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scimitar for engi (skills)

Started By:
Xeldore, Tue 24 Jun, 2014 2:59 PM
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    #1
     –  Last edited by Xeldore; Thu 26 Jun, 2014 6:49 AM.
    Hi!
    I made reman engi.
    I will get on him engi scimitar.
    I need some good skill build.
    Xeldore
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    #2
    some1 help me?
    Xeldore
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    #3
    What are you looking at being able to do? Survive or deal damage? For the latter, a tactical would be better suited in a Scimitar, although an engineer can possibly still do a fair bit of damage.
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    #4
    I mean falchion class.I wanna deal damage.







    (I alaways call all rom dreadnaguht classes Scimitar lol)
    Xeldore
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    #5
     –  Last edited by Xeldore; Fri 27 Jun, 2014 9:21 AM.
    If someone have good skill build for falchion, can you give me? Please Smile
    Xeldore
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    #6
    Xeldore, you might want to be more polite when asking for help as people won't want to help with such abrupt messages like that
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    #7
    Personally, the reason I haven't offered any advice (aside from the fact that I don't have any Romulan captains yet) is the scope is a bit overwhelming. This feels like its essentially asking for us to teach STO, which is quite a task. There's no indication on what level of knowledge we're starting with.

    In any case, try looking over my weapons guide and my shields/armor guide to start, reference the Skill Points Effect table to see what the skills actually do, and since Rom Dreads are similar to cruisers you can check out my cruisers guide to make sure you have the basis down.

    Then you can formulate a build, and then ask how it could be improved.
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    #8
    http://skillplanner.stoacademy.com/?...myskillbuild_0
    Made my FIRST skill build. Dont know if is good.What should change and what should keep ?
    Xeldore
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    #9
    It's blank aside from the captain skills? Skills are extremely minor. They're only like 10% of your effectiveness.

    Regardless, take a look at the Skill Point Effects table I linked. You'll see that Rank 9 vs Rank 6 in Warp Core Potential or Starship Shield Performance is not worth it, especially as an engineering captain. Starship Shield Emitters is also not worth Rank 9, it doesn't really do much.

    Take a look at my Damage Resistance guide I linked. Having 9 ranks in Starship Hull Plating is a huge waste, Rank 3 is more than sufficient for a cruiser.

    For ground skills, I assume you're actually using bombs and mines if you're maxing Demolition? Combat Armor to my understanding doesn't do all that much, Rank 6 should be sufficient, Rank 3 if you have other things to spend points on. Modification Specialist and Generators also depends on if you're using the appropriate skills. I assume you've got Turrets and Drones, because what engineer doesn't use them?

    Much of this depends on the abilities you're putting on your ship, because those are affected by your skills. Having skills do nothing, you need abilities that use said skills. Again, take a look at the guides I linked, they're thorough and were designed precisely to address the basics.
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    #10
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    #11
    Much of this depends on the abilities you're putting on your ship, because those are affected by your skills. Having skills do nothing, you need abilities that use said skills.
    I don't think this can be emphasized enough, you need to spec to you BoFF abilities, not the other way around. I strongly recommend determining the BoFF abilities first,and then spec your skills around that.

    There is also whether or not you are looking at doing PvP or PvE - as that can affect the priority of putting points into things like power insulators.

    For ground skills, I assume you're actually using bombs and mines if you're maxing Demolition? Combat Armor to my understanding doesn't do all that much, Rank 6 should be sufficient, Rank 3 if you have other things to spend points on. Modification Specialist and Generators also depends on if you're using the appropriate skills. I assume you've got Turrets and Drones, because what engineer doesn't use them?
    Again another great point by Dark, like above, only put points in things that affect the abilities you are using on the ground. I'm not convinced Combat armor is worth it - but it's your call. Ditching that though fees up A LOT of points for other things - like power insulators (again for a PvP build).
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    #12
     –  Last edited by Dark; Mon 30 Jun, 2014 8:28 PM.
    Starship Armor Reinforcements is like Starship Hull Plating. All they do is increase your Damage Resistance Magnitude, and Damage Resistance only comes into play for damage against your hull. Your shields should almost always be active, so the only thing Damage Resistance does is lower the damage taken from bleedthrough and if your shields are down. (Did you look over my damage resistance guide?) A Scimitar should have zero issues with bleedthrough, and plenty of ways to recover shields.

