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What are the pros & cons of the various specializations?

kojekoje Member Posts: 81 Arc User
Every captain I have played has been intel / strategist but I'm starting a new captain and wondering if I should try something new. I'm sure it depends a lot on the build but I would appreciate your thoughts on the pros & cons of each and maybe what type of build or play style for which they are best suited.

Thank You!

Comments

  • davefenestratordavefenestrator Member Posts: 10,664 Arc User
    Pilot as secondary is nice for cruisers and carriers for:
    - a console's worth of +turn
    - rock & roll
    - temp hitpoints from attack pattern beta
  • dumas13dumas13 Member Posts: 281 Arc User
    Temporal is great for science-based builds since it gives a large EPG bonus and various perks that make exotic damage or DOT skills more effective. On the ground, it gives some nice perks for kit powers. At the top level, Continuity is a very powerful space ability that can save you from death and give you a massive boff and captain power cooldown bonus into the bargain. It's a very nice tree, but I'd take a good hard look at how you fight in space before committing to it since not all builds take full advantage of the bonuses. The boff/kit powers can also be fun to play around with.

    Command, well, it makes things more durable and Forward March helps with the Winter ice race? I run it on a toon that doesn't really feel like the other specializations suit it, but I'd replace it in a heartbeat if something more interesting comes along.
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