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Favorite Specialization ? Preparing to Use my Spec Points

taylor1701dtaylor1701d Member Posts: 3,099 Arc User
edited December 2014 in Federation Discussion
Hello all,

Im wondering what are your favorite spec point abilities/passives so far ?
Do you have any that have been a real upgrade, or feel like they are a must have ??

Ive been saving my Spec points since DR launched.
I now have 20 unspent spec points at my disposal, and would like to hear from you, which are your favorite abilities/passive from the spec point system ??

Which skill tree would you recommend working on first, should i complete a full skill tree before moving on to another ? Or should I choose abilities from each tree ?

Any must have abilities I should get a soon as possible ?

I've been holding on to them, because I dont want to mess up, and thought I'd ask here before commiting them.


I'm a Fed Sci with emphasis on Particle Generators (if that helps)
I run about 60% space - 40% ground queues, and I like to pvp (when not grinding spec points)
[img][/img]OD5urLn.jpg
Post edited by taylor1701d on

Comments

  • amaresh1amaresh1 Member Posts: 188 Arc User
    edited December 2014
    Your really have to think about the starship trait. I would pile in one if I had to do it again. Here are the choices: You have to have 15 points invested in a specialization to get the starship traits. Here they are:

    Commando:

    Pedal to the Metal. Gain a stacking damage bonus for each second you remain at high speed. All stacks are lost if your speed drops for any reason.

    Intelligence specialisation: Predictive Algorithms. Activating any Weapon Enhancement Ability (such as Torpedo Spread or Beam Overload) will remove one Debuff from self, and grant a short-duration Accuracy boost.

    Commando specialisation: Demolition Teams. While within short range of an enemy starship, periodically beam over clusters of explosives to their interior. After several charges are placed, they will be automatically detonated, dealing kinetic damage that bypasses shields.

    If I had to do it over again, I would go with the pilot and go for Pedal to the Metal. However, it is up to you what you like.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    Pilot is nice.
    IMHO pedal to the metal is NOT good for a sci toon. It is for a weapons-based build, and like everything else in the game is ANOTHER beam/faw/"crusier" perk designed to weaken cannons (by exclusion of never adding good stuff for cannons ever). It is designed for 8 gun beam boats to fly at max speed while spamming faw, period.

    However pilot tree offers several amazing perks --- innate turn rate for simply taking points in the tree, and attack pattern shielding (use any attack pattern, gain temporary hit points). But the real gem is rock&roll. Got a torp spread of 2000000 damage per hit garbage coming at you from a mob in an STF? rock & roll. Crystal about to aoe? Rock & roll. Too close to a warp core breach? R&R. It cannot be understated how powerful a moment of invulnerability is!

    Commando is for ground players. I am not big into ground, and skipping it.

    Intel is powerful, but its a large tree that will take a "long time" to fill. My advice is to get rock&roll and then focus on intel. The intel team bomb thing is extra weak, and can be ignored.
  • letsfadeawayletsfadeaway Member Posts: 110 Arc User
    edited December 2014
    Commando Starship Trait is not worth the slot.
    Since you will most likely not be zooming around at full speed the Pilot Spec Trait "Pedal to the Metal" will not be useful to you.

    If you are using attack patterns put three points into pilot to get the Attack Pattern Expertise passive. It helps in Borg Disconnected.

    Rest I'd put into Int Spec space skills before touching anything ground related, though in your case it might be more effective to get the Tier 3 Int Spec ground skills instead of the space flanking ones.

    Choose what you want and think is best for you, if you need more points (once we'll get more specs for example) you can always grind more.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited December 2014
    Commando Starship Trait is not worth the slot.
    Since you will most likely not be zooming around at full speed the Pilot Spec Trait "Pedal to the Metal" will not be useful to you.

    If you are using attack patterns put three points into pilot to get the Attack Pattern Expertise passive. It helps in Borg Disconnected.

    Rest I'd put into Int Spec space skills before touching anything ground related, though in your case it might be more effective to get the Tier 3 Int Spec ground skills instead of the space flanking ones.

    Choose what you want and think is best for you, if you need more points (once we'll get more specs for example) you can always grind more.

    Exactly this!

