Lt. Commander
Join Date: Dec 2007
Posts: 120
Advice is in order -- respecs are expensive.

http://www.stoacademy.com/tools/skil...eezSFENG1_1603

And BOFF's (I don't have all the powers yet, trying to plan ahead)

Science (Space)
Hazard Emitters I
Transfer Shield Strength II
Photonic Shock Wave I
Gravity Well II

Engineering (Space)
Emergency Power to Shields I
Reverse Shield Polarity I
Directed Energy Modulation
Aceton Beam II

Engineering (Space)
Engineering Team I
Emergency Power to Shields II
Extend Shields II
Eject Warp Plasma II

Tactical (Space)
Tactical Team I
Beam Fire at Will II
Attack Pattern Delta II
Attack Pattern Omega II

-----

Science (Ground)
Tachyon Harmonic I
Medical Tricorder II
Sonic Pulse II
Nanite Health Monitor I

Engineering (Ground)
Mine Barrier I
Reroute Power to Shields I
Medical Generator Fabrication I
Support Drone Fabrication I

Engineering (Ground)
Shield Recharge I
Shield Generator I
Equipment Diagnostics I
Reroute Power to Shields III

Tactical (Ground)
Photon Grenade I
Suppressing Fire I
Target Optics II
Overwatch II
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-02-2012, 03:43 PM
Repairs, the ground skill, will boost Engineering Team a good amount.

I don't find DEM to be all that great. Using that slot for EPtS III would let you rotate two EPtS with one being particularly strong. You could also pop in ET III here and make the ensign carry another EPtS 1. Then you'd get even greater hull heals while still being able to keep up EPtS indefinitely. Lastly if you are doing group activity there's also Extend Shields for that slot.

Heck, if DEM was appealing to you for more DPS, consider EPtW. I like to keep that in my eng. builds lately to boost when I pop FaW or to take advantage of downed shield facings. At VA, keeping EPtS and EPtW up lets my cruisers keep damage up much better so that can heal AND fight in PvE.

I am leveling another engineer myself -- currently at Captain, level 30 --, and most of the differences in my skill point allocation stems from boosting ground a bit more. If you don't care about the ground as much, still consider putting up to 6 points in Repairs (nets you training for ET3 as well).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-02-2012, 04:01 PM
Quote:
Originally Posted by synkr0nized
Repairs, the ground skill, will boost Engineering Team a good amount.
Oho. I'll shove some points in there, then.

Quote:
Originally Posted by synkr0nized
I don't find DEM to be all that great. Using that slot for EPtS III would let you rotate two EPtS with one being particularly strong. You could also pop in ET III here and make the ensign carry another EPtS 1. Then you'd get even greater hull heals while still being able to keep up EPtS indefinitely. Lastly if you are doing group activity there's also Extend Shields for that slot.

Heck, if DEM was appealing to you for more DPS, consider EPtW. I like to keep that in my eng. builds lately to boost when I pop FaW or to take advantage of downed shield facings. At VA, keeping EPtS and EPtW up lets my cruisers keep damage up much better so that can heal AND fight in PvE.
I was actually waffling between DEM and EPtW.

EPtS III and EPtW I it is, then.

Quote:
Originally Posted by synkr0nized
I am leveling another engineer myself -- currently at Captain, level 30 --, and most of the differences in my skill point allocation stems from boosting ground a bit more. If you don't care about the ground as much, still consider putting up to 6 points in Repairs (nets you training for ET3 as well).
It's not that I don't care about ground, it's just the BOFF AI is so derpy, it limits what powers are actually useful. In hindsight, I would leave weapon proficiency and PS Generator in the yellow and use those points in Repair.

I do need more advice about what ground skills also effect space, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-04-2012, 11:36 AM
If you plan on tanking in STFs (which is what an Eng/Cruiser should be doing in STFs) be sure to take at least 6 ranks in threat control.

Go 9 if you have the skill points for it, but 6 is basically a must.

No threat control means any escort will strip threat from you without breaking a sweat, at which point you will be a low damage, floating whale that doesn't tank and doesn't help take down enemies.
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