I am not new to the game but I must admit that these are not the type of game I normaly play so there is a lot to learn and know. I have one fed in a defiant and he is set up so I do a lot of dps. But I am not that good a player so I dont do that much dps.
But long story short. I like to play as true to the series as possible and I have a Romulan tactical and want to fly a D'deridex.
How do I set up my skills and boff's so I can get the most out of it when I play the stfs's and pve?
I usually have a jack of all builds for my captain skill tree. That is, I put 6 points in just about everything that I might possibly ever use. The alternative is putting 9 points in a dedicated build, but it costs a lot to re-do the skill tree for another ship or another concept.
One of the biggest effects on skill tree is the simple decision of whether you use torpedoes or not. If not, you can skip several skills entirely. If you use many (more than 2 per ship) 6 points in each, if you use 1 slot 3 points in each torp skill.
I do not take the skill that adds to power levels when the levels are very low. It does only a tiny bit at 50 with modest gear and nothing at all at 50 with good gear. I also skip batteries. I put the minimum into ground, and that mostly to unlock train skills & beef up my personal damage. But I do not do hardly any ground play.
Before going into any more detail here, .. make sure you understand what each skill actually does and what it affects. The ship you chose has a lot of rank 3 officer skills so having science and engineering bonuses from your skills to boost those is useful.
As for bridge officers, the DD has a nice layout. As a pve player, I typically carry on a ship as much of the following as I can fit:
- s hazard emitters
- t tactical team X2 if possible
- e power to shields
- e hull heal (team or power to structure depending)
- s science team
- t appropriate tac skills (faw, scatter, rapid, overload) 2 copies where possible
*on the dd you have room for a gravity well if you want, recommended.
* on the dd you have room for aux2bat if you want
* if you have a torp, you should have a copy of torp spread.
* this is a good ship for having spare officers to change skills as you have rank 3 officers in all disciplines, you can tailor the skills for various content.
My dd is set up for dual beam banks up front and I have some gear that improves the turn rate to support it.
These are just the bare bones of a build of course. This ship is very flexible and you need to think it out for yourself some. It can be a tank, or a broadside aoe, or a frontal assault, or even a decent healer/support role on demand (see comment about spare officers). Most of the time you probably want a damage build, of course.
Thanks for your post, I am saving up for a respec. So then I can try and do it right.
I do want to put atleast one plasma torpedo on there. I am not sure about aft. Thinking about the weapons all together. All I know is that they need to be plasma.
I am going to take all your advice into the build of my perfect Romulan
You are right, but I seem to remember that somewhere in star trek time the Romulans changed from disruptor to plasma. And in the game they use it so then I do too.
Romulan plasma is a "best of both worlds" energy type giving you plasma damage with a disruptor proc. They fire greener than normal plasma beams -- still doesn't look as canon as using normal disruptors, but I prefer to use it for some variety since all my KDF ships use normal disruptors.
My weapon layout makes the best use of the hardpoints on the model. The first array fires from the canon center firing point on the deflector, the second fires from the center of the nose or top of the head, and the DBB fires from the shell. Aft, the arrays are nicely spaced apart and don't look spammy. I use the hyper-plasma torp to replicate the volley of plasma torps fired by D'deridex NPCs. The disrupting photons are from the story mission Mind Games and look just like the torps the ship fired in DS9:
Since it sounds like you're interested in a canon loadout already, check out the link in my sig -- you're welcome to join up if it sounds fun to you and there are plenty of good ship builders in our ranks that can help get you set up.
I am keeping it original, so now I have 2 disruptor beam array mk x (affordable) and 1 disruptor beam bank array mk xii and one plasma torpedo in front and 3 disruptor beam arrays and a plasma torpedo in the back.
Anybody any idea about the skills? For the Boff's and my own? I do wish to have good hull and shields with some power for the stfs.
Comments
One of the biggest effects on skill tree is the simple decision of whether you use torpedoes or not. If not, you can skip several skills entirely. If you use many (more than 2 per ship) 6 points in each, if you use 1 slot 3 points in each torp skill.
I do not take the skill that adds to power levels when the levels are very low. It does only a tiny bit at 50 with modest gear and nothing at all at 50 with good gear. I also skip batteries. I put the minimum into ground, and that mostly to unlock train skills & beef up my personal damage. But I do not do hardly any ground play.
Before going into any more detail here, .. make sure you understand what each skill actually does and what it affects. The ship you chose has a lot of rank 3 officer skills so having science and engineering bonuses from your skills to boost those is useful.
As for bridge officers, the DD has a nice layout. As a pve player, I typically carry on a ship as much of the following as I can fit:
- s hazard emitters
- t tactical team X2 if possible
- e power to shields
- e hull heal (team or power to structure depending)
- s science team
- t appropriate tac skills (faw, scatter, rapid, overload) 2 copies where possible
*on the dd you have room for a gravity well if you want, recommended.
* on the dd you have room for aux2bat if you want
* if you have a torp, you should have a copy of torp spread.
* this is a good ship for having spare officers to change skills as you have rank 3 officers in all disciplines, you can tailor the skills for various content.
My dd is set up for dual beam banks up front and I have some gear that improves the turn rate to support it.
These are just the bare bones of a build of course. This ship is very flexible and you need to think it out for yourself some. It can be a tank, or a broadside aoe, or a frontal assault, or even a decent healer/support role on demand (see comment about spare officers). Most of the time you probably want a damage build, of course.
I do want to put atleast one plasma torpedo on there. I am not sure about aft. Thinking about the weapons all together. All I know is that they need to be plasma.
I am going to take all your advice into the build of my perfect Romulan
Any other tips from the pro's?
Fore:
Romulan Experimental Plasma Array, Romulan Plasma Beam Array, Dual Romulan Plasma Beam Bank, Disrupting Photon Torpedo
Aft:
Romulan Plasma Beam Array, Disrupting Photon Torpedo, Romulan Hyper Plasma Torpedo, Romulan Plasma Beam Array
Romulan plasma is a "best of both worlds" energy type giving you plasma damage with a disruptor proc. They fire greener than normal plasma beams -- still doesn't look as canon as using normal disruptors, but I prefer to use it for some variety since all my KDF ships use normal disruptors.
My weapon layout makes the best use of the hardpoints on the model. The first array fires from the canon center firing point on the deflector, the second fires from the center of the nose or top of the head, and the DBB fires from the shell. Aft, the arrays are nicely spaced apart and don't look spammy. I use the hyper-plasma torp to replicate the volley of plasma torps fired by D'deridex NPCs. The disrupting photons are from the story mission Mind Games and look just like the torps the ship fired in DS9:
D'deridex firing torpedoes
Since it sounds like you're interested in a canon loadout already, check out the link in my sig -- you're welcome to join up if it sounds fun to you and there are plenty of good ship builders in our ranks that can help get you set up.
Anybody any idea about the skills? For the Boff's and my own? I do wish to have good hull and shields with some power for the stfs.