    I like the Attack Pattern passive in Pilot, other then that go full into Intel. The flanking abilities really up DPS and when you get enough points in that tree you gain the ability to train Intelligence Bridge Officers. I suggest Intel/Pilot with the heavy bulk of the points in Intel. There are some really nice abilities in the Intel tree.
    Insert witty signature line here.
  • venyarthvenyarth Member Posts: 0 Arc User
    edited December 2014
    noroblad wrote: »
    IMHO pedal to the metal is NOT good for a sci toon. It is for a weapons-based build, and like everything else in the game is ANOTHER beam/faw/"crusier" perk designed to weaken cannons (by exclusion of never adding good stuff for cannons ever). It is designed for 8 gun beam boats to fly at max speed while spamming faw, period.

    I'll have to respectfully offer some counterpoints to that.

    (1) Agree that it's best with beams, but Sci ships can use beams too - to take advantage of it.

    (2) I have a 35K Pathfinder (ISA solo queue PUG - not a pre-made) that goes max speed the entire time. It uses 5 beams and one torp, with over 50% of the damage as Exotic/Exotic damage boosted.

    I'm looking forward to getting Pedal to the Metal on that build. The 10% boost, if it's a true damage multiplier (especially to the Exotic damage), should push my dps up +3K....

    Totally agree with you that it's easier to get results on it using an 8 beam cruiser. But I think it can be quite useful in certain Sci Ship/builds too.

    Now is it better than other traits you could use on a Sci ship? That would depend on the other traits and the build setup of course. Perhaps the answer is "no", but I think a lot of different scenarios need to be tested to make sure.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2014
    I'm kind of curious why folks dig that AP passive from Pilot, cause that Temp Hull Health appears to have 0 DR and disappears in the blink of an eye while the same hits against actual hull wouldn't even tickle.
  • venyarthvenyarth Member Posts: 0 Arc User
    edited December 2014
    My recommendation for your first Specialization Points Spend:

    1-3: (PILOT) Reckless Abandon -> Attack Pattern Expertise II. That temp hull with APB (7200 on my build) is so strong.

    4-5: (PILOT) Eat my Dust I -> Reckless Abandon. On demand removal of all movement impair (tractor beam, slow, grav well), on use of Evasive = very nice. This is also the "filler" points to get to.....

    6: (PILOT) Rock and Roll. Immune to ALL incoming damage for a few seconds on 1 min CD. Yes. Best Spec skill in any tree. And awesome animation effect.

    7-9: (INTEL) Hide Weakness I -> Automated Reinforcement II. Auto shield heal and resist gain when shield facing is down.

    Next 9 points you have two choices: Add 9 to PILOT to get Pedal to the Metal (damage bonus while fighting/flying at max speed), or Add 9 to INTEL to get to Space Flanking tree (tons of nice damage bonuses while in rear arc of target)
  • venyarthvenyarth Member Posts: 0 Arc User
    edited December 2014
    I'm kind of curious why folks dig that AP passive from Pilot, cause that Temp Hull Health appears to have 0 DR and disappears in the blink of an eye while the same hits against actual hull wouldn't even tickle.

    It's easy to get (3 spec points at top of tree, since you have to spend spec points "somewhere"). Just about everyone spams APB anyways, so it doesn't need any adjustment to most builds to utilize.

    Basically, it's essentially free and easy. And it's a 3/5th gateway (points spent) to open up Rock and Roll, which is definitely excellent.

    And it has saved my ship more times than I can count.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited December 2014
    venyarth wrote: »
    It's easy to get (3 spec points at top of tree, since you have to spend spec points "somewhere"). Just about everyone spams APB anyways, so it doesn't need any adjustment to most builds to utilize.

    Basically, it's essentially free and easy. And it's a 3/5th gateway (points spent) to open up Rock and Roll, which is definitely excellent.

    And it has saved my ship more times than I can count.

    Plus, it refreshes the HP everytime you use an Attack Pattern.

    If you have Reciprocity and have quick cool downs, the HP's refresh surprisingly fast.

    I have had a couple times in STF's where I started taking hull damage and the extra HP actually kicked in at just the right time to keep me alive another few seconds till I could get my shields back up.

    For an ability that only takes 3 points to get, I feel it's worth it.
    Insert witty signature line here.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited December 2014
    There aren't enough out yet for me to decide which one is my favorite.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited December 2014
    I like the Intel Specialization of them all so far.

    First the one, huge negative: It's a gigantic tree to master compared to Commando and Pilot. To get to be able to use Very Rare Intel Kit Modules and train Lv3 Intel BOFF abilities, you have to climb very far into the tree.

    Now the positives, in general:

    Intel Spec, in the end, is very useful to both ground and space gameplay. Not as hardcore for Ground as Commando, but you gain some boosts to go alongside your Space boosts.

