As we noted before, the Field Generator mk XI (rare) is about 11k+ dilitihium from the dilitium store. If you're doing your dailies, it shouldn't take that long to get that much dilitihium.
Also, you can always go back and play the missions you skipped. In the interest of saving time, skip everything until you get to the Assimilation mission.
I am seeing an increase in DPS with the plasma disruptor DHC after the patch. Not sure what is going on.
Last night I was getting just over 3100. Tonight I've done two runs and I've gotten 5,399 and 6456. The only thing I'm not sure of is range. Tonight I've done it just inside 4k. Last night I was doing it from 4k-5k. I knew that cannons do better at shorter range but I didn't think they could make that much of a difference.
Can you give me some tips on how to do a reliable test on tribble?
Anyone else find their escort a little bit more squishy after the mass nerfing of the Field Generators? My escort is now easier to one-shot by cubes and gates thanks to this TRIBBLE! I'm going to try adding another Regen console in place of the Field Generator since it is pretty much useless to an escort now.
Anyone else find their escort a little bit more squishy after the mass nerfing of the Field Generators? My escort is now easier to one-shot by cubes and gates thanks to this TRIBBLE! I'm going to try adding another Regen console in place of the Field Generator since it is pretty much useless to an escort now.
OH heck ya, fleetmate and I have been testing a new build, a little more testing today, I'll post our idea if it turns out
Great information in here, this new guy wants to thank everyone for their contributions. I am currently trying to maximize my damage output and was wondering if there were opportunities to improve my build.
I also have a question as to advice concerning my 5 space duty officers and if there is any recommended loadout for those, considering the build I have. I know I do not run torps, focusing instead on straight cannon damage.
Fore: 3x MKXI AP Borg DHC, 1x MKXI AP Borg DBB
AFT: 3x MKXI AP Borg Turrets
Borg Deflector & Engines, MKXI MACO Shield
Engineering Console: Rare MKXI Electroceramic Plating and Ablative Armor, Borg Console
Science Console: Rare MKXI Field Generator and Emitter Array
Tactical Console: 4x Rare MKXI AP Mags
Please let me know what I have overlooked or can improve on, as right now I am looking to get into elites and be useful.
Anyone else find their escort a little bit more squishy after the mass nerfing of the Field Generators? My escort is now easier to one-shot by cubes and gates thanks to this TRIBBLE! I'm going to try adding another Regen console in place of the Field Generator since it is pretty much useless to an escort now.
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
They were supposed to be getting rid of the one-shots, but I got one shot on 2 separate occasions - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
I lost ~1k shields with the nerf. Not too big a deal. I actually think I died less (or, not at all) in Elite STFs last night. Didn't the change log say they weakened them a bit?
Did you check that while on the ground or in space? My MACO Mk XII shield lost close to 3k and my Cov. Mk X Capx3 even more.
They were supposed to be getting rid of the one-shots, but I got one shot twice - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
They are well known to one-shot 15km and even further. If they're targeted on you and you leave their range, they still hit you. Not too sure why this is such an issue to fix but it seems worse with my escorts shields being lower as a result of the Field Generator Console changes. 6 digit hits are unsurviveable but most are still 85k and up.
They were supposed to be getting rid of the one-shots, but I got one shot on 2 separate occasions - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
If I had 100% hull, I was usually able to survive a one-shot invisible torpedo. But, my hull would be anywhere between 12%-6% would usually die a few seconds later.
Oh, and yeah...those invisible torpedoes can follow you for quite a bit of distance. At least 15km. In the past, I would evasive maneuvers out of a cube's range. The regular torpedoes follow me fizzled out. A few seconds later, I instantly exploded.
Did you check that while on the ground or in space? My MACO Mk XII shield lost close to 3k and my Cov. Mk X Capx3 even more.
I have MACO mk XI shields while I was in orbiting space.
My shields used to be a little over 10k. Now, it's 9k. I'm definitely sure it was 10k, because, when I equipped the Omega deflector, my shields would drop a little over 100 points, putting it in just under 10k. Now it's pretty much ~1k with the field generator nerf.
In sector space, it's just under 6k (where consoles and modifiers are not applied).
I was told last night that it is not entirely accurate. But if you test one build and then another the relative difference should be accurate. I first started posting on testing other builds about a week ago and I'm still trying some stuff out. I may end up posting a wall of text in a week or so.
Speaking of builds. I've running quantum torpedoes now, I'm gonna try Photon torpedoes tonight. What others would work well? Are there any that do not work with torpedo spread besides the Hargh'peng? Is anybody using the Hargh'pengs in STFs?
Why two Tac team 1's ? Dont they share the same cool down?
