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Lt. Commander
Join Date: Dec 2007
Posts: 120
I would very much like the ground skill tree to become more balanced for each of the three character class specializations available, quoted below is how the ground skill tree is represented on the F2P Test Server (Tribble) and below that are the changes I propose.
Quote:
COMMON:
  1. Lieutenant:
    • Weapon Proficiency - Buffs ranged weapon damage.
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
  3. Commander:
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Combat Armor - Improves Armor.
TACTICAL:
  1. Lieutenant:
    • Grenades - Improves Grenades.
  2. Lt Commander:
    • Combat Specialist - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed); Bonus Crit Chance and Crit Severity.
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Squad Command - Improves tactical "buff others" abilities.
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
ENGINEERING:
  1. Lieutenant:
    • Demolitions - Buffs explosives damage, including Orbital Strike.
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Generators - Buffs placed generators.
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Medic - Improves all heals, including Hypo Devices.
  2. Lt Commander:
    • Physiology - Improves buff abilities.
  3. Commander:
    • Scientist - Improves debuff abilities.
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Particle Physics - Improves Science Damage abilities (not weapons).
I'm using a simple pattern based on promoting team play within this MMO, the pattern is below grouping all class specific skills in line with one another, and simply numbered making it easy for the reader to see which group within the pattern represents which tier of skills.
  1. Class Specific Buffs / to Group (CSB/G).
  2. Class Specific (CS).
  3. Class Specific Damage (CSD).
  4. Class Specific Crowd Control (CSCC).
  5. Class Specific De-buffs (CSDB).
Key:
  • Move up: ^
  • Moved down: v
  • Added (not on Tribble): *
  • Note for "Added" Skill: *
COMMON:
  1. Lieutenant:
    • Weapon Proficiency - Buffs ranged weapon damage.
    • Martial Arts* - Buffs Melee damage (armed and unarmed).*
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
    • Combat Armor - Improves Armor.^
  3. Commander:
    • Combat Proficiency - Bonus Crit Chance and Crit Severity.*
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Stamina - Bonus Run Speed.*
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Cybernetic Enhancement*** - Bonus Chance to Dodge Half Damage of Ranged Attacks.*
    • Nanite Infusion - Bonus Health Regeneration.*
*Any humanoid entity, no matter what specialization they choose in their career, should be able to go down the gym and work on improving their physical fitness and strength, increasing Melee damage.

***It makes sense for future potential player Androids, or Bynar (who could have a Bynar pet follow for canon) and existing Liberated Borg or even just your average Officer as an option given the advances of 25th century Cybernetics.

TACTICAL:
  1. Lieutenant:
    • Squad Command - Improves tactical "buff others" abilities. ^
  2. Lt Commander:
    • Combat Specialist*** - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed, also stacks with Martial Arts); Bonus Crit Chance and Crit Severity.
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Grenades - Improves Grenades. v
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
***Added a note stating that this skills bonus melee damage stacks with the bonus melee damage from Close Combat Specialist.

ENGINEERING:
  1. Lieutenant:
    • Generators - Buffs placed generators. ^
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Demolitions - Buffs explosives damage, including Orbital Strike. v
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Physiology - Improves buff abilities. ^
  2. Lt Commander:
    • Medic - Improves all heals, including Hypo Devices. v
  3. Commander:
    • Particle Physics - Improves Science Damage abilities (not weapons). ^
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Scientist - Improves debuff abilities. v

That's my feedback on the ground tree, I believe what I've proposed is logical, efficient and fair to each class, while also promoting team play plus making it a little easier for tactical players to survive and lastly allows for all class of characters to up their melee damage, CrtH / CrtD bonus and lastly, a couple of extra special optionals.