Need Feedback on Build
#1
hey folks BT here,
So i have been fooling around with a build lately that i wanna give a try but would like to get some thoughts on it tho before i go and put it thru the test grinder

http://www.stoacademy.com/tools/skillpla...thorn_1054

that's the link to the build.
now the idea i have with this build is to make it usefull for space and ground but also make it versatile for at least 2 to 3 different ship types mainly the dreadnaught, Mvae and exploration cruiser
so would like to hear what yall think bout it. oh and i don't think imma be changing anything on ground skills lol i'm a bit of a ground whore Big Grin and yes i know imma be a sucker in ground pvp with the lack of hold stun etc resistance but oh well.
Lemme know what yall think BT over and out
[Image: signaturev22.jpg]
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#2
Here is my build. Keep in mind that I am a Tactical officer and that my dreadnought is a cannon boat. Also I am set up for pve and not pvp so if you wish to do pvp you would have to make adjustments.

<!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=MessorDread_901">http://www.stoacademy.com/tools/skillpl ... rDread_901</a><!-- m -Arrow

The way I run this is I get my ship in range and then park or put it in reverse. While firing all weapons I keep Tactical team up constantly for both its shield facing ability and for its bonus to weapon power. I use my various shield Boff abilities to keep my shields up and active while running full power to weapons. If I start to take to much damage i switch to my 'equal' setting which i have set at 75 weapon power 75 shield power and 25 on both the others. If i agro several heavy hitters I will switch to full power to shields.

If you have any questions about any of this shoot me a message on here or in game and I will be happy to help.

-Messor
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#3
Blackthorn we talked about your build in the fleet chat, so just give it a try and see what happens.

Blakmage86, since you are using the Dreadnought I don't think you need a lot of points in skills that boost your hull. I've never used it but I know Cruisers have strong hulls, so those points might be useful someplace else. If you want to leave maybe like 3 points in those kinds of skills, that should be fine.

I don't think you need Starship Auxiliary Performance because it doesn't seem like you have any abilities that use auxiliary power.

Other than that it looks good. If it were me, I'd try out the changes I suggested as well as look at other Cruiser builds to get some ideas.


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#4
If I had to "do it right" I'd possibly structure it like this: <!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=RhykimVerass_914">http://www.stoacademy.com/tools/skillpl ... Verass_914</a><!-- m -Arrow
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#5
I notice that most of the builds on this page opt for maxing out some abilities at the expense of leaving many with no points at all. Since you get 18 points for each skill at levels 1 through 3 and only 10 at levels 7 through 9, I like to put at least three points on just about every skill. I used to max out some skills when you had to reach level 9 in order to be able to train your BOffs. Now that you can train skills at levels 3 and 6, I hardly ever put anything higher than that on my builds.

That said, if these builds work for you, keep using them. Everybody has a different playing style and if you are comfortable with what you're used to, by all means use it. If you.re not, then you might want to think about spreading out your points to get more bang for your buck.

Live long and prosper,

Warburton1881

If it ain't broke, don't fix it.
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