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Need Help W/ Tactical Skill Points & Doffs

tarrennistarrennis Member Posts: 166 Arc User
edited March 2014 in The Academy
Character is VA, FED, Tactical Captain & this is for PVE.

Ship is advanced escort until I can get something better.

I have not started the reputation yet and am still earning fleet credits.

I am using some fill in equipment until those are done.

Ship will use Borg Cutting Beam but I could not find it on STO Academy.

My main concern right now is spending the skill points (space & ground), active duty Doffs for space & ground, and kit recommendations.

Doffs:

rare cannon cooldown

I'm not sure about the rest of the Doffs.



http://skillplanner.stoacademy.com/?build=vatacadvancedescort_2742
Post edited by tarrennis on

Comments

  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited March 2014
    Well, depends on what style of play do you want. For escorts, you should focus on a cannon build mostly, but with the advanced escort you can also mount very effective beams. So, as i said, depends on what style you want, pew pew or more tanking with beams.

    The KCB can only be adquired in the omega reputation project. And its always a good weapon, no matter what build you have.

    About skills, same story. If you not going to use any projectile weapons, dont waste skills on projectile specialization, instead fill the skill bar energy specialization. But remember that the 3 last skill points only grants you +5 skills points, so sometimes its better to just give 6 points to the skills you want to "max" and reserve those 3 for later purposes. Weapon profeciency is also important in tactical toons. The again, if you going to use attack patterns, you should waste some points on those skills as well. But this is really dependent on what style you will be playing.

    Engineer skills.. well, i only waste points on hull repair skills, and some other skills that will buff the 2 or 3 engineer skills i will have in my engineer station.

    Science skills.. you could raise shield emiter skill, shield performance and if you going to use a gravity well or tyken's rift in your science station, you should raise graviton generators and particle generators.

    About doffs.. there i am a bit lost. Since my tactical build is a torp boat, and i have 3 purple prjectile officers, 1 deflector officer for my GW station, and 1 damage control engineer. But with energy weapon builds, i dont have a clue..

    At least i hope this helps you a bit, until someone more experienced throws something else / more ;)

    Nevermind, didnt notice the link to your actual build.. with that equipment, im surprised you even need help.. lol.

    Anyways, if you going to use quantum torp in the front, i will replace those aft turrets with 2 quantum torps and 2 tactical consoles with quantum projectile boosters. But if you prefer a cannon build, then just replace that forw quantum for another cannon.. having 1 quantum there is wasting a slot for another antiproton cannon that will hurt more than the quantum torp. But again, my opinions, i am not experienced so, maybe i just said a lot of stupid things..
  • tarrennistarrennis Member Posts: 166 Arc User
    edited March 2014
    I originally put in the planner the equipment I'm working up to. I revised to show the ship's current equipment.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited March 2014
    kits do not matter anymore. Inside a week or 2 we will have the new kits that allow you to pick your own skills, so wait on this change THEN worry about kits.


    Active duty officers should boost the skills you use the most in a useful way. Usually this means they help with the cooldown on the skills you use the most. There are so many to choose from, but on an escort, as a tac captain, let me recommend trying to boost your survival skills -- any shield heals or hull heals or resists --- rather than trying to eek out a tiny bit more damage. There are several schools of thought on building characters in any game and 2 that come up time and time again are "play to your strengths" which means a tactical captain would stack damage on top of damage with more damage. The other is "have no weakness" so a tactical captain would focus on defense and let his "natural" damage be "good enough". I like the second one which is why I say to pick active duty guys that help you survive. After you have all your gear, you may not need as much survival and can swap some for offense if you prefer it. Until you have tons of gear, though, escorts are a double edged sword that 1) make lots of things mad and 2) can't take the hits from all those mad things.....

    For your captain skills, first thing to do is STOP. It costs money (or an awful lot of dil to zen) to re-do these, so before you click, you need to understand exactly what each one does. You also need to consider your future: will you always drive an escort? Will you ever build for many torps or just carry one, or even none? As a general rule you want 6 points in anything that gives you one of these 3 things (power, damage, durability for space). That can be done with points left over -- the extra points will go into helping any science skills you plan to use (now or ever), and then either go back to put 9 in anything to specialize or put a few in other skills to round out. Exception: one of the skills adds power to systems that are LOW and is useless at higher levels as no system is low, making the bonus tiny. Note: as I said, you gotta know what they DO -- starship manuvers helps survival and targeting systems helps damage, for example. Batteries can help both survival (shields) or damage (weapons) and putting points there depends on whether you use them a lot or not.

    I know this was not terribly specific, but without building your character for you, random partial builds are more confusing than helpful.
  • tarrennistarrennis Member Posts: 166 Arc User
    edited March 2014
    Anymore suggestions on skill points & doffs?
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