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Skill Tree Point to Point Purchase?

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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2016
    tarran61 wrote: »
    I have to say, I've tested the new system twice so far, Im not liking it, I feel Im picking items to get where Im at right now and there isnt enough points in the new system to get me there.

    I bet if you post your current Holodeck build, somebody here can replicate it with points left over. I've yet to find a build that couldn't be translated.

    From an academic perspective (as well as possibly learn something new), I'd like to try this out.

    My current skill tree can be found here:
    http://www.stoacademy.com/tools/skillplanner/?build=manticoretorp_8568

    Translate the above into the new skill tree, please.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2016
    tarran61 wrote: »
    I have to say, I've tested the new system twice so far, Im not liking it, I feel Im picking items to get where Im at right now and there isnt enough points in the new system to get me there.

    I bet if you post your current Holodeck build, somebody here can replicate it with points left over. I've yet to find a build that couldn't be translated.

    From an academic perspective (as well as possibly learn something new), I'd like to try this out.

    My current skill tree can be found here:
    http://www.stoacademy.com/tools/skillplanner/?build=manticoretorp_8568

    Translate the above into the new skill tree, please.

    @darkknightucf I think I did it. I had trouble unlocking the next level a few times so you actually come up with more points in hull and hull repair. Since that skill planner doesn't let one save a URL so here's the text from the save file. Just copy and paste it into a .txt file and import it into the skill planner.

    ,engHullHeal1,engHullHeal2,engHullCap1,engHullCap2,sciShldHeal1,sciShldHeal2,sciShldCap1,sciShldCap2,tacEnWep1,tacEnWep2,tacPrWep1,tacPrWep2,tacPrWep3,tacTarget1,tacTarget2,tacDef1,tacDef2,engEPS1,engEPS2,engImp1,engImp2,sciControl1,sciControl2,sciDrain1,sciDrain2,engDefSub,engShldSys,engAuxSys,engOffSub,engWepSys,engEngSys,sciExotic1,sciExotic2,tacWAmp1,tacWAmp2,tacWAmp3,tacWSpec1,tacWSpec2,tacWSpec3,engCore1,engCore2,engEffEOF


    You seem to end up with 4 extra points.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    rmy1081 wrote: »
    tarran61 wrote: »
    I have to say, I've tested the new system twice so far, Im not liking it, I feel Im picking items to get where Im at right now and there isnt enough points in the new system to get me there.

    I bet if you post your current Holodeck build, somebody here can replicate it with points left over. I've yet to find a build that couldn't be translated.

    From an academic perspective (as well as possibly learn something new), I'd like to try this out.

    My current skill tree can be found here:
    http://www.stoacademy.com/tools/skillplanner/?build=manticoretorp_8568

    Translate the above into the new skill tree, please.

    @darkknightucf I think I did it. I had trouble unlocking the next level a few times so you actually come up with more points in hull and hull repair. Since that skill planner doesn't let one save a URL so here's the text from the save file. Just copy and paste it into a .txt file and import it into the skill planner.

    ,engHullHeal1,engHullHeal2,engHullCap1,engHullCap2,sciShldHeal1,sciShldHeal2,sciShldCap1,sciShldCap2,tacEnWep1,tacEnWep2,tacPrWep1,tacPrWep2,tacPrWep3,tacTarget1,tacTarget2,tacDef1,tacDef2,engEPS1,engEPS2,engImp1,engImp2,sciControl1,sciControl2,sciDrain1,sciDrain2,engDefSub,engShldSys,engAuxSys,engOffSub,engWepSys,engEngSys,sciExotic1,sciExotic2,tacWAmp1,tacWAmp2,tacWAmp3,tacWSpec1,tacWSpec2,tacWSpec3,engCore1,engCore2,engEffEOF


    You seem to end up with 4 extra points.

    Thanks. So that would mean that everyone on Holodeck right now do not have shield or hull penetration available to them, correct? If so, people would have to make a trade between keeping their old build to pick up both of them (if their build will benefit from it, that is, which would be a good thing if there IS an additional option being added).
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    Thanks. So that would mean that everyone on Holodeck right now do not have shield or hull penetration available to them, correct?

