I'm completely lost when it comes to skill points

#1TheBadAndyPosted 1/24/2012 12:00:05 AM
I have no clue what I should be putting my points into (or how many to put into each skill).

What's worse is that every guide I have found online seems to be outdated and mentions skills that no longer exist.

I just became Lieutenant Commander (Tactical) and I have not spent a single point out of fear of doing something wrong.

Does anybody know a site that has any up-to-date builds or a listing of what skills to avoid for a Tactical officer in an Escort?
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#2HappyHappyJoyJoyPosted 1/24/2012 7:30:34 AM
As a rule don't go over 6 unless you are desperate to min/max a certain skill, due to diminishing returns 7-9 doesn't net you much.

Stick to skills that enhance abilities you use (you can check which skills effect which abilities from the drop downs at the top of the skills page. Select an ability and the associated skills will highlight) or that passively buff you/your ship.

As a Tac/Escort you probably want to avoid most of the non-Shield related Science powers, since you likely won't be relying on them. Focus more on weapon, shield, hull, and power-related skills.
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#3TheBadAndy(Topic Creator)Posted 1/24/2012 5:39:25 PM
Thanks for the help.

So should I put a minimum of 6 points in the skills I want or is that too many? I think I have an idea of what skills would benefit me most now, but I I'm still not sure how many I should be putting into those various skills (I'm scared that I'll screw myself over at higher levels if I put too many).
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#4HappyHappyJoyJoyPosted 1/24/2012 8:01:09 PM
Bad Andy posted...
"Thanks for the help.

So should I put a minimum of 6 points in the skills I want or is that too many? I think I have an idea of what skills would benefit me most now, but I I'm still not sure how many I should be putting into those various skills (I'm scared that I'll screw myself over at higher levels if I put too many)."


Generally I aim for six on powers that I know will be useful, and grab few if any 9s since generally it's just not worth going over six, usually you'll get more bang for your buck spending those points elsewhere while losing little. Also, your captain can train some skills based on your profession, which can't be obtained except through training by a captain, be it you or someone else. All space skills unlock at 6, while ground skills have unlocks at 3 and 6.

Regarding the skills:

Starship Attack Patterns - Invest here, because in an Escort Attack Patterns will be important to you, it's tough to find a high level Escort that isn't mounting at least Attack Pattern Omega III.

Starship Weapon Training - Invest here, because it improves all weapon damage.

Driver Coil - You can skimp here, but generally I don't like to. It increases speed and turning in sector space and at full impulse, and lessens the power drain from full impulse. It's not essential, but I like to have it.

Starship Batteries - Avoid it. It's just not worth any points.

Starship Hull Repair - Worth whatever points you can toss in it. You won't excel with healing skills in an Escort, but it'll help you with what you have.

Starship Flow Capacitors - Avoid it. You'll likely be mounting Hazard Emitters and Science Team, so buffing drains you probably won't be using isn't likely to help.

Starship Shield Emitters - Spend what you can. Much like with Hull Repair, this will buff what shield healing you can manage.

Starship Energy Weapons - Invest here. It buffs all of your beam and cannon damage. As a Tac Escort you live on DPS.

Starship Projectile Weapons - Invest here. Same as Energy Weapons except it buffs torpedoes and mines.

Starship Integrity - Spend what you can. It improves your ship's hull points, and you have precious few, so you can likely use whatever you can manage.

Starship Subsystem Repair - Avoid it. At most spend three points here. You don't want to be relying on passive repair for subsystems. You'll likely be mounting Engineering Team and using it when your systems go down. If you don't, well, you'll probably be dead before the passive benefit of this power makes a difference anyway.

Starship Warp Core Efficiency - Spend what you can. Power levels make a huge difference and this will increase systems with low power. So if you set a system at 25, with points in SWCE it will actually end up higher than that. You can end up with a system set at 25 having 50 or so, which can be a huge help.

Starship Maneuvers - Invest here. Increases Defence, which is a huge benefit. High defence leads to enemies missing more often, and critically hitting you less.

Starship Targeting Systems - Invest here. Increases Accuracy, the opposite of Defence. Lets you hit enemies more often, and critically hit more. Tac/Escorts often live and die on their critical hits.

Starship Electro-Plasma Systems - Can be worth some points. Helps with power management and transfers. It's nice to have, but you can skimp some here.

