the skill up to 129 or if the 99 is a maximum cap?
Should've checked on tribble whilst I had the chance
I'm going with the Critical Chance and the Health Regen from the Omega Reputation. Because increased chance at criticals to me is more viable than a raw increase in shields and weapons.
I mostly operate in space, so that's the start of my thought process right there. Might go for criticals since as a cruiser pilot, I don't usually have to worry too much about shields unless I'm doing something wrong. Haven't even started thinking along these lines with my alts, though.
I wonder if someone at Cryptic was really into XCOM during S7's development? The new Reputation skills are structured almost exactly like XCOM's soldier specialization. Granted, XCOM is hardly the first to do that, but it is one of the most recent examples.
They all seem equally worthless, meh @ passive stats.
If you had to code something easier than changing a few numbers around, what would it be, because I can't think of anything
Most npcs I fight blast my shields first round they fire and I don't rely on crit hits to get the job done.
The bug spray > reputation passives
1) it's free
2) no cooldown
3) has an animation
My advice to people though is to go with either dps or tanking purely, so if you pick the shield ones pick everything that works with shields and vice versa, not that you will feel or see any marginal difference
I mostly operate in space, so that's the start of my thought process right there. Might go for criticals since as a cruiser pilot, I don't usually have to worry too much about shields unless I'm doing something wrong. Haven't even started thinking along these lines with my alts, though.
FYI Tier 1 and 3 are Ground, Tier 2 and 4 are Space.
FYI Tier 1 and 3 are Ground, Tier 2 and 4 are Space.
Yeah, I was happy to see it set up that way. The way they were phrasing it made it sound like each tier would make you choose between either Ground or Space skill. In that case, almost nobody would pick Ground skills since the focus of most players is Space. This way ensures you get some of both.
I'm going with the Critical Chance and the Health Regen from the Omega Reputation. Because increased chance at criticals to me is more viable than a raw increase in shields and weapons.
The only reason you'd really want to get that shield boost is if you are wanting to ground tank, and pull aggro from big baddies. Even if you don't, things like the Borg insta-pop your shields no matter HOW much you have in it. So I will probably be going with the same as you are, Azurian.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I've been fairly comfortable with my survivability, and even all the defensive options on both tracks won't stop a oneshot, so I'm probably taking the offensive options. 30 weapons skill might be boring, but not an insignificant damage boost.
The defensive skills are worthless against enemies that can drop your shields with a single shot and drop you with two more.
Increased Crit Chance and Weapons Proficiency are the only skills worth anything for any of my characters (Tac/Sci/Eng). Health regen is what Hypos/Cordrazine are for...
Some are clearly better than others and some are just so weak it is not even funny. For the most part these are what I will choose.
Romulan: 3% crit chance scales with any increase in weapon damage I gain from pretty much anywhere so it is the clear winner. +30 shield skill on ground I haven't tested personally but I would assume it comes out to like a 9% increase to me that is not worth it since on ground I typically either just die right away or never die.
Omega: Both of these options just suck IMHO. 20% health regen over a minute is not going to save my bacon just an occassional Hypo and the +30 skill is not that great of a boost either as it likely doesn't scale with weapon used and is just a flat bonus. But it will scale with my crit chance increase so it will be what I take.
Tier 2 I feel much the same way but I *might* take the 10% hull regen thanks to the borg set nerf. It will depend on how good the new sci consoles are. But in my defiant the hull regen would work out to about 70 hull HP/second which isn't great but it isn't awful either. But if I feel it isn't needed I will take the skill bonus as it will scale with mah crit bonus.
It would have been much better if they grouped the offensive and defensive abilities together on the same tier. Then it would have been a real choice as is most will just take the offensive abilities and not worry about it. Atleast until everyone complains about one shots at least.
Does anyone know by now what the +30 Omega Weapon Proficiency will do if your char is already maxed out at 99 base weapon proficiency? Would it be advisable to sacrifice a retraining voucher to reduce base weapon proficiency and gain other skill increases before choosing this option?
Some are clearly better than others and some are just so weak it is not even funny. For the most part these are what I will choose.
