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Join Date: Dec 2007
Posts: 142
# 541
03-07-2012, 01:26 PM
Quote:
Originally Posted by Jake81499 View Post
"Rule of One - The most important thing to do is stick to one ship, energy weapon type, and projectile weapon type."
Thats pre-Season 5 information actually, before they changed the Skill tree.

You can use whatever ship you want now with no downsides.
Energy weapon type, yes it is important to run ONE energy weapon type with the corresponding consoles.
Torpedos are also important to use the correct console type with the torpedo you choose.

The point of that rule was that you had to put SKILL POINTS into those specific ships/energy weapons/torpedos, which if you did not use those ones you put skill points into your damage was handicapped badly. Thats not the case anymore, its more dependent on the consoles now.
Join Date: Dec 2007
Posts: 142
# 542
03-07-2012, 01:51 PM
Quote:
Originally Posted by talonzahn
OK, I'm going insane thinking about my skills. I'm sure that I read somewhere that taking them all to 9 was a waste, and to set them all to 6. However, now I can't find where I read that and I'm seeing more people posting that you *should* take them to 9.

I run alot of STF's but only Infected on Elite since it seems to be the easiest one for PUG's. Below is my ship layout and my build. The ship is a hybrid layout of the suggested stuff in the front of the thread. I seriously doubt I will change much if anything there. My main area I'd like advice on is the skills setup. The only *real* issue I have is long term survivability. I can cut through stuff no problem, but often find myself tanking for a long period of time and I just get worn down over time.

Any help would be great!
If you're happy with your build, then that's all that matters.

Not maxing the skills means you can spread them to other abilities making you a "Jack-of-All-Trades". Just be cognizant that, all things being equal, you will not be able to outperform another player in certain aspects, but outperform them in other.

For example, if you didn't max your weapon damage, someone else, all things being equal, will do more damage than you. However, your debuff or other special abilities may be better than theirs (or may even be non-existent).

EDIT: Also, looking at your build, your abilities would run outpace me in every way. My build is an all cannon build, so all of my defenses, subsystem power settings, and DPS will be higher than yours. But, I can't really support another player worth crap. Your abilities will be more effective than mine, probably keeping you alive longer (as long as you keep your buffs up).

Again, if you're happy with what you got, stick with it.
Join Date: Dec 2007
Posts: 142
# 543
03-07-2012, 02:02 PM
That's kind of where I'm at. I like what I have, but am I missing more/something?

Is there something I could remove that would up my DPS, or up my shields, etc...?

I.E. Should I get rid of something like... Driver Coil and add to Shield Systems or get rid of Sensors and upgrade Weapons, and so on..
Join Date: Dec 2007
Posts: 142
# 544 Skills Tree
03-07-2012, 02:07 PM
Here is an excellent thread on the Skills setup.

http://forums.startrekonline.com/sho...d.php?t=247338

No mater what you have, someone will always challenge the setup so it's best not to worry too much about what others think.
Join Date: Dec 2007
Posts: 142
# 545
03-07-2012, 02:19 PM
Quote:
Originally Posted by talonzahn
That's kind of where I'm at. I like what I have, but am I missing more/something?

Is there something I could remove that would up my DPS, or up my shields, etc...?

I.E. Should I get rid of something like... Driver Coil and add to Shield Systems or get rid of Sensors and upgrade Weapons, and so on..
Personally, I would not invest in Driver Coil.

I haven't invested any point in it, and my Tactical Escort Retrofit can travel at warp 9.97 or something like that. Of course, I can't turn with crap, but that doesn't really concern me in Sector Space. Driver Coil does not do anything for you in combat/orbiting space (except for reduce the power drain from full impulse, which could mean energy recovery after dropping out of full impulse).

With a MACO engine, I can travel at warp 12.49, and with the slipstream drive I can travel at warp 20.49.

I have an EPS Flow Regulator and points into the Electro-Plasma systems, so my power transfer rate has pretty good power recovery after dropping out of full impulse. Coupled with a MACO deflector dish, my power transfer rate is 279%.
Join Date: Dec 2007
Posts: 142
# 546
03-07-2012, 02:30 PM
I do have MACO Deflector and MACO Shields, but I'm using the Jem'Hadar Engine. I like the + Weapon Power and + Turn rate and I hope they are helping me, lol. I do spend alot of time weaving to keep broadsides and torps going all the time.

