Feedback is welcome, you may do with it what you wish, other than say its your own work (you may however remove references to authors), make profit with it (lol) and change it to incorrect data delibaratly and distribute it with that purposefully incorrect data.
I quickly looked through space traits (not a through analysis but one that removes any underpowered traits), here are my findings (also this was copied out of my fleet forums so targets PvE as well):
To be honest all space traits are useful (except the few below might need to be avoided) but I would reccomend picking up Elusive and if you are on a ship that does damage accurate. If you use common sense your trait selection should be fine.
Astrophysisist = bad for PvE, okay for PvP but there are better
Conservation of Energy = good if you have science damage skills like tractor beam repulsors,gravity well and photonic shockwave but you are pretty much always better off with healing abilites than those kinds meaning you won't need this trait.
I looked at the traits on Aliens (pretty sure I got them all) and a romulan, for eng, sci and tac.
You also might want to avoid the ones that debuff accuracy if you know you are not ever going to PvP, but definatly seems to be a good idea to use in PvP.
Inertial dampeners is NOT useless; not only will some people be using TBR, and so ID helps you stay in the fight, but ID also cuts the duration of stuns from PSW and tric torps. I'd recommend at least 3 points in ID (stuns cut to ~75% of original duration) for those who PvP; I actually run 9 ranks, but that's because I have points to spare.
I'd personally recommend 9 ranks in both Starship Shield Performance and Starship Auxiliary Performance for healers; those are the two systems you'll be relying on, and 9 ranks gives you +10 power to both.
WCE vs. WCP is a difficult choice, but for most people they'll likely want to max out power in one or two subsystems; in that case, points in WCP would be better than points in WCE. WCE just fills in the gaps in your subsystem power levels; WCP is more useful to boosting high-power-setting systems to the peak.
I thought Structural Integrity operated off of a %-based system (i.e. it adds more if your ship has a higher base hull); I'm not sure about this though.
What? No points in Driver Coil? BLASPHEMY! :P
Sensors is also useful for Science captains who want to use their Sensor Scan ability as a cloak-sweep; plus, with 9 ranks in sensors you usually can detect cloaked enemies that the rest of your team can't see. Its primary use is in resisting placates and confuses though.
Also good to note is that there are no +Decompilers consoles (although they do have deflectors, etc.); if people want to increase stuns, they effectively MUST spend points in Decompilers.
All torpedoes appear to have a chance to disable/kill crew. In addition, on large ships crew dies far too quickly (instead of taking the lesser of -20 or -20%, it seems to be taking the greater). That effectively reduces the efficacy of subsystem repair and hull regen.
Science ships actually have lower hull than escorts at the same rank. One might say that Science's Scattering Field is actually better used on cruisers, while Engineering's Rotate Shield Frequency is better used on science ships; the resists of those two abilities further boost the natural strengths of each ship type. The only problem with Science in cruisers is that SNB has a restricted firing arc, which means they're going to have more trouble with it in a slow cruiser.
It looks like a good guide, Afree! Thanks for taking the time and effort to put this together!
Intertial Dampers Point: I think this is nice information and might be helpful in certain situtations I will add it in later.
Shield and Aux Performance: I do partially agree although that is a lot of points for not much gain.
WCE vs. WCP: Well the data is there I think people can make there own decisions if they disagree, but in general I think it really is a bad idea to spec into potential since most people only should have one subsystem in that range and those points are better spent elsewhere, for example EPS boosts shield power about the same and has a slightly faster subsystem transfer, the points would be better spent there.
Structural Integrity: Yeah it does, perhaps I should explain it better.
Driver Coil: lol, I do admit it is really nice to have but in most cases full impulse is not used that often it would be a bit of a waste
Sensors: The thing is there really is no point in this, when a cloaked ship is within 10km you can hears its abilites and even if you couldn't they would be pretty much wasting time, its not going to make any difference at all, if they are cloaked its pretty much a paused match and if only one its cloaked they are probably wasting there potential.
Decompiler Console: I suppose its worth mentioning but I haven't done those sections yet.
Torpedos: Interesting, maybe I can add this somewhere in the future but part of it sounds like a bug...