    On the skill tree, correct.
    If so, people would have to make a trade between keeping their old build to pick up both of them (if their build will benefit from it, that is, which would be a good thing if there IS an additional option being added).

    I believe so. I've actually found that scrapping my old build and moving out of my box yields me a lot more than trying to keep what I have. The science ultimate and especially the tactical ultimate are really nice. A team staggering Team Frenzy (tac ultimate) is pretty sweet! (yes another buff to FAW :'( but cannons mostly benefit too. )

    I should have put one point into Long Range Targeting so your weapons (beams) would have the same drop off as they do on Holodeck but since you torpedo I left it out (it's all a buff for cannon users).

    There's also the unlocks at the bottom that don't show up in the skill planner. Some of those may be non choices or hard choice depending.

  • speedystrekspeedystrek Member Posts: 41 Arc User
    Then tell me what you don't understand about the new system. Maybe it's something we can improve on.

    I know there's a tendency to resist change, which can sometimes cause people to have difficulties with adaptation and learning. If that's all it is, I won't be able to help. But if there's something about the new system that's actively causing you to not understand how to spend your Skill Points, then a thorough explanation of what that issue is may allow us to adjust it.

    Hello @borticuscryptic , thanks for your reply

    I don't have problems with changes, I play this game 4+ years and love most of the changes you guys do. I even do "How to play" Videos on YouTube for the German community.

    I also like the changes of the Skill Tree you doing right now, even if I am not the biggest fan of the point system in this case, but I understand why it's better that way for the game.
    But some ability power changed and there are also new abilities now, at least the last time I tried it on Tribble and that confuses players within the choices they have to make in the new tree.
    Does it give me the same power intensity as in the old tree? Do I need ability X - II or III still, and what does the new/changed ability that I didn't need until now do? (there has to be a reason that it is now in the basic character skill tree?!) Because I have other tools too with ability buffs, so do I reach a cap without knowing it now with spending that particular point that I maybe need at the end of a class tree someplace else? Sure, I can leave it open and go on the other abilities I want to use and hopefully sure of, but I can get stuck on a bridge which force me to spend some more points before I can move on. Yes I know you lowered the minimum of points needed to move on, but it does not change the fact that I am already insecure about spending points that I don't know the exact outcome of and to have on top of that to confirm each point I spend.

    And that's my point in all of this. Players have to pay a respec token because they make a mistake they are not even aware of at the moment they confirm an ability.


    @illcadia : Thank you for reminding me why I am only reading in the Forum and nothing more.
    7mf4rl12.png
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    From an academic perspective (as well as possibly learn something new), I'd like to try this out.

    My current skill tree can be found here:
    http://www.stoacademy.com/tools/skillplanner/?build=manticoretorp_8568

    Here's what I came up with, as a translation:

    Kfh6nxq.png

    The goal here was to meet or exceed your current performance in these areas. Some skills you had invested up to +84 in the old system are split 60/40 in the new one, so the only choice was to go for 100. So your performance in those areas will increase with this build (Example: Control Expertise, EPS).

    I also included the one point each in Shield Regen and Shield Hardness, in order to make up for the changes made to Shield Subsystem Power as part of the revamp.

    And there are still 2 points left over, when that's all said and done. The only thing missing in your actual Skills is a portion of your Subsystem Repair skill, which can be purchased as an Unlock with this build.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    rmy1081 wrote: »
    Thanks. So that would mean that everyone on Holodeck right now do not have shield or hull penetration available to them, correct?

    On the skill tree, correct.
    If so, people would have to make a trade between keeping their old build to pick up both of them (if their build will benefit from it, that is, which would be a good thing if there IS an additional option being added).

    I believe so. I've actually found that scrapping my old build and moving out of my box yields me a lot more than trying to keep what I have. The science ultimate and especially the tactical ultimate are really nice. A team staggering Team Frenzy (tac ultimate) is pretty sweet! (yes another buff to FAW :'( but cannons mostly benefit too. )

    I should have put one point into Long Range Targeting so your weapons (beams) would have the same drop off as they do on Holodeck but since you torpedo I left it out (it's all a buff for cannon users).

