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Official Feedback Thread for the Strategist Secondary Specialization

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to post feedback and issues found with the new Strategist Secondary Specialization.

Strategist Secondary Specialization:
  • This new Secondary Specialization focuses on abilities that can shift between offensive and defensive effects at will.
  • The new Threatening Stance ability in the Skill Revamp plays a heavy part in this secondary specialization.
  • New abilities include:
    • Logistical Support:
      • Gain temporary Hull when healed while Threatening.
      • While not Threatening, gain a Critical Chance buff when healed.
    • Show of Force:
      • Gain increased incoming Healing while Threatening.
      • While not Threatening, gain a stacking energy weapon damage buff for each foe you hit with energy weapons.
    • Counter-Offensive:
      • Reflect 150% of incoming energy weapon damage back to your attacker.
        • This can trigger once every 15 seconds and reflect a maximum of 10,000 damage.
    • Layered Defense:
      • Gain immunity to damage from Torpedo impacts.
      • Can prevent damage once every 60 seconds.
    • Diversionary Tactics:
      • Taunts foes within firing range into attacking you while Threatening,
      • While not Threatening, this placates foes and reduces your threat generation.
        • This Placate may break on damage.
    • Attrition Warfare:
      • Reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening.
      • While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates.
    • Maneuver Warfare:
      • Adds an additional effect to Diversionary Tactics.
        • When Threatening, it applies a Heal over Time based on the number o foes.
        • When not Threatening, it increases your damage based on the number of foes.
  • Only one Secondary Specialization can be active at a time.
  • This is still a work in progress.
  • For more details, please visit the Strategist Secondary Specialization blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9864563-star-trek-online:-strategist-specialization
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    birzarkbirzark Member Posts: 634 Arc User
    Counter offensive 1 and 2 both show 150% reflected back and counter offensive 3 shows 300%
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    orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited March 2016
    Ok, did some initial playing around with Strategist and I believe the defensive side of this spec is a bit underwhelming, specifically:

    Logistical Support - At level 3 it offers 15% of hull heals as Temp HP, your average Engineering Team I heals roughly 6,000 health, at that rate you'd get a whopping 900 Temporary HP for 10 seconds. I realize this can stack up to 10 times but that would require a lot of hull healing in a very short time to add 10 stacks. And at ~900 HP per stack, it wouldn't last very long at all in a firefight.

    If it were me, I'd up the duration to 20 seconds and double the magnitudes to 10%/20%/30%. And reduce the max stacks to 5, just to even things out. (It would be unlikely anyone would get 10 stacks anyway. Unless Heal over Time effects count per tick...?)

    Attrition Warfare - The shield regen seems a bit weak, it's nice that it is boosted by shield power, but it could still benefit from a modest boost, perhaps +50%? Even with that, I'd still think twice about using it, but it would be more noticable of an effect in combat.

    Layered Defense - This seems ok by itself, I just have a question about it. If hit with a Torpedo Spread attack, would it prevent the whole attack or just the first torpedo?

    Show of Force - Can't really complain about this. +20% hull heals is a nice touch, I assume it also affects things like Battery - Hull Patch, and Reactive Armor Catalysts?

    I am concerned that its offensive side may further encourage the use of FAW over BO, however... :/


    Edit: Ok, did some more messing around with it, and it seems Heal over Time effects do work with Logistical Support, though the magnitudes are still disappointing. And items like Hull patches do not work with it. :(

    Edit 2: Hull Patches and Reactive Armor Catalysts do not work with the +20% hull heal bonus from Show of Force, that sucks...
    Post edited by orion0029 on
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    timberwolf#2067 timberwolf Member Posts: 49 Media Corps
    Question about the passive max shield hitpoints.... Atm it is not giving a true 10% to max shields...Is that intentional due to diminishing returns or is that a bug?

