Ensign
Join Date: Aug 2012
Posts: 1
Hey guys I've been following this skill guide here.

http://www.stoacademy.com/tools/skil...ntillesTank1_0

I started following it b/c I was sort of lost and it by far had the most votes or "medals" from people who liked the build.

Well I've recently hit Upper Admiral and I have to say I'm confused about a couple things on this build. Up to this point it's been amazing and I've loved it.

My question though is why does it tell me to take Starship Stealth (admiral tier skill) over say Threat control, shield performance or hull plating? That just doesn't make sense to me, for one I've never once used a cloak in the game as Federation. Two this being a tank would not more hull and shield protection be better? Or possibly threat control?

What am I missing here? So far my guy is built EXACTLY like that outline shows, I even have all the correct officers with the correct skills. I have stopped putting skill points into my guy though since I finished out the Commander tier.
Career Officer
Join Date: Jun 2012
Posts: 12
# 2
08-22-2012, 11:46 PM
The guy who made this is an idiot, i would rather use skills like this:

http://www.stoacademy.com/tools/skil...uild=Tankxxx_0

Im not saying them are perfect but he others had no sense.
Commander
Join Date: Jun 2012
Posts: 347
# 3
08-23-2012, 01:23 AM
Quote:
Originally Posted by dennisdkes View Post
The guy who made this is an idiot, i would rather use skills like this:

http://www.stoacademy.com/tools/skil...uild=Tankxxx_0

Im not saying them are perfect but the others had no sense.
This.

That first build completely neglected captain and admiral level eng skills and had 9 points into stealth whereas it should be more like... 0.
Career Officer
Join Date: Jun 2012
Posts: 154
# 4
08-23-2012, 04:05 AM
Honestly, this thing is a complete mess. Not only the skill point allocation but also the skills used. It may explain the performance of way too many cruisers you encounter in-game though.

First and for all, you only ever put 9 points into a skill if you want to specialise. For example weapons and maneuverability for escorts, tanking and healing for cruisers. For everything else 6 points max!!!

If you really like to get the numbers, take a look here...
http://home.comcast.net/~amicus/Skil...%20Effects.htm
This will tell you exactly how much benefit you get out of your investment.

If you are interested in cruiser builds, take a look here...
http://sto-forum.perfectworld.com/sh...1&postcount=23
It will probably be the most informative thing you can read about this topic.

At last, always read the details provided by skills and try to get an understanding of why things might work and why not. Always better than just follow blindly some guideline. Unfortunatly you already experienced that with the build you posted

The really last thing, have fun flying cruiser.
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decker999
Join Date: Aug 2010
Commander
Join Date: Jun 2012
Posts: 346
# 5
08-23-2012, 04:15 AM
Neither of those builds are very good, though indeed the latter is better:
- The first one appears to have been made by someone that doesn't really understand what some Skills do (Stealth on a Starfleet Eng Cruiser? What's that going to do?) nor that point allocations was limited. Apparently s/he wanted to max everything and ran out of points.
- The second one appears to operate on the fallacious basis that it's better to have some Skill in everything rather than max the relevant Skills, since the latter levels pay off much less. Personally, I'd rather max Skills that actually do something in combat than invest in Driver Coils.

Here's an old Eng/Cruiser build I made: http://www.stoacademy.com/tools/skil...d=Engcruiser_0

I'd redistribute 3 ranks from Engine Performance somewhere else, but otherwise I still very much agree with it.
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