I have 12k skill points to distribute, so I have a load of points to distribute but, no idea where to put it. I am a Star Fleet Science Officer if that help. Any assistance would be greatly appreciated.
As usual, it does depend on quite a lot of things:
- are You still leveling Your character?
- if not, how far are You within the Reputation systems?
- do You want to play PvE content (together with other players against computer controlled enemies) or PvP (against other players)?
- which type of ship would You prefer to fly? And if You have already chosen - which particular ship?
- and a bit linked to that - what kind of role do You prefer within a group of players? Keep in mind that currently DPS (making damage) is still king and there is not much need for anything else in the PvE content
- would You be willing to invest Zen or prefer not to?
- and do You have some eC (energy Credits) to spend in the game?
So there are a lot of personal choices to make - which no one else but You can do. Depending on these choices, other players can try to give You tips on which skills might be viable - or not. Keep in mind that there is no 'best' choice and that these hints will display a players opinion - mine included.
That being written, a table that did help me to choose quite a bit:
Don't waste any respecs or anything like that... Use STO academy to fiddle around with the points, till you find a proper setup, and then do it ingame:
Don't waste any respecs or anything like that... Use STO academy to fiddle around with the points, till you find a proper setup, and then do it ingame:
I suppose he need more than putting it's exp point on a skill... probably he need some more accurate and motivated advice. Fors sure it's important having aswers about deianirrah's questions
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I suppose he need more than putting it's exp point on a skill... probably he need some more accurate and motivated advice. Fors sure it's important having aswers about deianirrah's questions
This is true, but my priority at the time was making sure that he did'n toss points into something without having tried the skill-planner first.
Sometimes that means just tossing out a link ASAP.
Don't look silly... Don't call it the "Z-Store/Zen Store"...
Assuming you are brand new here ....
- most players put the minimum into ground combat, the bulk in space.
- science captains tend to rely heavily on 3 areas: gravity, shields and shield healing, and shield drains.
- everyone should be proficient with their weapons
- survival/toughness is a good thing to have
- some skills allow your captain to be so good at the area you can teach officers better skills. This is at 3 and 6 points into those skills.
So, for example, in the first column you probably want 6 points at least in weapons training, flow caps, shield emitters, and on the ground, weapon proficiency, and maybe some into medic if you like healing yourself and others. If you wanted to drain shields a lot, 9 in flow caps maybe, and later as you have extra points in a column, you may want 9 in the weapons (space and ground both).
Before you get far into the second column, you need to decide if you will use a lot of torpedoes. Energy weapons generally are more effective but you need a lot of power to make them so, and many sci captains use a lot of missiles which do not require the high weapons power, allowing a high aux power & shield power setting for strong sci skills. Other sci players use energy and manage their aux power with batteries or engineering officer skills.
That is a really basic getting started guide but you still, in the end, need to plan ahead. For example if you plan to rely on batteries for power, 3 or 6 points in batteries is important.
Think of it this way: 3 points is basic function with that area, 6 points is very strong function, 9 is highly specialized in an area. You can have a strong generic build with 6 in all the critical areas, 3 in the useful areas, and almost no skills with no points. Or you can try for a specialized build with 9 in the critical areas, and 3/6 in others. But a specialty build is often better suited for expert players, its easy to mess up and 5 bucks if you need a do-over.... I highly recommend the generic build until you are sure you want something else, at which time, pay once to fix it with a lot more knowledge about your goals.
Comments
- are You still leveling Your character?
- if not, how far are You within the Reputation systems?
- do You want to play PvE content (together with other players against computer controlled enemies) or PvP (against other players)?
- which type of ship would You prefer to fly? And if You have already chosen - which particular ship?
- and a bit linked to that - what kind of role do You prefer within a group of players? Keep in mind that currently DPS (making damage) is still king and there is not much need for anything else in the PvE content
- would You be willing to invest Zen or prefer not to?
- and do You have some eC (energy Credits) to spend in the game?
So there are a lot of personal choices to make - which no one else but You can do. Depending on these choices, other players can try to give You tips on which skills might be viable - or not. Keep in mind that there is no 'best' choice and that these hints will display a players opinion - mine included.
That being written, a table that did help me to choose quite a bit:
http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
(at) deianirrah
Free Gear and where to get it
http://www.stoacademy.com/tools/skillplanner/
I suppose he need more than putting it's exp point on a skill... probably he need some more accurate and motivated advice. Fors sure it's important having aswers about deianirrah's questions
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
This is true, but my priority at the time was making sure that he did'n toss points into something without having tried the skill-planner first.
Sometimes that means just tossing out a link ASAP.
Assuming you are brand new here ....
- most players put the minimum into ground combat, the bulk in space.
- science captains tend to rely heavily on 3 areas: gravity, shields and shield healing, and shield drains.
- everyone should be proficient with their weapons
- survival/toughness is a good thing to have
- some skills allow your captain to be so good at the area you can teach officers better skills. This is at 3 and 6 points into those skills.
So, for example, in the first column you probably want 6 points at least in weapons training, flow caps, shield emitters, and on the ground, weapon proficiency, and maybe some into medic if you like healing yourself and others. If you wanted to drain shields a lot, 9 in flow caps maybe, and later as you have extra points in a column, you may want 9 in the weapons (space and ground both).
Before you get far into the second column, you need to decide if you will use a lot of torpedoes. Energy weapons generally are more effective but you need a lot of power to make them so, and many sci captains use a lot of missiles which do not require the high weapons power, allowing a high aux power & shield power setting for strong sci skills. Other sci players use energy and manage their aux power with batteries or engineering officer skills.
That is a really basic getting started guide but you still, in the end, need to plan ahead. For example if you plan to rely on batteries for power, 3 or 6 points in batteries is important.
Think of it this way: 3 points is basic function with that area, 6 points is very strong function, 9 is highly specialized in an area. You can have a strong generic build with 6 in all the critical areas, 3 in the useful areas, and almost no skills with no points. Or you can try for a specialized build with 9 in the critical areas, and 3/6 in others. But a specialty build is often better suited for expert players, its easy to mess up and 5 bucks if you need a do-over.... I highly recommend the generic build until you are sure you want something else, at which time, pay once to fix it with a lot more knowledge about your goals.