Tactical officer, build advice, recently returned to game
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Join Date: Dec 2007
07-18-2011, 02:47 PM
Starting with the basics, skill point allocation. Yes I'm starting to sound like a broken record, but considering the many many MANY questions regarding character builds that have their basis in having a keen insight into the skill point system, I'm inclined to always add it when I give advice.
Skill point guide in my sig.
Secondly, if you read the guide, you should already know that you SHOULD focus on a play style that fits you. Escorts fit pure-damage and high-risk-high-reward play styles. Speed is king for these ships, not only for ship speed, but for reaction times from the player as well.
Cruisers are meant to take punishment and dish it out in constant waves. There are distinct examples that go for a riskier play style that go against the slow-burn style of a cruiser, but many still are tanks-with-a-butane-torch, compared to escorts as glass-cannon-with-rocket-boots.
Science ships are the hardest to play not because of them being underpowered or the like, but because a lot of people don't know how to fly them properly. I would describe them as ships that require a player with the mental capability of Professor X in foresight, planning, and multitasking ability. They're crowd control, wizards with a trick up their sleeves, and the tortoise who happened to know of several hidden shortcuts towards his finish line that the hare and everyone else totally missed, or can't use.
If you narrow down your choices for endgame and post them here, people should be able to post info to help you refine it and have a plan to work for.