    Liking this tree as a Secondary though
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    Question about the passive max shield hitpoints.... Atm it is not giving a true 10% to max shields...Is that intentional due to diminishing returns or is that a bug?

    There shouldn't be diminishing returns of any kind on that sort of bonus. But, depending on how it was implemented, factors such as Ship Class and Shield Type might be modifying the amount of bonus gained.

    Would you mind providing that info? What ship are you flying, and what shield are you using? And what's the approx. % increase you're seeing, with that setup?

    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited March 2016
    Question about the passive max shield hitpoints.... Atm it is not giving a true 10% to max shields...Is that intentional due to diminishing returns or is that a bug?

    There shouldn't be diminishing returns of any kind on that sort of bonus. But, depending on how it was implemented, factors such as Ship Class and Shield Type might be modifying the amount of bonus gained.

    Would you mind providing that info? What ship are you flying, and what shield are you using? And what's the approx. % increase you're seeing, with that setup?

    I'm seeing approximately a 10% increase to my shields. Without the specialization, I have approximately 24,000 shields per facing, with it I have approximately 25,000 shields per facing, with my shield item listing its shield strength as 10,000. 10% of 10,000 is 1000, so the increase appears to be working.

    I'm flying a Voth Palisade Science Vessel, using the Iconian Reputation shield at mark XIV, ultra rare. I have 167 points in Shield Capacity as a skill.

    EDIT: Should the rider skills on Diversionary Tactics have icons? Because I'm not seeing any icons, and I can't tell if they're actually proccing. My hull regen doesn't go up, for example, when I use the power.

    I agree that the defense benefits do feel a little anemic. The damage cap on the reflection skill is super low given how much damage output most NPCs have. It could really stand to be doubled across the board.

    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.


    EDIT: Does the 'Taunt' from Diversionary tactics do anything to players? If it doesn't, could we get some sort of effect added to make it useful in pvp?
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    Why is Show of Force energy weapons only? If anything you use torpedoes to show force in Star Trek. Both the new skills system and this new Specialization seems to have a lot of energy only bits. For example Long Rang Targeting does nothing for projectiles, this new Specialization nothing for projectiles.

    Logistical Support does more harm than good but that’s due to a UI problem. The bonus is tiny and overrides your main hull hit points in the UI. So you end up guessing and sometimes under heal then die or over heal wasting a heal that’s needed later and die. I would suggest where we have crew now in the UI display temp hitpoints so we can still see our main hitpoints at the same time. At the moment I find Temp HP a curse and a blessing.

    Attrition Warfare Reduces the Recharge Time of your Bridge Office seems to be broken and the bonus too small to do anything useful. The seconds counter keeps going up when I heal and 1 or 2 seconds off a skill is for the most part unnoticeable most all the time.

    I thought the devs where trying to make it so we don't have to choose between boosting ground and space. Hence the splitting up traits and skills into space and grond. Now we have to choose between a secondary Specialization that boosts only space or only ground.
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    genemorphgenemorph Member Posts: 404 Arc User
    Okay I don't get the new specialization . You have to go quite deep into the tactical skill tree to unlock Threatening Stance. So if you build primarily for science or have a balanced build this spec is pretty useless as 2/3rds of it is based on the Threatening Stance. Even though I'd like to go more heavily into science and tac that isn't possible because there are so many essential skills in engineering. Also as a science captain the last thing I want to do is generate more threat, since I somehow manage to aggro everything with GW on the map despite other people in a pug having 3-5x more dps than me.

    Currently my space skill distribution is Eng (18), Sci (17) and tac (11). None of my previous experimental skill builds ever unlocked Threatening Stance.

