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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-09-2011, 10:12 AM
Quote:
Originally Posted by Roach View Post
It seems my online Klingon-themed T-shirts finding skills are in dire need of a respec.
Don't worry, I just have a headstart because I stumbled into the source of those shirts a couple of years ago.
Since I would not want to post the address of the seller since it could be considered advertising I'll sent you a PM instead.

Back on topic, I'd like to ask: what would be considered "essential"?
Skills that are required regardless of config, or would there be a need for several different skills
that are essential depending on the chosen config, like a Beam Config or a Cannon config?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-09-2011, 10:12 AM
Quote:
Originally Posted by mister_dee
Don't worry, I just have a headstart because I stumbled into the source of those shirts a couple of years ago.
Since I would not want to post the address of the seller since it could be considered advertising I'll sent you a PM instead.

Back on topic, I'd like to ask: what would be considered "essential"?
Skills that are required regardless of config, or would there be a need for several different skills
that are essential depending on the chosen config, like a Beam Config or a Cannon config?
Essential skills would cover those abilities that promote a higher resist to damage to both hull and shields, promote higher buffs to damage, protect against commoningly used Debuffs and similiar examples.
Specific configurations (beam boat/ Cannon boat builds) can work as well for examples to those whom may just be starting thier KDF toons.
There has been an influx of new blood* over the months and the KDF has both grown slightly in population but waned in its teamwork and knowledge of the PuG and how to be successful in it.
I was hoping that those whom "are in the know" could list some of the tips, tricks and general Raptor knowledge to lessen the waning of the KDF combat experienc that is currently being fielded.

EPTS is used to keep shield health up and to increase one's shield resists, especially when two copies are used and the player can cycle between them. Whats considered the best Shield heal? Best for resist stacking?

HE just seems to be a favorite for its ability to remove Hull debuff such a Plasma fire proc and its ability to buff one's hull resistance. Why did it fall into favor and ET fall out?

PH is used because TB sucks for an escort to be caught and lose that bonus defense, plus it too has a Hull buff to resistance.

GDF is a great Tactical career ability for buffing damage output. Plus I like the acronym for obviuos reason wilst fighting feds.

TF is a great ability that few seem to use for boosting defense, damage and other combat areas.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-09-2011, 10:12 AM
Quote:
Originally Posted by Roach View Post
Compared to a Tric, yeah QT's do less. They do make up for it by having a better firing rate though.
This actually a very similiar build to one of my own abilitywise, except I run 2 DHCs, 1 DBB & 1 QT up front.

I used to run this set up a few months back. Then I tried 1 DBB and 3 DHCs and haven't looked back.

As for abilities, I try to maximize by minimizing shared cool-downs. So you won't see me with PH and HE for instance. TT is great... use it in conjunction with EPTS. I prefer Beta over Omega, mostly do to cool-down length. Also don't underestimate the TSSX abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-09-2011, 10:12 AM
Quote:
Originally Posted by Victory275 View Post
I used to run this set up a few months back. Then I tried 1 DBB and 3 DHCs and haven't looked back.

As for abilities, I try to maximize by minimizing shared cool-downs. So you won't see me with PH and HE for instance. TT is great... use it in conjunction with EPTS. I prefer Beta over Omega, mostly do to cool-down length. Also don't underestimate the TSSX abilities.
This brings up a good point, the experienced warrior knows about the need for proper CD control and how not to overlap too many power that share a CD.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-09-2011, 10:12 AM
I think the effectiveness of any BTSxS (or whatever) is also based on the likelyhood of a counter in place.
Most players will have at least one EPTS onboard, making BTSSS less effective unless the entire purpose of the exercise is to force his skill into cooldown.
Except for really Engineering focused cruisers like the Negh'var or the Galaxy, there is little chance the enmy will have EPTE in place, making those engines an interesting target IMO.

Oh and while mentally connecting dots in my head, I realized that there is another interesting feature of Science Team: it briefly enhances Starship Operations (although the bonus is based on the alive crew), which in turn enhances Hazard Emitters.
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