Lt. Commander
Join Date: Dec 2007
Posts: 120
What do you think about this for skill point allocation?

http://www.stoacademy.com/tools/skil...d=Mybuild666_0
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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-13-2012, 01:07 PM
Quote:
Originally Posted by masclobo View Post
What do you think about this for skill point allocation?

http://www.stoacademy.com/tools/skil...d=Mybuild666_0
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While I usually prefer to have more balance, especially due to drastically diminishing returns at levels 7-9, I will say that you will likely be hurting from the lack of weapon system performance. Even in a tac escort, with its +15 weapon power, I would be inclined to say you should bump that up to level 3.

Warp core efficiency and potential are particularly poor when they reach level 7 and beyond. I try to keep them at level 6. With warp core potential I'm pretty sure that raising it from 7 to 9 gets you just under a single point of power for all systems.

You may also want to consider putting points into engine performance. I am only beginning to learn to fly escorts, but I can tell you right now that listening to everyone saying how they live and breathe by their agility, you're going to want as much power in the engines as you can get. It would be wise to bump that up to level 3 at least if you can manage it.

If you should ever try to use Emergency Power abilities, the lack of EPS will hurt you. The real key behind the EPS power (as opposed to the console) is, as I understand it, the ability to boost the emergency power abilities.

Just some thoughts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-14-2012, 04:56 PM
I appreciate the feed back. If anyone could suggest a complete build for a Tactical PVP/STF I would very much appreciate it. I really don't want to screw up my respec
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-15-2012, 03:44 AM
My approach is different as well. I only take level 9 in low-level DPS skills. For the rest it's either level 3 or 6. The last 3 points are really lackluster.

I would never take threat control as tac, the resistance buff is minimal, and I really don't want to attract any more attention.

Assuming the boff skills are the right ones: you have way too many "teams" skill which will conflict each other. I prefer to use one (or two) tactical team and then rely on sciencs/transfer shield strength and engineering/Aux to SIF, which shares the CD with nothing and is up every 15s. It doesn't heal much, but it does it often. I also find that science/hazard emitters is a requirement, in elites the plasma dot does some serious damage. Hazard emitters is also a good HoT.

For attack skils, I use:
- Attack pattern Omega 3 / Attack pattern Beta 2
- Rapid Fire 2, High Yield 2 for single-target DPS
- Scatter 1, Spread 1 for AoE.
(or switch and have AoE at 2 and single target at 1).

Together with Tactical Initiative they give you versatility on whenether you want single-target or AoE dps.
You can also use beta 3 / omega 1 for better group support, but I like omega 3 for the personal damage boost + a ton of other stuff (resistance / tractor immunity).

Starship sensors boosts Fire on my Mark, which is an excellent group-level DPS cooldown, so I have some points there. I also have some points in graviton generators for when I switch to repulsor beams, which is good for add control and does decent dps on stationary target (I also find repulsors to be a lot of fun, but this is more for normal, in elite I prefer transfer shield strength).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-19-2012, 06:29 PM
You might drop hull plating down to 3 or 6. Beyond that it is only 7 point increase. Appropriate consoles will give better resistance, 25-30 point range IIRC.

EDIT: also, I know most TACs take nothing in generators, but they boost damage on Eject Warp Plasma, Gravity well, and others. You might look at that. I are using a Defiant in this description, but if you ever want to use a cruiser or a Multi-Variable Advanced Escort (just drop the MV console) so you can get the LT Com Sci slot, the generator skills will make holds stronger and damage higher.

In another thread, Kreael said:

Warp Core Effiency: No point in taking past 6 points, get a boff or two with the trait to make up the slack of a whooping 1 power for the two set at 25.

Warp Core Performance: No point in going from 6 to 9, just not worth it.

Armor Reinforcements & Hull Plating: No point in taking past 3 points, in total you gain around 7 resist by taking these from 3 to 9. By contrast a single console or boff ability grants 30+.

Starship Weapon Performance: No reason to take past 3 in an escort as by then you already hit max weapon power unless you want it to act as a 2nd Shield Power booster indirectly but still not worth it if packing Epower to shields

Now where to put those points you wasted.

Max Shield Systems, thats 5% more shield HP.

Take Projectile Weapons to 6 atleast, thats nearly as much of a boost to torp damage as a console gives.

Take Projectile Specialization to 3 or 6, DPS is DPS!~

Max Power Insulators and/or Shield Emitters, I find Insulators maxxed to be much better than at 6.

Take Aux Performance to 3, that will boost your heals/resists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-19-2012, 06:50 PM
Ok, its not bad, but there are some issues with it.

