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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-09-2011, 11:14 AM
That is supposed to be APO3, I have it already. Just an oversight on my part, but doesn't change anything. As a Tac Officer I could train it, no need to buy it. My Commander Tac BO has Both BO3 and APO3. I just picked the wrong one on the build.

I don't plan to use PSW on the new build, and I do see your point on the points being wasted there just for the stun. I wasn't aware the hard cap was 135 for power. If that's true, I can definately see reasoning to put more points into Wep Performance.

I assume you are referring to the first build I posted. In that post I mentioned that I had just recently dropped Sci Team for Polarize Hull, but hadn't yet made the Skill-point changes becasue I was waiting to do the whole respec at once. The new build, posted near the end of my last post, has Sci Team on it.

I can't lose Eng Team. I would much rather have the hull heal from Aux to SIF, and I might run a few test matches to try it out without ENG Team...but I don't use ENG team to heal the hull. I use it to restore shut down systems. Having anything other than my weapons offline for more than a couple seconds would likely lead to a quick death. That is also why I use PH, tractor beams keeping me from getting the nose on target spell doom as well.

Thanks for your advice. I will definately look to max out Weapon power, probably by running the 7/7/9 layout for points. The only reason I didn't worry about it previously, and put 9 in everything, is because I had more points to spend than I had skills that needed them.

Escorts are unique in that. Most Tac Skills don't get boosted from point spending, and you get so few ENG and SCI skills that you don't have to worry about running out of points.

Thanks again for the reply.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-09-2011, 11:54 AM
Quote:
I don't plan to use PSW on the new build, and I do see your point on the points being wasted there just for the stun. I wasn't aware the hard cap was 135 for power.
As far as I know, the cap is now at 125. But it gets repeated so often (along with the information that it's no longer accurate) that you'll never feel certain what's true and what is not until you tested it yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-09-2011, 12:31 PM
Quote:
Originally Posted by Lord-Thy View Post
Also Tactical Team Leader and Engineering Team Leader are somewhat useless, get them to 0. (TTL is a GROUND boost only btw).
Actually, the team leader abilities don't help ground at all. All they are good for is the team powers. Well that and Tactical Team Leader might still impact Boarding Party and resisting boarding parties.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-09-2011, 01:14 PM
There always seems to be an erea of confusion in these skills;

Quote:
Originally Posted by BigRedJedi
Some insights into several Starship Engineering skills that are often questioned:

Maintenance:
  • No passive bonus.
  • Contributes to Emergency Power to X BOff powers (corresponding to the specific skill).
  • Contributes to several, other Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.

Efficiency:
  • Provides a passive bonus for the corresponding subsystem in an inverse relationship. The lower that your power slider (the 'adjustable' power level, the number on the right side of the # / # displayed on your power level indicator) is set, the greater the bonus power provided, depending on skillpoint investment. This bonus power scales proportionally lower as you increase your power slider, diminishing in value until your slider is set to 75 or higher, at which point, you will no longer receive any bonus power, regardless of your Efficiency skill.
  • Contributes to Emergency Power to X BOff powers (again, corresponding to the specific skill).
  • Contributes to several, other Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.

Performance:
  • Provides a passive bonus for the corresponding subsystem on a direct, point-for-point basis. Purchasing a skill rank in one of these skills will provide a 1-point bonus to the selected subsystem, regardless of the power-slider setting.
  • Contributes to several, Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.


Starship Hull Repair:
  • Provides a small, passive bonus to your ship's natural hull-regeneration rate (negligible, Alive Crew is much more important in affecting this rate).
  • Heavily contributes to effectiveness of Engineering Team (BOff power).
  • Heavily contributes to effectiveness of Miracle Worker (Engineer-Captain Ability).

Subsystem Repair:
  • Does not have any measurable effect in-game... Do not waste your skillpoints on this skill...

If you would like to see more information for what skills affect which powers, I highly recommend checking out this page.

