bilateralrope wrote:Any suggestions for which specialisations I should unlock first ?
Looking at temporal operative I see a lot of effects that trigger on DOTs, which my ship doesn't have.
http://sto.gamepedia.com/Captain_Specialization
Speaking as someone who has unlocked all of them... it depends on what ship you're going to play or whether you will need it more for ground.
Commando
Pure ground. Boosts hitpoints and shield points. Not so useful if you want space. However I love using commando if I know I am going to be in the queue for ground PvE.
Strategist
Shield boost, but I don't remember any special abilities that really stood out for me.
Pilot
A quick escort like defiant type ships or the pilot escorts might benefit from pilot specialization. Do note that since these ships are already pretty agile, giving more piloting skills to them might not help. Pilot is also useful IMO for ships which are slow such as cruisers and science ships, where you might still need some manoeuvrability. So I pretty much keep pilot as my secondary skill. The turn rate is useful for sloooow ships. I don't really need some of the other abilities of pilot.
If I play a fast ship, I most probably won't need it.
Command officer
Boosts your health for ground and space. Makes tough ships even tougher. I used it when playing command ships early on when I started playing STO. Might be useful for more frail ships, like science or escorts. However with escorts, you should be using speed or special abilities to get away when its too much to handle. Seems more useful for working in teams.
Intelligence
I haven't really found it useful for my playing style, so I can't help you there.
Temporal operative
Now this is real useful for how I play, and not because of the DoT abilities. In fact I don't like the DoT abilities at all.
Unfortunately it takes you a while to get the good stuff. What I like about it is
Ground
1. enhance kit abilities -> since I like using ground play
2. using kit abilities recharge my big blasts (secondary firing) faster. Great for ground since my arcwave blast knocks back and covers a large amount of area
Space
1. Exotic particle damage -> this is great even if you don't play science ships, as long as you use some science skills effectively. Even with some non science ships (ie ships without a secondary deflector) I utilise gravity well and maybe subspace vortex. This helps with that.
2. Continuity - allows you to escape by teleporting you out the way and healing you when you're near death. Several times I escaped death from this ability.
3. Boosting anomaly attacks - since I use gravity well and subspace vortex, this allows them to follow enemy ships so they take more damage as its harder to run away.
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