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What skills have you found that aren't worth taking?

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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    both accuracy AND critical chance should take a hit with FAW...after all, you're essentially spraying and praying with it at such a rapid pace that there's no way targeting senors can get proper locks to be able to ensure an accurate hit, and especially not an accurate hit on a critical location (basically what a crit is)

    the other enhancement powers would need to be brought up to snuff as well, or in some cases have their core function completely reworked *cough*BO*cough*THY*cough*TS*cough*

    but this isn't the thread for that, nor can anything be done about it for S11.5, so no point in posting anything about it​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • preikopreiko Member Posts: 316 Arc User
    Hello everyone,

    when it comes to Shield Regeneration
    I think it would be better if you would include the Shield Name or even better your Shield BaseType.

    Remember there a 4 Base type of Shields
    and the majority of the Player Base uses Covariant or Resilient Shields
    both of them don´t really benefit from the Skill

    [Shield Array]
    [Regenerative Shield Array]
    [Resilient Shield Array]
    [Covariant Shield Array]

    You would be suprised when you put on
    the "Borg Shields" or a Epic "Numiri Regenerative Shield Array"
    get yourself a bunch of NPC´s or even another Player
    Then you put your Shield Power to Max
    and play "sitting duck" and just press "Distribute Shields" al the time
    you would be suprises how much Regeneration is possible

    With a Covarian Shield Array that is simply not possible because
    the base Regeneration is simply to low


    Thank you for your time
    Have a nice day
  • musicguru4musicguru4 Member Posts: 26 Arc User
    To get back to approximately what you have on Holodeck, it will take one point in Shield Regen. The 2nd and 3rd points will take you beyond your old values by a decent margin.

    Hey Borticus, do you know of any other systems in the skill tree that I would need 1 point in to get back approximately what we have now on Holodeck (like the Shield Regen as you mentioned)? I'm hoping to reproduce what I have on Holodeck so knowing if there are any other systems like that would be helpful. Thanks for your efforts on the new system.
  • eldritchxeldritchx Member Posts: 120 Arc User
    I believe Shield Hardness is another one. It's possible that one point will in fact take you beyond what we have on holodeck though - I'm not sure about the numbers.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited March 2016
    First, we gave you 10 things, and it cost you $10.

    Then we took them all back. (OMG JERK!) Hang on....

    Then, we gave you 8 things, and it cost you $8.

    Then we gave you $2 and more things you could buy, some of which included those other 2 things we didn't give to you.

    If you spend your $10 in the same 10 places, nothing is lost. But that choice is yours now.
    There are two problems with what you just said one of the main space skills I use has been split into two so I need to spend 6 skill points in the new system just to keep the 1 skill I had before. That and as reported many times now none of the ground weapons myself any my away team use are boosted in the new skill system going by the text. The old systems boosts all 3 ground weapon types the new skill says it only boots two of the ground weapon types and the 3rd one is just left out with no alterative skill.
  • deathray38deathray38 Member Posts: 210 Arc User
    genemorph wrote: »
    I've been testing some of the new and old skills trying to determine those that are worth taking especially if the new "one chance" respec system goes live. I know this will be dependent on the build you run, but I thought I would post some of the skills I've found to be lacking in some respect, and ask questions about skills I'm vague about. BTW this is from a science character.

    Feel free to post your own observations of other skills, or thoughts on the below.

    (1) Control Amplification (Sci): I found this to be a bit of a junk skill. First is acts as a single target even on powers that that have an AoE effect, and second 5secs just seems too short a window to do much. To get the most out of it you have to load up on control powers which in my opinion means you have to sacrifice your overall dps to do so. Just not worth it.

    (2) Drain infection (Sci): Seems to have some potential, but the damage is quite low even if you can keep up a constant application. More for drain focused builds than anything else, but still lacklustre. I'll definitely be saving a skill point here.

    (3) Shield Mastery (Sci): Negating all damage of one 1 crit every 20secs. The first point isn't really worth it, but the second point into the 20% Shield Absorption heal is according to my parse results, even at approx every 20secs sometimes you can get lucky and get a fairly big life-saving heal. In fact it healed much better than a science team (I) in elite patrols. However the other point for Shield Reflection is absolute junk, and does very little damage and came out to about 70dps probably because it isn't affected by modifiers.

    So two skill points into this for the Shield Absorption is worth it for the heal depending on your build, but putting 1 or 3 skill points into it just isn't.