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-09-2011, 01:55 PM
Thanks Roach, but I know the difference between maintenance and performance and such. The question was that someone said 135 was the hard cap, but I was under the impression that it was 125. I am not buying the 135 thing, but I plan to do some testing on tribble today. I don't know how to test it really. You can't see that extra 10 points if it is there....but I will see if it seems to make any difference.

I'm with Aterix on the Team abilities too. I know that the skillpoints affect them because I tested it. It may not be a huge difference, but I don't have any place else to put those points either so no harm in it.

Once again, thanks for the commentary.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-09-2011, 02:00 PM
Quote:
Thanks Roach, but I know the difference between maintenance and performance and such. The question was that someone said 135 was the hard cap, but I was under the impression that it was 125. I am not buying the 135 thing, but I plan to do some testing on tribble today. I don't know how to test it really. You can't see that extra 10 points if it is there....but I will see if it seems to make any difference.

I'm with Aterix on the Team abilities too. I know that the skillpoints affect them because I tested it. It may not be a huge difference, but I don't have any place else to put those points either so no harm in it.

Once again, thanks for the commentary.
I think the best test might be something like equipping 2 beam arrays and fire both to see how far down the energy levels go. You should get an energy drain of -10, so if you are at 125 and still get a 125 the entire time, the cap would be above 125.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-09-2011, 02:22 PM
Too test... fire one weapon with a known power use. say one dual beam array. Set your weapon power close to 125 with out going over. Then installing plasma manifolds and firing the weapon again. Firing multiple weapons can give you issues with cool downs. However to test the far end of the power pool and find the cap I guess you would have to move to 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-09-2011, 02:22 PM
Sorry, I didn't bother to check that you have a Tactical Captain

I have a Sci on MVAM and if my target is shield-tanking I just SNB + Sensor Scan him and my torpedoes do their job fine.

BOL might be a viable substitute but you have that nasty -50 power drain (and no weapons battery/EptW in your build) and it might miss a lot, especially against fast moving high-defense ships.

If I were you, I'd replace that BFaW 1 with a Beam Target Engine SS 1. But for it to be effective you have to cap Sensors and Sensor Array (7-9 or at least 7-7).

PERFORMANCE issue: if not recently modified, there's a "visible cap" at 125, but power reserve can go up to 135. There's also an additional bonus on dmg if you fire a weapon at exactly 125 WP, but if you immediately drop to 124 or less after the first shot you lose said bonus.

Glad to see you capped Aux Eff. + Perf. Aside from boosting your SCI abilities, higher aux gives you a higher chance to detect cloaked vessels (Defiant-R, BoPs, etc). Coupled with high sensors/sensor array you can catch a cloacked vessel with their pants down.

P.S.: I wasn't trying to "L2P" you, looking at your first build I assumed it was meant for a stay&fight tactic, since Evasive+Engine Batt. is not always enough to get you to safety, an EptEngine 1 or 2 might be needed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-09-2011, 02:49 PM
No worries Lord-Thy. I agree with the lack of engine power. So far, only in a rare few cases have Omega 3 and Evasive not been enough to get me outta hot water, but I definately agree it may not be enough. I am looking to possible take out the modulator and add an engine battery. I am still mixed on the modulator doing much good at all.

How does your Sci fare in the mvae? I been thinking about moving from the D'Kyr to the MVAE on my Sci, but I really love my D'Kyr build.

I'm about to hop on triblle for some power testing, I'll report results latre on.

Thanks again all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-09-2011, 03:47 PM
If you learn to use them properly, Sci Captains on Escorts can be deadlier than a Tac Captain. Against heavily buffed targets, a single SNB is more effective than ALL the Tac innate abilities combined. Plus, if you add that the sci Sensor Scan III is an innate APB3....



I've always used A.P.Omega III as an Alpha Strike boost rather than an escape tool. With high engine power/engine buffs Tractor Beams are way less effective. Sometimes it happens that I can just break free of a TB by using EptE 1.

BTW, I'm testing the Prometheus without the console. The only viable mode for me was Beta, but cooldowns are ugly and they don't reset when you leave an arena.
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