Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
06-09-2011, 12:36 PM
Quote:
Originally Posted by Surgery
This would be very helpful...
Here's some guidelines, sorted by category:

Science Officer (Ground Skills):
Unpopular. 0 points in all skills. Get 9 Doctor(Pre-patch) or 9 Scienctist(Post-Patch) if you want to train Science Team III in the future. Get Doctor 9 if you want the skill now; get scienctist 9 if you trust the tooltip that the skill will sooner or later be unlocked that way.

Starfleet Training (Ship):
The Team Leaders (Engineering, Science, Tactical): These affect the space skills engineering, science, and tactical team. 7-9 of these skills if you plan on having these skills.

Ships: Starship Command should be 7-9.
Depending on the ship you want to pilot, get cruiser, escort, or science vessel captain to 7-9
Tier 3-5: Pick only one, probably the Tier 5 ships and put points into that skill, if any.

Starship Energy Weapons: This is like Starfleet Training. Pick what you want to use in end game and tailor around it.
Starship Energy Weapons Training: 7-9
Beam Weapons / Cannon Weapons: 7-9 depending on what you want
Tier 3-5: Put points in what weapon you want to use in end game.

Starship Projectile Weapons: Like the two previous. Pick what you want if any and tailor around it.
Starship Projectile Weapons Training: 7-9
Torpedos / Mines: 7-9 depending on what you want
Tier 3-5: Put points in what weapon you want to use in end game.

Starship Engineering:
Starship Engineering Training: Doesn't affect much.
Starship Warpcore Training: 9. 7 if you must, but this skill can raise power levels.
Tier 2, Maintenance: Not needed. Can be used to make those specific skils better. Otherwise, 0.
Tier 3, Efficiency: Very Important. 9 all of them. 7 if you must. Or: These skills work best with power levels you're leaving at 25-50. If you plan on Never Ever bringing weapons below 100, then you don't need weapon efficiency.
Tier 4-5, Performance: Basically, a 9 in a skill here will add 9-11 to that power setting. Highly Recommended. SHields should be easy to get 9, at least.

Starship Operations:
Starship Operations Trainging: 7-9
Tier 2: All skills 7-9
Tier 3-5: Whatever skills you want to use should have the corresponding skill at level 9. Tier 5 is an exception, as they have limited point choices. The tier 5 skills are charged particle burst, Photonic Shockwave, Photonic Officer, Tyken's Rift and Gravity Well. 9 in the 3-5 Tier also unlocks a Rank III skill to train.

Here's a sample build of a DSSV planning to use phaser arrays and photon torpedos, and the skills in the build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
06-09-2011, 12:36 PM
Going to chip in a little.

The skill cannon: rapid fire also affects turrets. I stumbled across this while playing in my escort and happed to notice my turrets (and automated defense battery) doing the increased shots per cycle.

My build is kinda up in the air... i have canons, beams, sci and escorts at 9. did this so i could swap between ships until admiral rank and get the benefit. 9 ranks in escort isn't really alot of points imo.

the guide for power efficiency is awesome...

when im in my sci ship i have been running one beam up front 2 plasma torps and then turrets in back. It is awesome... ( doesn't kill as fast as my escort but i dont go pop as easily)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
06-09-2011, 12:36 PM
yup. and because turrets are cannons, they can't be used with target subsystem
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
06-09-2011, 12:36 PM
That was helpful thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
06-09-2011, 12:36 PM
Quote:
Originally Posted by Cheeseus View Post
Might as well have one to discuss what we're looking for, etc.

Here's mine, which is pretty much anti anything the enemy can sent at me or my party
http://sto-builder.binarybit.ch/inde...07_4-87-48-97-
Ahh, so nice to see the builds coming in with no SP in the intermediate ships...

thank you skillcap...

Quote:
Originally Posted by Kjarista
I'm very new to this, and frankly overwhelmed. Can someone provide a general cookie cutter Science spec, and/or a little general advise? Thanks.
Ah, and now the cookie cutter builds are being asked for specifically!

You must appreciate Cryptic's wisdom, young grasshopper, in kneecapping the design of their own game, so that you must scrimp and save from your character's conception to the end of their leveling to put points into skills you hope will be playable and useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
06-09-2011, 12:36 PM
Quote:
Originally Posted by Safh
OK, I've swung over to the recon ship type from DSV, thinking that the extra tactical station + tactical team buff might help me kill stuff more than an engi team will help me heal.
I think I can live without a hull heal ability.

