Tribble tested. Standby for updates as 11.5 goes live ====== Skill Discussion ====== ===== Lieutenant ===== ==== Hull restoration ==== * Hull healing powers increase no difference from tooltip * Helps heal yourself and others * Recommend rank 2 for everyone ==== Hull cap ==== * This is hull increase on the base of the ship before buffs (cat1), so in some case may only get 22% increase to a buffed hp * Recommend rank 1 for everyone, rank 2 for tanks ==== Shield restoration ==== * Shield healing powers buff. No difference from tooltip * Heal the shields of yourself and others * Recommend rank 2 for everyone ==== Shield Cap ==== * This is buff on base of shield * Does not cover after buffs (cat 1), so on epic gear and after buffs may only get 18% total shield increase for rank 3 * Rank 1 for everyone ==== Energy weapon ==== * Increase on base weapon damage (cat 1) * After other buffs and 125 weapon power, may only get 10% increase in energy weapon damage for 3 ranks of energy weapon ===== Lt. Commander ===== ==== Eps flow ==== * Useful when combined with over-capping (over 125 weapon power). Help transfer power to weapons during the firing cycle * Necessary rank 2 for 8 beam fire-at-will builds, also get plasma integrated warp core (exchange, or fleet). [[http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech|Plasmonic_Leech console]] can substitute * Recommend rank 1 for other energy weapon types or get plasma integrated warp core (exchange, or fleet) * Will help change between energy presets faster ==== Impulse Expertise ==== * 1 rank unless you are building to go slower at full throttle * Consider 0 ranks if using front weapons with "improved pedal to the metal" (20% damage buff) * Can still use full impulse to get you around with 0 ranks * Rank 2 is useful for extra defense ==== Control Expertise ==== * Increase in sci power hold effects * Also helps resist hold effects. * 2 ranks will allow escaping grav well, not much effect against tractor beams * 1 rank would require some power shifting to engines to escape grav well * 0 ranks would need evasive maneuvers to escape grav well * Some deflectors can provide enough to not need this ==== Drain expertise ==== * 2 ranks for drain builds. * Helps resist drains a little bit, shield drains still drain a large amount (hopefully they fix this crazy drain from npcs) * [[http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech|Plasmonic_Leech console]] benefits ==== Drain Infection ==== * Adds a damage over time to sci drain powers * Shield penetrating? ==== Defensive Maneuvering ==== * Direct defense no matter what speed you are going * Recommend rank 1 or 2 for every build * Get rank 2 in impulse expertise if need more defense ===== Commander ===== ==== Hull plating ==== * Rank 1 just about equal to one neutronium alloy armor mk xi. Think of this as an extra armor slot ==== Shield Regeneration ==== * **Over powered** keep an eye on this. It is my opinion it might get nerfed * A percentage of your total buffed shield HP as regeneration. Independent of shield power and base regeneration. Extremely useful on all builds especially high shield HP builds * Rank 3 on every build unless using some other way to recharge shields such as [[http://sto.gamepedia.com/Console_-_Universal_-_Shield_Absorptive_Frequency_Generator|Shield_Absorptive_Frequency_Generator]] for warbirds ==== Shield Hardness ==== * Direct reduction on shield HP loss * Not related to bleed-through (10% normal shields, 5% resilient) * Kinetic shield damage is always reduced to 25% before shield hardness applies * Independent of power level * Shield hardness stacks as a product of the damage multipliers * Capped at 75% * Example with 100 shield power 20%, 3 ranks shield hardness 20%, emergency power to shields III 30%, Transfer shield strength 15%, Rotate shield frequency 34% => 1-(0.8*0.8*0.7*0.85*0.66)=74.9% shield hardness * 1 rank would be battle equivalent to extra 10% shield regeneration and 10% shield HP after buffs (cat 2) * Recommend 3 ranks for all builds ==== Weapon Amplification ==== * Increases the Crit serverity by 10%. If your build can do 20% crit chance put 1 rank in this. Otherwise pass. ==== Weapon Specialization ==== * Increases crit chance * Recommend 2 ranks ===== Captain ===== ==== Subsystem Performance (weapon, shield, engine, auxiliary) ==== * Rank 1 of both recommended * Benefits of rank 2 would depend on if you are running a warp core with [AMP]. If rank 2 can boost a power above 75 take it. ==== Long Range Targeting Sensors ==== * Reduces damage drop off at long range for all energy weapons (cannons and beam now have same drop-off) * 0 rank stay close to target for no damage drop off (2Km) * 3 ranks for standoff fighting (npcs lose 50% at 9km) * Maximize area of effect weapon firing (fire-at-will, cannon scatter volley) ==== Hull penetration ==== * 1 rank would give 5 armor penetration, anywhere from 3%-5% damage increase depending on total damage resist of target ==== Shield Weakening ==== * Direct damage buff against shields of target * Once shields are gone, does not help * Recommend 0 or 1 ranks ===== Admiral ===== ==== Warp core potential ==== * Good power increase for all power levels * Recommend at least 1 rank * Just like subsystem performance, use rank 2 to get a system above 75 if using [AMP] warp core ==== Warp Core Efficiency ==== * Recommended * Great additional power to systems set below 25 power * Reducing scale up to 75 power setting ==== Engineering, Scientific, Tactical readiness ==== * Reduces cooldowns on bridge officer abilites * Some ship traits, duty officers can do similar * Does not reduce cooldown below global cooldown of duplicate abilties * Example chaining APO and APB, or chaining 2 tachyon beams dow to the global cooldown * The [SciCdr] mod that appears on deflectors is +50 Scientific Readiness ==== Shield mastery ==== ==== Coordination Protocols ==== * This buffs pets and other team members * If all 5 team members had these, would yield 20% hp, damage, accuracy, defense for everyone. Extra for pets. * If solo, still helps NPC allies