    Note: It would be nice to get better descriptions for Shield Absorption and Shield Reflection, because I have no idea how they work, do they activate just once when Shield Mastery is triggered or are they activate for a short duration afterwards?

    (4) Damage Control (Eng): After playing around with this with 0-3 skill points in it I just didn't notice any substantial difference in hull regeneration or survivability. I fly science ships so we have the lowest hull which may be a factor, but honestly it didn't make hardly any difference whether I had points in it or not. The only worth of the skill to me was the increased innate out-of-combat hull heal, i.e. going from one fight to another in an instance you heal faster. But I don't need it when I'm out of combat, so I usually put no points into this at all, and haven't noticed any adverse effects.

    (5) Shield Regeneration (Sci): Personally I've always found shield regen a bit of a joke. The amount of regen you get every 6 secs is negligible compared with the amount of shield damage you will get in those 6 secs. Maybe there are shield regen builds out there where this modifier actually makes a big difference, but on normal builds it just sucks. So after confirming this with 0-3 skills points into this, like Damage Control I put no points here at all, because the benefits are minuscule.

    (6) Targeting expertise (Tac): As far as PvE goes I'm not sure what benefit this really conveys. For instance in my ship stats I already have 22.4% bonus accuracy, so I presumably I'm already over the 100 threshold and any more points into this may be a waste (my hit chance in an elite patrol is over 99%). Of course bonus accuracy overflow is supposed to convert into increased hit chance and crit severity, but I read somewhere that this isn't working properly, and from my tests 0-3 points into this skill I didn't notice any reproducible increase. I'm really not too sure about this one, if anyone one can shed light on this I would grateful. But going from my own tests I now tend to put no any points into this as well.

    (7) Defensive Maneuvering (Tac): Not really tested this one as it depends on the base accuracy of PvE npcs. But it seems straight forward enough, the more points you put here should decrease the number of hits against you. The stipulation though is hit chance cannot drop to below 25%. So if you already have a very high defense bonus that already reduces the hit chances against you to 25% (based on speed as well) then points here would be wasted. I'm not exactly sure how defense bonus works. For instance does 100 % defense bonus scale to 75% miss chance or does 75% defense bonus equal the maximum 75% miss chance? If someone knows this, it would help to determine how many points you need in this skill, or if I've totally misunderstood how this works

    Well from the skills I've tested these are the conclusions I've come to. If you have noticed any other like skills like this please post them, or if you think some of the skills mentioned do have more or even less value than I gave credit for. Also if anyone knows answers to point (6) and (7) that would be great.



    1. Main problem with Control Amplification is limited number of triggers. It do now work with Overwhelming force, Tricobalt procs, Chronitons etc. Control abilities alone cannot benefit this ability without making it op, because of cooldowns and limited number of targets.
    Suggestion:
    - Increase number of triggers

    2. Drain infection is problematic ability, because it gives straightforward DPS buff, making it always UP in decent DPS builds without making it OP. It do not trigger on drain enchantments (weapons procs, Plasmonic Leech, Tetryon glider, Overwhelming force), which is extremely limiting it's usefulness. On top of that making it dependant on Particle Generators require focusing on EPG instead of Drain...
    Suggestion:
    - Increase number of triggers
    - change it to shield drain ability using DRAIN skill to determine it's force

    3. Ability I don't really like. Passive, non-ability damage negation is bad for game.
    Suggestion:
    -Every 6 seconds ability reduces damage of one incoming critical hit by 50-75% (need testing)
    -Shield absorption adjusted to ore frequent procs
    -Shield reflection not changed (it will trigger 3x times more often)

    4.Damage control. My old suggestion:
    - Change it to 60/100
    - add extra 1-point:
    [Emergency Repairs: Add additional regeneration speed bonus at low hull. Extra passive regeneration scales from +0% at 100% hull to +100% at 0% hull]

    5. Shield Regeneration. Not major changes needed IMO, If someone is using regenerative shield, it can be actually useful. If anything, I have similar suggestion to Damage control:
    - Change it to 60/100
    - add extra 1-point ability
    [Rapid Regeneration: Shield regeneration pulses happen every 4 (instead of every 6) seconds]

    6 & 7. If anything, abilities need higher values, a lot off stuff already gives high bonuses, therefore skill require much higher impact:
    Suggestion:
    +10/+17/+20% to ACC/DEF
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2016
    Do you have any constructive suggestions to make these skills better?
    genemorph wrote: »
    (1) Control Amplification
    - It should not be affecting only a single target, if you fire an AOE. This sounds like a bug.
    - It is about to be increased from -20 to -35 in a future patch.
    genemorph wrote: »
    (2) Drain infection
    - Will be receiving a substantial damage increase, as well as improved level/EPG scaling.
    genemorph wrote: »
    (3) Shield Mastery
    - You say it's not worth it, then you say it is! Which is it? How could it be improved?
    Maybe the reflection should trigger on a crit and last a second? But that might still be underpowered in PvE but overpowered in PvP. Or should it be something else than damage reflection, like, say, give you perfect shields (no bleedthrough) for a second or two.