The main culprits I'm looking at are; Driver Coil, Flow Capacitors, and Graviton Generators. Possibly Starship Sensors, if it's not increasing the damage of my Fire on My Mark.

I could care less about Sector Space speed, I have nothing for Flow Capacitors as far as I can tell, and I rarely use my Tractor Beam.

I'll check out that link and be back!
Join Date: Dec 2007
Posts: 142
# 547
03-07-2012, 02:40 PM
Quote:
Originally Posted by talonzahn
The main culprits I'm looking at are; Driver Coil, Flow Capacitors, and Graviton Generators. Possibly Starship Sensors, if it's not increasing the damage of my Fire on My Mark.

I could care less about Sector Space speed, I have nothing for Flow Capacitors as far as I can tell, and I rarely use my Tractor Beam.

I'll check out that link and be back!
I wouldn't waste any points in any of those.

Take a look at this build.

http://www.stoacademy.com/tools/skil...ild=ZAEbuild_0

He has dumped some points into threat control, leave that one at 0 also and put those points elsewhere. I'm avoiding posting my own skills setup but the following is pretty close.

http://www.stoacademy.com/tools/skil...ld=ZAEBUILD2_0

Both of the above builds came from the following thread.

http://forums.startrekonline.com/sho...ght=cure+elite
Join Date: Dec 2007
Posts: 142
# 548
03-07-2012, 02:51 PM
Quote:
Originally Posted by talonzahn
I do have MACO Deflector and MACO Shields, but I'm using the Jem'Hadar Engine. I like the + Weapon Power and + Turn rate and I hope they are helping me, lol. I do spend alot of time weaving to keep broadsides and torps going all the time.

The main culprits I'm looking at are; Driver Coil, Flow Capacitors, and Graviton Generators. Possibly Starship Sensors, if it's not increasing the damage of my Fire on My Mark.

I could care less about Sector Space speed, I have nothing for Flow Capacitors as far as I can tell, and I rarely use my Tractor Beam.

I'll check out that link and be back!
My weapon subsystem is 125/90. If you don't have the Assimilated Console from the Assimilation mission, I recommend getting it. It gives +5 to your weapon system. I do not recommend trying to have overflow in your weapon system past 125, as it won't provide you any extra benefits.

In your skill planner, you didn't check your abilities that you use, so I checked them all and looked for the skills that had stars on them.
1) Driver Coil is only benefiting tractor beam. If you don't think you use tractor beam that much, you could ditch it.
2) Flow capacitors is only benefiting tractor beam. However, if you decide to go with a 2-piece Omega set, this is supposed to help with your Tetryon Glider damage.
3) Graviton Generators is benefiting tractor beam and fleet support. Same suggestion as the Driver Coil.
4) Starship Sensors is only benefiting Fire On My Mark. I use this ability, but I don't have any points in Starship Sensors, so I don't know how much more this skill contributes to it. However, it's pretty good on it's own.
Join Date: Dec 2007
Posts: 142
# 549
03-07-2012, 03:07 PM
Thanks for those links Jake!

I was rebuilding mine when you posted that and your second link is almost a dead copy of what I was doing, only he focuses on Projectile since he's a Cannon build where mine is Energy since I'm Beams.

http://www.stoacademy.com/tools/skil...ZBuildAgain1_0

Thanks Shook!

I'm coming to the same conclusions. Tractor Beam doesn't help my Defense or Offense. Fleet Support is something that's OK, but most times if I use it, I'm about to die and it's a desperate grab. Fire on My Mark, I'm thinking the DPS I lose from dropping Sensors will be made up, and then some, by increasing points in 3 weapons categories, attack patterns, and targeting.

Looks like I'll be hitting the respec button!
Join Date: Dec 2007
Posts: 142
# 550
03-07-2012, 03:13 PM
Quote:
Originally Posted by talonzahn
Thanks for those links Jake!

I was rebuilding mine when you posted that and your second link is almost a dead copy of what I was doing, only he focuses on Projectile since he's a Cannon build where mine is Energy since I'm Beams.
!
Cannons are considered energy weapons. Only torpedoes and mines are considered projectiles. Ramming Speed, Abandon Ship, torps, and mines are also considered kinetic.
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