Captain
Join Date: Jul 2012
Posts: 2,261
Just wondering whether my original, noob job in specing my Engineer a year ago is still okay, or should be respec'd ASAP.

http://i770.photobucket.com/albums/x...pscf26a5ef.jpg

http://i770.photobucket.com/albums/x...ps45841cce.jpg

I currently fly these ships, in priority value:

1) Galaxy-X Dreadnought (primary ship, for tanking)
2) Vesta Multi-Mission Strategic Explorer (secondary, for PVE and Dil runs)
3) Blockade Runner Escort Retrofit (tertiary, currently building this ship right as a high damage ship for PVP)

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Last edited by stardestroyer001; 01-29-2013 at 08:29 PM.
Captain
Join Date: Jun 2012
Posts: 1,063
# 2
01-30-2013, 04:02 AM
Quote:
Originally Posted by stardestroyer001 View Post
Just wondering whether my original, noob job in specing my Engineer a year ago is still okay, or should be respec'd ASAP.

http://i770.photobucket.com/albums/x...pscf26a5ef.jpg

http://i770.photobucket.com/albums/x...ps45841cce.jpg

I currently fly these ships, in priority value:

1) Galaxy-X Dreadnought (primary ship, for tanking)
2) Vesta Multi-Mission Strategic Explorer (secondary, for PVE and Dil runs)
3) Blockade Runner Escort Retrofit (tertiary, currently building this ship right as a high damage ship for PVP)
Here are a few thoughts for starters:

* I'd lose most of the points you have in projectile weapons. I have never been overly enamored with them on any ship.

* If you have a Vesta you will probably want a rank 6 in Aux Performance at MINIMUM; half the point of the ship is stuff that you use aux for, including the aux cannons.

* You should probably reinvest points in Electro-Plasma Systems (this helps with Emergency Power abilities, which you are probably (hopefully?) rotating on the Dreadnaught).

* I'd knock off at least one level of subsystem repair. Stick a human BOff on one of your ship slots if you want to push the subsystem repair stat back up.

* Knock off the last two points of Shield Performance, you're just not getting enough out of it - those two points give you about 1 extra point of power. Not really worth it.

* If you've got any way to do it, you should probably also beef up your weapon performance stat.

* Is there any reason why you've got a level in Countermeasure systems?

* Also, the power insulators stat seems unnecessarily high; I'd guess no more than 6 levels is going to really be necessary there.

Again, these are just my opinions off the top of my head. Good luck though.
Captain
Join Date: Jul 2012
Posts: 2,261
# 3
02-01-2013, 06:17 AM
And how much of a difference will I see in my tanking/damage once I implement this?

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My Useful List of STO Forum Threads, Ship Builds & More! | My Forum Gripes
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Captain
Join Date: Jun 2012
Posts: 1,063
# 4
02-01-2013, 01:42 PM
Quote:
Originally Posted by stardestroyer001 View Post
And how much of a difference will I see in my tanking/damage once I implement this?
If you're looking for specific mathematics, I can't give them to you, although I'd imagine you can put together the calculations with what has been experimentally determined on the forums.

However, I can say a lot of this is going to reroute points from otherwise useless areas (e.g. countersystems) or areas where the law of diminishing returns starts to hit hard (ranks 7-9 of any of the performance or power-related skills, IMO). Plus most builds rely on energy weapons a lot more than projectile launchers so you ought to see an improvement right away.

Almost by definition you will be getting boosts to EPtS, EPtW and A2SIF, simply because the first two have their power boosted by EPS, and the latter has its results boosted by Aux. This will enhance damage on the Vesta as well, assuming you're running a build centric on the aux cannons, much like putting points into the weapons stat would boost it.
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