    Something along those lines might also be needed for Damage Control, since I am unconvinced that the buff to hull regeneration will ever be as significant as a buff to hull restoration powers (which there are plenty of.)
    Maybe
    Damage Control I: +60 % to hull regeneration
    Damage Control II: +40 % to hull regeneration
    Emergency Core Shutdown:
    When you are reduced to 0 hit points, you are restored to 5 % hull, become untargatable, gain stealth (Mask Energy Signature effect?) and all subsystems other than Auxilliary become offline, and you are disabled (except for hull heals). This effect lasts for 15 seconds and can occur no more than once per 5 minutes.

    That's basically a free "get out of jail" card, but you are still unable to do anything, as if you were waiting on the respawn timer. Maybe a bit too much flavour and too complicated at once for a mere skill pick, admittedly.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • nikeixnikeix Member Posts: 3,972 Arc User
    Just have to mention that a lot of these ideas are mechanics that are already in game as Traits.

    Of course, everybody thought I was crazy when I said "hey, lets incorporate the Traits/Genetic Resequencers"...

    Funny.
  • banatinebanatine Member Posts: 250 Arc User
    Do you have any constructive suggestions to make these skills better?
    genemorph wrote: »
    (1) Control Amplification
    - It should not be affecting only a single target, if you fire an AOE. This sounds like a bug.
    - It is about to be increased from -20 to -35 in a future patch.
    genemorph wrote: »
    (2) Drain infection
    - Will be receiving a substantial damage increase, as well as improved level/EPG scaling.
    genemorph wrote: »
    (3) Shield Mastery
    - You say it's not worth it, then you say it is! Which is it? How could it be improved?
    Maybe the reflection should trigger on a crit and last a second? But that might still be underpowered in PvE but overpowered in PvP. Or should it be something else than damage reflection, like, say, give you perfect shields (no bleedthrough) for a second or two.

    Something along those lines might also be needed for Damage Control, since I am unconvinced that the buff to hull regeneration will ever be as significant as a buff to hull restoration powers (which there are plenty of.)
    Maybe
    Damage Control I: +60 % to hull regeneration
    Damage Control II: +40 % to hull regeneration
    Emergency Core Shutdown:
    When you are reduced to 0 hit points, you are restored to 5 % hull, become untargatable, gain stealth (Mask Energy Signature effect?) and all subsystems other than Auxilliary become offline, and you are disabled (except for hull heals). This effect lasts for 15 seconds and can occur no more than once per 5 minutes.

    That's basically a free "get out of jail" card, but you are still unable to do anything, as if you were waiting on the respawn timer. Maybe a bit too much flavour and too complicated at once for a mere skill pick, admittedly.

    emergency core shutdown sounds like it would be an AWESOME entineering ultimate ability :D
    Real Temporal Operative: Purchased the Special Temporal Agent pack before it was even officially announced!
  • deathray38deathray38 Member Posts: 210 Arc User
    banatine wrote: »
    Do you have any constructive suggestions to make these skills better?
    genemorph wrote: »
    (1) Control Amplification
    - It should not be affecting only a single target, if you fire an AOE. This sounds like a bug.
    - It is about to be increased from -20 to -35 in a future patch.
    genemorph wrote: »
    (2) Drain infection
    - Will be receiving a substantial damage increase, as well as improved level/EPG scaling.
    genemorph wrote: »
    (3) Shield Mastery
    - You say it's not worth it, then you say it is! Which is it? How could it be improved?
    Maybe the reflection should trigger on a crit and last a second? But that might still be underpowered in PvE but overpowered in PvP. Or should it be something else than damage reflection, like, say, give you perfect shields (no bleedthrough) for a second or two.