Science Ships: That is a good point I will have to put a little thought into that. The thing is that in that case more shield is not going to help a science ship if its dying from bleedthrough (which is a bit of a problem on my dedicated healing Vesta atm), the same thing with crusiers if its hull is fine then its shields might be the first to go. A ship is only as strong as its weakest link, but it really does depend on the circumstances.
Sensors: The thing is there really is no point in this, when a cloaked ship is within 10km you can hears its abilites and even if you couldn't they would be pretty much wasting time, its not going to make any difference at all, if they are cloaked its pretty much a paused match and if only one its cloaked they are probably wasting there potential.
Eh, this one is arguable. There's a fairly big difference between you knowing that something's there, and the game telling you that there's someone there. With the former, you can try to use a Sensor Scan to uncover them or hit your buffs to survive their alpha strike; with the latter, you can paint them with FOMM or APB, turn the tables on them with a SNB + Alpha of your own, or just follow their target selection and more intelligently distribute your buffs to your teammates.
It's a small difference, sure, but it can be quite helpful at times.
Torpedos: Interesting, maybe I can add this somewhere in the future but part of it sounds like a bug...
Yeah, I'm pretty sure that the one torp = REDSHIRTS PAINT THE WALLS is a bug. Still, it exists right now, and I'm not sure that Cryptic has it on their to-do list.
Cool thanks not finished reading but you might need to fix this
Tetryon (PvP): blue, chance to drain a small amount of opponent shields
is actually not correct it reduces the regen rate when it procs
No, Tetryon's proc actually instantaneously drains shields when it procs. It doesn't "reduce the regen rate" at all. (You might have been thinking of it as "negative regen"; afaik that describes how shield drains are actually implemented as negative regen, allowing them to be subject to FlowC/PowerIns instead of normal damage resist mechanics.)
As far as I know, the Tetryon proc is qualified as "shield damage" and as such it can be reduced in effect by skills that provide shield resistance. On the other hand, Tetryon Glider is qualified as "shield drain" and can't be resisted.
So I've read the entire guide and it was pretty informative, even if I didn't agree completely with everything in it, I still learned a lot from it.
Renimalt: I know you were joking about Driver Coil, I just tried to add extra information in not anything directed at you, I can see why you thought that I didn't appear to relise it was a joke though.
Very Well I will probably add/change stuff about cloaking, but I still think that the difference is not enough to be worth speccing into, but with increase in the Romulan player base perhaps its not that bad...
Linkdown: As far as I know tetryon proc only deals a damage not resist or regen debuff, perhaps you are talking about a different tetryon weapon, but there are none that I know of that do that.
DarkFader:
I will update the notes with the suggestions you made, anything else that should be corrected/added?
Finished making the changes from here so far, also double facepalm for me, I had already explained the part I re-explained in the post, in the guide.
Also Renimalt do you think I should change Starship Stealth to useful, I have never considered it to be useful, esp since sensors gives placate/confuse resist as well as cloak detection, Stealth only gives you slightly more cloak. I really don't find cloak to be that useful, sure you can surprise people with it but a well prepared target it usually dosen't make much of a difference (correct me if I am wrong).
Edit: I also think that some of the class/ship information in the begining may be slightly redundant or perhaps even a little incorrect (at least the way it is explained), I should probably fix this rather soon.
I apologize for not getting past the very beginning, but it brought up something that Geko has said repeatedly in various podcasts. The Ships are the Classes.
While on the Ground, the Careers are indeed Classes - that's not really the case in Space.
Ground Skills...vary by Career. Space Skills...do not.
Ground Gear...varies by Career. Space Gear...does not.
Yes, each of the Careers has five distinct Captain Abilities that separate them - but that is all that separates them. You look at the different Ships and well, there's all sorts of things that separate them - and - there's actually going to be restrictions. Certain Ships have abilities or can use gear that other Ships cannot. The BOFF and console layouts are going to affect what kind of build one can make with them.
Usually folks will say Geko is wrong and that I'm an idiot for agreeing with him - but it's kind of right there. Compare it to almost any other MMO, and it's clear that the Ships are the Classes.
