Captain
Join Date: Jun 2012
Posts: 917
# 1 Need help with reskill
09-25-2012, 08:04 PM
Hi, I'm back again with more questions- this time about the skill-tree. I plan on reskilling here shortly, and don't want to waste 500 zen on bad choices. Hopefully, y'all can help me out in that regard. It's odd though, because I was in a PvP the other day with who I believe is a regular at OPvP flying a Bug and doing quite well. I asked him for advice, but he said he wouldn't give me tips for my skill-tree because that was a secret. IMO, this is not a good way to help promote PvP in any game, especially when there are so many complaints about skill discrepancy in this particular game. Anyway, I digress...

I'm using a Bug for KDF myself with 4 Phased Tetryon DHC's and turrets. Turns out y'alls suggestion about using 4 DHC's was right , albeit not quite as fun or challenging as other setups. Anyway, I've completely botched my initial skill-tree so any help y'all could provide would be appreciated. Maybe someone has a link to a good Bug build at that site that has all the build options (sorry, I forget the url). If you need any additional info about my build, equipment, etc. just let me know.

edit:
Took trueprom3theus's advice and used the skill planner to show what I think would be good. Also, this is for a KDF toon.
http://www.stoacademy.com/tools/skil...uild=Entarra_0


edit 2:
General Equipment:
KHG shield, Borg deflector, Borg Engine, Subspace Field Modulator, Large Engine Batteries

Weapons:
4 Phased Tetryon DHC's [Acc]x2, 3 Phased Tetryon Turrets [Acc]x2

Consoles:
Tac.- 5 Tetryon Consoles
Sci.- 1 Field Generator
Eng.- 2 Neutronium Alloys, 1 RCS, 1 Borg Assimilated Console

Doffs:
3 Conn Attack Pattern Doffs, 2 Shield Brace for Impact Doffs

Last edited by skurf; 09-25-2012 at 09:46 PM.
Career Officer
Join Date: Jun 2012
Posts: 566
# 2
09-25-2012, 08:13 PM
Quote:
Originally Posted by skurf View Post
Hi, I'm back again with more questions- this time about the skill-tree. I plan on reskilling here shortly, and don't want to waste 500 zen on bad choices. Hopefully, y'all can help me out in that regard. It's odd though, because I was in a PvP the other day with who I believe is a regular at OPvP flying a Bug and doing quite well. I asked him for advice, but he said he wouldn't give me tips for my skill-tree because that was a secret. IMO, this is not a good way to help promote PvP in any game, especially when there are so many complaints about skill discrepancy in this particular game. Anyway, I digress...

I'm using a Bug myself with 4 Phased Tetryon DHC's and turrets. Turns out y'alls suggestion about using 4 DHC's was right , albeit not quite as fun or challenging as other setups. Anyway, I've completely botched my initial skill-tree so any help y'all could provide would be appreciated. Maybe someone has a link to a good Bug build at that site that has all the build options (sorry, I forget the url). If you need any additional info about my build, equipment, etc. just let me know.
Start here:

http://www.stoacademy.com/tools/skillplanner/

Post your build that you think it's best, then save it and link it to your original post (easier for we all to see it this way) and I'm pretty sure we can come up with some ideas. Especially naz, Cpt h, yoda, strike and other great bug pilots.

I don't know if you are willing to do this, I would import the tune on tribble and play a little with skill tree there, at least it's free. You may want to buy the respec before you import to tribble so it would be available for you there. Also let us know pls if you're fed or kdf.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Captain
Join Date: Jun 2012
Posts: 917
# 3
09-25-2012, 08:55 PM
Quote:
Originally Posted by trueprom3theus View Post
Start here:

http://www.stoacademy.com/tools/skillplanner/

Post your build that you think it's best, then save it and link it to your original post (easier for we all to see it this way) and I'm pretty sure we can come up with some ideas. Especially naz, Cpt h, yoda, strike and other great bug pilots.

I don't know if you are willing to do this, I would import the tune on tribble and play a little with skill tree there, at least it's free. You may want to buy the respec before you import to tribble so it would be available for you there. Also let us know pls if you're fed or kdf.
Thanks for that link. I took your advice and posted it in the OP.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,616
# 4
09-25-2012, 09:14 PM
http://www.stoacademy.com/tools/skil...=suggestions_0

Hazard emitters and polarize hull share a cooldown and omega does what polarize does only better. Having 2 copies of emergency power 2 shields alows you to chain the giving you better shield performance for longer. Using transfer shield streangth with tactical team tends to negate most of the damage your taking. Omega 3 is much better than omega 1 and cannon rapid fire 3 isn't that much better than 2. delta will apply the same damage debuff as beta and will give you a defence buff, only downside is it only applied to your attackers.