    The difference between Rank 3 and Rank 6 in Armor Reinforcements is less than a single Mk XII console. Drop Armor Reinforcements to Rank 3, and max Starship Maneuvers instead. It's only Tier 2, and Defense (not getting hit) is better than a tiny amount of resistance.

    Also max Starship Shield Systems and Structural Integrity, because regardless of diminishing returns they add to your shield and hull, so it's never wasted (especially since Tier 2 skills are cheap). Drop Engine Performance from Rank 7 to Rank 6, you're barely getting anything from Rank 7 over Rank 6.

    Whatever points you have left after decreasing those things, put it in Starship Inertial Dampeners. Rank 3 at least, Rank 6 if possible. Undine snot balls are a huge PitA. Power Insulators at Rank 6 wouldn't be wasted either, because Voth and Borg will drain your systems.

    Really though, you need to determine what abilities and consoles you're going to put on your ship before you look at your skills. Skills are the last thing you look at, after you're set up your gear and abilities. For example, if you have a Plasmonic Leech console then you're going to want Flow Capacitors, if you don't use torpedoes then you don't need Projectile skills, and so on. If you don't have consoles or abilities that make use of skills then the skills are good at Rank 0, but if your gear or abilities use them then the skills need to be adjusted to match.

    I'm not convinced Combat armor is worth it - but it's your call. Ditching that though fees up A LOT of points for other things - like power insulators (again for a PvP build).
    For the record, I have zero ranks in Combat Armor and don't really feel like it would make a difference.

    I do like Power Insulators even on PvE, because recently (S8?) the Gateways or something in eSTFs appear to be sapping my shields.
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    #13
    http://skillplanner.stoacademy.com/?build=kojikurac2_0
    3rd try Sad
    Now also put boff skills,weapons and set and consoles.
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    #14
    For the record, I have zero ranks in Combat Armor and don't really feel like it would make a difference.

    I do like Power Insulators even on PvE, because recently (S8?) the Gateways or something in eSTFs appear to be sapping my shields.
    I agree in full - I put 6 in power insulators in all of my builds. The gate and all the borg use tachyon beam (feels like TB3), I know a few people that don't use power insulators and they do alright, until the grab aggro. Then it becomes a scramble.

    I'm thinking that the only way the Armor may be useful is if stacked with threat control for the extra DR on a ground PvP build.

    In general Cryptic's base math for buffs is

    BASE x ( 1 + <buff total>/100 ) = NET VALUE
    Buff total is the sum total of all like buffs which stack.

    Now in regards to PS Generator and Combat Armor. It appears that they only use half of the skill bonus total for those skills. So 3 ranks in those stills will net you a bit over +27% increase in Shield Capacity and armor data resistance. Rank 9 will give almost a +50% increase in those areas. But in combat it doesn't seem to even be that... with out a hard parse of the data it is difficult to say. End of the day I see (superficially) no improvement in my survivability with Combat Armor at compared to 0. It may be there but,as you said, the difference seems negligible.
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    #15
    http://skillplanner.stoacademy.com/?build=kojikurac2_0
    3rd try Sad
    Now also put boff skills,weapons and set and consoles.
    Okay - you're going for an Aux2Batt build - got it. I assume you have the Technician DoFFs to make this work, so I won't comment there any further. I'd also run the nukara particle converter, and perhaps a engine that gives W>S.

    Also, you don't need the second FaW as you effectively have two of the higher one anyways.

    Consider 6 points in both Shield emitters and attack patterns - they will help your BoFFs abilities a lot.