View Single Post
Rihannsu
Join Date: Jun 2012
Posts: 1,531
# 7
02-25-2013, 04:42 PM
Quote:
Originally Posted by captainf00k View Post
I have not forgotten about you.

My intent was to respond to the tactical build as I feel it is what I could offer the most assistance with. So all information in my response was in fact intended for a tac. Looking over your second post though I see that you're flying escorts on both toons. The specs for this should be very similar as the ship type (BOff powers) offen determines a lot of what a spec will specialize in. After looking at the first spec I suggest the following:

-This is not "tanking" related, but try to get 3 points in energy weapon special. That accounts for the majority of the bonus you can get for crits (both CrtD and CrtH) from skill points.

-Put a couple (2) points in subsystem repair if possible. It can help your survivability issues and lower your vunerability to the large amount of VM being used lately.

-Flow caps depend on what weapon you settle for. The last I heard it is only working for weapons that drain energy, so Tetryon and Polaron. It used to add to the plasma DOT, but I understand it no longer does. It also used to effect BFI DOff healing which Bort thankfully fixed.

-For a tacscort, I do not understand the purpose in having point allocation in particle gens or subspace decompiler. If you intend to continue flying tac/sci, you could try leaving 3 points in each, but as it stands now, you have 30,000/300,000 (10%) of your points allocated towards 2 sci specific skills. To my knowledge, the only escort that can make good use of this is a MVAE.

-Again, regarding sensors, 6 points is a pretty heavy investment for a tacscort. I also saw someone post that FOMM is currently not working with sensor skill.

-From my understanding of Inertial Dampers, they do not help against player holds, only NPC ones. You could probably take a couple points out of there and put them elsewhere.

Most of what you are probably experiencing with tanking probably has to do with the new shield passives, human BOffs being fixed, and the recent appearance of Elite Fleet Shields with TypeA and TypeB modifiers, which stack to give 35% resistance to energy weapons. 20% base resistance to all energy with 15% additional to specific energy types.

As far as engineercaptain powers go, I am not very knowledgeable in that department.

This is an exellent resource for speccing: home.comcast.net/~amicus/Skill%20Point%20Effects.htm

Feel free to contact me in game with questions.
Thanks again for coming to this thread and responding. Can't say I don't wish I was getting more attention with this, but I'm happy to have the help regardless.

Both builds are slightly different.. in that The Engi/Escort I'm currently experimenting with 4 Phaser Dual Beam Banks + Wing cannons (Gave up on using the Overcharge since it's too dangerous to wait 4 seconds and being unable to use ANY powers)

Like I said before, I Do have a few Science ships on the Tac, so I do some times jump into them. But I suppose I could change my Skill point allocation around to focus more on the Escort then the Science ship.. Just would hate to have my Orb being a wasted ship unlock on that character. :\

Having the points in Particle Generators is to buff powers that deal damage, such as Eject Warp Plasma, Gravity Well, Tractor Beam Repulsors, Feed Back Pulse, and Photonic Shockwave. (As a Tactical officer, Tac powers effect those skills and buff them significantly)
The character is also my Aux to Battery based character, so I was trying out theories of having Aux to Battery up all the time and permaing Eject Warp Plasma before the new ship came out. I think I was flying a Chimera Aux to Bat build.. can't 100% recall right now. Although I am starting to think I should save my Tac/Science based builds for my Joined Trill. Especially when they do introduce Re-traits this year. (Praying!)

Are you sure that Subsystem Repair is useful? Most of the time I run into other players my Crew is either dead, or Vent Thetad into submission. And I've never really seen Viral Matrix get reduced by Subsystem Repair so far with the character or two that do have about 3 points in it.

The 6 Points in Sensors is because of all the AMS and Scramble flying around lately. It helps reduce the duration on those powers and makes it more manageable when I have to heal my self with Hazard, or Tac team when I'm being alpha striked from my Experience. Not that I'm against removing those points, but those are the reasons why I have my points in there. Decompiler I suppose I could take the points out and put them into Energy Weapon Crit how ever.

Hmm.. Not sure on Inertial Dampners. I'm mostly using it to reduce the Push from Enemy TBR or PSW.. Although I do admit the push from those powers is still significant.

I have been hearing a lot about the Elite Fleet shields.. And I have been wondering if they really are that good compared to M.A.C.O. or Assimilated M.A.C.O. (Not that I have the assimilated).

The Flow Capaciters is for Tet Glider. Not the plasma weapons. Nothing buffs the Dot on the plasma Weapons out side of Tac Consoles and Energy Weapon Training as far as I know.
And I am thinking about saving up the 100k+ Dilithium in order to buy 5 Romulan Dual Heavy Plasma Cannons. (As I mentioned before) As I have been seeing the 5 Normal DHCs in the original post seem to do nice damage with the consoles I mentioned and the 2 piece Romulan set. I don't have ACT any more to actually see how much damage they are doing.. Not to mention I'm not as good as some people are with keeping on target long enough for such a test unfortunately. (Not to mention Math is not my strongest area.. I'm not really a numbers person.)
Would be nice if some one with the ship, 5 Plasma and rommy Plasma DHCs 4 +Plasma Sci consoles and 4 Plasma Weapon consoles could do a damage test to see if my theory really is sound, or just silly.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku