03-21-2013, 10:57 AM
Hey all, was just looking for a bit of advice with the skill tree from anyone experienced with engineers
I have my Science and Tactical character up to a decent standard finally and i'm in the process of leveling up an Engineer.
i would rather not have to buy even more retrain tokens (at least not for a while) and just get it right first time, but this is my first eng so i'm a little unsure.
i was planning to only fly cruisers on my Eng so we can disregard any skills not useful for that.
http://www.stoacademy.com/tools/skillpla...maybe_1314
Here is a rough first draft of a skill tree but its probably far from optimal. would appreciate any feedback
for e.g. should i divide points between energy and projectile weapons? or shall i take points from inertial dampeners/plasma systems instead? can i even get good use out of torpedoes with such a slow turn rate?
i would probably add a single forward launcher but is that worth putting many skill points into?
note: i'm giving this character a space focus, I've made an alien with purely space traits so i'd be putting as many points into space as possible.
regards
- Will

i would rather not have to buy even more retrain tokens (at least not for a while) and just get it right first time, but this is my first eng so i'm a little unsure.
i was planning to only fly cruisers on my Eng so we can disregard any skills not useful for that.
http://www.stoacademy.com/tools/skillpla...maybe_1314
Here is a rough first draft of a skill tree but its probably far from optimal. would appreciate any feedback

for e.g. should i divide points between energy and projectile weapons? or shall i take points from inertial dampeners/plasma systems instead? can i even get good use out of torpedoes with such a slow turn rate?
i would probably add a single forward launcher but is that worth putting many skill points into?
note: i'm giving this character a space focus, I've made an alien with purely space traits so i'd be putting as many points into space as possible.
regards
- Will