    Something along those lines might also be needed for Damage Control, since I am unconvinced that the buff to hull regeneration will ever be as significant as a buff to hull restoration powers (which there are plenty of.)
    Maybe
    Damage Control I: +60 % to hull regeneration
    Damage Control II: +40 % to hull regeneration
    Emergency Core Shutdown:
    When you are reduced to 0 hit points, you are restored to 5 % hull, become untargatable, gain stealth (Mask Energy Signature effect?) and all subsystems other than Auxilliary become offline, and you are disabled (except for hull heals). This effect lasts for 15 seconds and can occur no more than once per 5 minutes.

    That's basically a free "get out of jail" card, but you are still unable to do anything, as if you were waiting on the respawn timer. Maybe a bit too much flavour and too complicated at once for a mere skill pick, admittedly.

    emergency core shutdown sounds like it would be an AWESOME entineering ultimate ability :D

    IMO sick idea for PvP, and potentially broken mechanic. On top of that a lot of content in game is supposed to kill players (power relays in The Breath...), these mechanics require major reworking in this case.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    if mechanics like that were going to be an issue to non-exploding players, they should've thought of that before they made Invincible...​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Shield mastery will make alpha strikers/Vapers even more difficult to use.... keep that in mind folks.
  • genemorphgenemorph Member Posts: 404 Arc User
    You compare shield regen per 6 sec, to the amount of damage taken over 6 sec, but this is a false argument.

    Shield Regen is effectively additional lifespan, just as much as Shield Capacity, Shield Hardness, Damage Resistance, Hull Regen, or a bunch of other things are. They aren't intended to completely offset incoming damage, only mitigate it.

    Take Damage Resistance, for example. It will *never* be capable of completely offsetting incoming damage, due to its diminishing values. Yet, it's still a useful Skill/Stat because the more you have, the more punishment you can take before needing to heal (or exploding).

    Shield Regen doesn't need to be powerful enough to negate/offset the incoming damage being poured over your hull in buckets. It just has to mitigate enough so that you can react before it's too late.

    It doesn't matter how you define Shield regen, the fact is most of the shields in-game offer something like 300-500/6 sec regen. Unless you are stacking shield regen consoles, or have a set bonus that affects it that is poor. Using 3 skill points to double that amount still makes it poor because the base value is so small. I know this from previous experience and have tested this skill to make sure. For me any points into this skill is wasted and best distributed elsewhere.

    On a side issue, I've noticed that the T6 starship mastery IV for science ships: Reactive shield technology: Improve shield regen/hardness (671.6/6 secs), doesn't show in the ship stats area, it only shows the base shield regen. Is this working, or a display issue?
  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited March 2016
    genemorph wrote: »
    You compare shield regen per 6 sec, to the amount of damage taken over 6 sec, but this is a false argument.

    Shield Regen is effectively additional lifespan, just as much as Shield Capacity, Shield Hardness, Damage Resistance, Hull Regen, or a bunch of other things are. They aren't intended to completely offset incoming damage, only mitigate it.

    Take Damage Resistance, for example. It will *never* be capable of completely offsetting incoming damage, due to its diminishing values. Yet, it's still a useful Skill/Stat because the more you have, the more punishment you can take before needing to heal (or exploding).

    Shield Regen doesn't need to be powerful enough to negate/offset the incoming damage being poured over your hull in buckets. It just has to mitigate enough so that you can react before it's too late.

    It doesn't matter how you define Shield regen, the fact is most of the shields in-game offer something like 300-500/6 sec regen. Unless you are stacking shield regen consoles, or have a set bonus that affects it that is poor. Using 3 skill points to double that amount still makes it poor because the base value is so small. I know this from previous experience and have tested this skill to make sure. For me any points into this skill is wasted and best distributed elsewhere.

    On a side issue, I've noticed that the T6 starship mastery IV for science ships: Reactive shield technology: Improve shield regen/hardness (671.6/6 secs), doesn't show in the ship stats area, it only shows the base shield regen. Is this working, or a display issue?

    The thing about shield regen is that most people don't seem to understand how effective it really is. The value you see on your shield (on my assimilated shield it's about 410/6 secs) is not taking into account buffs such as Superior Shield Repair (about 600/6 secs), shield power (at 130 shield power this boosts the shield regen value seen on your shield by some 300%), and Reactive Shield Technology (about 700/6 sec). The only things that will change the shield regen UI element seen on your shield are those awful shield regen science consoles and the shield cruiser command. So people who don't actual test highly buffed shied regen just end up thinking it sucks and never trying to buff it.


