The good thing about cryptic's games, is you can be unique as you want, and still be competitive. They offer more diversity without homogenization and overpowering one class, than almost any other MMO out there
The downside of a system like this, of course, is that there really isn't very much diversity in your build choices. Two players with identical class/ship/bridge officers will be almost indistinguishable, regardless of how they chose to distribute their skill points.
Frankly I'd rather have a system where you can really tailor a build to the way you want to play, even if that results in it becoming possible to make a build that just isn't good. For something like that to work, though, the game needs to have very clear in-game documentation, and easily accessible character respecs, neither of which STO has at the moment.
Im looking to go all Tact Escort. I just want to deal the Most Damage the fastest I can. Im not sure what I missed but on the Builder I didnt have any Points at Admiral. Please take a look and see if Im not getting this.
Im not sure if spending the putting the points into poleron weapons is worth it.
All the weapons available to you will be the same dps for thier levels. This can be increased via consoles and investing points in the skill tree etc.
So putting points into phaser willl give you the same increase for using phaser based damage than inviesting in poleron and using poleron weapons.
The difference is you can cap the phaser damage early in the tree and use the points in tier 5 to improve your ship stats at no dps loss. Extra points can be used in either damage if wish or improving a skill.
Your way you match dps with poleron but loose out on ship hulll, turning etc than someone who skilled up and stuck to phaser based weapons and then used the tier 5 points to put into ship skill.
Also its not certain the ship specific skills benefit you towards endgame so its debatable whether its worth putting points into these if planning ahead.
Generally when looking at which skills to put points into its best to look at what abilities you will want to equip your Boffs with and investing in those skills and remember that some of your boffs will be restricted on what abilities they can use depending on the stations available on the ship type your planning to use.
I'm looking for helpful feedback on this build and am curious as to what others are doing with similar setups.
I'm playing a tactical officer, flying an escort. I will be acquiring an Advanced Escort at Rear Admiral rank.
Here are the BOff abilities I will have available. I realize I cannot have all of these "active" at once but I will have various bridge officers hanging around so that I can flexibly use pretty much any combination that the particular situation will require.
Tactical Boff Abilities: Cannon Rapid Fire I-II, Torpedo: High Yield I-III, Attack Pattern Omega I, Attack Pattern Beta II-III, Tactical Team I
Engineering Boff Abilities: Emergency Power to Shields I-II, Emergency Power to Engines I, Reverse Shield Polarity
Science Boff Abilities: Jam Sensors I-II, Polarize Hull I, Scramble Sensors I, Mask Energy Signature I, Hazard Emitters (maybe)
* Lack of points in ground skills. In the open beta, I did OK up to Captain rank with almost no points in ground abilities, but fights tended to last longer than I wanted. However I prefer the space game so I am hesitant to really put any investment into ground abilities.
* Specializing in only 1 weapon type. I am doing this for leveling purposes and hopefully with a future respec will be able to adjust allocations based on weapon types available to me at that time. The Captain and Admiral weapon points are a little too expensive for me to justify putting points into with the current skill cap.
Thoughts, suggestions, and comments welcome!
I read somewhere on the forums where its best to just put 9 points in the first two skills for projective and beam weapons and skip all the different types... something about getting station mods for the weapons that are better.