Here, I'll be describing what skills you MUST have, what skills suit what builds and what skills you MUST IGNORE.
Tier 1 - Must-have skills.
Tier 2 - Situational skills.
Sub-Tier 2 - Gateway skills that let you reach more useful skills.
Tier 3 - Avoid unless you have spare SPs
Tier 4 - Avoid completely unless you have bought all relevant higher tier skills.
General Skill Tree advice
- Does the 'Mech variant have structure/armor quirks? If yes and in sufficient (how much is sufficient?) amounts, spec into the relevant armor/structure skill nodes. Brawlers in general do want to increase their survivability. Go full like this if you want more HP to deal more damage.
- Most fighter builds can use this Firepower tree layout as a start.
- Do your Ops tree like this if you have a hot build (anything 1.5 heat management or less in MWO's MechLab UI).
- Invest 1 SP in Miscellaneous for the first Consumable Slot +1. More if you have hot build for better Coolshots or into strikes if you're a super cool build.
- Invest in Sensors if you see the 'Mech variant as more of a scout spotter. More details on Sensors skills covered in Tier 2 & 3.
- Balance SPs to Firepower tree, with explanations of which nodes help which weapon/build types in Tier 1 details below. But give priority to Heat Gen skills too.
- Avoid JJ and Mobility trees (FIREPOWER & SURVIVAL FTW BABY!)
- Meta explained here if you don't mind your hands being held.
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Tier 2 Skills (situational)
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Sub-Tier 2 Skills (don't take these if you can invest in the skills above)
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T3 Skills (if you have extra SP)
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[u]T4 Skills (practically useless)[/u]
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[u]My Half-Assed Attempt at a Skill Tree guide previously, for reference (take note, I don't quite stand by it anymore but if you like balanced distributions, go for it)[/u]
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P.S. If you like this guide, please drop my posts a "like" here and here. I'd appreciate it.
Feel free to ask questions here about builds or how to play trial 'Mechs too.
Edited by Onimusha shin, 23 June 2017 - 04:05 AM.