First off, you're a tac in an escort, do not ever take threat control. You will likely already have the borg's attention nearly all the time anyway, and whatever defensive bonus it grants isn't going to be enough to help. Plus, you'll make it absolutely impossible for cruisers to tank, which is who you want to be taking the pounding.

Second, way too many points in Warp Core Efficiency, Impulse thrusters and Hull Plating. The effciency stat should only be improving your aux and shield power, which is going to be minimal as it is. IE, you dont get much benefit from it. Youre mainly concerned with engine and, overwhelmingly, weapon power. (Roughly the same thing with the Warp Core Potential skill, too, the last three points only increase your power bonus by 1, not worth it.) Impulse thrusters should have 6 at the max, three is probably more than enough, you dont even need it at all. As for hull plating, the resistance it grants in figured into the diminishing returns even off of consoles. So, by dropping down to say, three in hull plating, you might lose 3-4% damage reduction. Maybe.

I would put points into Engine Performance (and no more than 6 into shield perfomance). Like someone mentioned above, you want more points in weapon power (at least 6) and try and get at least three points in Armour Reinforcements, as well.

As far as your Boff powers go, I dont think you intend for whats on there to be final, but in case you do: you can only chain together 2 torpedo skills, and you have 4. With the Tac Escort Retro, you should have two tactical teams, two torp skills, two cannon skills, and two attack patterns. Drop the Eng team and the Sci team, since you can only chain two Team skills as well. Emergency power to Shields and Reverse Shield Polarity for Eng and Polarize Hull plus Hazard Emitters is the standard skill build and very useful.

The last thing is something Im not entirely sure on myself, especially since Cryptic is ... cryptic with their skill descriptions, but you will probably want to put 6 points or so in the Electroplasma systems. It might help with weapon power recharge (I dont really know, Ive heard tell that it might, Ive heard that it makes no difference, it seems to to affect things for me.) The EPS Flow Regulator Console does have a measurable affect on weapon power recharge, so it would make sense for the skill to as well. Again, Im not entirely sure. What it will definitely do is help you swap power settings faster (max to engines to get out, max to shields to boost survivability in a pinch) and will improve your Emergency power to shields skill, if you get it (which I think you should).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 Fire on My Mark
04-30-2012, 09:54 AM
Starship sensors boosts Fire on my Mark, which is an excellent group-level DPS cooldown, so I have some points there. I also have some points in graviton generators for when I switch to repulsor beams, which is good for add control and does decent dps on stationary target (I also find repulsors to be a lot of fun, but this is more for normal, in elite I prefer transfer shield strength).[/quote]

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I'm pretty sure that Starship Senors only helps the stealth portion of Fire on my Mark, I know it doesn't increase the DR, 42 no matter how many points you have in Sensors
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-02-2012, 11:29 PM
Just going to hop into this thread and use it, since I'm also a tac looking for feedback.

This is my build. I fly an MVAE for most parts, and maybe the Atrox when I get my hands on it. But for now, I'd like to focus on my main ship.

Because I run 4 tetyron consoles, 3DHC, 3turrets, 1DBB of that energy type, I then use PSW1 as a "free" torpedo attack when I'm bang up against bare hull. My aux power currently sits in the 60s, but I heard that the draw of PSW1 is that the damage part of the skill does not use Aux, making it great for me.

Comments?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-03-2012, 06:48 PM
Quote:
Originally Posted by meisterbabylon View Post
Just going to hop into this thread and use it, since I'm also a tac looking for feedback.

This is my build. I fly an MVAE for most parts, and maybe the Atrox when I get my hands on it. But for now, I'd like to focus on my main ship.

Because I run 4 tetyron consoles, 3DHC, 3turrets, 1DBB of that energy type, I then use PSW1 as a "free" torpedo attack when I'm bang up against bare hull. My aux power currently sits in the 60s, but I heard that the draw of PSW1 is that the damage part of the skill does not use Aux, making it great for me.

Comments?
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You have too many points in your power skills, Warp Core Eff, Warp Core Pot, and Weapon Per.

I dropped my Eff and Pot down to 6 and my Weapon Performance down to 3 and my weapon pwr sits at 124 with only 95 in weapons (borg console is a must). I'd put some points into Eng Performance it will add defense when your moving, don't go crazy but 3 or 6 points would be good.

Driver Coil is pretty much pointless, take those points and put them into batteries.

You also only have 1 hull ability (hazzard emitters) and you have 9 points in hull repair, maybe take some of them out and put them into batteries too.

Here is a link that has been floating around that really breaks down skills.

http://home.comcast.net/~amicus/Skil...%20Effects.htm
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