Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Engi / Cruiser discussion
01-31-2010, 04:30 PM
In the spirit of my previous post...




Since Cryptic doesn't provide class boards yet, please post your thoughts, builds, questions here.

***

I'm still low lvl (can't get in / stay in to play) but have a few questions about builds.

Can't look at the tree now (thank you que) but so far i've maxed

starship command (the turn, hull, speed one)

Beam weapons

Torpedos (forget the name)

and am debating the warp core one or maybe building up the one that leads to cruiser captain.

if any high lvls can post any useful info about builds or wasted points later on please share.

______

stop the flames and post something useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-31-2010, 04:36 PM
I don't think the lower level boxes link to the higher level ones, so it doesnt't matter what you spend your points on if you are trying to plan ahead for admiral.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-31-2010, 04:42 PM
well i know that you have to spend all your points to rank up, but i'm sure there are some skills that are more useful then others.

There were many admirals by the end of beta so someone must have a perspective as to which way to build. Which skills you use later on and which ones are garbage.

... trying to start something other then a flame over crashes and ques lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-31-2010, 04:54 PM
I'm currently moving down the Engineer/Cruiser combo myself. My skill point spending has been based predominantly in overall ship performance and selecting skills for my Bridge Officers that add to my survivability and my sustained damage output. Being that you're an engineer already, you have access to some of that stuff.

On my bar for my Bridge Officers is thus (more designed up for my solo game at the moment, but it still works well enough in group encounters):

Tactical Officer (Ensign) - High Yield Torpedo 1
Engineering Officer (Ensign) - Emergency Power to Shields 1
Engineering Officer (Lieutenant) - Emergency Power to Weapons 1, additional weapon buff I can't recall
Science Officer (Ensign) - Hull Polarization 1

Since I'm not a Tactical Officer, I'm opting more towards buffing my beam weapon damage than my torpedo damage so as to keep my DPS up since I'm going to be flying broadside most of the time to enemy vessels, tanking them for all intents and purposes. Having that steady DPS output will help keep their attention longer when one of your Escort or Science ships comes along and start to also plug away at enemy contacts and support you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-31-2010, 05:04 PM
For the first tier, you can pretty much get 9/9 for every space related power (other than the team ones, which each impact one space ability). If you want a bit more groundside, you can trim 2 points off some, like Starship Operations Training. The best skills to level early are the weapon ones, warp core training, and starship captain.

For the second tier, again, weapons first, just the ones you use. For me, that means just beams, since I run a 4 beam cruiser. You'll want cruiser captain as well. With that out of the way, go for things that improve skills you want and/or weapons you might use in the future. Starship Shield Maintenance is a good one, boosts Emergency Power to Shields. Starship Emitters is good if you use Polarize Hull. Starship Engine Maintenance for Engineering Crew (a bug most likely, but it currently boosts it).

Then the Commander and Captain tiers, again, the weapons you use, and then things that help power settings, like the Efficiency and performance skills. Avoid the captain skills in these ranks as they are specific to only the type of cruiser listed, so become worthless when you get your next rank.

By this time, you should have a pretty good idea of what Bridge Officer powers you like to use. Check them out in the power's window ('P'). Find the power, it'll list the skills that impact it. In order to see the power, you must have a BOff with it in a station that lets him use it. Raise skills that improve the powers you like a lot.

And for the rest, when you're basically happy, toss points into additional weapon stuff or ground things based on whatever you think you'd like. Maybe raise some engineering related skills to 9 so you can train your BOffs in them, assuming your background is engineering.

That's basically the way it goes...weapons you use, things that help power and maybe the captain skills, things that boost skills you use a lot, followed by whatever.

Quote:
and am debating the warp core one or maybe building up the one that leads to cruiser captain.
A quick note here. There is no leading to. No pre-reqs. What determines if you can train a skill is your rank. Where you have spent your points doesn't matter, as long as you have spent enough points to have the rank.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-31-2010, 05:22 PM
Thanks for comprehensive answer Axterix. I am going down this root too, nice one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-31-2010, 08:21 PM
To be quite honest I'm not sure I have the BO system down yet, mostly because I wasn't in beta and have only been able to play half a day on Friday. I have however thrown together a build and plan for my Star Cruiser Captain and Bridge Officers for whenever I get a chance to actually make a main character and play.

I could really use some tips or confirmation from someone with a bit of STO experience as to whether i'm on the right track or have misunderstood some of the skill training rules.

Anyway, here is what I scribbled on notepad.