    There's also the unlocks at the bottom that don't show up in the skill planner. Some of those may be non choices or hard choice depending.

    For my build, Long Range would do nothing for me, as over 95% of my damage comes from torpedoes and their effects. The energy weapons are there for procs, as the game system requires that I have energy weapons (plural) in order to take advantage of extra damage for torps.

    My concern now is that will my actual performance improve over what I currently do on Holodeck (currently, it doesn't, and I am wondering how much of that is attributed to Strengthening Strengths, as I keep stripping away traits and then powers while doing solo cubes in CSA's, etc.) What I had built on Tribble last week was the following:

    ,engHullHeal1,engHullHeal2,engHullCap1,engHullCap2,sciShldHeal1,sciShldHeal2,sciShldCap1,sciShldCap2,tacPrWep1,tacPrWep2,tacPrWep3,tacTarget1,tacTarget2,tacDef1,tacDef2,engEPS1,engEPS2,engImp1,engImp2,sciDrain1,sciDrain2,sciInfect,tacHullPen1,tacHullPen2,tacHullPen3,tacShPen1,tacShPen2,tacShPen3,engDefSub,engShldSys,engAuxSys,engOffSub,engEngSys,sciExotic1,sciExotic2,tacWAmp1,tacWAmp2,tacWAmp3,tacWSpec1,tacWSpec2,tacWSpec3,engCore1,engCore2,engEff,sciShMastery,sciShAbEOF

    Which *should* be a huge boon for my passive shieldPen. I'll have to get more logs and have the experts help me out w/ the logs to ensure that I have the numbers correct.

    To be continued....
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    rmy1081 wrote: »
    Thanks. So that would mean that everyone on Holodeck right now do not have shield or hull penetration available to them, correct?

    On the skill tree, correct.
    If so, people would have to make a trade between keeping their old build to pick up both of them (if their build will benefit from it, that is, which would be a good thing if there IS an additional option being added).

    I believe so. I've actually found that scrapping my old build and moving out of my box yields me a lot more than trying to keep what I have. The science ultimate and especially the tactical ultimate are really nice. A team staggering Team Frenzy (tac ultimate) is pretty sweet! (yes another buff to FAW :'( but cannons mostly benefit too. )

    I should have put one point into Long Range Targeting so your weapons (beams) would have the same drop off as they do on Holodeck but since you torpedo I left it out (it's all a buff for cannon users).

    There's also the unlocks at the bottom that don't show up in the skill planner. Some of those may be non choices or hard choice depending.

    For my build, Long Range would do nothing for me, as over 95% of my damage comes from torpedoes and their effects. The energy weapons are there for procs, as the game system requires that I have energy weapons (plural) in order to take advantage of extra damage for torps.

    My concern now is that will my actual performance improve over what I currently do on Holodeck (currently, it doesn't, and I am wondering how much of that is attributed to Strengthening Strengths, as I keep stripping away traits and then powers while doing solo cubes in CSA's, etc.) What I had built on Tribble last week was the following:

    ,engHullHeal1,engHullHeal2,engHullCap1,engHullCap2,sciShldHeal1,sciShldHeal2,sciShldCap1,sciShldCap2,tacPrWep1,tacPrWep2,tacPrWep3,tacTarget1,tacTarget2,tacDef1,tacDef2,engEPS1,engEPS2,engImp1,engImp2,sciDrain1,sciDrain2,sciInfect,tacHullPen1,tacHullPen2,tacHullPen3,tacShPen1,tacShPen2,tacShPen3,engDefSub,engShldSys,engAuxSys,engOffSub,engEngSys,sciExotic1,sciExotic2,tacWAmp1,tacWAmp2,tacWAmp3,tacWSpec1,tacWSpec2,tacWSpec3,engCore1,engCore2,engEff,sciShMastery,sciShAbEOF

    Which *should* be a huge boon for my passive shieldPen. I'll have to get more logs and have the experts help me out w/ the logs to ensure that I have the numbers correct.

