Captain
Join Date: Jun 2012
Posts: 3,256
# 11
01-28-2013, 04:34 PM
Quote:
Originally Posted by jelly0 View Post
Since I have been unable to play the game today I have been messing around on the skill planner thing. How much of a disaster is this ? hehe

http://www.stoacademy.com/tools/skil...uild=PVETest_0

Don't plan on doing much ground stuff outside of the story.
Um ouch. And not in a good way. Most of the stuff you pushed into the red, really just put 6 points into it, rarely does that extra 3 do much except for a few specific builds on a few specific skills. In some cases even less, like the two Starship Weapon Specialization skills, you've got almost no reason to be putting any points beyond maybe 3 into them, let alone 9, and thats a lot of XP that can be much better spent elsewhere. And then you have no points in important skills like starship maneuvers, starship targeting, or impulse thrusters. You have no points in Graviton Generators, but in STFs Gravity Well 3 is the best weapon a science ship can bring to the fight (and even Gravity Well 1 is extremely useful). You have no points in Subspace Decompiler, which limits the effectiveness of your Viral Matrix. You have no points in Auxiliary Performance, which on a science ship is just as important as weapons power as it affects the damage of your science attacks and the effectiveness of your heals. You've got way too many points tied up in shielding, to the point it looks like you're trying to build to a level where you're unkillable, but at the price of being ineffective. If you want to be a gunship, fly an escort. If you want to be a tank/healer, fly a cruiser. This is......yikes.

On the ground, I know you don't care much and I certainly sympathize, but you do have to run ground missions sometimes and you're giving up a lot with that layout. Combat Armor is expensive and doesn't do much. Conversely, just 3 points added into Scientist, Logistics, and Willpower will help with your debuffs and somewhat resist the annoying stunlocks of endgame enemies like Breen and Tholians. And if you want to self-train in Science Team 3, you need 6 points in Particle Physics (despite it being an expensive and limited use skill) or find someone else to train you.

I don't mean to be overly negative or seem like a personal attack (despite that i've said nothing positive), so don't take this the wrong way. Its just that you've overspecialized into the basic stuff so heavily that you've really really limited yourself outside of anything other than those basics. How about post your build as it is right now, and I'm sure people will have ideas about what can be done to even things out with the points you have left rather than have to buy a respec token.
Commander
Join Date: Sep 2012
Posts: 365
# 12
01-28-2013, 06:07 PM
Quote:
Originally Posted by reginamala78 View Post
Um ouch. And not in a good way. Most of the stuff you pushed into the red, really just put 6 points into it, rarely does that extra 3 do much except for a few specific builds on a few specific skills. In some cases even less, like the two Starship Weapon Specialization skills, you've got almost no reason to be putting any points beyond maybe 3 into them, let alone 9, and thats a lot of XP that can be much better spent elsewhere. And then you have no points in important skills like starship maneuvers, starship targeting, or impulse thrusters. You have no points in Graviton Generators, but in STFs Gravity Well 3 is the best weapon a science ship can bring to the fight (and even Gravity Well 1 is extremely useful). You have no points in Subspace Decompiler, which limits the effectiveness of your Viral Matrix. You have no points in Auxiliary Performance, which on a science ship is just as important as weapons power as it affects the damage of your science attacks and the effectiveness of your heals. You've got way too many points tied up in shielding, to the point it looks like you're trying to build to a level where you're unkillable, but at the price of being ineffective. If you want to be a gunship, fly an escort. If you want to be a tank/healer, fly a cruiser. This is......yikes.

On the ground, I know you don't care much and I certainly sympathize, but you do have to run ground missions sometimes and you're giving up a lot with that layout. Combat Armor is expensive and doesn't do much. Conversely, just 3 points added into Scientist, Logistics, and Willpower will help with your debuffs and somewhat resist the annoying stunlocks of endgame enemies like Breen and Tholians. And if you want to self-train in Science Team 3, you need 6 points in Particle Physics (despite it being an expensive and limited use skill) or find someone else to train you.

I don't mean to be overly negative or seem like a personal attack (despite that i've said nothing positive), so don't take this the wrong way. Its just that you've overspecialized into the basic stuff so heavily that you've really really limited yourself outside of anything other than those basics. How about post your build as it is right now, and I'm sure people will have ideas about what can be done to even things out with the points you have left rather than have to buy a respec token.
Feel free to say anything mate, at the moment I am level 23 and have not spent any points in anything as I dont get tokens when I level (boooooooooo) so I want to make sure I get a basic idea of what I should be doing.

Thanks for the input and I will have a bash at moving some stuff around.

Edit
How about this my good fellow.

http://www.stoacademy.com/tools/skil...?build=PVET2_0

Last edited by jelly0; 01-28-2013 at 06:25 PM.
Captain
Join Date: Jul 2012
Posts: 658
# 13
01-29-2013, 04:35 PM
Quote:
Originally Posted by jelly0 View Post
Edit
How about this my good fellow.

http://www.stoacademy.com/tools/skil...?build=PVET2_0
My thoughts would be to drop the two power skills to 6, all of those give next to no benefit for the last 3 levels, Performances are the best of the bunch at just 2 points of power. I would also say that sci ships tend to have weak enough hulls that the armor skills aren't worth having, and 3 points of Hull Plating is just 7.2% resistance and only to energy weapons, which are usually a small component of NPC hull damage dealing. The fact is that sci ships rely pretty much exclusively on their shields to survive, their hulls are paper thin no matter what you do. Starship Sensors is also pretty worthless for PvE, it just isn't going to have any effect you can appreciate on anything, and there are few enemies that it even can have an effect on, just certain birds of prey that actually will cloak (and only 2 factions have birds of prey at all), and one rare enemy type that uses Jam Sensors (I can't even remember which it was).

By dropping those things that give such a tiny benefit you can max both shield skills, max Maneuvers and Targeting Systems, put 3 points in Weapon Performance, and still have 3000 left over. I'd probably put them in Medic, since I usually use the Medic kit on the ground and it's all heals. (Also, note that Melorazine II can be trained by the boff trainer, so don't go to 6 in Physiology only for that, only do it if you use buffs a lot.)

Oh, and I should also give you this link: http://home.comcast.net/~amicus/Skil...%20Effects.htm It tells you the effects of all space skills in many cases (although note that the Power Level Calc is still superior for power stuff, since it covers all cases).
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