No they do not. If you have two Tac teams then you can have Tac Team going constantly sending shield power where it is needed most. As opposed to mashing distribute shield power every 2 seconds and wasting shield power to facings that aren't taking damage. The other teams DO share a cooldown. So if you're rolling Tac team you won't be able to use Engineering Team or Science team.
No they do not. If you have two Tac teams then you can have Tac Team going constantly sending shield power where it is needed most. As opposed to mashing distribute shield power every 2 seconds and wasting shield power to facings that aren't taking damage. The other teams DO share a cooldown. So if you're rolling Tac team you won't be able to use Engineering Team or Science team.
no it doesn't
tactical teams hold 10 secs and timer is 30 sec for the one you used and 15 for a second tac team. So there is a 5 sec gap between tac teams. With maco 2 set bonus, and a conn officer tac team you can try living with one. But only with tactical initiative or photonic officer you can get it to 15 sec from 30, so 2 will be safer.
no it doesn't
tactical teams hold 10 secs and timer is 30 sec for the one you used and 15 for a second tac team. So there is a 5 sec gap between tac teams. With maco 2 set bonus, and a conn officer tac team you can try living with one. But only with tactical initiative or photonic officer you can get it to 15 sec from 30, so 2 will be safer.
You say "no it doesn't", however, you do not explain why or how.
The description of the con duty officer states that it reduces the cooldown on the tac team ability. If I equip one, I expect that it will do so. Are you saying that it reduces the cooldown on the 30 sec timer, but does absolutly nothing for the 15 sec timer, or what? What evidence do you have of this, is there some dev statement, or have you actually timed it, or what?
BTW, with two tac tams on a macro, PLUS a distribute shields on a macro, the distribute ihelps cover any gap. It sorta does the same thing as tac team, just slower, a lot slower. It makes up for the slowness by only having to cover at most 5 seconds. Distribute shields is good enough at lower levels (mostly) to cover the fact that at those levels you don't really have enough space for powers to run two tac teams.
Newsflash, from this post http://forums.startrekonline.com/showthread.php?t=263115&page=3
We see this:
"Having done some serious experimentation recently I have to conclude that my DPS dropped significantly when I swapped out to Dual Cannons away from the Dual Heavies.
The Static part of my escort build was
Fore: 1 Torp, 3 X
Aft: 3 Turrets
With 3 Dual Cannons I lost quite a bit of DPS during Rapid fire and Scatter Volley. And since I have one of each one is always up.
With 1 Dual Heavy Cannon and 2 Dual Cannons, my DPS was in still that bit lower than 3 Dual Heavies.
Now with 2 Dual Heavies and 1 Dual Cannons my DPS actually surpassed my 3 DHC build.
Now I didn't swap out anything but Cannons so energy type and boost consoles where still the same, so I'm going to make the assumption that it's the way the Energy drains that helps my DPS here."
Note his statement, that it was the drop in DPS of his Rapid Fire and Scatter Volley that resulted in his reduced DPS overall. The conclusion is that you want to find the best combination of weapons and comlementeray powers, not just plain weapon DPS without using powers.
It would appear that most people may see an increase in DPS, IF they are also using two or more cannon powers, by switching from 3 dual heavies to two and one regular dual.
However, I have thought of a possibility. I understand that the weapons used first are the ones to the left on your ship layout of fore and aft weapons, it may be that it might make a difference if you put that regular dual cannon to the left of the heavies or to the right, if it is true that the way they use power is what effects the DPS. It may also effect which cannon contribute the most to the powers, like Rapid Fire and Scatter, which suggests that putting the heavies to the left might work.
Also, earlier, two torp launchers were tried with one quad cannon and one regular cannon. It may be that the powers to go with the cannon and the way they use power do not go well together. A quad or regular dual and a regular dual heavy may work better. This however assums that two torp launchers are even optimal, it may be that with 3 purple DOF's you are already at max with just one.
no it doesn't
tactical teams hold 10 secs and timer is 30 sec for the one you used and 15 for a second tac team. So there is a 5 sec gap between tac teams. With maco 2 set bonus, and a conn officer tac team you can try living with one. But only with tactical initiative or photonic officer you can get it to 15 sec from 30, so 2 will be safer.
So there in no point using con doff if you runing 2 tactical teams then?
Well, I don't actually own any purple Conn DOFFs that buff tac team.
I think common reduces rech by 2s and green by 4s.
If Purple reduces rech by 8s then you could theoretically run only 1 copy of TT with 2 of these DOFFs and it would function as if you had 2 copies of TT.
I can't really confirm if it works that way or not.
I have a blue con doff and i says reduce tt by 6sec and buff to starship attack patterns +8 attack patterns for 10sec. Maybe the buff to atack patterns is worth it even if the 5sec gap can't be reduced.