    I'd really like to see a shield hardness UI element like how there is a hull damage resistance UI element. I also think if they were to change the shield regen UI to update based on your shield hardness and shield regen boosting traits, this would help people to understand shields more.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • thibashthibash Member Posts: 506 Arc User
    Insoafar the hangar pet buffs go, one particular effect that'd be very useful to me is to increase their flight speed. Just having them keep up with my ship would make them a LOT more effective. That would certainly be worth a trait point.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Yeah the shield regeneration UI doesn't work properly if that could be fixed to show all bonuses like science ship mastery and traits etc that'd be great.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Also, are you adjusting the shield regeneration consoles? Right now they suck pretty hard...
  • kyle223catkyle223cat Member Posts: 584 Arc User
    samt1996 wrote: »
    Also, are you adjusting the shield regeneration consoles? Right now they suck pretty hard...

    I think the shield regen consoles need to be changed away from a percent increase to an actual numerical increase. A Mk XIV console could add like 500 shield regeneration/6 seconds.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    I agree Lyle, that would work better than currently but I would be even more afraid of your tanks. LOL

    There is always the risk of static numbers becoming obsolete down the road though which has happened before.

    If they increased the percentage to say 40% maximum and had them calculate AFTER all other bonuses then you could triple your shield regeneration by using five of them and it would scale very well for dedicated tanks/healers. That's just an example of course.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    I think they should calculate it so that building heavily for passive regeneration should be roughly equivalent to building heavily for healing on a minute by minute basis or something like that. So basically a well built regeneration and heal build can both recover ~100,000 HP per minute for example on average. Pros and cons would then come into play like heal builds you have control over when to apply your heals while passive regeneration is less clicking etc.

    What do you think of this Kyle since you are much more experienced with tanking and healing?
  • deathray38deathray38 Member Posts: 210 Arc User
    samt1996 wrote: »
    I think they should calculate it so that building heavily for passive regeneration should be roughly equivalent to building heavily for healing on a minute by minute basis or something like that. So basically a well built regeneration and heal build can both recover ~100,000 HP per minute for example on average. Pros and cons would then come into play like heal builds you have control over when to apply your heals while passive regeneration is less clicking etc.

    What do you think of this Kyle since you are much more experienced with tanking and healing?

    Heal build require bridge officer abilities. Regen build - don't. It will be unfair to both giving same reward.
  • lsegnlsegn Member Posts: 594 Arc User
    edited March 2016
    deathray38 wrote: »
    samt1996 wrote: »
    I think they should calculate it so that building heavily for passive regeneration should be roughly equivalent to building heavily for healing on a minute by minute basis or something like that. So basically a well built regeneration and heal build can both recover ~100,000 HP per minute for example on average. Pros and cons would then come into play like heal builds you have control over when to apply your heals while passive regeneration is less clicking etc.

    What do you think of this Kyle since you are much more experienced with tanking and healing?

    Heal build require bridge officer abilities. Regen build - don't. It will be unfair to both giving same reward.

    Yes but heals are controlled, passive regeneration is not. Heals also interact with a great many traits and abilities and have secondary affects.

  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited March 2016
    samt1996 wrote: »
    I think they should calculate it so that building heavily for passive regeneration should be roughly equivalent to building heavily for healing on a minute by minute basis or something like that. So basically a well built regeneration and heal build can both recover ~100,000 HP per minute for example on average. Pros and cons would then come into play like heal builds you have control over when to apply your heals while passive regeneration is less clicking etc.

    What do you think of this Kyle since you are much more experienced with tanking and healing?

    That's a very good idea. Regeneration has always been so underrated, especially in PVP. I am a huge lover of regeneration builds so I'd like to see the regeneration mechanic get some love. We already have so many buffs to actual boff healing builds as it is, especially with hull healing (Regenerative Integrity Field, Biotech Patch, Sustained Radiant Field, etc)
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited March 2016
    Ok... about that misleading "players lose nothing" mantra you've all been fond of misquoting...

    The direct quote included the phrase "as much as possible" as a key part of the statement. We knew from the outset that we weren't going to achieve 100% accuracy with this particular design goal, and we said as much in the original Dev Blog that's being quoted out of context:
    "Players Lose Nothing" – As much as possible, everything available in the current system will be made available under the new system, and investments in equipment and ships retain full value.

