Keep in mind...you can run Intelligence or Command, not both. They're both Primary, can only run a single Primary.
The following is just Space, I don't Ground so I didn't look.
Note, this is just on Tribble...so go give your feedback in the following thread:
http://sto-forum.perfectworld.com/showthread.php?t=1345111 :this is just a quick look thing so folks might go take a look and offer some feedback there.
So it's got the spend points and gain like the others, with this it starts at +5% Max Hull Capacity.
Trait: Command Frequency/Improved: -5m/-10m on Fleet Support and no need for low hull.
Passives...
Expose Weakness I
1% chance: Expose Target to Torpedo Exploits (with Energy Weapons)
Torpedo Exploits ignore 50 Kinetic Damage Resistance Rating
Expose Weakness II
2% chance: Expose Target to Torpedo Exploits (with Energy Weapons)
Torpedo Exploits ignore 50 Kinetic Damage Resistance Rating
Tachyon Charges
-X Shield Drain on Exposed Targets (Exploit Torpedo Attacks)
Violent Detonation I
Torpedo Exploits ignore 100 Kinetic Damage Resistance Rating
Violent Detonation II
Torpedo Exploits ignore 150 Kinetic Damage Resistance Rating
Superfluous Emitters
+2% Bonus All Damage per Teammate at Full Hull Capacity
Stacks with other Command Officers in Team, up to 5 stacks
Energy Signature Flux
On incoming shield heal: +10% Defense for 10 sec, max once per 30 sec
Restoration Harmonics
+5% Hull Healing Received
Stacks with other Command Officers in Team, up to 5 stacks
Achilles' Heel I
While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 5.1 sec, once per 30 sec
Achilles' Heel II
While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 8.1 sec, once per 30 sec
Achilles' Heel III
While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 10.2 sec, once per 30 sec
Debilitating Weakness I
-30% Outgoing Damage to Foes hit by your Achilles' Heel Debuff
Debilitating Weakness II
-60% Outgoing Damage to Foes hit by your Achilles' Heel Debuff
Extrovert
+2.5% Specialization XP and Starship Mastery XP per Player on Team (10% max)
Boost Morale I
to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec, 90 sec Cooldown
Boost Morale II
to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec, 60 sec Cooldown
REMEMBER...this is the thread to leave feedback in:
http://sto-forum.perfectworld.com/showthread.php?t=1345111
NOT THIS THREAD...this thread:
http://sto-forum.perfectworld.com/showthread.php?t=1345111
NOT HERE...there:
http://sto-forum.perfectworld.com/showthread.php?t=1345111
Comments
Ensign
Overwhelm Emitters I
Concentrate Firepower I
Reroute Power from Life Support I
Lieutenant
Overwhelm Emitters II
Concentrate Firepower II
Reroute Power from Life Support II
Rally Point Marker I
Subspace Interception I
Needs of the Many I
Ambush Marker I
Lieutenant Commander
Rally Point Marker II
Subspace Interception II
Needs of the Many II
Ambush Marker II
Phalanx Formation I
Call Emergency Artillery I
Suppression Barrage I
Commander
Phalanx Formation II
Call Emergency Artillery II
Suppression Barrage II
This one, would be the following thread for feedback: http://sto-forum.perfectworld.com/showthread.php?t=1345131
The first post has the thread for the tree, this post has the thread for the BOFFs. Two different threads.
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agree with you at this point.. just bad what they do with the Game.
*** R.I.P. ***
problem- the grind is 10 times to large, there's to much you need to spend large amounts of $ on
solution- add another 30 levels of grind and a whole new set of specialty ships you need to buy
i cant even look at a train wreck like this anymore, its bad for my health
I know it's off topic (not that there's really a topic with the links to the threads for folks to offer their WTF feedback), but there's also the Secondary Deflectors added to R&D.
Deteriorating
Tachyon Beam, Charged Particle Burst, Energy Siphon, Tyken's Rift, and Viral Matrix
10s Radiation DoT (50% shield penetration)
Inhibiting
Jam Sensors, Tractor Beam, Tractor Beam Repulsors, Scramble Sensors, Gravity Well, Photonic Shockwave
After 4s Radiation damage (50% shield penetration)
Resonating
Hazard Emitters, Mask Energy Signature, Polarize Hull, Science Team, Transfer Shield Strength, Photonic Officer
Increases the effectiveness of hull heals on target by 2% for 15 sec
Reduces damage to shields by 2.5% for 15 sec
Then there's the mods. Normal stuff like FlwC, PrtG, Sen, Em (only four I saw).