Romulan: 3% crit chance scales with any increase in weapon damage I gain from pretty much anywhere so it is the clear winner. +30 shield skill on ground I haven't tested personally but I would assume it comes out to like a 9% increase to me that is not worth it since on ground I typically either just die right away or never die.
Omega: Both of these options just suck IMHO. 20% health regen over a minute is not going to save my bacon just an occassional Hypo and the +30 skill is not that great of a boost either as it likely doesn't scale with weapon used and is just a flat bonus. But it will scale with my crit chance increase so it will be what I take.
Tier 2 I feel much the same way but I *might* take the 10% hull regen thanks to the borg set nerf. It will depend on how good the new sci consoles are. But in my defiant the hull regen would work out to about 70 hull HP/second which isn't great but it isn't awful either. But if I feel it isn't needed I will take the skill bonus as it will scale with mah crit bonus.
It would have been much better if they grouped the offensive and defensive abilities together on the same tier. Then it would have been a real choice as is most will just take the offensive abilities and not worry about it. Atleast until everyone complains about one shots at least.
I solo a lot and like melee, which tends to take more damage. So the durability boosts matter more.
Plus as a fleetie said last night, dying is more of an immersion breaker than not doing more damage.
These are modest but not TOO modest (I'd say slightly better than a lot of active duty DOffs) and I figure that by the time we have five or ten reps, all these ground durability passives will add up to pretty good melee tanking.
Plus, my crit and damage is already very high as a melee due to DOffs so the damage boosts are more of a drop in the bucket whereas the defensive boosts are things I couldn't get elsewhere.
I'm hoping to eventually be a pretty viable ground melee tank.
In space, I'll probably tend towards damage boosts as a Tac who flies escorts and then see what the science threat reduction consoles from the fleet embassy are like if I find I pull aggro. I did accidentally queue for Hive Onslaught in a shuttle once last night and did notice the lower threat there kept me alive surprisingly long so threat reduction may be something that interests me in space.
Does anyone know by now what the +30 Omega Weapon Proficiency will do if your char is already maxed out at 99 base weapon proficiency? Would it be advisable to sacrifice a retraining voucher to reduce base weapon proficiency and gain other skill increases before choosing this option?
My skill went from 99 to 129, and the DPS of my gun increased as well.
If i choose "Enhanced Personal Shields" in Tier I into 2nd line, at 15k XP i can choose "Precision" into 1st line of Tier 2 or i must follow the 2nd line of passives?
Hmm, I'm struggling with this. What I'd have liked ot have done is transfer my char to Tribble and see what the shield option from the rommie track means in terms of actual increase to PSG's, but it won't let me
Anyone got some numbers on how much this +30 to PSG will do to your actual PSG HP?
Went with Crit Chance and Hull Regen since my skills for the relevant passives are already at 99 and I doubt going from 99 to 129 has the same effect as going from 0 to 30.
as sci/sci i'll take every dmg boost. my kits and auxiliary power can keep me alive and i lack dmg, but..
..for pve i think the best are defensive skills
for pvp atack skills
Comments
Does anyone know if this would push the skill up to 129 or if the 99 is a maximum cap?
Should've checked on tribble whilst I had the chance
I wonder if someone at Cryptic was really into XCOM during S7's development? The new Reputation skills are structured almost exactly like XCOM's soldier specialization. Granted, XCOM is hardly the first to do that, but it is one of the most recent examples.
If you had to code something easier than changing a few numbers around, what would it be, because I can't think of anything
Most npcs I fight blast my shields first round they fire and I don't rely on crit hits to get the job done.
The bug spray > reputation passives
1) it's free
2) no cooldown
3) has an animation
My advice to people though is to go with either dps or tanking purely, so if you pick the shield ones pick everything that works with shields and vice versa, not that you will feel or see any marginal difference
FYI Tier 1 and 3 are Ground, Tier 2 and 4 are Space.
Yeah, I was happy to see it set up that way. The way they were phrasing it made it sound like each tier would make you choose between either Ground or Space skill. In that case, almost nobody would pick Ground skills since the focus of most players is Space. This way ensures you get some of both.