So, my new plan is thus:

Build

I've revised my officer abilities and thrown in a tractor beam 1, for fun. I've also removed a weapon ability and poured more points into the science abiities so that I have freedom to play with my BO skills.

I would be very grateful for any input.
It's a good build ... just some a couple of points to keep in mind (which I am sure you did)...

* Recon Vessel has a slower turn rate than DSSV ... may or may not bother you
* Efficiency boosts have diminishing returns as you have a higher base level power (see my earlier post). So I am not sure you will get as much benefit from those skills as you think. I cannot imagine Shields, Weapons and Aux will all be below 50 or so power. That would mean a lot of power to Engines

All in all a good build, your starship operations choices match your BO skills well (something a lot of folks miss).[/list]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
06-09-2011, 12:36 PM
Quote:
Originally Posted by Ghartan
* Efficiency boosts have diminishing returns as you have a higher base level power (see my earlier post). So I am not sure you will get as much benefit from those skills as you think. I cannot imagine Shields, Weapons and Aux will all be below 50 or so power. That would mean a lot of power to Engines
Yeah I'm as yet undecided on which ship, if I choose the other I'll swap tac team for engi team and the appropriate skill. gotta choose soon though!

As for the efficiency skills, I couldnt really find anywhere else worth spending the points, so dumped a few into aux. I know it will have little effect, but it seems to beat the other options.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88 hmm
06-09-2011, 12:36 PM
Quote:
Originally Posted by Safh
OK, I've swung over to the recon ship type from DSV, thinking that the extra tactical station + tactical team buff might help me kill stuff more than an engi team will help me heal.
I think I can live without a hull heal ability.

So, my new plan is thus:

Build

I've revised my officer abilities and thrown in a tractor beam 1, for fun. I've also removed a weapon ability and poured more points into the science abiities so that I have freedom to play with my BO skills.

I would be very grateful for any input.
Love your build, just wondering the reason for Fire at Will.

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
06-09-2011, 12:36 PM
Gonna start from where I left off last time, apologies in advanced for the rediculous amount of posts to follow.

For those of you trying to send me forum pms, I don't get them until I'm in-game as in-game mail and... well, yeah.

For those of you asking for a cookie-cutter build it's coming Soon™.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
06-09-2011, 12:36 PM
Quote:
Originally Posted by Beary666 View Post
well here is my build.

http://sto-builder.binarybit.ch/inde...07_4-27-56-60-


Somethings to note. I thought Starships Sensors affected scramble sensors, but according to this tool I'm not sure if it does. I'm Commander 3 already so some of these choices reflect skill points already spent

Right now I'm running 2 phaser beam arrays and a torp in front with another phaser array and torp in back, though I'm interested in the Dual beams torp in front and turrets in the back build. Does the investment in cannons really pay off with the turrets? How does it compare to running my current weapon loadout having High Yield 1 and 2 on the tactical officer and firing off salvos and HY1 and HY2 back to back? (ie prime the first HY 20 secs before combat)

My power levels are usually set to: 75 weapons, 60 shields, 35 engines, 30 Aux

I know I have invested in some skills that don't directly affect my BOff abilites such as: Aux and Eng efficiency and Eng and Weapon Performance, but I figured moar powah = good. I might also consider dropping all the Performance skills to only rank 7 as going up to rank 9 gives only a slight bonus.

Is Photonic theory worth investing in for Photonic Fleet? It has a what, 15 min cooldown? Would my skill points be better spend elsewhere, say in the weapon performance skill instead?


Currently, everything up to Lt Cmd is accurate to what i have already invested (except for starship cannons) For Cmd, i have 5(?) in Phasers, 1 in Aux efficiency and 4 in Shield Efficiency.


Am I better off with RSP1, or would substituting that for EPtS II be a good choice as well?

Thanks in advance for your input
Scramble uses Sensor Arrays. Photonic Theory isn't worth it if you're using it to buff Fleet and not Shockwave. RSP has too long a cooldown for my liking. 2 in Engi Training, 2 in Tac Team Lead and 1 in Scientific Theory? Consolidate those, don't spread them out.
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