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help with Skill build

mewmaster101mewmaster101 Member Posts: 1,239 Arc User
http://skillplanner.stoacademy.com/?build=jackofall_0

I was wondering if this was a decent skill build for character who use multiple types of ships and change depending on what i want to play. i also did not know where to put the extra skill points i still had left. I do not have access to a skill respec right now (unless they give you one at level 50 or something) so hopeful it is decent.

thanks for any help.

EDIT: i have been using this for my two level 50's, one of which is a science, the other is a engi so ignore the ground skills section please unless it has something to do with all three classes
Post edited by mewmaster101 on

Comments

  • coldbeer72coldbeer72 Member Posts: 168 Arc User
    edited July 2013
    A fairly well balanced tree from what I can see. Just a couple of things I question....
    1/ Full 9 point spec into electro-plasma systems, what is your reasoning behind this choice?

    2/ If you are using a sci with this tree, why nothing into Particle gens, as this effects most sci skills, Grav well, Tykens, etc, etc
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2013
    coldbeer72 wrote: »
    2/ If you are using a sci with this tree, why nothing into Particle gens, as this effects most sci skills, Grav well, Tykens, etc, etc

    but it does not affect any of the powers that come with the sci captain...so for instance if your sci uses an escort or cruiser, none of the science skills, appart from some obvious defensive skills, are relevant. If you are not planing on flying a sci ship, most of the science tree abilitys are irrelevant.

    playing a sci captain does not mean it is obligatory to also fly a sci ship.

    some captain, regardles of class pick up certain sci skills anyway. like flow capacitator, since it buffs tetryon and polarn weapons + certain power drain consoles, set bonus, etc.
    Go pro or go home
  • kaigen42kaigen42 Member Posts: 28 Arc User
    edited July 2013
    Also, Particle Gen only affects the damage of those powers, which is still going to be tiny even with a bunch of skill points into it (I know, I tried going that route with my Romulan Sci captain).
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    coldbeer72 wrote: »
    1/ Full 9 point spec into electro-plasma systems, what is your reasoning behind this choice?

    that was a mistake, I actually only have 6 points not 9, woops

    My main ship is going to be the science vesta, though i am going to eventually have at least somewhat equipped ships of all types, mostly the mirror universe ships as i got my hands on all of them for my science captain.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited July 2013
    My main ship is going to be the science vesta, though i am going to eventually have at least somewhat equipped ships of all types, mostly the mirror universe ships as i got my hands on all of them for my science captain.

    In that case you're definitely going to want some points for the offensive sci abilities, pick which ones you'll want (which will depend heavily on content) then put in at least 3 points to boost them. Personally, I'd sacrifice Plating and Threat Control for them, that tendency may be bred from doing PvE in a sci ship, of course.
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