The only reason you'd really want to get that shield boost is if you are wanting to ground tank, and pull aggro from big baddies. Even if you don't, things like the Borg insta-pop your shields no matter HOW much you have in it. So I will probably be going with the same as you are, Azurian.
Increased Crit Chance and Weapons Proficiency are the only skills worth anything for any of my characters (Tac/Sci/Eng). Health regen is what Hypos/Cordrazine are for...
Romulan: 3% crit chance scales with any increase in weapon damage I gain from pretty much anywhere so it is the clear winner. +30 shield skill on ground I haven't tested personally but I would assume it comes out to like a 9% increase to me that is not worth it since on ground I typically either just die right away or never die.
Omega: Both of these options just suck IMHO. 20% health regen over a minute is not going to save my bacon just an occassional Hypo and the +30 skill is not that great of a boost either as it likely doesn't scale with weapon used and is just a flat bonus. But it will scale with my crit chance increase so it will be what I take.
Tier 2 I feel much the same way but I *might* take the 10% hull regen thanks to the borg set nerf. It will depend on how good the new sci consoles are. But in my defiant the hull regen would work out to about 70 hull HP/second which isn't great but it isn't awful either. But if I feel it isn't needed I will take the skill bonus as it will scale with mah crit bonus.
It would have been much better if they grouped the offensive and defensive abilities together on the same tier. Then it would have been a real choice as is most will just take the offensive abilities and not worry about it. Atleast until everyone complains about one shots at least.
I solo a lot and like melee, which tends to take more damage. So the durability boosts matter more.
Plus as a fleetie said last night, dying is more of an immersion breaker than not doing more damage.
These are modest but not TOO modest (I'd say slightly better than a lot of active duty DOffs) and I figure that by the time we have five or ten reps, all these ground durability passives will add up to pretty good melee tanking.
Plus, my crit and damage is already very high as a melee due to DOffs so the damage boosts are more of a drop in the bucket whereas the defensive boosts are things I couldn't get elsewhere.
I'm hoping to eventually be a pretty viable ground melee tank.
Personal Shield are worthless since ever stupid enemy can two or one shot it down - so not even bothering with them.
In space, I'll probably tend towards damage boosts as a Tac who flies escorts and then see what the science threat reduction consoles from the fleet embassy are like if I find I pull aggro. I did accidentally queue for Hive Onslaught in a shuttle once last night and did notice the lower threat there kept me alive surprisingly long so threat reduction may be something that interests me in space.
My skill went from 99 to 129, and the DPS of my gun increased as well.
I mean:
http://i.imgur.com/VWexg.jpg
If i choose "Enhanced Personal Shields" in Tier I into 2nd line, at 15k XP i can choose "Precision" into 1st line of Tier 2 or i must follow the 2nd line of passives?
Just asking, im a bit confuse about :P
But, there are some info from flakes or devs, or official comunication to users, that explain this in details?
Anyone got some numbers on how much this +30 to PSG will do to your actual PSG HP?
MACO Shield Mk XI
Before upgrade
PS Generator Skill @ 99
Shield HP @ 364
After upgrade
PS Generator Skill @ 129
Shield HP @ 385
Someone else will have to do the maths to work out the %
Also tried the crit upgrade. It's a flat 3% increase. Crit rate on the same character went from 2.5% to 5.5%
Commander Science, Lieutenant Commander Engineering, Lieutenant Commander Universal, Lieutenant Tactical, Ensign Science
That's approximately a 5% increase to your shield capacity, and each of the bonus skill points gives you a 0.7 unit increase in your shield capacity.
% increase = new/old x 100% = 385/364 x 100 = 105.7692...% --> +5.77% increase
Shield increase / Bonus points = (385-364)/(129-99) = 21/30 = 0.7 Shield HP per bonus skill point
Note: 'bang' per skill point is NOT a linear curve, so it may vary to someone with fewer SPs invested
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..for pve i think the best are defensive skills
for pvp atack skills
As an engineer, I feel the same way. I have no trouble regenerating shields. I want things to die faster.