The Career is like picking a Species. You pick a certain Species and you get access to certain Traits. You pick a Career and you get access to certain Abilities. Then you pick your Ship, your Class, and build out what kind of Role you want to play with that Class.
That's not the case on Ground in the least - where you've only got your Captain Abilities and where you're limited to the Kits you can use based on Career choice. The Careers is the class on Ground. But in Space...? Since the Skill Revamp and F2P conversion...eh...just a thought.
Consider what makes up the "character" in Space:
Career Choice
Faction Selection
Species Choice
Trait Selection
Skill Build
Ship Selection
BOFF Layout/Selection
Console Choices
Weapon Choices
Deflector/Impulse/Core/Shield Choices
Even Device Selection
Career doesn't restrict any of it.
Species doesn't restrict any of it.
Faction restricts Species/Ship/Gear.
Ship restricts BOFF/Consoles/Weapons/Cores/Devices/etc.
It's not a case of saying Career choice is not important nor that the Captain Abilities are not important, but consider the following:
Tac Escort/Sci Escort/Eng Escort
Tac Escort/Tac Cruiser/Tac Science Vessel
Which group is going to be the most similar and which group is going to be the most different?
I agree with Geko (I think it's funny anybody would disagree with the Lead Designer on this - there's plenty to disagree with him on, but this is a design thing and he's Lead Designer) that the Ships are the Classes...
TLDR: Maybe if it started like the following instead?
Changelog:
0.31 → 0.32: Improved wording of career section (and replaced all instances of the word
class with career). Also removed the statement that said escorts are okay to use with engineering and science captains (because tactical captains really improve spike damage). Also added the fact that escorts aren?t that much weaker than the other ship types at tanking. Removed the note that said cruisers are slightly less suited to science than engineering, also removed a similar note from science ships category. Added: Career type should be more based on what you plan to do with your ship, not so much what ship type you use. Changed never Dual Cannons in PvE to never Dual Cannons. Removed: Cannons are okay on dedicated healing builds (excluding Vesta Cannons which are good). Added that Tetryon is acceptable in PvE where there is shields. Removed: Tricobalts are currently useless (even though its true at the time of writing this changelog), since they may not be in the future.
Changelog 0.32-->0.4: Added almost finished information on power levels
Edit: I think I will cover boff, doff, consoles and other similear gear eventually. I will probably make a seperate document for my opinions on stuff, stratergy and parsers etc, since they really don't fit that well with the purpose of this guide (well they do but, it is more of the opinon side of things and stuff that is not as relevant to a wide audience).
SNB doesn't remove all captain powers, nor even boff powers. (eg GDF/Extend Shields target not effected by SNB).
You left out Warbirds, Raiders, and Carriers as ship types. These aren't just variants of Escorts, Sci Ships, and Cruisers.
Dual Cannons only proc more than DHCs for procs that are effective per hit, eg Tet Glider and DEM. Those 2 happen to take weapon power into account, so depending on the build the DHCs may still proc more. Standard weapon's procs like phasers are rolled per volley. DHCs fire at a rate of 2 shots per volley vs 4 shots per volley of DCs and most other energy weapons. I think you could make this section more clear.
You've left off range effects on energy weapons.
Also, it's too simplistic to say BA have 2nd lowest damage. They have a decent base damage (even though they fire slow they're ok w/BO) and they have instant hits (ie no travel time so no wait on applying damage to vulnerable target). The drain per shot can be overcome by builds that dump heavily into weapons power. With FaW this means they can do very high levels of sustained consistent damage.
In general I would save going over all the various zen consoles/weapons etc for the very end. It distracts from the focus on basic gameplay mechanics. Stick it in an appendix w/the key binding.
I would have Boff powers listed early, so when you list skills people have a reference. This would be especially helpful w/Science Boff powers and relevant skills. Since, many debuffing Sci Skills have 2 effects each boosted by a different skill. Eg TBR has a repulse effect and a damage effect each boosted by a unique skill. So, you could explain TBR has a damage effect and a repulse effect. Then in the skills section you could go over the skills the boosts and mitigate the damage and repulse effects of TBR.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
SNB doesn't remove all captain powers, nor even boff powers. (eg GDF/Extend Shields target not effected by SNB).
