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New skill build insight for a returning player?

Been looking through the new skills and I have a problem. The bonus powers unlocked with 24 points spent in a profession seem unbalanced to me. The tactical one doesn't seem that useful and yet it's tactical skills I want the most of. Engineering seems interesting (especially with exotic particle generator) and science seems very useful, but 24 into science isn't appealing to me. That's a big sacrifice in engineering and tactical skills.

Are people going more for shield/hull capacity or healing? Capacity seems more useful unless you're planning a specific healing build.

Coordination protocols? Pfft, hangar pet AI is so abysmal I don't think any amount of buffing can help them. My frigate pets love to glide around their target in nice smooth circles using only their turrets.

Are the bonus powers ever worth getting? Are there some skills that are absolute must-haves, aside from energy training and hull/shield capacity?

Comments

  • uryenserellonturyenserellont Member Posts: 858 Arc User
    There's a bonus past Frenzy I just saw that looks very useful so I'm retracting my opinion on the tactical power.

    I'm thinking this build for all my characters:

    http://aesica.net/sto/?a=eNpjmGRoaAAEQBKEDMBsCDI0hDDQAFzKAMLABiBSukYQHboGSLSRkVE8RA3EOohahCIgAABH0hxW

    They all use more or less the same type of ship and they all use a torpedo. Sometimes I switch up their ships but I don't build for one particular ship or type of ship so I want something generalized for them. I can maybe replace engineering and scientific readiness but what to replace them with?
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Frenzy has been causing lag, so dps players rushed to it and then some specced out of it; I believe its verbotten on channel isa runs. You have a free respec per toon in addition to getting a first go. so maybe do what seems right for each toon and then put more thought into the respec.

    Trade-0ffs include: extra power via eng or is this all leach, supremacy, terran core, uni consoles for you?

    extra speed and turn rate, available via, skills, consoles, rep powers and space gear - somewhere you'll lose
    something to get your ship moving well.

    Energy weapons AND torps?

    Are those 3rd points in tac that dpsers insist on really that helpful for a general purpose or pvp build?

    How much and the type of tanking seems far from clear, probably a ship to ship issue.
  • uryenserellonturyenserellont Member Posts: 858 Arc User
    edited May 2016
    I don't pvp so no need to consider that. It's all general purpose but DPS focused, not tanking or science. I don't have plasmonic leech or any lobi/lockbox gear, just reputation and craftable gear. I'm poor and not willing to invest that much anymore.

    And yes I use a torp with all my ships.

    So maybe Frenzied Assault instead of Frenzied Reactions? I don't want to cause lag. Or is Frenzy itself causing the lag? I might want to experiment with EPS Corruption if that's the case...maybe.

    My characters are currently piloting:

    Eclipse with DHC and gravimetric torp
    Eclipse with DHC and biomolecular torp
    MatHa with DHC and neutronic torp
    Faeht with DHC and particle emission plasma torp

    but that's just currently. I switch them to beam cruisers, sometimes Breen carrier etc. That's why I don't want to spec them for something specifically.
    Post edited by uryenserellont on
  • postinggumpostinggum Member Posts: 1,117 Arc User
    I think frenzy itself seemed to be an issue, similar to how kemo was. Under tac theres the pet abilities, these increase team functioning so dps people are using these even for petless ships, anyone with pets really wants those - they look poor but dpsers are very keen.

    I'd guess you'll have to consider part gen, control and drain as being luxuries, bearing in mind that some torps are boosted by sci skills, you need to checkout if partgen boosts the damage of all of those torps - I think it might. Torp and energy weapon balancing might mean taking two of each rather than three of one and none of the other. There was a freebie quantum phase torp that does additional shield drain via flow caps( or whatever its called now.)

    I read recently that shield weakening isn't currently working, not sure if this should be skipped or not. Also you'll have to make some brutal decisions about scrimping on the third tick or just take two, often the third is adding very little. For my money adding power and eps from eng will help you more than a tiny bit more damage from say 1% extra critD etc.

    The dps channel has some builds that include frenzy: https://www.sto-league.com/skilltree-suggestion/
    These could be adapted for torp/energy hybrid and maybe a bit more eng.

    Going for the sci ultimate would give 30 sec great damage and then bad for a minute, rinse and repeat, it gives temporary monster crits AND tanking but compromises the build to do so. The anniv krenim sci trait also does crits from feedback pulse, and the strategist specialisation also has some critsD and critH.

    The eng ultimate is fine for pvp or bosses that fire a lot, pretty much a luxury for everything else though.

    There is a thread 'balanced budget build' that sounds relevant, also has some stuff on healing vs cap.
  • uryenserellonturyenserellont Member Posts: 858 Arc User
    I looked at that build but it's 17/17/12 and I don't believe in focusing on tanking over damage which that build does. I will never do what true DPSers do due to not wanting to spend money or dil on this game but I don't want to be a useless tank either, so I'm trying to come up with a "budget DPS build for energy and torp weapons" :)
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    And yes I use a torp with all my ships.

    Using a torp doesn't immediately mean you need to spend skill points on improving its damage.
    [SIGPIC][/SIGPIC]
  • uryenserellonturyenserellont Member Posts: 858 Arc User
    edited May 2016
    What can I spend the three points on instead though while maintaining 27 points in tactical? I'm not putting them in coordination.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    There are 30 tac points, once you decide to go for a complete ultimate you can only drop 3. Some of those third points give so little you'd never notice without parsing.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2016
    What can I spend the three points on instead though while maintaining 27 points in tactical? I'm not putting them in coordination.

    Ah, sorry. I wasn't suggesting your choice was wrong. I was speaking more generally.

    If you run one torpedo, and 5, 6 or 7 other weapons, the question of whether that skill point will increase the DPS enough on that 1 weapon versus what a skill point in a different skill entirely, is what I was getting at. If you're going full tactical and not getting the pet skill, yeah, you're stuck.

    But in defense of the pet skill, it does increase teammate damage too, a tiny bit, IIRC.
    [SIGPIC][/SIGPIC]
  • autumnturningautumnturning Member Posts: 743 Arc User
    +20% to Pets.
    +5% to Team members (who are not you).

    That means that if everyone on the team has the Coordinator Skills, that's +20% to a lot of things for 5 Players. So the question is ... how selfish are you?
  • uryenserellonturyenserellont Member Posts: 858 Arc User
    I don't want to give up my torpedo damage for 5% for my teammates though :( I've gotten over 100k hits with the omega torp and the enhanced biomolecular torp, and I think I can push that further now.

    I'd be giving up 50% of my torpedo damage to give my teammates 5% damage, hull/shield and defense. It's sort of a selfish decision but I like torps, what can I say.
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