Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Cross-Career Skill Benefit?
03-19-2012, 12:00 PM
I apologize if this addressed elsewhere in the Forums, but I could not find any thread.

I am a fairly new player and I notice that my character can allocate skill points to space skills from all three classes (Tactical, Science, and Engineer) But I cannot determine if there is any actual benefit to doing so. SPECIFICALLY, is there a benfit for my Engineer to allocate skill points into Attack Patterns skill, but also in gneral, does cross class skills provide any tangible benefit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-19-2012, 01:37 PM
You should absolutely be spending points in other trees.

There are plenty of passive talents that benefit everyone:
- Tac has talents that passively improve your attack and defense
- Engineering has talents that passively improve your energy levels and hull
- Science has talents that passively improve your shields and "spell" resistance

Furthermore, no matter what type of captain you are and what type of ship you run (except maybe a very unusual Bird of Prey build), you're going to have at least 2 boff abilities for each class. Even some of the "active" talents in other trees will probably be of use to you.

Here's how I spec:
1. Have 3 points in any talent that benefits abilities you use sometimes
2. Have at 6 points in any talent that benefits abilities you use often (or passives that are always on)
3. Only go above 6 if you have nothing else to spend points on (this should not happen often)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-19-2012, 06:35 PM
I always load up on Engineering skills no matter what I play, and then fill out the other branches pretty thoroughly besides. Really, if it seems like something you'll use at least some, pick up 3 levels in it. There's only a few skills that are very specific that your build may have zero use for, like Stealth for a Starfleet ship or Particle Generators on an Escort, but by and large you'll be all over the place anyways, so build accordingly.

Plus in all honesty your first character will probably be full of mistakes and get deleted, so don't worry too much about your first build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-20-2012, 05:21 AM
Yep, there are definite benefits to picking "cross class" skills for your guys.

To list a couple of quick examples, taking my Sci. officer main:

1. Engineering skill "Starship Hull Repair", Lt. level - This skill helps buff my Sci. ships paper-thin hulls and improves the effectiveness of my Sci BOff power Hazard Emitters I.

2. Tac skills "Starship _____ Weapons", aka both of the Tac Lt. Cmdr powers - both of these skills improve your starship weapons (one improves energy weapons like arrays/cannons/turrets, the other projectiles like torps/mines). Every ship benefits from at least a little investment here to improve their overall DPS...

Now, is there a use for, as you say, improving "attack patterns" skill? Depends on if you plan on putting a lot of the attack pattern powers in your Tac BOff slots... Since I don't have a single attack pattern power in my slots, there's no use for me to have that skill...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-20-2012, 12:03 PM
Quote:
Originally Posted by Mordaenor View Post
I apologize if this addressed elsewhere in the Forums, but I could not find any thread.

I am a fairly new player and I notice that my character can allocate skill points to space skills from all three classes (Tactical, Science, and Engineer) But I cannot determine if there is any actual benefit to doing so. SPECIFICALLY, is there a benfit for my Engineer to allocate skill points into Attack Patterns skill, but also in gneral, does cross class skills provide any tangible benefit?
You definitely need points allocated cross-career, at least for space skills.

That said, you need to do it carefully. Don't grab just anything. Particle Generators is probably going to be mostly useless to you, for instance, as the only engineer-centric use of it that I know of (could be wrong) is Eject Warp Plasma.

As an example of something you WILL need, you're going to need points in the shield skills, and those are listed under science. You're also going to want to have +6 or +9 on Starship Weapons (the level 1 one) and, assuming you're going to fly cruisers, on the Starship Energy Weapons skill, and likely at least a 3 on Starship Projectile Weapons. Combat Manuvers and Targeting Systems are also worth getting boosts on, especially Targeting, and there are others under Tactical that are useful as well.

However, I wouldn't, myself, throw a lot into Attack Patterns. Unless you're flying an escort or specific cruisers (the T5 Excelsior or the Odyssey with the Universal Lt. Cmdr slot seating a tac BOff, for instance), there's a fair chance you won't get much mileage out of them. Even then, it's not going to be the most useful to you, especially since tacticals have, as a class-specific ability, Attack Pattern Alpha.

As a note, this may change if you're planning on flying, say, a science vessel, where you might need some of those skills to make your BOffs more effective, but that's something I couldn't advise you on directly myself.

Three other things to keep in mind:

* A previous reply was very correct - you should mostly stick to +3 and +6. Another experienced poster to this forum whose name I forget also advocated a very similar strategy. Just remember - if you spend 3 points in a skill, you are getting HALF THE BENEFIT. If you spend 6 points, you are getting 84 percent of the benefit. With some skills, such as Warp Core Potential, as important as they are, going up to 9 gives you next to nothing - in fact, going from 6 to 9 in Warp Core Potential does not net you a whole point of energy in your systems, at least without the Warp Theorist skill, in which case you MIGHT get a single extra whole point.

* You do not necessarily NEED a skill even spec'd to use a power. For instance, if you were to put 0 points into Demolitions (a ground engineering skill), you would still be able to use Orbital Strike, it just wouldn't have as much boom.

* This is not a linear or percentage bonus in most cases. These provide specific numerical bonuses (0 to 99) to a calculation that is often only known by the public once someone in the community picks it apart. For instance, I believe Starship Targeting Systems nets, at most, a 15% increase in Accuracy. So don't think by putting 9 levels into a specific skill you are necessarily nearly doubling your effectiveness. I would advise digging in the forums to find out specifically what specific skills do.
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