You left out Warbirds, Raiders, and Carriers as ship types. These aren't just variants of Escorts, Sci Ships, and Cruisers.
Dual Cannons only proc more than DHCs for procs that are effective per hit, eg Tet Glider and DEM. Those 2 happen to take weapon power into account, so depending on the build the DHCs may still proc more. Standard weapon's procs like phasers are rolled per volley. DHCs fire at a rate of 2 shots per volley vs 4 shots per volley of DCs and most other energy weapons. I think you could make this section more clear.
You've left off range effects on energy weapons.
Also, it's too simplistic to say BA have 2nd lowest damage. They have a decent base damage (even though they fire slow they're ok w/BO) and they have instant hits (ie no travel time so no wait on applying damage to vulnerable target). The drain per shot can be overcome by builds that dump heavily into weapons power. With FaW this means they can do very high levels of sustained consistent damage.
In general I would save going over all the various zen consoles/weapons etc for the very end. It distracts from the focus on basic gameplay mechanics. Stick it in an appendix w/the key binding.
I would have Boff powers listed early, so when you list skills people have a reference. This would be especially helpful w/Science Boff powers and relevant skills. Since, many debuffing Sci Skills have 2 effects each boosted by a different skill. Eg TBR has a repulse effect and a damage effect each boosted by a unique skill. So, you could explain TBR has a damage effect and a repulse effect. Then in the skills section you could go over the skills the boosts and mitigate the damage and repulse effects of TBR.
Yep, should fix that
That is debatable, although I may need to cover them a little more.
I did not know that DEM and Tet Glider took weapons power into account, I will add a little note somewhere on that and how you said it may change the outcome of DHC vs DC procs.
Yes, yes I have, that needs to be added
Yeah the entire STO community had beam arrays in general on the "black list" until recently, that is one of those things... I should look over my entire guide for little inaccuracies like that again I suppose. Although FaW has significant damage loss in STFs due to hitting stuff that regens.
That was the general idea, I thought that small snapshots may help in that regard not hinder...
Yeah I should get around to doing that
Also I suppose I need to be slightly more specific in explaining skill choices.
That is debatable, although I may need to cover them a little more.
I did not know that DEM and Tet Glider took weapons power into account, I will add a little note somewhere on that and how you said it may change the outcome of DHC vs DC procs.
Yes, yes I have, that needs to be added
Yeah the entire STO community had beam arrays in general on the "black list" until recently, that is one of those things... I should look over my entire guide for little inaccuracies like that again I suppose. Although FaW has significant damage loss in STFs due to hitting stuff that regens.
That was the general idea, I thought that small snapshots may help in that regard not hinder...
Yeah I should get around to doing that
Also I suppose I need to be slightly more specific in explaining skill choices.
If you'd like I can get into more detail on the ship differences.
I'd be careful when using public opinion w/o including #s and making statements as facts/qualitative opinions (mine included) w/o sourcing #s. Min/maxing PvE is different than min/maxing PvP, not that I min/max for PvE since it's not required in this game to get the job done. So skills like APB may be more effective in one than another. This game changes frequently enough w/releases of new ships and abilities (old and new bugs), that I'd suggest focusing on basic info and let people make their own qualitative opinions of A being better than B.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
That was the original idea, it is quite hard to do tbh, I got a bit carried away :~. But yeah I should be really careful on facts, I will try to remove any inaccurate info, or information I can't justify along with those changes that you suggested sometime this week.
Done, also I noticed I did have information on weapon affect distances (except for torpedos which I will add later) in the engine power section of all things.
Comments
To be honest all space traits are useful (except the few below might need to be avoided) but I would reccomend picking up Elusive and if you are on a ship that does damage accurate. If you use common sense your trait selection should be fine.
Astrophysisist = bad for PvE, okay for PvP but there are better
Conservation of Energy = good if you have science damage skills like tractor beam repulsors,gravity well and photonic shockwave but you are pretty much always better off with healing abilites than those kinds meaning you won't need this trait.
I looked at the traits on Aliens (pretty sure I got them all) and a romulan, for eng, sci and tac.
You also might want to avoid the ones that debuff accuracy if you know you are not ever going to PvP, but definatly seems to be a good idea to use in PvP.
