Lieutenant
Join Date: Sep 2013
Posts: 87
# 1 skill tree help
03-19-2014, 06:45 PM
my main toon is a federation engineer and i fly all the kinds of ships, cruisers, escorts, science vessels etc, so odes any one of you have a good skill tree build that isn't focused only on engineer but is a bit "balanced", the one have now is heavily invested on engineering and basic science skill like insulator or flow caps and others have no points in them.

also i have a kingon tactical and a science fed romulan so if you have builds for them too it would be great
Career Officer
Join Date: Aug 2012
Posts: 1,316
# 2
03-19-2014, 06:59 PM
Here is what i use for all of my characters, the ground skills (ground skills are the only thing that change with class) and what is left over are up to you really, though i put the ground points into the skills that allow me to train BOFF abilities + Weapons training.

http://skillplanner.stoacademy.com/?...genericbuild_0
Captain
Join Date: Nov 2013
Posts: 1,924
# 3
03-20-2014, 12:25 PM
You can put 6 points in most of the skills. What you really need to do is eliminate the least useful skills, (try taking 2-3 out of each column) then see if you can get 6 points in all the remaining skills.

You have to have a good understanding of what each skill does to really make a build.

Examples:
say you do not want to make a torp boat and *at most* you only use 1 torp and that only on some ships. In that case, the projectile weapons skills can be left at 0. On the other hand, if you run a full torp build, you need to increase these. Same for batteries, do you use them? What about sci skills, do you use a lot of shield drains, gravity wells, exotic particle damage skills? Do you spam attack patterns (every tactical character should have 6 in attack patterns for alpha).


IMHO almost* every character should have 6 in these skills:

weapon training, hull repair, shield emmitters, ground weapon prof, ground other skill, BEWARE OF DRIVER COIL: it is not terribly useful for anyone.

energy weapons, structure int, subsys repair, shield systems, PS gen, other ground skill, BEWARE OF WARP CORE EFF: it does next to NOTHING once you have good power levels! (Once you have good gear you won't have any power levels under 50 most likely, certainly not enough levels under 50 to *really* make good use of it).

starship manuver, starship targeting, electro plasma, impulse, warp core, Ground skill (not threat)

engine performance, hull plating, shield performance, dampeners, ground skill (not willpower)


energy weap specialty, armor reinforce, aux performance, weapon performance

This gives you the "core" build, which needs some fillers of your choice depending on how much offensive science you want. It has most of the defensive skills.


*specialized chars would be different. This is for typical players.

Last edited by noroblad; 03-20-2014 at 12:28 PM.
Captain
Join Date: Jan 2014
Posts: 1,921
# 4
03-20-2014, 12:58 PM
I like Driver Coil; I put 3 skills into it because it creates gerbils that helps push my ship just a little bit faster in sector space. However, it provides no tactical (i.e. combat) advantages.

I put 3 skills into Warp Core Efficiency because it generally helps you out until you better gear that for the most part allows you to have very close to 50 in the various power categories. For example, in my Sovereign class heavy cruiser the lowest power level is 46 for Aux. It's not too bad since I do not focus too much on science abilities. The other power levels are above 50, so efficiency does not help them.
Ensign
Join Date: Dec 2013
Posts: 6
# 5
03-21-2014, 03:01 PM
http://www.stoacademy.com/tools/skil...ld=redsonja2_0

The above is a link the the build i use on my KDF Tacticle officer, the build is practically the same build used by my Reman Science officer and my fleet mate who is a Romulan engineer. The build gives us great survivability, support power and a decent punch.
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