Hello everyone,
I've been playing a couple months and could use some assistance on the space and ground skill trees for my characters. I have a feeling that I messed them up pretty good. I also haven't spent a single specialization point on any of my characters
What I'm looking for -
1) Suggestions on space and ground skill trees (based on profession?)
2) Suggestion on which captain specializations I should use (Primary/Secodary)
Any help would be appreciated!
Details : FED (two characters)
Level 60 science
Level 60 Tactical
Ships - 31st century set (Temporal seats), Intel set (Intelligence seats), Dauntless (Intel seat), Guardian Cruiser (Intel), and Hestia,
Details : ROM
Level 55 Engineer
Ships - 31st century set (Temporal seats), Faeht Intel Warbird, Aelahl Light Warbird Battlecruiser (intel seat)
Details : KDF
Level 58 Science
Ships - 31st century set (Temporal seats), qib intel battlecruiser, Mat'Ha Raptor (Intel seat)
Comments
1.)
So...Ill give you links to 2 skill trees..
Balanced Skill Tree - Balanced Explanation
Mine I chose this Skill lay out because I LOVE the Science Ultimate..Some of my Favorite DPSer (astrozombie) have more points in Tactical over Engineering but I have no problems with NPCs..I also have my Ground skill tree set up per the DPS Leagues recommendations..
I Run the same skill tree on 3 different toons (Tac,Eng and Sci)..
2.) Temporal and Strategist (secondary) are the current meta but Intel is fine for a Primary.
Rouge Sto Wiki Editor.
I like to use the Pilot spec as my secondary, especially for cruisers that could use every bit of turn rate you can squeeze in. It has several useful abilities: attack patterns grant temporary HP, Evasive Maneuvers breaks tractor beams, and Rock & Roll is a barrel roll that grants several seconds of invincibility.
I believe you can use kit modules from any specialization that you've spent enough points in, no matter what you have active, though I haven't used any specialization kits myself.
On the ground, I'd definitely get both points of Kit Performance for all toons. It boosts just about every kit power you can slot: healing, offense, buffs, debuffs, everything. A couple points in weapons are also important, and you can spend the rest based on how comfortable you are with playing a glass cannon.
2)Most players are using Temporal or Intel as primary and strategist as secondary for space. For ground it would be Temporal/Commando.
ingame: @Felisean
It looks like the link to your space skill tree is broke Odin.
I took Medical Tricorder over Dylovene
I took Electro-Grav over Sonic Pulse
Improved Aim
Furious Footwork
What I'm not sure to do about the below.
Willpower over Device Expertise - Devise expertise works on things like power cells, shield charges and hypos?
Tricorder scan or dampening field
Neural Neutralizer of Hypospray Melorazine
Improve Flank damage or Resistance
Nanite Health Monitor or Vascular Regenerator (My science boff has both equipped)
Offensive Mastery vs Defensive Master
Sorry,thats what I get for not double checking.....Fixed..Also thankyou for looking its over.Mine
Also...they do let you respec once for free..2 times if you count your initial first spec.
Rouge Sto Wiki Editor.
devices expertise is way better than willpower, improve flank dmg over resistance and offensive over defensive mastery.
the other choices are just the possible things you could create through rnd and you dont have to spend those points now.
for a ground build check our ground builds too at sto-league.com
ingame: @Felisean