...and then the others:
[+Chance] +25% chance for Subsystem Targeting to knock systems offline
[-Recharge] Subsystem Targeting power recharge time reduced by 25%
[SA -Def] to foe: 0-10% scaling Defense Debuff on Sensor Analysis' target
[SA +Dmg] Improves Sensor Analysis' damage buff by 20%
[SA +Heal] Improves Sensor Analysis' healing buff by 20%
Each one has one of the bottom five and two of the top four. The only x2 I saw was [Sen]x2. Doesn't mean it's the only one, but I saw several of them in over the 100 that I did a quick craft session of the Secondary Deflectors.
At VR14 the skill mods provide +15 each.
At UR14 the skill mods still provide +15 each.
It picks up an additional mod at UR. Standard mix of Sci and Eng skills based on my limited tests (only crafted like a hundred of them and only took around 35 to UR).
At G14 the skill mods still provide +15 each.
It picks up a [PG/SE] mod at Epic/Gold. Provides +10 Partigens & +10 Shield Emitters.
But I do have to say with the new secondary deflectors I mean seriously we had stuff for tac we had stuff for science people can we get some engineering stuff in here for people WTF?
Originally, over a year ago, Secondary Deflectors were supposed to help put Science Vessels on a more competitive footing with Cruisers and Escorts.
Escorts had long had the advantage of pew pew, of course. Remember the whole "Escorts Online" era of STO?
Then Cruisers were next in line for their day in the sun. Lots of factors leading into that, but at the tail end, Cruiser Commands were it.
Science Vessels didn't have anything for an advantage and the Secondary Deflectors were supposed to be it. On introduction with the DSDs, it was very underwhelming, IMHO.
Since the DSD, lots of things have changed though. Lots and lots of things.
And I agree with you on relying on the debuffs on targets. For PVP, that can be cleared very easily. Sensor Analysis lock can be broken easily. Though interestingly, Gather Intel is more stubborn in maintaining its lock. Some actions that would break SA lock don't work on Gather Intel.
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
This truly is the age of the torpedo bomber. Hallowed are the torpedoes!
Still nutting. Ohgohhh
No need to hide in t5u pvp just build a cloaking torp bomber that will be near impossible to kill like I am building. yeah basically I don't give s **** either so if you can't beat the cheese join the cheese. I am sure cheesus would approve
LOl heckgoblin sure summed it up. I think I had better overgrind some special points in the upcoming skill points event to dump into the new tree on day one
What's really going to suck is the day we never use a full tree we spent 30 points in ever again cause a better one came out. Ponder that!
too bad huh, age of the dmg dealer, non cloaking escort is over...
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
Quick example: How much of those high end DPS builds out in the game are Torp Boats? How much of them are Energy Weapons, and among those, Beamboats?
There's many reasons for that, and I still recall the complaints raised over the years that Torps are underpowered and way, way too situational, which wasn't the case in Star Trek. Torps oftenly were the preferred answer for a tactical situation.
I know people have issue with the Neutronic Torp, but that is only ONE torp in the actual game that people are actually scared about. Everything else, nobody gives 2 ****s about, and that's a blatant problem.
In max rank pvp energy weapons have done nothing either due to the extra tank we all can have or fbp. It's like night and day from t5 pvp to t6 pvp. I can also attribute this to the extra 15 percent defense from the intel tree that you can have. But's it's cool. People say I can't adapt well I am building something now that has "ADAPTED" lol to t6 pvp. Anyone got some mine provisions I can buy?
I will need two mine track mono consoles LOL I am too busy working some spire provisions for my private fleet heheheh.
On a positive note at least all of our energy weapons won't be a total waste they are still better for kazon massacares. I am glad I invested in 5 epic mk 14 spire AP tact consoles and now have to invest in 5 spire warhead yield chambers now as well.
Hmm... I thought -Lag Industries- had them... Or was it Lag Industries... Hmm...
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
No we are TRIBBLE poor here at Lag ask Riccardo :P I heard csi is a better fleet though HMMMMMMMMMMMMM evil grins. Back in game now.
Nah no need while a noobtronic torp will be a part of my build I have 7 different torps planned for a t5u rommy vet ship. Ones that share cooldowns will be one on the front one on the rear No viral torp trait available to me or really even needed.