Inertial dampeners is NOT useless; not only will some people be using TBR, and so ID helps you stay in the fight, but ID also cuts the duration of stuns from PSW and tric torps. I'd recommend at least 3 points in ID (stuns cut to ~75% of original duration) for those who PvP; I actually run 9 ranks, but that's because I have points to spare.
I'd personally recommend 9 ranks in both Starship Shield Performance and Starship Auxiliary Performance for healers; those are the two systems you'll be relying on, and 9 ranks gives you +10 power to both.
WCE vs. WCP is a difficult choice, but for most people they'll likely want to max out power in one or two subsystems; in that case, points in WCP would be better than points in WCE. WCE just fills in the gaps in your subsystem power levels; WCP is more useful to boosting high-power-setting systems to the peak.
I thought Structural Integrity operated off of a %-based system (i.e. it adds more if your ship has a higher base hull); I'm not sure about this though.
What? No points in Driver Coil? BLASPHEMY! :P
Sensors is also useful for Science captains who want to use their Sensor Scan ability as a cloak-sweep; plus, with 9 ranks in sensors you usually can detect cloaked enemies that the rest of your team can't see. Its primary use is in resisting placates and confuses though.
Also good to note is that there are no +Decompilers consoles (although they do have deflectors, etc.); if people want to increase stuns, they effectively MUST spend points in Decompilers.
All torpedoes appear to have a chance to disable/kill crew. In addition, on large ships crew dies far too quickly (instead of taking the lesser of -20 or -20%, it seems to be taking the greater). That effectively reduces the efficacy of subsystem repair and hull regen.
Science ships actually have lower hull than escorts at the same rank. One might say that Science's Scattering Field is actually better used on cruisers, while Engineering's Rotate Shield Frequency is better used on science ships; the resists of those two abilities further boost the natural strengths of each ship type. The only problem with Science in cruisers is that SNB has a restricted firing arc, which means they're going to have more trouble with it in a slow cruiser.
It looks like a good guide, Afree! Thanks for taking the time and effort to put this together!
Intertial Dampers Point: I think this is nice information and might be helpful in certain situtations I will add it in later.
Shield and Aux Performance: I do partially agree although that is a lot of points for not much gain.
WCE vs. WCP: Well the data is there I think people can make there own decisions if they disagree, but in general I think it really is a bad idea to spec into potential since most people only should have one subsystem in that range and those points are better spent elsewhere, for example EPS boosts shield power about the same and has a slightly faster subsystem transfer, the points would be better spent there.
Structural Integrity: Yeah it does, perhaps I should explain it better.
Driver Coil: lol, I do admit it is really nice to have but in most cases full impulse is not used that often it would be a bit of a waste
Sensors: The thing is there really is no point in this, when a cloaked ship is within 10km you can hears its abilites and even if you couldn't they would be pretty much wasting time, its not going to make any difference at all, if they are cloaked its pretty much a paused match and if only one its cloaked they are probably wasting there potential.
Decompiler Console: I suppose its worth mentioning but I haven't done those sections yet.
Torpedos: Interesting, maybe I can add this somewhere in the future but part of it sounds like a bug...
Science Ships: That is a good point I will have to put a little thought into that. The thing is that in that case more shield is not going to help a science ship if its dying from bleedthrough (which is a bit of a problem on my dedicated healing Vesta atm), the same thing with crusiers if its hull is fine then its shields might be the first to go. A ship is only as strong as its weakest link, but it really does depend on the circumstances.
Cool thanks not finished reading but you might need to fix this
Tetryon (PvP): blue, chance to drain a small amount of opponent shields
is actually not correct it reduces the regen rate when it procs
I will say the overcapping is pretty much negligable on anything but single beam arrays, does very very little on a DHC setup as well.
And believe it or not, Shield emitters also buff EptS instant heal value afaik.
...You do realize that my original statement was a joke, right?
Eh, this one is arguable. There's a fairly big difference between you knowing that something's there, and the game telling you that there's someone there. With the former, you can try to use a Sensor Scan to uncover them or hit your buffs to survive their alpha strike; with the latter, you can paint them with FOMM or APB, turn the tables on them with a SNB + Alpha of your own, or just follow their target selection and more intelligently distribute your buffs to your teammates.
