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Old lifer noob needs help.

vhylevhyle Member Posts: 74 Arc User
edited April 2013 in Klingon Discussion
I need some help.

I'm a Gorn Engineer, and I'm currently planning to use this build

What I don't get, is 2 days ago the ships weapons and stuff were loading but now they are not for whatever reason.

The thing I need help with is a progression plan for him, ship wise. I plan to just fly battle cruisers, his rank is 22 (commander) and I havn't really started playing him because I simply don't know what to equip on my ship, or future ships.

I confess, I got LTS way back, like soon after open beta (I think) I've been spending the zen on stuff, so I have the Dacroit (SP?) carrier-cruiser, duty offiers and stuff like that (2000+ zen left + whatever stipend i get). Anyway, I'm just trying to get back into the game so some help would be very appreciated.

I plan to use the vet reward ship at the end, or another type of battlecruiser (the 1000 day vet reward ship), but I just need help on planning the layouts of the vessels along the way.
Post edited by vhyle on

Comments

  • shurato2099shurato2099 Member Posts: 588 Arc User
    edited April 2013
    Well, looking at the build, the first thing that came to mind was that you've redlined (9 levels) a -lot- of end level engineering skills; those only get you a few percentage points more than going max yellow (6 levels). You're an Engineer, what do you actually use AUX for?

    Cruisers on the Klingon side are more maneuverable than the Feds in general, you could easily use some torpedoes on one, so you might want to reconsider not having anything in projectile weapons. You should also see about freeing up some points for weapons specializations.
  • vhylevhyle Member Posts: 74 Arc User
    edited April 2013
    If you have some time, could you help me with a build then? I was only using that cuz the build has 8 medals, so I figured it was the KDF staple :D. I have no real idea what I'm doing really, as I've forgotten everything I used to know, and lost all the links I had.

    Basically, I want to be able to tank in PVE, yet still be able to do damage (what nearly everyone wants). That's the basic jist of what I want to do. PvP I'll figure out later.

    So yeah, if you have time and don't mind, would be able to school me with a build, and advice me on what I should look out for in the ship equip department? Remember, I'm only level 22 right now.

    I know what the skills do and such, just need a build because lost is lost.
  • shurato2099shurato2099 Member Posts: 588 Arc User
    edited April 2013
    Mostly it's going to depend on how you want to do it. Beam boats are certainly viable although KDF battlecruisers are nimble enough to get facing on an enemy and use cannons and/or torpedoes as well.

    Most of what's on that build is actually pretty good, but I would debate having most of those Starship X Performance skills at 9 when there's so little difference between what you actually get out of that and a skill at 6.

    I would say drop the Engine Performance and maybe the Shield Performance down to 6, drop the Aux Performance entirely since you don't use it as an Engineer. Put those points in, at least, Starship Energy Weapon Specialization (6-ish I'd say) and then consider whether you want to use torpedoes or not. If you do, put some points into Projectile weapons.

    On the ground skills, look at your breakpoints. The skills that go with your main ground kit need to go as high as you can afford (typically Generators, Turrets and Drones). Take a hard look at Demolitions. See if you can nudge PS Generator to 9.
  • vhylevhyle Member Posts: 74 Arc User
    edited April 2013
    Ok, using this build I made the changes from the other build and they are reflected in this one. I put 3 into the proj spec because I didn't see where else to put them. So, just decided to put them in there. I thought about taking demo out completely, maxing generators, and putting the rest into proj specialist, but dunno yet.

    As for ship weapons, I'll put at least 1 torp fore all beams with a turret in the aft with the beams. I like beams and torps so I'll use those for sure.

    EDIT: Ok, I took the points out of demo entirely and put the remaining into Torp Specialist. Looks better imo, but I'd like your input as well.
  • kapla1755kapla1755 Member Posts: 1,249
    edited April 2013
    busy testing on tribble at the moment but read this:

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

    shows how much benefit you get for points put into space skill there is not one for ground that i'm aware of but i'll post something later if i get a chance ;)

    Good Hunting
    [SIGPIC][/SIGPIC]
  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited April 2013
    The link below is how I set-up my Federation engineer that run's a D'kora. While some of the skill points are probably not needed a lot, she is set-up like a Battlecruiser running turrets/cannons (all Disruptor) and works fairly well at tanking and damage.

    You could always use this as a guide for your KDF engineer. I don't use Engineers a lot but I did copy this over for my KDF engineer but haven't used her in so long thanks to the Reputation grind and it's character focus.

    The only think I might change in my build is knock the aux back and reallocate those skills to more weapon orientated skills.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=Surea_1961
    Support the Game by Supporting the KDF, equality and uniqueness for all factions!
  • vhylevhyle Member Posts: 74 Arc User
    edited April 2013
    Thank you for the advice, I will continue to use my build, with the advice that you have posted. More information is always useful, and I have a TRIBBLE load of respec tokens, so if all else fails, I have more than just one option to fall back to.

    Thank you very much for the build link, I'm going to reference it quite a bit. Thank god it has your ship weapons and boff abilities, that's one thing I've been dying to find. No one in game on the KDF side were really willing to go into that stuff, so having your build as a reference point is a huge boon for me. Thank you again Majesticmsfc.
  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited April 2013
    vhyle wrote: »
    Thank you for the advice, I will continue to use my build, with the advice that you have posted. More information is always useful, and I have a TRIBBLE load of respec tokens, so if all else fails, I have more than just one option to fall back to.

    Thank you very much for the build link, I'm going to reference it quite a bit. Thank god it has your ship weapons and boff abilities, that's one thing I've been dying to find. No one in game on the KDF side were really willing to go into that stuff, so having your build as a reference point is a huge boon for me. Thank you again Majesticmsfc.

    You're most welcome, you can also alter the BOFF powers to fit your needs and playstyle.

    On my ship weapons, I use the single cannon (which has a wider arc than dual and dual heavies) to take advantage of the Cannon Rapid Fire power, plus cannons don't zap as much energy as beams do, which is always good.

    I'm happy to provide anymore help, you are welcome to add me in-game as well if you wish to discuss the build.
    Support the Game by Supporting the KDF, equality and uniqueness for all factions!
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