It usualy isnt worth it to put more than 6 points into most skills. Flow capacitors will inprove the proc from your weapons and the more expensive energy specialization will increase your critical chance/damage. Plus now you have some ground skills.


I do not claim to be an expert but these are generalizations.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Captain
Join Date: Jun 2012
Posts: 917
# 5
09-25-2012, 09:27 PM
Quote:
Originally Posted by disposeableh3r0 View Post
http://www.stoacademy.com/tools/skil...=suggestions_0

Hazard emitters and polarize hull share a cooldown and omega does what polarize does only better. Having 2 copies of emergency power 2 shields alows you to chain the giving you better shield performance for longer. Using transfer shield streangth with tactical team tends to negate most of the damage your taking. Omega 3 is much better than omega 1 and cannon rapid fire 3 isn't that much better than 2. delta will apply the same damage debuff as beta and will give you a defence buff, only downside is it only applied to your attackers.

It usualy isnt worth it to put more than 6 points into most skills. Flow capacitors will inprove the proc from your weapons and the more expensive energy specialization will increase your critical chance/damage. Plus now you have some ground skills.


I do not claim to be an expert but these are generalizations.
Thanks for the suggestions. The one problem I see with this build is that it is not very resistant to tractor beams, and with Runabouts being so popular these days, I think at least 2 tractor resists are necessary. Maybe I could modify your suggestion slightly and put Attack Pattern Omega 1 in place of one of the CRF2, and put CRF1 in place of Scatter Volley...dunno, just brainstorming here.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,616
# 6
09-25-2012, 09:32 PM
True only one tractor resist may be a problem so you could also keep an extra sci boff with polarize hull handy just in case. Nice thing about this game is as long as your skill tree supports it you can swap boffs and powers at will. I would suggest keeping a few extra boffs around with different power setups anyway just so you cad more easily adapt to what your oponent brings to the table.

Also what are you using for equipment? Besides what you have already listed.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Captain
Join Date: Jun 2012
Posts: 917
# 7
09-25-2012, 09:41 PM
Quote:
Originally Posted by disposeableh3r0 View Post
Also what are you using for equipment? Besides what you have already listed.
General Equipment:
KHG shield, Borg deflector, Borg Engine, Subspace Field Modulator, Large Engine Batteries

Consoles:
Tac.- 5 Tetryon Consoles
Sci.- 1 Field Generator
Eng.- 2 Neutronium Alloys, 1 RCS, 1 Borg Assimilated Console

Doffs:
3 Conn Attack Pattern Doffs, 2 Shield Brace for Impact Doffs
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,616
# 8
09-25-2012, 09:48 PM
Quote:
Originally Posted by skurf View Post
General Equipment:
KHG shield, Borg deflector, Borg Engine, Subspace Field Modulator, Large Engine Batteries

Consoles:
Tac.- 5 Tetryon Consoles
Sci.- 1 Field Generator
Eng.- 2 Neutronium Alloys, 1 RCS, 1 Borg Assimilated Console

Doffs:
3 Conn Attack Pattern Doffs, 2 Shield Brace for Impact Doffs
Yep no room to improve there. Unless you wanted to get a cstore console. If you spec into flow caps and get the plasmonic leech console you couls use it to buff your power levels while attacking. Or the sub space jump console, always fun to suddenly appear behind your target. Those are just neat tho and aren't necessary. I believe that the full jem'hadar set grants an eztra bonus to bug ship aswell, may be worth looking at.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Career Officer
Join Date: Jun 2012
Posts: 566
# 9
09-26-2012, 06:08 AM
This is the build I have for my bug:

http://www.stoacademy.com/tools/skil...TheDamned_2184

Keep in mind though this is a build I use to also fly my Bortie, so it is not entirely optimized for an escort. I am also a KDF tac.

this is my layout for consoles:
Engi: 1 turn console, 1 eps console, 1 leech console, 1 borg console
Tac: 5x polaron
Sci: 1 flow cap

Devices: 1 aux batt (or a dual aux/engines batt) and deutherium

fore weapons: 4 dhc mkxi acc x 3 (if you can get mkxii acc x3, do it, i didn't feel like paying 100+ mil for one nor want to farm kerrat all day long hoping for a drop.)
rear: 1 beam acc x3, 2 turrets acc x3

that beam in the back is for target engines and beam overload. Many times you fire in somebody (especially escorts that slow down in your face) you can trick tt into completely leave the opposite side empty of shield, and what you do is accelerate and hit a beam overload on that side.If you use that 3 piece omega, you can also use first the ability that prevents them to turn (graviton something???). Many people go to respawn after this. Target engine is also good to slow fast moving escorts. If you work with 2 tt, than just use either a target engine 2 or a bo2, up to you, both work.

