Not sure what the cutoff is for necroposting, but let's continue.
I generally distribute my points depending on the direction i want that character to go.
Usually a bit more focus on science compared to the guides from the DPS league with variation depending on the career of the character.
For a tactical character i usually add a few points in engineering either for energy management or bulk.
Science characters differ depending on the role i envision for them (tank, support, damage or healing)
Engineer characters usually get a bit extra tac since their energy management and bulk is sufficient.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
This skill tree works nicely for me on characters that do primarily energy damage (i.e. beams or cannons) and can certainly be personalized or tuned to work in a variety of ways.
If a torpedo is used try moving one point from accuracy and 1-2 points from defense into the projectile training skill.
In combination with common story line and reputation consoles and traits it can be a template for a sturdy build that does a fair bit of damage and can be used while ranking up or at end game.
I have a base allocation that I adapt according to the toon's purpose.
1) I try to pick all the +subsystem power skills. And all three damage resistance skills.
For the 'defensive' Sci part I pick two in each of the shield skills in the Lt. and Cmdr. ranks (so not the Vice Admiral rank skill shield mastery, that one I haven't ever used). That's the same for almost all toons.
Beyond that, it depends on the ship and build.
2) For slower ships like sci ships or cruisers I pick one or two points in impulse skill.
For faster ships, I ignore that one and instead invest it in damage control (the one that makes your hull heals more potent, don't know its exact name).
3a) When I'm not going to fly a ship that can use a lot of Sci abilities (A, see below), I fill up most of the tac part (either energy OR torpedo, depending on the weapon type I'll mainly be using of course) except for hangar skills - unless I know in advance that I will actually make a carrier that toon's main ship.
3b) For Sci builds, I pick as many skills from the 'offensive' Sci part as I can - meaning I usually ignore the shield and hull penetration skills from the tactical part for those toons.
Starting with EPG (with only one exception in the case of my drain toon, this takes priority).
Then the first two +drain points, and then either the first two control points or the other drain skill and one control or vice versa, depending on the toon and the niche I want to specialise in.
____
Other general principles:
I ignore most of the Vice admiral part of the skill tree. As said, the +subsystem part is an exception to that, and the coordination protocol/hangar skill points were picked on my carrier toon.
Scientific, engineering and tactical readiness aren't interesting to me as I use personal and starship traits to reduce Boff abilities (and to much greater effect, I might add).
(A) 'A lot' being: more than five. I always have Sci team and hazard emitters for debuff cleansing and quick heals.
Sometimes a tractor beam to work with certain traits like Unconventional systems or Carrier Wave Shield Hacking.
So two or three Sci abillities is what I consider regular or basic.
A fourth ability is just a nice extra that doesn't yet warrant devoting precious skill points to enhance that one ability and a tractor beam.
Five Sci abilities or more means that I'll consider it an EPG build that requires Sci skill points to enhance those abilities and justify slotting them.
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Comments
I generally distribute my points depending on the direction i want that character to go.
Usually a bit more focus on science compared to the guides from the DPS league with variation depending on the career of the character.
For a tactical character i usually add a few points in engineering either for energy management or bulk.
Science characters differ depending on the role i envision for them (tank, support, damage or healing)
Engineer characters usually get a bit extra tac since their energy management and bulk is sufficient.
If a torpedo is used try moving one point from accuracy and 1-2 points from defense into the projectile training skill.
In combination with common story line and reputation consoles and traits it can be a template for a sturdy build that does a fair bit of damage and can be used while ranking up or at end game.
Piloting > build > skill tree.
Tactical Template
1) I try to pick all the +subsystem power skills. And all three damage resistance skills.
For the 'defensive' Sci part I pick two in each of the shield skills in the Lt. and Cmdr. ranks (so not the Vice Admiral rank skill shield mastery, that one I haven't ever used). That's the same for almost all toons.
Beyond that, it depends on the ship and build.
2) For slower ships like sci ships or cruisers I pick one or two points in impulse skill.
For faster ships, I ignore that one and instead invest it in damage control (the one that makes your hull heals more potent, don't know its exact name).
3a) When I'm not going to fly a ship that can use a lot of Sci abilities (A, see below), I fill up most of the tac part (either energy OR torpedo, depending on the weapon type I'll mainly be using of course) except for hangar skills - unless I know in advance that I will actually make a carrier that toon's main ship.
3b) For Sci builds, I pick as many skills from the 'offensive' Sci part as I can - meaning I usually ignore the shield and hull penetration skills from the tactical part for those toons.
Starting with EPG (with only one exception in the case of my drain toon, this takes priority).
Then the first two +drain points, and then either the first two control points or the other drain skill and one control or vice versa, depending on the toon and the niche I want to specialise in.
____
Other general principles:
I ignore most of the Vice admiral part of the skill tree. As said, the +subsystem part is an exception to that, and the coordination protocol/hangar skill points were picked on my carrier toon.
Scientific, engineering and tactical readiness aren't interesting to me as I use personal and starship traits to reduce Boff abilities (and to much greater effect, I might add).
(A) 'A lot' being: more than five. I always have Sci team and hazard emitters for debuff cleansing and quick heals.
Sometimes a tractor beam to work with certain traits like Unconventional systems or Carrier Wave Shield Hacking.
So two or three Sci abillities is what I consider regular or basic.
A fourth ability is just a nice extra that doesn't yet warrant devoting precious skill points to enhance that one ability and a tractor beam.
Five Sci abilities or more means that I'll consider it an EPG build that requires Sci skill points to enhance those abilities and justify slotting them.
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
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