    This isn't a good direction for specializations as all previous ones had utility regardless of profession, but this one doesn't seem to include science. It favours pure tac builds. If we have to include this spec then at least put Threatening Stance lower in the tac ability unlock.
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    snicketysnicksnicketysnick Member Posts: 22 Arc User
    The unlock from spending points in Tactical only buffs Threatening Stance. The actual ability is given to everyone and replaced Abandon Ship (iirc) check your abilities page in space (P) and you should find it. For reference my Tribble character has only 12 points in Tac and has been using the stance just fine with no problems.
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    genemorphgenemorph Member Posts: 404 Arc User
    Thanks. That is confusing as in the blurb for the strategist spec it mentions "The new Threatening Stance ability in the Skill Revamp", so I thought it was referring to the tac ability unlock for the new skill tree. Totally forgot about the replacement power.
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    birzarkbirzark Member Posts: 634 Arc User
    The pasive bonus only enchances the stance when it is both activated and not, but the ability becomes available to eveyone.
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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    birzark wrote: »
    Counter offensive 1 and 2 both show 150% reflected back and counter offensive 3 shows 300%

    Tier 1 is 150% reflected with 15 sec lockout, Tier 2 is 150% reflected with 10 sec lockout, Tier 3 is 300% reflected with 10 sec lockout.
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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    Hey all! Thank you for the feedback so far. I'm reviewing it, and giving another pass for bugs you've pointed out / feedback.
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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    illcadia wrote: »
    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.

    I've actually just rebuilt the functionality of Show of Force. Instead of being based on the number of targets hit, It'll now trigger on activating weapons - Mines, Torpedoes, or Energy Weapons. There's a brief lockout period to prevent instantly getting all five stacks at once now. It'll take a few seconds, but so long as you keep actively firing your weapons you should be able to maintain all stacks.

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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    illcadia wrote: »
    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.

    I've actually just rebuilt the functionality of Show of Force. Instead of being based on the number of targets hit, It'll now trigger on activating weapons - Mines, Torpedoes, or Energy Weapons. There's a brief lockout period to prevent instantly getting all five stacks at once now. It'll take a few seconds, but so long as you keep actively firing your weapons you should be able to maintain all stacks.

    Thank you.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    alphahydrialphahydri Member Posts: 391 Arc User
    edited March 2016
    I've done some testing with the new specialization. Most of it is pretty solid, and there's only one thing I've noticed with the specialization that's wonky and that is the critical chance buff from the Logistical Support skill.

    This buff triggers successfully on use of any BOff/Captain hull healing power, like Auxiliary to Structural, Hazard Emitters, Engineering Team, and Brace for Impact. However, the Logistical Support buff does not seem to trigger from gear or space trait hull healing effects.

    For example, I'm currently using the 3-piece Solanae space set on my Science toon, which gives my ship a 2.5% chance to gain a certain amount of hull healing based on the damage the attack that triggered it dealt. When this procs, the Logistical Support buff does not proc as well. The same goes for the hull-repairing Fleet Embassy consoles. Also, it appears the hull healing effects of the Secret Command Codes and Ablative Shell space traits fail to trigger the Logistical Support proc as well. I don't have Threatening Stance active so that can't be the cause, it just seems the proc doesn't trigger off every hull healing effect.

    I don't know if this is intentional or not, but I have a feeling it isn't, as these healing effects from gear and traits trigger other things that work off hull healing like the Positive Feeback Loop space trait and the Conductive RCS Accelerator's proc. I also don't know if this issue also affects hull healing effects from starship traits, like Desperation Counters or Radiant Nanite Cloud.
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    evilmark444evilmark444 Member Posts: 6,950 Arc User
    illcadia wrote: »
    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.

    I've actually just rebuilt the functionality of Show of Force. Instead of being based on the number of targets hit, It'll now trigger on activating weapons - Mines, Torpedoes, or Energy Weapons. There's a brief lockout period to prevent instantly getting all five stacks at once now. It'll take a few seconds, but so long as you keep actively firing your weapons you should be able to maintain all stacks.