Starship Impulse Thrusters - Spend what you can. Increases speed and turning, which can help an Escort with quick getaways, and help them survive since it will allow them to distribute damage across shield facings more easily. Also, speed adds to Defence.

Starship Warp Core Potential - Invest here. This gives bonus to power levels, always a good thing.
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#5HappyHappyJoyJoyPosted 1/24/2012 8:03:22 PM
Starship Graviton Generators - Avoid it. You're going to be about cannons and dual beams, not Science control powers.

Starship Particle Generators - Avoid it. You're going to be about cannons and dual beams, not Science damage powers.

Starship Stealth - Depends. If you're going to be PvPing and are going to buy and fly the Defiant Retrofit from the store, the one with the cloaking device, then this can be worth a few points. Otherwise avoid it entirely.

Starship Threat Control - Avoid it like the plague. You're too fragile for the damage resistance to matter much, and you do NOT want to collect threat and have enemies shooting at you.

Starship Engine Performance - Spend what you can. This will give a flat improvement to Engine power, increasing speed and turn rate.

Starship Hull Plating - Spend what you can. This will increase damage resistance to energy weapons.

Starship Shield Performance - Spend what you can. This will increase shield power which will increase your shields' damage resistance, and also their passive regeneration rate.

Starship Inertial Dampeners - Avoid it. You'll be relying on Attack Patter Omega to resist holds.

Starship Sensors - Avoid it. The Science Vessels should be detecting cloaked ships, not you, and the rest of the effects you should be brushing off with Science Team, not trying to work up passive resistances against them..

Starship Energy Weapon Specialization - Invest here. This will increase your ability to critically hit with energy weapons.

Starship Projectile Weapon Specialization - Invest here. This will increase your ability to critically hit with mines and torpedoes.

Starship Armor Reinforcements - Invest what you can, but don't go overboard. This will give you damage resistance to torpedoes and mines. Generally speaking those don't do a lot of damage against shields, and if your shields are down and you're taking serious torpedo damage you aren't likely to survive it even with the resistance provided due to your low hull.

Starship Auxiliary Performance - Avoid it. If you're running the Defiant Retrofit with the cloak it might be worth a couple of points since this increases Aux power, and that can help with stealth, but beyond that you generally won't get a great enough benefit from it to be spending here.

Starship Weapon Performance - Invest here. Enhances weapon power, which means more power to all energy weapons.

Starship Countermeasure Systems - Avoid it. You're not likely to be using the associated abilities.

Starship Subspace Decompiler - Avoid it. Again, you're not likely to using the associated abilities.
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#6HappyHappyJoyJoyPosted 1/24/2012 8:08:18 PM
You have to split some skills into your ground game, which ones you choose is mainly going to depend on what kit you plan on using, with you investing in the associated powers. You'll always want to have at least six in the following though:

Weapon Proficiency
Combat Specialist
PS Generator
Combat Armor

Since they'll buff your passive DPS and survivability. You can never go wrong with them, and they'll help you no matter what kit you decide to use.
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#7TheBadAndy(Topic Creator)Posted 1/24/2012 9:12:37 PM
Thank you so, so much. I can't tell you how much you've helped me.
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#8HappyHappyJoyJoyPosted 1/24/2012 11:18:44 PM
Bad Andy posted...
"Thank you so, so much. I can't tell you how much you've helped me."

No problem.

Remember that in a worst case scenario, like if you decide you want to go in an entirely different direction and, say, toss your character in a Science Vessel, that a retrain token from the store is 400cp, which is about five bucks. However, you can trade Dilithium for cp, and the rate is pretty low right now (around 270 dilithium per cp). So it'll cost you about 108,000 dilithium to buy a retrain token without having to go out of pocket, You can refine 8,000 a day, so you're only really looking at about a couple weeks of work to correct it for free (assuming cp prices don't spike on the Dilithium Exchange).

And if you're smart about running the missions and using the DOff system you can easily earn your day's dilithium in less than two hours, if you're good substantially less than that.
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#9VadthPosted 1/25/2012 1:31:26 PM
This is a really useful guide. One thing I still do not understand is what exact does Starship Attack Patterns do? Its description does not make sense to me.
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#10TheBadAndy(Topic Creator)Posted 1/25/2012 4:31:54 PM
Do I do anything different for my Bridge Officer's skill points? Should I upgrade them fully or hold off on some skills like with my character?

Also, any specific Bridge Officer skills that I should take?

Thanks again.
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Gamertag: oOBadAndyOo