It has been a LONG time since I last played...needless to say the skill trees were drastically differnt...back in the day when you had to put points into your ship and specific damage type.
Anyways I have been scouring the forums all day, and while the STF threads were helping they were a bit lacking in the actual captain skills.
http://www.stoacademy.com/tools/skillplanner/index.php?build=SPKFinal2_0
I will mainly be doing PVE / occasional STFs and my Tac officer will be flying a Defiant Retrofit.
As I roll a new toon and relearn this game (I do have a level 50 capt that I played when the Borg set had just came out) I am wanting to get fixed up skill wise. Well as of right now I am not to concerned about consoles and such as I do have a Borg Set and Aegis Set on him...and well the console stuff is in almost every thread.
Anyways I am rambling like a noob and well just need a help wrapping my brain around the new skill trees to start and go from there.
Comments
Needless to say, I had a lot of re-learning to do! (had all Purples Mk X IIRC) Fortunately, I'd somehow had around 90K Dilithium (wherever that came from; I don't remember it existing before)
Though I had returned 6 months after launch for a few weeks, but before rage-quitting I built an Eng/Sov and Tac/BoP, so didn't really play the Defiant during that short return. (at that time, Escorts still weren't "tankish" as they are now)
Also, Tactical Team didn't have anything to do with shield redistribution. And yeah, the skill tree was about choosing particular powers to be skilled in. IIRC, STFs were new then, buggy, and extremely long and difficult. I didn't even bother with them at the time.
Anyways, still hoping to have someone review my captains skills to tell me where I may get the best bang for my buck! Where I have to many points or not enough or even where none are needed at all.
I have read in numerous threads DHC are better then 3 DHC and a quantum...what is the DPS spread between the two builds? I do know it would free up numerous skill points.
As I said I do have the consoles figured out and I do have 3 turrets on the back, just would like some feedback and guidance on my captain skills, prehaps boff ability and well get me pointed in the correct direction
(as for doffs - 2 Projectile, 2 Cannon, Nurse) (any suggestions?)
Regard to your build, in my opinion change emergency power to shields, to emergency power to weapon and reverse shield polarity, use shield batteries on device to your shield regen.
Kind regards
As of right now I am wanting and hoping for advise on my "Captains" Skill Point Allocation...
http://www.stoacademy.com/tools/skillplanner/index.php?build=SPKFinal2_0
How can I improve this...to many points somewhere? Not enough somewhere? Any tweaks, suggestions, ideas...
3DHC Front
1 Quant Front
3 Turrets Back
Looks pretty solid.
Personally I'm not a great fan of the Escorts with 3 Ensign Tac Slots, I've always preferred to be able to fit 2xEPTS and Aux2SIF1 in... but that's just me. You've offset the lack of reactive healing a little bit by taking HE2; but you'll probably still struggle to keep topped up when under fired. Picking up the Borg Set 2-piece proc will help.
The Space Skills look fine, I'd maybe move 3 slots from Energy Weapon Spec and Power Insulators to get 9/9 in Warp Core Potential + Efficency, with any surplus dumped into Driver Coil, Batteries or Ground Skills.
I'd also swap the ground skills around slightly for maximum DPS: 9/9 in Grenades/Weapon Prof/Combat Spec, and 6/9 in Squad Command for the "Tactical Initiative"+"Ambush" combo (Combat Armor and Threat Control need no points, PS Gen can be 5/9 and the other two 3/9) but that's just me.
Now if you have a chance can you explain the choice of putting points in Driver Coil? I am guessing it is for the speed bonus while in full impulse?
I do have two piece Borg, and 3 piece Aegis.
It's my standard "throw spare points in here" skill
There's no speed difference at full Impulse, just in Sector Space at Warp. Makes it a bit easier to get around. There's a very slight combat benefit to Driver Coil though - when you're at full impulse your weapon/shield/aux power levels won't drop all the way down to 5, meaning that you become battle-ready more quickly after dropping OUT of full impulse.
I did take note of many of the suggestions you made and did make changes but as for now, as for Drive Coil - will be tested out on a new toon for fun I am leveling up. (I have a lowbie I am goofing on as I relearn the game, ground combat is insanely different then when I played last as if crafting)
Batteries Skill is one that caught me by surprise as being recommended by so many in other threads, may have to put a few more dump points in there.
Yeah, I've seen that promoted too.
Batteries Skill can double the duration of the buff from the Ship Device "Batteries"... so if you use rely on those a lot (pvp?), then I'm sure it's effective. I know that some people use them like candy. Personally I only use consumable batteries in PvE on extremely rare occasions, and even then it's usually an Aux Battery (used just before firing off a big heal) so I haven't bothered skilling it up on any of my characters. Naturally, YMMV
A little more Hull Plating/Armor might be another option, but the Defiant isn't great at Hull Tanking, and a Neutronium Armor Engineering Console is probably an easier way to get Damage Resistance. Realistically, if you want extra functionality instead of just dumping the spare points into Driver Coil or Batteries, then spending a little more on Ground skills is probably your best bet. Probably starting with PSG, since Tacs tend to be the squishiest characters in ground combat and the "Combat Armor" skill is basically useless at endgame due to severe diminishing returns.
Honestly though, it's a solid build. By this point you don't "need" anything else, so you can put leftover points wherever you want...
http://www.stoacademy.com/tools/skillplanner/index.php?build=SPK30Final2b_0