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Tac, Sci and Eng Help

jelly0jelly0 Member Posts: 560 Arc User
edited May 2016 in The Academy
Right, since the new skill system change I just stopped playing, couldn't be bothered going through over 15 characters and applying skills one by one (What moron left it like that).

Tactical - Fleet Defiant
Science - Intrepid
Engineering - Sovvy / Galaxy (Although I do love my Sovvy, beautiful ship)

These are my ships for each career path but I need some help with the skills for each,

Tactical no need for in depth explanation you wreck stuff.

Science I never really knew how to go about this so just tried to get through stuff without dying but I currently use PBA with complete Borg set.

Engineering I usually tried to get the right skills to take a beating for the team, beam boat that used to take a serious beating.

Currently all my captains have 0 skill points assigned and since they still charged you for respec (Dont care about the discount they gave, it was a crappy move not to make the respec free for a week after so people could get used to the new system) I didnt want to TRIBBLE up as it meant I would be left with it forever.

Any help would be appreciated in regards to helping with skills.

Comments

  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    You can always copy a toon (or toons) to Tribble, go to the console on Drozana, buy like 30-50 respec tokens, and play around with different specs. Other than that, here are my thoughts on this:

    There are a few skills that are really important regardless of Captain career:
    • Energy/Kinetic weapon training is very important depending on what type(s) of weapons you use
    • 3 points in Long-range targeting sensors is very important; it's a mitigation that we could not get before, and the effect is huge
    • 2 points in EPS is important to keep your weapon power level up when firing energy weapons
    • Coordination Protocols line is significant if you play any sort of PvE Queue or team content, or to a lesser extent if you have hangar pets. The effect of having 4x of those buffs on yourself is nothing to ignore.

    Beyond that, there is a lot of discussion as to the Tactical and Science ultimate abilities. From what I've seen, they are very comparable in the current state of the game and very strong, even with the current server performance issues at the high end.

    If you're worried about survivability, take note of the new Strategist specialization, along with the new Threatening Stance power. It really is quite excellent.
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  • jelly0jelly0 Member Posts: 560 Arc User
    edited May 2016
    Never thought about the tribble thing lol, big download just for trying skills though.

    I was more concerned on the abilities you get via points allocated as well, are these important ?
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Some of the old abilities work their way through them - do you use batteries a lot? You'll want that versus threat.

    http://skillplanner.stoacademy.com/ has the unlocks up so you can get some ideas more visibly than the hovertext in game.
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • dareaudareau Member Posts: 2,390 Arc User
    For the record, each character got their "mandated" respec (because of the dropping of spec points) and one more "free" respec on top of that.

    Also, characters carried over what other respecs they may have earned, such as from levelling with an active subscription/LTS...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • jelly0jelly0 Member Posts: 560 Arc User
    Some of the old abilities work their way through them - do you use batteries a lot? You'll want that versus threat.

    http://skillplanner.stoacademy.com/ has the unlocks up so you can get some ideas more visibly than the hovertext in game.

    Ive visited that site several times since the changes but still dont have a clue, was hard enough to learn everything the last time.

    What about this for Tactical

    Lieutenant
    3xHull Capacity
    3xEnergy Weapon Training

    Lt. Commander
    Electro-Plasma System Flow + Improved EPS Flow
    3xImpulse Expertise
    3xTargeting Expertise
    3xDefensive Maneuvering

    Commander
    Hull Plating + Energized + Ablative
    3xWeapon Amplification
    3xWeapon Specialization

    Captain
    Offensive Subsystem Tuning + Weapon, Engine Performance
    3xLong-Range Targeting Sensors
    3xHull Penetration

    Admiral
    Warp Core Potential + Improved WCP, Warp Core Efficiency

    38 points spent, 8 left.
  • ultimatenewbieultimatenewbie Member Posts: 269 Arc User
    jelly0 wrote: »
    What about this for Tactical

