max out a select group of skills? I was starting to do that but the little voice in my head keeps telling me to catch up everything and distribute evenly
I try to choose all the damage areas first (with CrtH being the top choice always), and then things like turn rate and impulse speed next as they indirectly help do more.. damage. Resists come last for me. Here's how things have worked out so far at endeavor rank 183..
I pick ground over space unless space has a much better choice, since that helps more squishy ground characters. For ground, damage then health/shields then resists. For space, what @protoneous said.
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rattler2Member, Star Trek Online ModeratorPosts: 58,582Community Moderator
Honestly right now for me its whichever is closest to being filled up, and thus removed from the selection pool. If all three options are very low... whichever one I might get more use out of.
I kinda have tiers of what I go for when it comes to picking: Tier 1 is damage, stuff like Critical Chance, Critical Damage, Energy Weapon Damage. Tier 2 is some of the more valuable durability stuff like Shield Capacity and Hull Capacity, as well as damage that's a lower priority for me like Exotic Damage (don't have many chars with, and they kinda don't need help killing stuff). Tier 3 Ugh... Why bother? Is the three Damage Resistance pools for Space and Ground, just so little help for each point, even though maxed out would help out a bit if a given char didn't already have decent Armor from things like Traits.
Usually, I'd go for a Tier 1 Ground over a Tier 2 Space, but always Space in the same Tier. Space is what I like, make it better. Honestly, from the introduction, and usually each time they expand the Endeavors, once my Tier 1 choices are full or close to it, I don't really bother anymore.
I choose Space over ground at the moment, once Space is filled then ground it is, with Space I focus on Turn Rate (great for those big clunky ships) and shield and hull capacity/hardness.
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personally I try to keep them more or less equal so if there's one that's lower then others in the selection pool I'll pick that but otherwise I pick what I think benefits me the most.
Priorities for me were...roughly in order...but it depends which one(s) popped up as an option each day...
Space - Impulse Speed, Turn Rate, Energy Weapon Damage, Critical Chance, Critical Severity.
Ground - Sprint Speed, Kit Performance, Ranged Weapon Damage, Critical Chance, Critical Severity.
Low priority, left until last...Melee Weapon Damage and all the damage resistances for ground and space.
All complete for quite a while now though.
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rattler2Member, Star Trek Online ModeratorPosts: 58,582Community Moderator
Top priority for me is space turn rate, it makes it easier to keep hammering the same shield facing on enemy ships and to keep rolling shield facing on mine to spread out incoming damage. Also, I run a lot of theme builds which have the traditional torpedo front and back. Next is crit, exotic damage, and some of the durability stuff, with ground being lower priority than space since I do TFOs and whatnot more often than missions nowadays.
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To seriously answer: When the Endeavor system first started, I never really went for it. The occasional accidentally getting a point here and there just randomly distributing it. Since I mostly ever just did ground battles on Dyson, I became accustom to not having the Endeavor buffs. One day I decided to venture into more space and thought "Endeavors will help give me that edge I need", so I started with speed. As someone who I consider a friend once said "Gotta go fast". If out of the 3 options each time, if impulse speed was a choice, I'd go straight for that, elseif I'd go after turn rate, criticals etc... Never went for any of those exotic damage types or resists. Everyone thought it was crazy of me to not get any ground buffs since I was doing ground combat still 90% of the time. I started doing every Endeavor about 2 years ago to play catch up, never rerolling unless it was absolutely necessary. I have now past the previous cap of 600 and am moving forward to the new 750. Now, if ground is any choice, I go for whatever it is.
I don't anymore since I maxed out about two months ago. However,
when I did, Space first, then ground. The last in Griund was Damage Resist Gamma, then finally Control Resist.
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The only exception is melee damage (I've invested nothing so far into it) and I've avoided increasing run speed further as I was leaving my boffs behind a lot with a few points of upgrade. I also don't exercise any preference between ground and space (whatever has the punchiest perk point available per upgrade). I'm at rank 230 ATM, I haven't totally maxed anything at the current caps but I have significant investments in all skills of interest. If there's multiple points available that fall under the same category I'll usually make a call based on which is factoring most in my recent builds (or failing that which needs more points).
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Anything 'Space' related first - and am happy when it's Weapons or resists. ANYTHING ground is dead last and only when it gives me a choice of two Ground...*
*-The above said, I'm at the 750 Cap so I've distributed equal points to everything Space and Ground.
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Usually, I'd go for a Tier 1 Ground over a Tier 2 Space, but always Space in the same Tier. Space is what I like, make it better. Honestly, from the introduction, and usually each time they expand the Endeavors, once my Tier 1 choices are full or close to it, I don't really bother anymore.
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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!"
Space - Impulse Speed, Turn Rate, Energy Weapon Damage, Critical Chance, Critical Severity.
Ground - Sprint Speed, Kit Performance, Ranged Weapon Damage, Critical Chance, Critical Severity.
Low priority, left until last...Melee Weapon Damage and all the damage resistances for ground and space.
All complete for quite a while now though.
For me Damage resist was at the top of the list.
Ground: ranged weapon damage, crit, runspeed, kit, resists
It really depends on what I'm given as choices, I generally pick what I need most.
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To seriously answer: When the Endeavor system first started, I never really went for it. The occasional accidentally getting a point here and there just randomly distributing it. Since I mostly ever just did ground battles on Dyson, I became accustom to not having the Endeavor buffs. One day I decided to venture into more space and thought "Endeavors will help give me that edge I need", so I started with speed. As someone who I consider a friend once said "Gotta go fast". If out of the 3 options each time, if impulse speed was a choice, I'd go straight for that, elseif I'd go after turn rate, criticals etc... Never went for any of those exotic damage types or resists. Everyone thought it was crazy of me to not get any ground buffs since I was doing ground combat still 90% of the time. I started doing every Endeavor about 2 years ago to play catch up, never rerolling unless it was absolutely necessary. I have now past the previous cap of 600 and am moving forward to the new 750. Now, if ground is any choice, I go for whatever it is.
when I did, Space first, then ground. The last in Griund was Damage Resist Gamma, then finally Control Resist.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Damage or survivability or crit.
The only exception is melee damage (I've invested nothing so far into it) and I've avoided increasing run speed further as I was leaving my boffs behind a lot with a few points of upgrade. I also don't exercise any preference between ground and space (whatever has the punchiest perk point available per upgrade). I'm at rank 230 ATM, I haven't totally maxed anything at the current caps but I have significant investments in all skills of interest. If there's multiple points available that fall under the same category I'll usually make a call based on which is factoring most in my recent builds (or failing that which needs more points).
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
*-The above said, I'm at the 750 Cap so I've distributed equal points to everything Space and Ground.
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