I would make few comments on my build:
I use full omega set, I only have only 1 tt since I slot 2 tac team doffs (energy weapons doff) and of course the standard 3 bfi doffs. You may want to think getting 3 of those subnuc doffs, just to have them handy when you are slammed by people that also have them. Off topic, I hate those doffs, one of the most stupid thing cryptic thought to introduce to further break the pvp. 3 borg set is also a great choice, but the engine is not that fast, your speed and turn is not that good as with omega. It definitely gives you a great heal, have both omega and borg handy and use them as you see it fit. I still am a fan of full omega (also you have 50% chance to get speed bonus and turn while taking damage, which is really good. with omega you really need to crank the engine power as high as you can, while still having 50+ to shields Edit: W eps) so that omega shield will have enough to decently regenerate. When taking too much damage, max your engine power and hit evasives and/or deutherium and get the heck out, nobody will be able to catch you unless another bug with hyperimpulse engine. HG shield is not good for escorts due to low availability of shield recharges. You really need at least eps2 back to back plus some tss/bfi doffs to fil that huge shield back. I've tried it and didn't like HG on the bug. Omega, even lower in cap, is better, it regens faster and due to the insane speed bug can get, you can get out of combat in a heart beat. Thats why I would recommend 1 pol hull and 2 apo. Use apo regularly, and ph when you are tractored in between omegas or when your ship is under heavy fire, ph gies a nice resist. Pop an aux batt (or swith to high aux power) when you use it too, dmg resistance is better.

I maxed out flows since I use tet glider with 1 flow capacitor console and leech console. On the bug, while you are firing your weapons you get about +10 all power levels. If you don't have the leech, get it, only for the passive +10 gain and it is worth.

Add at least 6 to Energy weapon specialization, this increases the occurrences of criticals. It is worth. For weapon performance, if you only fly escorts (or any ship that give you +15 weapons) you may in fact not need any points in here, as I said above, I have to have some points (what I have adds +5 to weapon power from this ability) for bortie, to make sure that I get to 125 when flying bortie. So for bug only, you can take all of the points from weapon performance out and you still get to 125. Use those points for sensor and energy weapons specialization.

I recommend you maxing out your flows and also use omega set with tet glider and replace the cap console from sci slot with a flow capacitor. If you like the result, keep it, if not, nobody can force you doing anything you don't want, lol, but this is why I suggested you going to tribble and try things out before you waste your retraining token.

You may also consider adding 3 in threat control, in pvp it adds a damage resistance, cant tell you how much since I've never used it. Maybe some folks here can fill in the gaps.

I wouldn't add more than 3 in bateries either, 3 in batteries adds +5 secs, so you'll be at 15 sec/battery usage, more than enough IMO. Max out electroplasma since it improves your power transfers, and you'll find yourself switching attack/heal quite often. I also use a eps console for this reason, plus a little faster recharge time, especially after my BO2.

I also use aux to si, since I have a devent aux power level due to the leech and also this adds a decent resist and hull heal for 10 sec every 15 sec.

Bindings: that's probably the most important thing... get your hands on a mouse naga, it has 12 bindable buttons that you can use. put your balance shield on space bar or left shift, so that its easier to press it all the time. moving fast in an escort is the key. Speed tanking is the ability to raise your resists (omega, aux2struct, aux2ID, ph, he, etc) while moving at fast speeds so your enemies will have hard time targeting you. Even if your defense I think caps at 24 impulse, moving at 30+ (or 60-90 with omegas) will make them having a hard time steering to have you on target. Also try using evasives not only to run, but while firing towards somebody and reversing. In time, you'll get used to and get better and better at it.

Good luck. Remember that's no best build, it's the build you are more comfortable with.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...

Last edited by trueprom3theus; 09-26-2012 at 06:51 AM.
Captain
Join Date: Jun 2012
Posts: 917
# 10
09-26-2012, 06:11 PM
Some interesting stuff to think about there and some things I have never taken into consideration. For instance, I never thought about the wasted points in weapon performance since the cap for a system's power is at 125. This is the kind of info I'm really after as I just don't have much experience with the skill-tree to know what's effective, what's redundant, and so on. Essentially, what you're saying is that I can put zero points into Weapon Performance and still be at 125 weapon power setting?

I'm actually planning on using Omega set at some point for the Tet Glider so putting points into flow capacitor makes sense, but STF drops have not been kind to me lately and I can only take so much of the monotonousness that comes along with STFs. I'm using the KHG shield simply because I was using the KHG 2-set for the torpedo bonus, but now I am no longer using torpedoes and it's the best available option that I have until I can pick up the Omega set.

I don't really understand why you suggest to put points into Sensors though. It seems like that would be a skill more useful for the Fed side due to all the cloakable KDF ships. What exactly would the benefit be for a KDF tac. Bug pilot?

As always, thanks for the advice! I'm figuring this game out slowly but surely, and I couldn't do it without y'alls help.
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