Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 What to take for joined Trill?
02-02-2010, 01:14 PM
I am creating joined Trill character and I0m in doubt what to take, there are two options that bothers me for space PvP character.
1st - Accurate and elusive or
2nd - Astrophysicist and Warp theorie

What to take, state your oppinions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-03-2010, 05:45 AM
Warp theorist is the most important to grab.

I personally took accurate and warp theorist. The idea being only to counter people who took elusive.

Warp theorist and any of the other space traits would be good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-03-2010, 06:00 AM
As a Tactical Officer/Escort captain I chose Accurate/Warp Theorist. Between the Joined Symbiot and Warp Theorist traits, and level 7 Starship Captain and Warp Core training I can feel a noticeable difference in maneuverability with my light cruiser from when I was playing in Open Beta. Throw in a Turn Rate +7.5% console and it maneuvers around quite nicely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-03-2010, 06:25 AM
Two schools of thought.
If you want to be a bit more offensive, go warp theorist/Accurate If you want to be a bit more defensive with a boost to engineering skills, go warp theorist/Techie.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-03-2010, 06:47 AM
As an Engineer and Cruiser jokey I took Warp Theorist and Techie (+10 to Engineering)
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