    The context of the original statement was directly in regards to Skills and equipment benefits. All of the other mechanics and abilities you have been bringing this up in regard to are outside of that context. We set out with the goal of allowing you to build the same Skill bonuses in this system as you had in the old, and to ensure as much as possible that the benefit gained from your equipment/traits/set bonuses/etc is comparable.

    In this particular instance, you can still lose nothing, so long as you to spend a few Skill Points in things you couldn't previously invest in. Shield Hardness and Shield Regen never existed before. But so did a great number of other Skills that are being introduced, while others are no longer available. In every build translation I have attempted, I have had Space Points left over. In the range of 3-9, from my testing. No harm in spending some of those extra "freed up" points in Shield Hardness and Shield Regen in order to match your previous performance. OR, you can make the decision to accept a lower performance in those areas, in favor of buying other new Skills such as Hull Penetration, Long-Range Targeting, etc.

    A mantra you knowingly cannot complete seems pretty empty and pointless.

    Picking exactly what you wanted from the game with no wasted efficiency has been an RPG standard in the west and MMOs for ages. Super grouping level up skills is a new trend in games that are losing their player base.
  • preikopreiko Member Posts: 316 Arc User
    edited March 2016

    * The displayed Regeneration on your Shields stands for a Shield Power setting of 50 points.

    * At a Setting of 125 or 130 Regeneration and Resistances increases

    I think many Players forget this little thing about Shield Regeneration
    * Players benefit from the Regeneration 4 times !

    * * Forward Shield
    * * Aft Shield
    * * Starboard Shield
    * * Port Shield

    you can use "Tactical Team" to Distribute your Shields automaticly or do it manually
    to get a full shield facing every 6 seconds

    Thank you for your time
  • zerninzernin Member Posts: 8 Arc User
    nikeix wrote: »
    That one skill has warped the snot out of every serious DPS build calculation in the game. The nerf/complete re-work can't come fast enough. If nothing else, bumping them all up one rank so there's some tension between BFAW III and APOmega III (and no one has multiple copies of BFAW III to rock back and forth) would be a fine place to start.

    Cannon players have been complaining about the cannon skills being at CMDR level forever. I can only imagine the rage this change would induce. In general, they don't like to re-rank abilities like this, because it really messes with existing doffs.
  • nikeixnikeix Member Posts: 3,972 Arc User
    There's a class of STO player that rages at any change, no matter how minor, if it doesn't blatantly serve there own self-interest often over the wellbeing of the larger game environment. The rampaging conservatism on display is really a little shameful given that we're supposedly all fans of a setting about exploration and progress.

    Bottom line this revamp is being done to make the game more accessible and comprehensible to NEW PLAYERS and established players who scream "don't touch my stuff" with blood in their eyes need to get over it. ALL MMOs are a fluid environment. That's the beauty and curse of being not only able but expected to patch periodically. You (the general you, not the individual) were fooling yourself it you thought you were signing up for anything else. They may take a few percent of performance here or there and your benchmark scenario might take you a few seconds longer to complete but they aren't taking your skill (if you have any) so what ever imaginary hierarchy of awesome you see yourself as being part of really hasn't changed. You'll master the new system as much as you did the old.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    musicguru4 wrote: »
    Hey Borticus, do you know of any other systems in the skill tree that I would need 1 point in to get back approximately what we have now on Holodeck (like the Shield Regen as you mentioned)? I'm hoping to reproduce what I have on Holodeck so knowing if there are any other systems like that would be helpful. Thanks for your efforts on the new system.

    If you run beams, you want one point into Long Range Targeting Sensors. If you run cannons, you got a free buff (damage falloff has been normalized to 50% for both types, instead of 40%/60%).
  • musicguru4musicguru4 Member Posts: 26 Arc User
    musicguru4 wrote: »
    To get back to approximately what you have on Holodeck, it will take one point in Shield Regen. The 2nd and 3rd points will take you beyond your old values by a decent margin.

    Hey Borticus, do you know of any other systems in the skill tree that I would need 1 point in to get back approximately what we have now on Holodeck (like the Shield Regen as you mentioned)? I'm hoping to reproduce what I have on Holodeck so knowing if there are any other systems like that would be helpful. Thanks for your efforts on the new system.

    Just wanted to follow up on this since Borticus answered this during the skill livestream today (and also thanks to eldritchx and dragonsbrethren for answering this as well!). Borticus stated that the following systems would need one point spent to get roughly what we have now on Holodeck:

    Shield Hardness
    Shield Regeneration

    Also, if you're running beams:
    Long Range Targeting Sensors
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