Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 New skill tree pwns.
12-01-2011, 10:01 PM
New skill tree pwns.

My escort runs better then ever before. (Lol probably because alot of peeps havent properly specced yet or are still figuring out how to spec efficiently)

But seriously.. I have no trouble speccing my escort, I can even spare skills for resistance or stun/holds/tractor and power drain resistance... Sure I lost a bit of auxiliary power level, because thats a tier 5 skill which is pretty much useless to fully skill in. Not worth it imo for an escort..

Ofcourse a tactical escort is easy to spec into, thats because it has only 1 goal.

1st priority; Generate damage
2nd priority. Survivability to stay alive long enough to do more damage.

But it already gets harder to spec a tactical if you consider speccing torpedos with it. You gain an advantage for more spike against hull, and you will lose more skillpoints which you could have invested into resistance or resistance to drains, stuns, tractors ,etc.

The problem wth alot of people having trouble skilling is because they use Hybrid builds. Think about the intrepids with Spread on it and full specced sensor scan and charged particle burts. Well, didnt we want that gone? Now we have that gone.

I think the new skill tree actually promotes again to thrive towards one goal.

Escort: DMG
Cruiser: TANK/HEAL
SCI: CROWD CONTROL/ANNOY.

It would be awesome for me to be a super tank and a DPS'er in an escort, but I lose some tankyness with the escort as well with the new skilltree, not much but slightly. Hybrid stuff is cool but for every class its more expensive now. We just have to deal with it. If i would use torps i wouldnt have enough skillpoints to skill for everything i want. It will reduce my survivability. its all about choices.

Still everyone got their Transfer Shield Stength buffed up like crazy. Its balanced throughout all classes and ships. But if we do not take that buff into account also escorts are somewhat less tanky now.

If you use both Cannons/Beams and Torps you will have even more skill investment to be done and even less tankyness then you would before. Its your choice if you want both Energy and Torpedos. You will lose the ability to have good resistance against stuns and ****, and healing.



The more hybrid you go, the lesser will your total build be.

If you are a tact you can spec both in energy and torps, and you will have less skills left for survivability.

if you are a sci you can spec both in energy and torps, and you will have less for your annoying sci stuff.

if you are a engi you can spec both in energy and torps, and you will probably have less for the rest of your tank/heal stuff..

If you want to invest 100% in sci sh*t and dont want to be called overpowered you will have to ditch your torps or beams, thats it.

I think eveything is all balanced out quite well now. More dedicated builds with one goal can only make good teams and teamplay even better then before.

Also what I'd like to add to this is that with this new skill tree we also have an option to actually protect ourselves somewhat more from stuns, drains, tractors, etc. We couldnt have done that before now could we?

Overall I'm happy with the new skill tree, and we just have to make the best out of it to make it work. I assume we are all good PvPers so we can surely manage to get our new builds to work well. We will adapt.

Have fun pew pew'ing. :p



(I'd say get yur *ss over to tribble server and buy 20 respec tokens like i did, and experiment with all factors of the skill tree and see what affects what, and you will soon know what you want and what you dont want
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-01-2011, 10:07 PM
first impression in my tac/defiant after spec is that i am way more agile, but have less punch.

ill get the other weapons consoles on there, see if they do any different. the type console, not beams or cannons...

got frustrated and went to level my kling. its gotta happen sometime.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-01-2011, 10:16 PM
Quote:
Originally Posted by CaptainHorizon
first impression in my tac/defiant after spec is that i am way more agile, but have less punch.

ill get the other weapons consoles on there, see if they do any different. the type console, not beams or cannons...

got frustrated and went to level my kling. its gotta happen sometime.
Thats one problem right there.

It might not solve your whole punch problem, but its +18 vs +26.

Prefires and Beam consoles are sh*tty now. And in fact cryptic really thought that though.

You ask why? Because with the new skill tree everyone could go rainbow builds with full beam boat or full cannon build and just use prefires and beam consoles to fully buff them up to max. Now you can use a rainbow build with prefires and beam consoles but your total damage will be limited.