    Being able to play with the full benefits of Intel space & ground abilities. In Space in particular, some of that stuff at Lv3 is very powerful like OSS3, SS3, etc.

    In regards to space combat, mastering Tier 1 of Intel Spec for Space makes your ship much tougher in general.
    XzRTofz.gif
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited December 2014
    noroblad wrote: »
    IMHO pedal to the metal is NOT good for a sci toon. It is for a weapons-based build...

    "+1% All Damage Bonus per 2 seconds spent at Full Throttle (max 10 stacks). All stacks immediately lost if your throttle is dropped."

    Tell me how exactly is 10% "all damage" (weapons, torpedoes, exotic damage, radiation) is not good for science toon :D ? If this is being added on top of the other bonuses it would be like +2nd [amp] for those already using the [amp] cores.

    Most sci ships are fast and maneuverable and they would only benefit from this damage buff.

    @taylor1701d, currently we have 1 primary and 1 secondary specializations. Commando is for...those that would love to be "powerful" on ground hehe...*coughs* So In intel spec - left side is for ground, right side is for space - place 15 points still you reach "Opportunist" and you will be fine. The rest 15 place in pilot (to get the trait and good bonuses) and you are done.

    Sadly we have no choice now but to do the above if we want to be better and improve. Once they release 1-2 more primary trees, then we would have more options. (Possibly they might release C-store spec respec token for those that plan to use another tree but who knows :) )
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited December 2014
    This is great guys thanks for your input.

    I was a little intimidated to start spending points, but your suggestions and advice are appreciated. Thank you !

    Now I have a better idea of what im getting myself into.

    :D

    Live Long and Prosper
    \\//_
    [img][/img]OD5urLn.jpg
  • rmxiiirmxiii Member Posts: 221 Arc User
    edited December 2014
    I love the Temp HP of Attack Pattern Expertise. You can even do scans like freeing Disconnected Borg Ships in Borg Disconnected while under fire while you have the Temp HP.
    Basically Enemy fire wont stop stuff like that as long as you have that Temp HP up and it gives enough you should be able to finish the scan.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2014
    I've filled both the Pilot and Commando trees and unlocked those traits, and I've gotten Intel to 18 points to unlock its first trait and rare kit mods. If I earn the remaining 12 points, I'm going to save them for a future specialization. But I've been using all three specializations and their traits, so here's my .02 EC:

    Commando: Demolition Teams is a thoroughly worthless trait. This trait isn't worth grinding for.

    However, the Commando passives themselves make a noticeable difference to ground combat, and the tree is a good investment if you run a lot of ground queues.

    Pilot: Pedal to the Metal is the best of the three traits, just because it at least has a measurable effect.

    I am less enamored with the rest of the Pilot tree, however. Virusdancer's right, the temp hit points don't make any difference. Rock & Roll is very cool, but ultimately has very limited utility. It doesn't change anything. The free turn rate bonus is the best part of Pilot.

    Intel: Predictive Algorithms clears a debuff as advertised. Its accuracy bonus isn't noticeable. There's not much else I can say about it.

    I haven't taken every passive in Intel, I mostly skipped the ground ones in favor of the space ones, so I'll just comment on those. The bonus resistance and regen when you have an exposed shield facing is good, and the latter can add up to a significant heal if you're taking lots of damage. The chance to clear a placate works, rarely, but it works. Space flanking isn't bad, but unlike Raider flanking, Intel flanking is a very tiny bonus- it's not a game-changer at all.

    And the Intel kit modules are a mixed bag, better suited to their own discussion. But a few of them are useful and/or fun.
  • potasssiumpotasssium Member Posts: 1,226 Arc User
    edited December 2014
    On my mainI have been putting all my points in Pilot so far, KDF Eng Battlecruiser/Dreadnought Pilot, and generally as a player am a turn rate *****.

    My secondary characters I'll probally push for Rock & Roll and then deviate in various ways.

    My characters which I only use for Maruadering/Doffing I'll just acrue points and figure out later if I ever change them to active status and more trees are added.

    16 toons, (KDF Main, 3 KDF + 1 Fed alts, 4 Feds who just turn in contrabands, and 7 more KDF I run Maruadering on at the moment.)
    Thanks for the Advanced Light Cruiser, Allied Escort Bundles, Jem-Hadar Light Battlecruiser, and Mek'leth
    New Content Wishlist
    T6 updates for the Kamarag & Vor'Cha
    Heavy Cruiser & a Movie Era Style AoY Utility Cruiser
    Dahar Master Jacket

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