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Looking for Tact. Build Input

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Low, Sat 05 Oct, 2013 3:01 AM
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    #1
    http://skillplanner.stoacademy.com/?...icalbuild_4913
    Ok, that's where I'm at right now so let me give some background. I haven't played in a year 1.5 years so I'm sure things have changed (I thought the skill tree was bigger). My points have been reset so I have a clean slate. My concern I guess is trying to figure out what I was going for and if my BO's skills are still viable as they are or are there some improvements to be made. Any input at all would be appreciated. I'm still in the process of re-reading all the skills in the tree and doing research by checking post from different sources before spending any points. Now back in the day I do remember talk about not putting all 9 points into that many skills, is this still the case? So much has changed it's almost like starting a new game. Almost Wink
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    #2
    Looking at your build, I'm going to assume your character is still at the rank of Captain? if so skill points aren't exactly something to worry about until you hit Vice Admiral.

    If your character is however at Vice Admiral i'd recommend upgrading the ship to that of a Vice Admiral level one, or Fleet level if you can afford it. The setup, either way i'd make sure to never mix beams and cannons on an escort, and to never use beams if you don't have any tactical ability that improves it (such as Beam Overload), and to also get rid of Attack Pattern Delta, as it's pretty much just a rubbish skill all around, may want to try using Attack Pattern Omega, or Beta.
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    #3
    Thank you very much for the advice. I still couldn't figure out why I had a beam weapon in the mix in the first place, seemed odd. Then Vice Admiral here I come.
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    #4
     –  Last edited by DaUnknownAdmin; Sat 05 Oct, 2013 4:38 AM.
    Thank you very much for the advice. I still couldn't figure out why I had a beam weapon in the mix in the first place, seemed odd. Then Vice Admiral here I come.
    That might be stock, how it came equipped when you purchased that particular ship.

    My quick two zen worth, I use 3x Advanced Fleet Anti proton Dual Heavy Cannons and an Omega Plasma Torp (from the REP system) up front and 2x Advanced Fleet Anti Proton Turrets and a Borg Cutting Beam ( also from the REP system) on my Fleet Heavy Escort Carrier.

    If you're looking to keep your build more cannon, you can also go with either Elite or Advanced Fleet Phaser weapons.

    As far as Skill Points, I personally put 9 points in Starship Weapons Training, Energy Weapons, Projectile Weapons, Targeting Systems, Energy Weapon Specialization, Projectile Weapon Specialization and 6 points in Attack Patterns & Maneuvers, 0 points in Stealth and Threat Control.

    The reason I put 9 points in those above skills is because as an escort I feel I should max out my offensive skills.

    I also put 9 points in Hull Repair, Warp Core Efficiency, Hull Plating and Shield Performance under Engineering

    Most of Science and Operation are @ 0. Only Shield System and Power Insulators have 6 points and I'm starting to rethink if I need any points for Power Insulators

    I don't think I have ever reached 10k dps with this build but I never came in last in any of the pugs or fleet events, including PVP.

    I suggest you revisit http://www.stoacademy.com/tools/skillplanner/search.php and do a few build searches for your ship and career type. After a while you may see a pattern emerging when it comes to Skill points and Boff layout.

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    #5
    Hey Low, I just remember there was a youtube video that helped me to understand the Skill Points. I hope it helps you too.


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    #6
    Thnx for that info. I'll check out the link for the builds and the videos on youtube. This should give me a good refresher course.