It's a small difference, sure, but it can be quite helpful at times.
Yeah, I'm pretty sure that the one torp = REDSHIRTS PAINT THE WALLS is a bug. Still, it exists right now, and I'm not sure that Cryptic has it on their to-do list.
No, Tetryon's proc actually instantaneously drains shields when it procs. It doesn't "reduce the regen rate" at all. (You might have been thinking of it as "negative regen"; afaik that describes how shield drains are actually implemented as negative regen, allowing them to be subject to FlowC/PowerIns instead of normal damage resist mechanics.)
So I've read the entire guide and it was pretty informative, even if I didn't agree completely with everything in it, I still learned a lot from it.
Very Well I will probably add/change stuff about cloaking, but I still think that the difference is not enough to be worth speccing into, but with increase in the Romulan player base perhaps its not that bad...
Linkdown: As far as I know tetryon proc only deals a damage not resist or regen debuff, perhaps you are talking about a different tetryon weapon, but there are none that I know of that do that.
DarkFader:
I will update the notes with the suggestions you made, anything else that should be corrected/added?
drake122svk:
What did you not agree with?
Also Renimalt do you think I should change Starship Stealth to useful, I have never considered it to be useful, esp since sensors gives placate/confuse resist as well as cloak detection, Stealth only gives you slightly more cloak. I really don't find cloak to be that useful, sure you can surprise people with it but a well prepared target it usually dosen't make much of a difference (correct me if I am wrong).
Edit: I also think that some of the class/ship information in the begining may be slightly redundant or perhaps even a little incorrect (at least the way it is explained), I should probably fix this rather soon.
While on the Ground, the Careers are indeed Classes - that's not really the case in Space.
Ground Skills...vary by Career. Space Skills...do not.
Ground Gear...varies by Career. Space Gear...does not.
Yes, each of the Careers has five distinct Captain Abilities that separate them - but that is all that separates them. You look at the different Ships and well, there's all sorts of things that separate them - and - there's actually going to be restrictions. Certain Ships have abilities or can use gear that other Ships cannot. The BOFF and console layouts are going to affect what kind of build one can make with them.
Usually folks will say Geko is wrong and that I'm an idiot for agreeing with him - but it's kind of right there. Compare it to almost any other MMO, and it's clear that the Ships are the Classes.
The Career is like picking a Species. You pick a certain Species and you get access to certain Traits. You pick a Career and you get access to certain Abilities. Then you pick your Ship, your Class, and build out what kind of Role you want to play with that Class.
That's not the case on Ground in the least - where you've only got your Captain Abilities and where you're limited to the Kits you can use based on Career choice. The Careers is the class on Ground. But in Space...? Since the Skill Revamp and F2P conversion...eh...just a thought.
Consider what makes up the "character" in Space:
Career Choice
Faction Selection
Species Choice
Trait Selection
Skill Build
Ship Selection
BOFF Layout/Selection
Console Choices
Weapon Choices
Deflector/Impulse/Core/Shield Choices
Even Device Selection
Career doesn't restrict any of it.
Species doesn't restrict any of it.
Faction restricts Species/Ship/Gear.
Ship restricts BOFF/Consoles/Weapons/Cores/Devices/etc.
It's not a case of saying Career choice is not important nor that the Captain Abilities are not important, but consider the following:
Tac Escort/Sci Escort/Eng Escort
Tac Escort/Tac Cruiser/Tac Science Vessel
Which group is going to be the most similar and which group is going to be the most different?
I agree with Geko (I think it's funny anybody would disagree with the Lead Designer on this - there's plenty to disagree with him on, but this is a design thing and he's Lead Designer) that the Ships are the Classes...
TLDR: Maybe if it started like the following instead?
Where instead of using the term Classes, the term Careers is used? There are three careers, etc, etc, etc...
Tooltip shows it reduces shield resistance which is probably totally outdated info if you ask me.