    To be continued....

    Looks good. I would most definitely drop Drain Infection on your build since that only works on activated powers and you don't have any to trigger DI. I would maybe put that point into Control Expertise so you're more resistant to disables and control effects.

    On a side note. Just found out the Coordination buffs in the tac tree not only buffs team mates, separated pets, hangar pets, as per the patch notes, but also buffs photonic fleet for the whole team :)
  • tarran61tarran61 Member Posts: 827 Arc User
    tarran61 wrote: »
    I have to say, I've tested the new system twice so far, Im not liking it, I feel Im picking items to get where Im at right now and there isnt enough points in the new system to get me there.

    I bet if you post your current Holodeck build, somebody here can replicate it with points left over. I've yet to find a build that couldn't be translated.

    Thank you sir, I have uploaded my current skill settings

    I do look forward to seeing the results.

    Again I dont mean to sound negative with the hard work your putting into this. Im sure once I get to using it like the old system its going to be fine. Just curious if we will have to pick the settings before game play. It took me a long time to find the sweet spot that works for me..
    Positive thoughts.
    NeAC.gif
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    tarran61 wrote: »
    tarran61 wrote: »
    I have to say, I've tested the new system twice so far, Im not liking it, I feel Im picking items to get where Im at right now and there isnt enough points in the new system to get me there.

    I bet if you post your current Holodeck build, somebody here can replicate it with points left over. I've yet to find a build that couldn't be translated.

    Thank you sir, I have uploaded my current skill settings

    I do look forward to seeing the results.

    Again I dont mean to sound negative with the hard work your putting into this. Im sure once I get to using it like the old system its going to be fine. Just curious if we will have to pick the settings before game play. It took me a long time to find the sweet spot that works for me..

    Keep in mind that this is under no circumstances an optimal build. But since you wanted exact replication, here it is.
    STOtarran1.JPG

    If you want to get even closer performance-wise, add a point into Shield Hardness and Long-Range Targeting Sensors, those systems are going to be changed when the revamp hits. However, I wouldn't suggest to take Bort's suggestion when it comes to adding a point into Shield Regeneration. I guarantee you'll see no difference in actual combat, no matter whether you have 0 or 3 points in there.
  • tarran61tarran61 Member Posts: 827 Arc User
    Thank you, its not what I expected which is good. I'm so glad we're getting this type of Q&A's before it goes live. For those of us who visit the forum this transition is going to be a lot smoother. Thanks again.
    Positive thoughts.
    NeAC.gif
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    From an academic perspective (as well as possibly learn something new), I'd like to try this out.

    My current skill tree can be found here:
    http://www.stoacademy.com/tools/skillplanner/?build=manticoretorp_8568

    Here's what I came up with, as a translation:

    Kfh6nxq.png

    The goal here was to meet or exceed your current performance in these areas. Some skills you had invested up to +84 in the old system are split 60/40 in the new one, so the only choice was to go for 100. So your performance in those areas will increase with this build (Example: Control Expertise, EPS).

    I also included the one point each in Shield Regen and Shield Hardness, in order to make up for the changes made to Shield Subsystem Power as part of the revamp.

    And there are still 2 points left over, when that's all said and done. The only thing missing in your actual Skills is a portion of your Subsystem Repair skill, which can be purchased as an Unlock with this build.

    Thank you, Bort. Q: when the changes for Strengthening Strengths, etc go live, can we have a list of what has changed so we can know what's what?

    My main "issue" on Tribble is that I feel like I can't punch through the same targets on Tribble like I do on Holodeck solo. I cycle KLW for debuffs, and have 50% shieldPen procs between Weapon System Synergy and Self-Modulating Fire. Occasional use of Tac Fleet/Intel Fleet. Constant use of TacTeam2, APA, APO, TS/HY w/ passive shieldPen from Kinetic Precision and Intense Focus. Targets range from Japori runs on Elite to CSA Cube hunting.

    Logs available upon request.

    Thank you.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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