DIR Return Create A Forum - Home
---------------------------------------------------------
Raiders of Starfleet
HTML https://raidersofstarfleet.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: The Bridge
*****************************************************
#Post#: 6--------------------------------------------------
Skill Points
DIR By: RaiderOne
Date: December 4, 2015, 12:09 pm
---------------------------------------------------------
Skill points and their effects
Name: Attack Patterns
Effect: Improves the performance of all Attack Patterns (AP)
abilities (but NOT Dispersal Patterns).
Abilities affected: Attack Pattern Alpha, Attack Pattern Beta,
Attack Pattern Omega, Attack Pattern Delta.
How many skill points for it?: 9 if you use at least 2 AP
abilities, 6 if you only have one, 0 if you don't use AP.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Weapons Training
Effect: Improves the damage of all weapons, including beams,
cannons, torpedoes and mines.
Abilities affected: None, it just affects the damage of weapons.
How many skill points for it?: Always 9, unless you're going to
build a PvP full-healer ship.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Driver Coil
Effect: Improves the Warp Speed (sector space speed), Turn Rate
in sector space and Full Impulse speed.
Abilities affected: Full Impulse.
How many skill points for it?: usually 0, because it's useless
for combat, but if you do Tour the Universe often, put 3 skill
points here.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Batteries
Effect: Extends the duration of batteries, both consumable and
non-consumable.
Abilities affected: Auxiliary, Weapons, Shields and Engines
batteries, Red Matter Capacitor.
How many skill points for it?: I always put 3 skill points here
because I always activate an auxiliary battery before using
Hazard Emitters. If you don't mind batteries, don't put skill
points here.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Hull Repair
Effect: Improves the hull repair rate and all hull repairing
abilities.
Abilities affected: Auxiliary to Structural Integrity,
Engineering Team, Hazard Emitters, Miracle Worker.
How many skill points for it?: Usually I put 9 skill points
here, but 6 is the bare minimum, less makes your ship
vulnerable.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Flow Capacitors
Effect: Improves the effect of abilities which drain target's
power levels or shields.
Abilities affected: Charged Particle Burst, Energy Siphon,
Tachyon Beam, Target Subsystem attacks.
How many skill points for it?: This may be a hard choice.
Generally, put 9 skill points here if you are scientist and have
energy siphon, or if you use Tetryon Glider (bonus from 2 pieces
of Omega set), 6 if you just use Polaron or Tetryon weapons (and
no tetryon glider or draining abilities, else put 9 points), 0
if you don't have polaron/tetryon/draining abilities.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Shield Emitters
Effect: Improves the performance of shields repair rate and all
shields repairing abilities.
Abilities affected: Emergency Power to Shields, Extend Shields,
Miracle Worker, Science Team, Reverse Shield Polarity, Transfer
Shield Strength, Rotate Shields Frequency.
How many skill points for it?: As I said for Hull Repair, I
always put 9 points here. 6 is the bare minimum, less makes your
ship vulnerable.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Energy Weapons
Effect: Improves the damage of all energy weapons (beams and
cannons) and Directed Energy Modulation damage.
Abilities affected: Directed Energy Modulation.
How many skill points for it?: 9 points if you use cannons
(including Dual Cannons and Turrets) or beams (including Dual
Beam Banks), 0 if you don't use them. If you use a PvP
Full-Healer build, you may put here 3-9 points, as you prefer.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Projectile Weapons
Effect: Improves the damage of all torpedoes and mines.
Abilities affected: -
How many skill points for it?: If you have just a torpedo/mine
in your build, put 3 points here. If you have more, put 6
points. If you are running a torpedo boat build, 9 points are
recommended.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Structural Integrity
Effect: Increases your Hull Points.
Abilities affected: -
How many skill points for it?: 9 is recommended for all
captains, anyway less than 6 points makes your ship vulnerable.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Subsystem Repair
Effect: Disabled Subsystems (eg. Weapons, Shields, ...) come
back online faster.
Abilities affected: -
How many skill points for it?: This is subjective: personally, I
usually put 3 points here, other players often spend 6 points.
Always, 0 points aren't enough, 9 are too many.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Warp Core Efficiency
Effect: Bonus to subsystem power levels when they're lower than
75.
Abilities affected: -
How many skill points for it?: As you prefer, 3-6 points. 3 is
usually enough.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Power Insulators
Effect: Resistance against abilities which drain your shields or
power levels.
Abilities affected: Nadion Inversion
How many skill points for it?: If you only play STF, put 0-3
points here, instead 6 points if you also do PvP.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Shield System
Effect: Increases your Shields Points.
Abilities affected:
How many skill points for it?: 9 for all players. Less than 6
points make your ship vulnerable.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Manuevers
Effect: Increases your Defense percentage, making your ship
elusive.
Abilities affected: -
How many skill points for it?: Always 9, you'll take less
damage.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Targeting System
Effect: Improves your weapons accuracy.
Abilities affected: -
How many skill points for it?: Always 9, missed shots are not
allowed :-)
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Electro-Plasma System
Effect: Increases the subsystem power transfer rate and boosts
abilities which increase your power levels.
