Pimp my ship
#1
Help! any and all advice would be appreciated.
http://skillplanner.stoacademy.com/?buil...ginal_7189

Updated with requested info
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#2
I will probably dig into this more tonight for you, but at a glance you have about 16k points in ground you could spend on space skills. You badly need to respec skills as you have no points in starship weapons training, and you have a lot of points in projectile skills with no projectiles used. Generally you do not want to max out skills, six points offers better diminishing returns and allows you more skill choices overall. Your end game gear will fill in the last few points easier. You can check out my recent post in the skill builds section for my fleet patrol escort for my tac character's skill build for starters. http://www.stoacademy.com/tools/skillpla...refit_3155

Also, stick to one damage type (probably AP as you have the most of it). That way you can get more consoles that boost all of your damage. There are elite level consoles from the Spire that allow for weapon types instead of damage types if you are into mixing stuff. I would ditch isometric charge and also make sure your tac consoles are all actually tac consoles. Using universals here significantly impacts your damage.


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#3
(06-12-2014, 01:44 PM)robonixon Wrote: I will probably dig into this more tonight for you, but at a glance you have about 16k points in ground you could spend on space skills. You badly need to respec skills as you have no points in starship weapons training, and you have a lot of points in projectile skills with no projectiles used. Generally you do not want to max out skills, six points offers better diminishing returns and allows you more skill choices overall. Your end game gear will fill in the last few points easier. You can check out my recent post in the skill builds section for my fleet patrol escort for my tac character's skill build for starters. http://www.stoacademy.com/tools/skillpla...refit_3155

Also, stick to one damage type (probably AP as you have the most of it). That way you can get more consoles that boost all of your damage. There are elite level consoles from the Spire that allow for weapon types instead of damage types if you are into mixing stuff. I would ditch isometric charge and also make sure your tac consoles are all actually tac consoles. Using universals here significantly impacts your damage.
the skills section is all blank?
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#4
There's a link in the description of that build to one of my others, it is here: http://skillplanner.stoacademy.com/?buil...lasma_3155

Sorry about that.


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#5
Ok so I'm new to this and need some advice I'm currently in an Operations Command Warbird [T6] and need to know what would be a good build.
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#6
A good place to start is by searching the Skill Planner for sample builds.  That tool is available here:  http://www.stoacademy.com/tools/skillplanner/search.php

In order to really help we'd need to see a lot more info.  Start by filling out a skillplanner build with what you have currently and link it in the forum.  That tool can be found here:  http://www.stoacademy.com/tools/skillplanner/

Be sure to fill in everything you can, including your skill tree.  Use the notes section to give us the doffs you have on the active space roster as well as any space traits your boffs have.  Also, it's helpful to know what your goals are for the build.  Are you looking to be a min/max dps'er, looking to make a tanky build, trying to make a healer or crowd control sci build?  You get the idea.  The tips you receive will be vastly different depending on the role your trying to play.
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