    Hey that fixes my BFAW concern with that as well, sounds like all weapons and abilities will benefit equally now, awesome job!
    Lifetime Subscriber since Beta
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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    alphahydri wrote: »
    I've done some testing with the new specialization. Most of it is pretty solid, and there's only one thing I've noticed with the specialization that's wonky and that is the critical chance buff from the Logistical Support skill.

    This buff triggers successfully on use of any BOff/Captain hull healing power, like Auxiliary to Structural, Hazard Emitters, Engineering Team, and Brace for Impact. However, the Logistical Support buff does not seem to trigger from gear or space trait hull healing effects.

    Actually, it is. The healing checks are listening for Bridge Officer / Captain hull heals under the hood. I need to update the descriptions accordingly.
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    eradicator84eradicator84 Member Posts: 1,116 Arc User
    pottsey5g wrote: »
    a UI problem. The bonus is tiny and overrides your main hull hit points in the UI. So you end up guessing and sometimes under heal then die or over heal wasting a heal that’s needed later and die. I would suggest where we have crew now in the UI display temp hitpoints so we can still see our main hitpoints at the same time. At the moment I find Temp HP a curse and a blessing.
    Agreed. When tanking it can be hard to know if I should still be healing up or not.
    I'm not sure a UI element soley dedicated to temp HP is necessary though. Simply making the temp HP overlay 50% transparent so we can see through it to actual hull status would be the better, easier, quicker solution.

    However I get the feeling that getting this issue sorted will have to wait at least until after S11.5, if ever.

    AFMJGUR.jpg
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    lumpkin1lumpkin1 Member Posts: 70 Arc User
    Does anyone know if the torpedo immunity is per hit? For example, if you are targeted by a high yield of spread, will it negate just the first in the salvo, or all of the salvo? I peeked on Tribble to see if there was any clarification but couldn't figure it out one way or the other.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    illcadia wrote: »
    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.

    I've actually just rebuilt the functionality of Show of Force. Instead of being based on the number of targets hit, It'll now trigger on activating weapons - Mines, Torpedoes, or Energy Weapons. There's a brief lockout period to prevent instantly getting all five stacks at once now. It'll take a few seconds, but so long as you keep actively firing your weapons you should be able to maintain all stacks.
    Thank you now its useful on a wider range of builds.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Yes, the torpedo ignoring power is another one of those things that could TRIBBLE a lot of PVP builds so I'd like to know how it works.

    Not that I care a great deal about PVP I just thought I'd point that out.
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited March 2016
    illcadia wrote: »
    One other concern I have- @borticuscryptic you've mentioned before that you want to encourage players away from just running all energy weapons or whatever. But all these new powers ONLY BENEFIT FROM ENERGY WEAPONS. It'd be really nice to see, for example, Show of Force being triggered by torpedo weapons too.

    I've actually just rebuilt the functionality of Show of Force. Instead of being based on the number of targets hit, It'll now trigger on activating weapons - Mines, Torpedoes, or Energy Weapons. There's a brief lockout period to prevent instantly getting all five stacks at once now. It'll take a few seconds, but so long as you keep actively firing your weapons you should be able to maintain all stacks.

    @crypticrock @devs Thank you so very much.
    Joined STO in September 2010.
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    ensignfreekillensignfreekill Member Posts: 43 Arc User

    The tac tree now has shield pen. The new science tree is filled with shield buffs that make shields larger, regen faster, more damage resistant, heal easier and even have damage bounce right off them. The one thing we cannot do is counter the ever growing damage that bypasses shields altogether.

    In the PVE world this is all well and good. Mobs for the most part don't have a lot of shield pen. In PVP the shield skills are pretty much wasted points. Run 40K per facing shields with 125 power in a PVP battle. You will die almost no slower than if you took off the shields. Actually probably a good deal faster because you wasted all those slots putting shield enhancements in. While your opponent wrecks you with shield bypassing.