Personally i wouldnt care if everyone go rainbow but they did it for some reason. If everyone would go rainbow there isnt any more use of resistance specific shields, or consoles for that matter. So for me that 'nerf' didnt have to go through.

I suggest you take 1 energy type weapon and use energy specific consoles. You should see at least some boost to your weapons
Let me know if it makes a difference!


Its nice to see alot of different voices, some say tacticals got major buff. Some say that its back to Cruisers online. Alot say that science got nerfed, ive yet to see this in practice. I think overall the space is just more face paced now. People need to get used to the new effect of their skilltree or abiliites.

And damn I love the new Polaron buff (And the FX update) from -25 to -39. its still not epic or super significant but at least it comes closer to other procs now. Its still instantly recharged and it might not be super effective when people skill into power drain resistance.. but at least its a change
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-01-2011, 11:15 PM
I definitely agree, MT. In fact, that was my first impression when I saw it on tribble.

My main sci toon was a little difficult to spec into, but I think I nailed it. i hope so, anyway, since I will NEVER pay $10 for a respec... NEVER! So I'm stuck for at least 2 months (stipendx2) with what I've got, and yes, I did test it out on tribble a few times first. Guess there is always the dilithium exchange. Anybody seen the going rates yet?

Anyhoo, can't wait to take a few shots at your now-less-tank-e escort. I just hope I'm tank-e enough in my sci to survive your new-found extra damage
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-01-2011, 11:17 PM
Played a couple of games since yesterday and for my tricobalt bombing, shield stripping, healer sci/sci didn't change much. I still do barely any dmg and outheal anyone else (granted in my games have been no top healers I recognized). Now if I would learn to not blow up myself with my own trics...

My shields are stronger, my shield drain is lower, my healing is pretty much the same and power is still a problem for me. Probably more than before because of the nerf to power consoles.

All in all I like the changes and wait for the ground skill revamp.

But the most important change for me is the change to the tetry proc (- shield resistance like disruptor for hull). I just don't know how to make use of it with my low dmg... oh well one more reason for me to have a good escort as wingman.


Quote:
Personally i wouldnt care if everyone go rainbow but they did it for some reason. If everyone would go rainbow there isnt any more use of resistance specific shields, or consoles for that matter. So for me that 'nerf' didnt have to go through.
Oh you can be sure one day you will see the USS Rainbow Warrior on the battlefield. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-02-2011, 05:15 AM
I also like the new skill tree. Far more logical, with fewer gotchas involved in having to load up on 3 separate skills to boost an ability, and the trade-offs and diminishing returns are far more obvious.

Now if we could just get the ground skills split off and fixed before F2P...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-02-2011, 05:24 AM
My sci in his B'rel torp boat had a blast and I found no issues speccing into such a vessel.

My Tac in his Hegh'ta and Qin had a blast and lost none of his effectivness running (2) DHC (1) Tric (1) DBB up front. I was still tanky for a BoP and effective in combat. Granted there was a sacrifice towards certain resists and effects but overall I'm happy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-02-2011, 06:46 AM
I hate it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-02-2011, 07:40 AM
Its going to take me a few try's to find the sweet spot. I noticed my everything (shields, hull, damage) was lower in the new skill tree compared to the old one(during my tribble testing). It feels like my turning has taken a hit as well. I think I like the new tree but I would preferred they keept the skill point cost the same.
It would be nice if we could test our new builds before commit to them. I'm out of respects and I don't relish buying more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-02-2011, 07:55 AM
Quote:
Originally Posted by Gurga
Its going to take me a few try's to find the sweet spot. I noticed my everything (shields, hull, damage) was lower in the new skill tree compared to the old one(during my tribble testing). It feels like my turning has taken a hit as well. I think I like the new tree but I would preferred they keept the skill point cost the same.
It would be nice if we could test our new builds before commit to them. I'm out of respects and I don't relish buying more.
Use Attillo's skill planner designed for the new tree and test on Tribble.
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