Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
05-17-2012, 12:55 AM
I was trying to maximize broadsides with the .5 impulse. I'm still mastering the powerslide however.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
05-17-2012, 02:14 AM
Quote:
Originally Posted by meisterbabylon View Post
A real quick question about Faceroll Bar 7: Is there a necessary order to the skills to place there?
My suggestion is to place your copies of EPtS in the first slots and then the skills in descending order of importance from left ro right. The game doesn't always fire the skills from left to right in the correct order, but it has a tendency to activate skills that are more to the left more reliably than the others.

Quote:
Originally Posted by meisterbabylon View Post
Also, what is the recommended impulse speed? I've been using half impulse to maximize turn but I'm not sure if I should just go 100%.
In an escort you have to adjust speed all the time to keep the target in arc. In a cruiser you should usually fly at full speed and only reduce speed (or even reverse) if you need to make a sudden turn, preferably in combination with evasive maneuvers. The usual circling for broadsiding can be done at full speed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
05-17-2012, 11:44 AM
EDIT: Previous question answered but curious about the spec for cruisers. Since you are using all beams does it make more sense to put points from projectile weapons into other locations? Like energy specialization?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
05-17-2012, 12:36 PM
Quote:
Originally Posted by swfedhim
EDIT: Previous question answered but curious about the spec for cruisers. Since you are using all beams does it make more sense to put points from projectile weapons into other locations? Like energy specialization?
The spec is designed in such a way that you will be able to fly any of the builds in the Hilbert Guide. So if you wish to test an escort all you have to do is setup the ship, not respec.

But yes, if you're certain that you wish to fly cruiser a more specialized spec is great!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
05-17-2012, 01:10 PM
Quote:
Originally Posted by swfedhim
Since you are using all beams does it make more sense to put points from projectile weapons into other locations? Like energy specialization?
The specs are not maximally optimised for the builds - only the PvEscort has torpedoes and yet all builds have the same spec that includes torpedoes. This is done to minimise the need for respecs if you want to switch between ships or if a new patch changes the balance in favour of different tactics.

I think the possible improvements from optimising the spec further are small compared to the huge benefit of having a multi-purpose spec and thus saving respecs. I am using such multi-purpose specs on my own characters.


In general I'm not a big fan of the energy/projectile specialiation skills because the possible gains are rather small (~2.5% CrtH I think) compared to the high cost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
05-27-2012, 03:39 AM
Quote:
Originally Posted by mancom
In general I'm not a big fan of the energy/projectile specialiation skills because the possible gains are rather small (~2.5% CrtH I think) compared to the high cost.
You get 2% CritH and 25% CritD, which makes all of your energy weapons hit a lot harder. Its up to one's preference I suppose, but so far I've seen my beams crit for large numbers, which helps in adding more burst power.

The worrisome part comes should the day STO adopts the anti-crit PvP stat prevalent in MMOs these days, then either you need the max critH and critD, or avoid it altogether.

Why do you put points in subsystem repair? I can't say I've seen it make a difference in my life.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
05-27-2012, 03:53 AM
Quote:
Originally Posted by meisterbabylon View Post
Why do you put points in subsystem repair? I can't say I've seen it make a difference in my life.
I have no idea whether it actually helps against phaser procs, but sometimes it feels as if it does, so I included it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78 Hummm
05-27-2012, 06:44 AM
Quote:
Originally Posted by mancom
I have no idea whether it actually helps against phaser procs, but sometimes it feels as if it does, so I included it.
Maybe I will try this I am sick of going into the procfest.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
06-02-2012, 01:29 PM
Quote:
Originally Posted by AKfourtyseven
Maybe I will try this I am sick of going into the procfest.....
It does help the phaser procs. But be aware that the skill seems to be crew dependant as well. So having 0 crew or all dead I believe from practical expeirence that the Subsystem repair skill is really not effective anymore. But its very nice for 1st time encounters where your crew is still alive ^^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
06-02-2012, 01:32 PM
Quote:
Originally Posted by mancom
In general I'm not a big fan of the energy/projectile specialiation skills because the possible gains are rather small (~2.5% CrtH I think) compared to the high cost.
It might not seem that big, but in an escort every bit of damage helps. Also take into account that even if skilling this to 9 gives you just 2% chance and 25% extra severity, that severity where you just skilled in will also add up to your Attack pattern alpha, which in that case APA gives you 5% critical chance, and the chance you will crit with that extra +25 is also increased. Lets say the specialization only increased your serverity with 25%, using your APA will give that specific skill way more benefit because suddenly those extra severity points are way more important because you increased your CrtH chance with APA.

But thats my personal opinion. I would indeed say that speccing specialization for anything else than a Tactical is kinda point less and speccing for BOTH energy + torp is very very inefficient for the rest of your systems/skill distribution.

Cheers.
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