    Lieutenant
    3xHull Capacity
    3xEnergy Weapon Training

    No Shield cap??!?
  • nephitisnephitis Member Posts: 456 Arc User
    jelly0 wrote: »
    What about this for Tactical

    Lieutenant
    3xHull Capacity
    3xEnergy Weapon Training

    No Shield cap??!?
    Your shields usually get shredded to oblivion anyways, and there is little that boosts shield regen apart from the Omega space trait high shield power. If it is survivability you want then it is better to invest in defense and speed, as well as hull regeneration. It is easier to boost and hull can never be drained like shields. While shields protect you, hull keep you alive.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    1 point in shield regen is nice since it applies a bonus percentage based on your your total shield cap. Hull regen on the other hand only applies a bonus percentage to your current hull regen (which is already really small especially when you are in combat. In terms of points investment, it's not worth it in my opinion.
  • jelly0jelly0 Member Posts: 560 Arc User
    Such a PITA that you are forced down certain routes on each captain just to be able to get the training manuals and I am having a lot of difficulty with Science and Engineering for my Intrepid and Sovvy.

    Mainly for solo stuff with Grav Well, cluster torp and beam arrays on the Science.
  • jelly0jelly0 Member Posts: 560 Arc User
    Took a while but managed to fill out a skill planner including my ship if anybody wouldn't mind taking a look.

    http://skillplanner.stoacademy.com/81da82325b5dbc3b0390da3d74b7ff84
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Depending on how you run your power systems with the AMP core - efficiency runs off the set power levels, so it could give you a bigger boost than improved warp core potential.
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • jelly0jelly0 Member Posts: 560 Arc User
    edited May 2016
    I usually run full power to weapons, here is how my power levels were before the skill change (They are a lot different now due to no skills being applied) if you want I can show you a now as well.

    http://i.imgur.com/waXsYFW.jpg

    Edit
    I managed to get over 75 power in each system with weapons maxed out.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    If you are not certain if you need a skill or not, my general guideline:
    - The first point in any skill gives the most benefit.
    - The 3rd point in any skill usually gives the least benefit.
    - The higher the tier of the skill, the more specific the benefit often is.
    The above is just a general guideline, not always 100 % true for each and every skill (some skills branch out after the first pick, for example. Long Range Targeting works a bit different since it's a penalty reduction skill, not a skill that boosts something).

    But as a result, I would recommend: Ensure you have 1 point in every skill up to the Commander Tier or so.
    Beyond that, look more closely. Buff weapons (of the type you want to use) first. Before you pick a 3rd point in any skill, definitely consider if you can't spend it on a 2nd or 1st somewhere else.
    Beyond that, I probably would try to get power level boosts. Weapon Power being a priority on a Cruiser or Escort, Auxiliary on a Science Vessel and as the second priority on any ship type.

    By that guideline your build is unlikely to be screwed over and missing something significant. It probably will still have optimization potential, but it might depend a lot on exact play style, ship choice, bridge officer ability choice and so on.

    I used the skill planner now to generate a "generic" build that follows the above concepts:
    http://skillplanner.stoacademy.com/91f17eb17bec2279429c5204ef6135db
    If I was supposed to use this on a Science Vessel though, I'd shift tactical points over to science. Maybe I would even do that in general on any build I'd use, since I like to integrate a Lt.Cmdr science offensive skill where ever I can, and more Exotic Particle Generators and Control Expertise are useful there.


    If you go for an Ultimate ability, you have a lot less choices in general, since most of your points will be spend on one branch.

    The build you linked is something that probaby will work fine on a pure DPS Cruiser or Escort build. I would suck for a Science Vessel, obviously. :)


    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • jelly0jelly0 Member Posts: 560 Arc User
    Thank you for your input, ill have a think over the next few days before I make any permanent decisions.
  • jelly0jelly0 Member Posts: 560 Arc User
    Well, decided on some skills and I have suffered quite a bit. I used to have weapons set to max and the other 3 used to be above 75 but now the 3 are lacking by 10-15 points.

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