Abilities affected: "Emergency Power To " abilities, Auxiliary
to Battery, EPS Power Transfer.
How many skill points for it?: If you only play STF, put 3-6
points. If you also play PvP, 9 points are recommended.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Impulse Thrusters
Effect: Improves your flight speed and turn rate.
Abilities affected: -
How many skill points for it?: I recommend 9 points, never less
than 6.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Warp Core Potential
Effect: Bonus to all power levels.
Abilities affected: -
How many skill points for it?: 6 points are perfect, more is a
waste.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Graviton Generators
Effect: Improves Knock, Repel and Slow abilities.
Abilities affected: Gravity Well, Tractor Beam, Tractor Beam
Repulsors, Photonic Shockwave.
How many skill points for it?: If you only have a Tractor Beam
or Gravity Well, spend 3 points. If you have more, plus you're
scientist, put 6 points. If you have a crowd-control build,
spend 9 points.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Particle Generators.
Effect: Improves the damage of exotic particles.
Abilities affected: Aceton Beam, Eject Warp Plasma, Feedback
Pulse, Gravity Well, Photonic Shockwave, Tractor Beam, Tractor
Beam Repulsor, Tyken's Rift.
How many skill points for it?: If you use the abilities listed
above in STF, put 3 skill points. If you do PvP as a scientist
captain with a field-manipulation/crowd-control build, spend 6-9
points.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Stealth
Effect: Improves your cloaking abilities.
Abilities affected: Cloak, Battle Cloak, Mask Energy Signature
How many skill points for it?: Always 0, this skill is trash,
especially for FED players without Cloak.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Threat Control
Effect: Increases your Aggro in PvE (enemies will attack you
more often) and bonus to Damage Resistance.
Abilities affected: -
How many skill points for it?: This skill is usually
undervalued, but it's good. In fact, the Dmg Resistance bonus is
really good, but the increased Aggro may be a disaster for
inexperienced captains. So, if you only play PvE, I suggest 0
skill points for escorts, 3 for cruisers and science vessels;
instead PvP players should have 6 points, since there isn't any
Aggro in PvP.
Note: In the Embassy you can buy Science Consoles with a Threat
Control Reduction modifier [-Th]
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Engine Performance
Effect: Bonus to Engine power level.
Abilities affected: -
How many skill points for it?: Usually, I put 6 points in
Escorts and 3 points in Cruisers/Science Vessels/Carriers.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Hull Plating
Effect: Bonus to Energy Damage Resistance.
Abilities affected: -
How many skill points for it?: 9 points are always recommended,
since 90% of all incoming damage is from energy weapons.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Shield Performance
Effect: Bonus to Shield power level.
Abilities affected: -
How many skill points for it?: I recommend 9 points, anyway
never less than 6 points for this skill.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Inertial Dampeners
Effect: Resistance to Hold, Knock, Slow and Repel attacks.
Abilities affected: Enemies' Hold/Knock/Slow/Repel abilities.
How many skill points for it?: 3 points are the bare minimum for
all ships, but more points would be useful for captains flying a
fast Escort or a Science Vessel.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Sensors
Effect: Improves Sensors abilities, cloaked ships detection,
resistance to Confuse and Placate effects.
Abilities affected: Jam Sensors, Scramble Sensors, Sensor Scan,
Fire on My Mark.
How many skill points for it?: 3 for Scientists in a
Science-Vessel, 0 for other captains.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Energy Weapon Specialization
Effect: Increases Critical Chance and Critical Severity of your
energy weapons.
Abilities affected: -
How many skill points for it?: 6-9 points for ships with high
energy damage, 0-3 for PvP ships with a support role.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Projectile Weapon Specialization
Effect: Increases Critical Chance and Critical Severity of your
torpedoes and mines.
Abilities affected: -
How many skill points for it?: 3 points if use a single
torpedo/mine, 6 if you have more, 9 if you're running a
torpedo-boat build.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Armor Reinforcements
Effect: Improves Resistance to Kinetic damage.
Abilities affected: -
How many skill points for it?: I recommend 3 points, 6 for
tankers.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Auxiliary Performance
Effect: Bonus to Auxiliary power level.
Abilities affected: -
How many skill points for it?: 3 is good for the most of ships,
6-9 is recommended for ships with a support/healing role.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Weapon Performance
Effect: Bonus to Weapon power level
Abilities affected: -
How many skill points for it?: 9 for ships with a good
firepower, 3-6 for ships with a support/healing role.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Countermeasure System
Effect: Increases the duration of Confuse and Placate abilities.
Abilities affected: Scramble Sensors, Jam Sensors.
How many skill points for it?: 0, always.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Name: Subspace Decompiler
Effect: Increases the duration of Disable abilities.
Abilities affected: Viral Matrix, Photonic Shockwave, Target
Subsystem abilities,
How many skill points for it?: Usually 0, 6 if you use Viral
Matrix in PvP and you have a buff/debuff build.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Leader of Raiders of Starfleet
*****************************************************
Page 1 of 1