Hey there!
So I'm a lifetimer, been playing since the beta. I stopped playing a little over a year ago and am now trying to get back into it but I'm a little lost. There used to be an area on the forums to look at ship builds/skill builds/guides on stuff.
Is there a place I can go to read up on such things as well as explaining the new gameplay aspects such as admiralty, the new skill trees and specialization?
Thanks!
"You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."
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https://www.reddit.com/r/stobuilds/
The ship build posts in these forums has gone dry with time.
If you can't afford the gear they advise you to get, you can always downgrade it and use lower quality/mark/mods. And it's not really hard to figure out the mainstream ship builds on your own, they are all the same, and the majority of it is fleet/reputation gear. The DPS guys will give you a more profound response, since they have a general idea on the game mechanics, in contrary to this forum that tends to slot every single piece of junk they got and enjoy ruining the game for others with their 2k DPS.
Briefly to the OP's request:
Admiralty - the best source of XP beyond level 52, and literally the only way you can grind XP for specialization points (which technically are level ups). Fed for XP, KDF for dilithium, Romulan is useless. You can only advance by 10k faction XP daily, however your common SXP is not affected and is restrained by amount of ships you possess. To retrieve more admiralty ships, just claim a ship once and you will get an admiralty card of the mentioned ship.
Specialization - some kind of extra captain's skills. Full of useless garbage. Command for torpboats (and mule chars that are not involved in combat), Temporal/Strategist for space DPS, Commando for ground; the rest is obsolete or plain terrible.
The new skill tree doesn't have anything outstanding in particular, other than the fact you have to invest enough points into one profession to get to the ultimate ability. Generally, a wise DPS advice would be going for the science ultimate (don't ask me why, everybody loves to have critical chance CAPPED TO THE MAX for the duration of 30 seconds), and for ground: maxing out weapon proficiency and kit performance. The rest is utter junk.
Some of the previously space-rich stuff is actually quite cheap now thanks to the latter (consoles, including the Leech, manuals and personal traits) and some of the space rich stuff got even more expensive (mostly doffs) Basically, don't trust your old intuitions and actually watch the market for a while to get the feel.
I tried to explain Strategist-based builds, but all I got was a couple paragraphs of rambling. Basically, look up "Threatening Stance" - it's a new captain clicky that replaced Abandon Ship: "When Threatening" and "When not Threatening" in Strategist skill descriptions refers to that clicky. So, by toggling it on and of you can manipulate which buffs exactly your ship gets.
New tree is basically the same as the old tree, once you get used to it. There was a lot of talk and feedback about it in the Tribble forum, with Bort himself providing examples of how to re-create old builds using the new tree. (if you can wade through obsolete bug reports, general doomsaying and other noise.)
http://www.arcgames.com/en/forums/startrekonline#/discussion/1212091/official-feedback-thread-for-the-skill-system-revamp/p1
http://www.arcgames.com/en/forums/startrekonline#/discussion/1212701/official-feedback-thread-for-skill-revamp-v2-0/p1
Max a tree because it gives something you actually benefit from. Cryptic fixed the mouse over info so you can actually tell what each skill point gives now. READ ALL THE TIPS. At least once.
I would have to disagree with this summary as I consider the Romulan campaign the most beneficial for me. Once all your specializations are maxed out the fed campaign does little as the two spec points amount to around 5k dilithium. The kdf campaign will net you 30k dilithium every 10-15 days if you play regularly. But all that is *unrefined*, and when you're already sitting on months worth of unrefined dilithium the extra from those two campaigns isn't doing you much immediate good.
The Romulan campaign however... When you're as refined dilithium starved as I am those dilithium free upgrades are heaven sent. Three quarters of my gear would still be MkXII if it weren't for those upgrades. Admitted it's quite a bit of time, 10-15 days for only a 4k dilithium equivalent, but that's a refined dilithium equivalent and a benefit that I could put to immediate use (actually I save the upgrades for upgrade weekends) unlike the other campaigns.
So if you're in a situation similar to me don't disregard that rommie campaign as 'useless'.
4 upgrades are not worth the pain, you can craft experimentals in 15 minutes. Or mass produce cheap-TRIBBLE equivalents. For mule toons there is no other choice but to go straight for the klingon admiralty and it yields you enough daily dili (granted you do contraband turn-ins and admiralty twice a day) and the 30k as a great bonus on top of that.
Relying on the romulan upgrades is a silly way to advance your gear, seriously. Theoretically, if you are feeling lazy to craft, you may potentially grind enough EC to afford and hit the exchange for like 100 of those, in a very short period of time, in contrary to near useless romulan upgrades. Yes, they cost you 0 dili to upgrade, but the time spent on acquiring them is nothing compared to the comfort of having a more "liquid" form of your investments - dilithium.
The trick is: Once you have found the Tour of Duty Klingon mission, you can hit up any of the other two Admirality campaigns and try to get that campaigns Tour of Duty mission. You'll advance those Tour of Duties a lot slower, of course, if you give precedences for the Klingon campaign all the time, but you still get more out of it then completing only Klingon missions.
And my reasoning falls on blind eyes <sigh>.