I'm going for a largely defensive build with a focus on shields, drones, and turrets (ship turrets to an extent as well). My only question is on the effectiveness ship mounted turrets and whether it would be possible to place 4 or 8 of them on a cruiser and maintain decent damage. Keep in mind I've only compiled this based on out-game data and comments on various forums, not actual game play experience. Thanks, and let me know if I misunderstood any of the rules regarding Bridge Officers and skills.

http://sto-builder.binarybit.ch/inde...9zn9c79099d909

Space Abilities

Captain

Ens.- Engineering Team III
Lt.- Boarding Party II
Lt.Comm.- Auxiliary Power to Battery II
Comm.- Auxiliary Power to Structural Intergrity Field II
Admiral- Miracle Worker II

Comm. Engineer

Ens.- Emergency to Auxiliary III
Lt.- Emergency to Engines III
Lt.Comm.- Aceton Field II
Comm.- Eject Warp Plasma II

Lt. Comm. Engineer

Ens.- Emergency to Shields III
Lt.- Extend Shields III
Lt.Comm.- Reverse Shield Polarity II

Lt. Science

Ens.- Tractor Beam II
Lt.- Polarize Hull II

Ensign Science

Ens.- Medical Team II

Lt. Tactical

Ens.- Beam: Fire at Will III
Lt.- cannon: Rapid Fire III


Ground Abilities

Captain

Ens.- Shield Recharge III
Lt.- Equipment Diagnostics II
Lt.Comm.- Quantum Mortar Fabrication II
Comm.- Support Drone Fabrication III
Admiral- Seeker Drone Fabrication II

Comm. Engineer

Ens.- Shield Recharge III
Lt.- Phaser Turret Fabrication III
Lt.Comm.- Shield Generator Fabrication III
Comm.- Support Drone Fabrication III

Lt. Comm. Engineer

Ens.- Shield Recharge III
Lt.- Medican Generator Fabrication III
Lt.Comm.- Phaser Turret Fabrication III

Lt. Science

Ens.- Medical Tricorder II
Lt.- Vascular Regenerator II

Ensign Science

Ens.- Tachyon Harmonic II

Lt. Tactical

Ens.- Focus Fire II
Lt.- Draw Fire II
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-31-2010, 08:36 PM
Most of what you did with your BOffs isn't possible. No engineering team III in an ensign slot, for example. Maybe you can get a rare that has engineering team II there, but haven't seen that yet.

And your captain doesn't get BOff abilities. He gets what a kit gives him plus certain set skills. For an engineer, the space bound ones being rotate shield frequencies and so on.

You could also improve your BOff ability selections quite a bit. For example, Emergency Power to Aux, EP to Engines, and EP to Shields all share the same GCD. Means you cannot really get as much use out of three since, at 9/9, they recharge in 45s and have a 20s GCD. You can also take the same power (EP to Shields, for example) twice and alternate it. Using one will put the other on GCD, not the 45s cooldown.

And ground bound abilities are not restrict by stations, so all BOffs can get 4 ground abilities.

You'll probably want to play with BOff powers to figure out what you like. Not a big deal though, get plenty of BOff skill points, never stop earning them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-31-2010, 11:52 PM
Thanks for the reply, first time I've actually found a straight up answer regarding the amount of abilities each can use on the ground. Everyone usually just gives a link that offers no worthwhile information and moves on.

I think I'll go ahead and drop the emergency power to engines ability and keep the other two.

Regarding the Engineering Team III ability, I have it listed under my main character not a BO. Does it work for my main character? Or should I not get the Technician skill to 9 in order to train a BO in the skill or improve it for myself. The problem I face is that everyone tells me "that wont work" but never explains why. Why won't it work in an Ensign slot? All sites seem to indicate it is an ensign level ability and I can't see why I'm unable to train a BO to use Engineering Team III (or use it myself) when I have 9 points into Tactician. Can ensigns only use rank II abilities?

I guess I'll try to alter my list some more this week and get started with the game on Friday. Thanks again
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-01-2010, 12:05 AM
Quote:
Originally Posted by Panzer88
Regarding the Engineering Team III ability, I have it listed under my main character not a BO. Does it work for my main character? Or should I not get the Technician skill to 9 in order to train a BO in the skill or improve it for myself. The problem I face is that everyone tells me "that wont work" but never explains why. Why won't it work in an Ensign slot? All sites seem to indicate it is an ensign level ability and I can't see why I'm unable to train a BO to use Engineering Team III (or use it myself) when I have 9 points into Tactician. Can ensigns only use rank II abilities?
Your character cannot use Engineering Team III, though you do get a hull repair of your own, eventually, in Miracle Worker as an Engineering background character.

If you get 9 ranks of technician, then an engineering background character can train his engineering BOffs with it. If you do so, it'll replace their 3rd ability, the "Lt Cmdr" power for that character.

For Engineering Team, where you could train the various ones for a BOff::
Engineering Team I - first space power
Engineering Team II - second space power
Engineering Team III - third space power

You cannot put Engineering Team III in the first space power.

The only way to get a power in a slot lower than it'd normally go is to get a non-common BOff that has it in a slot lower than it would normally go. But I haven't seen one yet that does that for engineering team.

And as to an ensign, an ensign only has the first power available. Barring the non-common ones, they can only learn rank I abilities. And not all of those, as there's plenty whose rank I is an Lt or Lt Cmdr ability.

My engineers, when I'm an admiral, will look like this, barring rares and/or me changing my mind along the way:

Comm. Engineer

Ens.- EPtShields I
Lt.- Reverse Shield Polarity I
Lt.Comm.- Engineering Team III
Comm.- ???? Probably Aceton Field II, if they fix it (flagged as ground power at the moment).

Lt. Comm. Engineer

Ens.- EPtShields I
Lt.- Reverse Shield Polarity I
Lt.Comm.- Engineering Team III
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