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What to take for joined Trill?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I am creating joined Trill character and I0m in doubt what to take, there are two options that bothers me for space PvP character.
1st - Accurate and elusive or
2nd - Astrophysicist and Warp theorie

What to take, state your oppinions.
Post edited by Unknown User on

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Warp theorist is the most important to grab.

    I personally took accurate and warp theorist. The idea being only to counter people who took elusive.

    Warp theorist and any of the other space traits would be good.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    As a Tactical Officer/Escort captain I chose Accurate/Warp Theorist. Between the Joined Symbiot and Warp Theorist traits, and level 7 Starship Captain and Warp Core training I can feel a noticeable difference in maneuverability with my light cruiser from when I was playing in Open Beta. Throw in a Turn Rate +7.5% console and it maneuvers around quite nicely.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Two schools of thought.
    If you want to be a bit more offensive, go warp theorist/Accurate If you want to be a bit more defensive with a boost to engineering skills, go warp theorist/Techie.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    As an Engineer and Cruiser jokey I took Warp Theorist and Techie (+10 to Engineering)
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