0.31 → 0.32: Improved wording of career section (and replaced all instances of the word
class with career). Also removed the statement that said escorts are okay to use with engineering and science captains (because tactical captains really improve spike damage). Also added the fact that escorts aren?t that much weaker than the other ship types at tanking. Removed the note that said cruisers are slightly less suited to science than engineering, also removed a similar note from science ships category. Added: Career type should be more based on what you plan to do with your ship, not so much what ship type you use. Changed never Dual Cannons in PvE to never Dual Cannons. Removed: Cannons are okay on dedicated healing builds (excluding Vesta Cannons which are good). Added that Tetryon is acceptable in PvE where there is shields. Removed: Tricobalts are currently useless (even though its true at the time of writing this changelog), since they may not be in the future.
Edit: I think I will cover boff, doff, consoles and other similear gear eventually. I will probably make a seperate document for my opinions on stuff, stratergy and parsers etc, since they really don't fit that well with the purpose of this guide (well they do but, it is more of the opinon side of things and stuff that is not as relevant to a wide audience).
You left out Warbirds, Raiders, and Carriers as ship types. These aren't just variants of Escorts, Sci Ships, and Cruisers.
Dual Cannons only proc more than DHCs for procs that are effective per hit, eg Tet Glider and DEM. Those 2 happen to take weapon power into account, so depending on the build the DHCs may still proc more. Standard weapon's procs like phasers are rolled per volley. DHCs fire at a rate of 2 shots per volley vs 4 shots per volley of DCs and most other energy weapons. I think you could make this section more clear.
You've left off range effects on energy weapons.
Also, it's too simplistic to say BA have 2nd lowest damage. They have a decent base damage (even though they fire slow they're ok w/BO) and they have instant hits (ie no travel time so no wait on applying damage to vulnerable target). The drain per shot can be overcome by builds that dump heavily into weapons power. With FaW this means they can do very high levels of sustained consistent damage.
In general I would save going over all the various zen consoles/weapons etc for the very end. It distracts from the focus on basic gameplay mechanics. Stick it in an appendix w/the key binding.
I would have Boff powers listed early, so when you list skills people have a reference. This would be especially helpful w/Science Boff powers and relevant skills. Since, many debuffing Sci Skills have 2 effects each boosted by a different skill. Eg TBR has a repulse effect and a damage effect each boosted by a unique skill. So, you could explain TBR has a damage effect and a repulse effect. Then in the skills section you could go over the skills the boosts and mitigate the damage and repulse effects of TBR.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Yep, should fix that
That is debatable, although I may need to cover them a little more.
I did not know that DEM and Tet Glider took weapons power into account, I will add a little note somewhere on that and how you said it may change the outcome of DHC vs DC procs.
Yes, yes I have, that needs to be added
Yeah the entire STO community had beam arrays in general on the "black list" until recently, that is one of those things... I should look over my entire guide for little inaccuracies like that again I suppose. Although FaW has significant damage loss in STFs due to hitting stuff that regens.
That was the general idea, I thought that small snapshots may help in that regard not hinder...
Yeah I should get around to doing that
Also I suppose I need to be slightly more specific in explaining skill choices.
If you'd like I can get into more detail on the ship differences.
I'd be careful when using public opinion w/o including #s and making statements as facts/qualitative opinions (mine included) w/o sourcing #s. Min/maxing PvE is different than min/maxing PvP, not that I min/max for PvE since it's not required in this game to get the job done. So skills like APB may be more effective in one than another. This game changes frequently enough w/releases of new ships and abilities (old and new bugs), that I'd suggest focusing on basic info and let people make their own qualitative opinions of A being better than B.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
http://skillplanner.stoacademy.com/?build=zensojiv2_0
And My Engineer is built like this:
http://www.stoacademy.com/tools/skillplanner/?build=jimkindapvpkindaobscene_0
And for Science (Because nobody expects the Tactical Vesta Inquistion) is:
http://skillplanner.stoacademy.com/?build=raestelynv2_0
PvP Boot Camp Coach
Vice Admiral of Forum Administration
I guess this thread is now dead ?
It's a shame had some good info.
Brainsssssss
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
No power insulators?
can i give you some suggestions?
biggest issue is no plasmonic leech or reguler maco shields
but there is so much more... i hope this is just another pvp build i dont understand. it just so terribly inefficent to what it could be
My PvE/PvP hybrid skill tree