    Shields are bypassed by many things. Yes transphasics or quantum's or indeed any torpedo running graviton sheer bypasses shields for most of the damage. But even ignoring torpedoes, the plasma procs of the embassy consoles ignore them, science ignores them, using energy weapon boffs you can pretty much make your energy weapons ignore them. Many special weapon consoles, ignore them.

    Now its even easier to make a build into ignoring shields completely. Some bypassing of shields is a good thing. The problem with this is, there is no counter. All you can do is increase your hull and armor and hope to survive the damage . But doing that, what good are the shields you invested heavily in your build for. You cannot make them work at all. Half the science tree. Useless.

    We need a way to counter the high bleed through that people can get. Without making their shield pen useless.

    Right now shields have a base bleed through of either 5 % for resilient or 10% for everything else.

    With the additional shield pen skills people can with a few points make that 15% -20% Enhanced shield pen trait (nukara tier 2) makes that 20-25% base shield bypass. Not to mention the plasma procs doing another 40% of the damage bypassing all shields, for energy weapons. Omega sheering makes it effectively 55%-60% for kinetics.

    We need a shield pen resistance skill, or all the other skills for shields are only useful pve.

    Something that will allow us to reduce the incoming shield pen values from their ridiculous levels, but not eliminating them.

    Bleed through resistance. Shield pen resistance. Whatever you want to call it. It should be boosted by some of the shield heals. It should be give diminishing returns, basically cap out at reducing incoming shield penetration at somewhere around 75% at ridiculous high levels but realistically be able to reduce incoming shield pen by 50% with a couple of buffs.

    For example if we are being attacked at 60% shield pen we should be able to reduce that in half to 30% and with a bunch of stacked buffs and a decent build drop it at most by 75% to 15% shield pen.


    I would suggest rolling shield healing and shield regeneration back into a single skill, and then adding shield resilience as its own line, as a way to lower the amount of incoming damage bypassing shields, the counter the shield penetration now added to the Tac line.

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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer

    (snip)

    I would suggest rolling shield healing and shield regeneration back into a single skill, and then adding shield resilience as its own line, as a way to lower the amount of incoming damage bypassing shields, the counter the shield penetration now added to the Tac line.

    I get the feeling this was intended to be posted in the Skill Revamp discussion? While the idea of anti-shield penetration is an interesting one, I don't think the secondary spec is the place for it.

    There's also a significant number of abilities which simply bypass shields -- there's no preventing that.
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    illcadiaillcadia Member Posts: 1,412 Bug Hunter

    (snip)

    I would suggest rolling shield healing and shield regeneration back into a single skill, and then adding shield resilience as its own line, as a way to lower the amount of incoming damage bypassing shields, the counter the shield penetration now added to the Tac line.

    I get the feeling this was intended to be posted in the Skill Revamp discussion? While the idea of anti-shield penetration is an interesting one, I don't think the secondary spec is the place for it.

    There's also a significant number of abilities which simply bypass shields -- there's no preventing that.

    Isn't shield hardness supposed to be the 'anti-shield-penetration' skill?
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    lumpkin1lumpkin1 Member Posts: 70 Arc User
    So is there an answer about the torpedo resist on this specialization? Is it resist per torp, or per spread/hy?
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Shield hardness works like armor I believe, it ignores a certain amount of damage but everything else applies.

    An anti shield penetration skill would be nice but would have to be used sparingly as it would make tanks damn near invincible. Each point could reduce shield and armor penetration by 10% which would be cool.

    But yes this is the wrong thread for it.
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    crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    lumpkin1 wrote: »
    So is there an answer about the torpedo resist on this specialization? Is it resist per torp, or per spread/hy?

    It is currently 1 torpedo. I'm debating making it a short window (like ~1 second) to accommodate for a salvo.
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    nikeixnikeix Member Posts: 3,972 Arc User
    If you have the tech available that would be a welcome change.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Keeping in mind it would kick certain PVP builds square in the balls. Alpha strikers and Vapers to name a few.

    BTW I made a separate discussion thread for a penetration resistance skill.
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