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Skills and Equipment Choice

shaundpshaundp Member Posts: 3 Arc User
Hi my first post :)

I am slightly confused over the choice of equipment for my ship.

I am lvl 57 and taking a more in-depth look towards end game and where to invest. Putting aside ship issues such as needing to increase dps etc, i am confused regarding things such as warp cores and deflectors, where there are increases to captain skills.

For example.

If my captain has maxed out his skill points on the Driver Coil skill is there any point in getting a warp core with the [coi] attribute? Since as far as i can tell i am already at 99 in terms of bonus added.

A similar issue is with deflectors where they add a little something to various skills.

Am i better off choosing a warp core/deflector that increases a skill that i have not already maxed out or put any points in at all?

Or then again am i better off for a warp core - going for the plasma integrated ones for the [eff] attribute and their resistance/regen properties

Thanks for any help..
Post edited by shaundp on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    Whatever it is you're building for, pick the one or two traits you want to emphasize and make the focus of your playstyle, then pick all your gear based on what helps you do that one thing ever better. The most effective ships in the game aren't multipurpose, but the most focused specialist builds. Get your defenses strong enough and carry what counters you need, but everything else should go towards your main purpose, whatever that purpose is.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited June 2015
    There is no cap on actual skill levels.

    The bonus from our skill points only go to 99, but consoles and traits can bring them up further.

    People looking to do actual damage with Science abilities run around with ~400 Part Gen skills, for example.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited June 2015
    Most warp cores will add power from one subsystem to another. So with that in mind pick one that will move power from your highest to your second most important system.
    So in an escort for example, you want a core that moves weapons > shield power. For science to maybe want Aux > Shields.
    They will also probably boost at least one power level by a small amount too.

    Also cores will allow a single system to go up to 120 or even higher so you normally want ot pick one that again matches your most valuable power system. A sci boat would pick something that allowed their aux level to hit 130 for example.

    Most other warp core mods will boost things like slipstream speed or recharge so don't really mater to much unless you want to zoom round the galaxy.

    Deflectors are where things get interesting. They can boost a massive array of skills on your ship and captain and which one you want really depends on what sort of build you are looking for.
    E.g. a science boat would probably enjoy the benefits of the Solanae set deflector as it boost particle generators a lot.
    Tactical minded players will favour the Counter Command deflector because it boost attack patterns and weapons skills.
    More tanky build will enjoy the Iconian set which greatly boost shield and hull hit points, or the Assimilated set that does a similar boost but for regeneration.
    SulMatuul.png
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited June 2015
    lordsteve1 wrote: »
    Most warp cores will add power from one subsystem to another. So with that in mind pick one that will move power from your highest to your second most important system.
    So in an escort for example, you want a core that moves weapons > shield power. For science to maybe want Aux > Shields.
    They will also probably boost at least one power level by a small amount too.

    Minor clarification - it doesn't "move" power from one to the other, since the former is not drained.

    It's a bonus to the latter subsystem based on the current power level of the former subsystem.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited June 2015
    darkjeff wrote: »
    Minor clarification - it doesn't "move" power from one to the other, since the former is not drained.

    It's a bonus to the latter subsystem based on the current power level of the former subsystem.

    Yeah you're right on that, my poor choice of language. :o
    SulMatuul.png
  • westmetalswestmetals Member Posts: 8,401 Arc User
    edited June 2015
    shaundp wrote: »
    Hi my first post :)

    I am slightly confused over the choice of equipment for my ship.

    I am lvl 57 and taking a more in-depth look towards end game and where to invest. Putting aside ship issues such as needing to increase dps etc, i am confused regarding things such as warp cores and deflectors, where there are increases to captain skills.

    For example.

    If my captain has maxed out his skill points on the Driver Coil skill is there any point in getting a warp core with the [coi] attribute? Since as far as i can tell i am already at 99 in terms of bonus added.

    A similar issue is with deflectors where they add a little something to various skills.

    Am i better off choosing a warp core/deflector that increases a skill that i have not already maxed out or put any points in at all?

    Or then again am i better off for a warp core - going for the plasma integrated ones for the [eff] attribute and their resistance/regen properties

    Thanks for any help..

    If you are going for a long term investment, whatever your other options and details, try to get a warp core with [AMP].

    Also, as darkjeff mentioned, skills are not capped at 99, so adding to skills you have max training in is not wasted.

    Three things I will mention too, about weapons, just because a lot of newer players don't realize these:
    1) Any "inifinity" (self-scaling) items max out at approximately MK X quality. However, by right-clicking to upgrade them, as they load into the upgrade interface they will autoconvert to Mk XII, which is essentially a free upgrade.
    2) All energy weapons on your ship should be of the same energy type (excluding, if you are using it, the Kinetic Cutting Beam, which does not have an energy type), and you should use the tactical booster consoles to match, not the generic +Beam or +Cannon ones.
    3) There are three different possible sources for Omnidirectional Beam weapons, and while they are all marked "may only equip one per ship", you can actually use one from each source as they are considered three different categories. (One is an episode reward, one is a reputation gear item, and the rest are crafted via R&D).
  • shaundpshaundp Member Posts: 3 Arc User
    edited June 2015
    Thank you all that was a great help.
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