I have a blue con doff and i says reduce tt by 6sec and buff to starship attack patterns +8 attack patterns for 10sec. Maybe the buff to atack patterns is worth it even if the 5sec gap can't be reduced.
That will depend on how many ranks you already have in Starship Attack Patterns.
If you really plan on building around slotting these Conn Officers you can squeeze a bit more out of their bonuses by making sure to only take 6 ranks of the Starship Attack Patterns.
2 Purples for example should add a total of +20, which means you would be maxxed out at 6 ranks in skill + bonus from DOFFs.
Comments
Try the exchange. They are cheap.
And they got nerfed in the morning update, Mine now reads as +18% when yesterday it was +35%
Didn't see that part. I could have sent him one, they are worth less today than they were yesterday on the exchange. LOL
Can you give me some tips on how to do a reliable test on tribble?
OH heck ya, fleetmate and I have been testing a new build, a little more testing today, I'll post our idea if it turns out
Looking forward to seeing what you and everyone come up with.
Link to build: http://www.stoacademy.com/tools/skillplanner/index.php?build=MTHSkillSet30MAR12_1322
I also have a question as to advice concerning my 5 space duty officers and if there is any recommended loadout for those, considering the build I have. I know I do not run torps, focusing instead on straight cannon damage.
Fore: 3x MKXI AP Borg DHC, 1x MKXI AP Borg DBB
AFT: 3x MKXI AP Borg Turrets
Borg Deflector & Engines, MKXI MACO Shield
Engineering Console: Rare MKXI Electroceramic Plating and Ablative Armor, Borg Console
Science Console: Rare MKXI Field Generator and Emitter Array
Tactical Console: 4x Rare MKXI AP Mags
Please let me know what I have overlooked or can improve on, as right now I am looking to get into elites and be useful.
They were supposed to be getting rid of the one-shots, but I got one shot on 2 separate occasions - one of those times with full hull, full shields and I can't be certain but I'm almost positive I was out of range (I was chasing a target).
Did you check that while on the ground or in space? My MACO Mk XII shield lost close to 3k and my Cov. Mk X Capx3 even more.
They are well known to one-shot 15km and even further. If they're targeted on you and you leave their range, they still hit you. Not too sure why this is such an issue to fix but it seems worse with my escorts shields being lower as a result of the Field Generator Console changes. 6 digit hits are unsurviveable but most are still 85k and up.
It really borks alot of KDF ships, its a really bad change imo.
Anything that borks the infinite get out of jail free combat cloaking KDF is fine by me. Effing B.S.
Oh, and yeah...those invisible torpedoes can follow you for quite a bit of distance. At least 15km. In the past, I would evasive maneuvers out of a cube's range. The regular torpedoes follow me fizzled out. A few seconds later, I instantly exploded.
I have MACO mk XI shields while I was in orbiting space.
My shields used to be a little over 10k. Now, it's 9k. I'm definitely sure it was 10k, because, when I equipped the Omega deflector, my shields would drop a little over 100 points, putting it in just under 10k. Now it's pretty much ~1k with the field generator nerf.
In sector space, it's just under 6k (where consoles and modifiers are not applied).
This is the parser that I use.
http://sourceforge.net/projects/stocombat/
I was told last night that it is not entirely accurate. But if you test one build and then another the relative difference should be accurate. I first started posting on testing other builds about a week ago and I'm still trying some stuff out. I may end up posting a wall of text in a week or so.
Speaking of builds. I've running quantum torpedoes now, I'm gonna try Photon torpedoes tonight. What others would work well? Are there any that do not work with torpedo spread besides the Hargh'peng? Is anybody using the Hargh'pengs in STFs?
Why two Tac team 1's ? Dont they share the same cool down?
No they do not. If you have two Tac teams then you can have Tac Team going constantly sending shield power where it is needed most. As opposed to mashing distribute shield power every 2 seconds and wasting shield power to facings that aren't taking damage. The other teams DO share a cooldown. So if you're rolling Tac team you won't be able to use Engineering Team or Science team.
Well, there is a 5s gap, but otherwise yes.
I've never noticed a gap, but I usually pop them with something else.
f you use a green con officer DOFF tactical team version, this will cut this gap to only 1 sec, and blue or better should eliminate it completly.
http://www.stowiki.org/Specialization:_Conn_Officer
no it doesn't
tactical teams hold 10 secs and timer is 30 sec for the one you used and 15 for a second tac team. So there is a 5 sec gap between tac teams. With maco 2 set bonus, and a conn officer tac team you can try living with one. But only with tactical initiative or photonic officer you can get it to 15 sec from 30, so 2 will be safer.
You say "no it doesn't", however, you do not explain why or how.
The description of the con duty officer states that it reduces the cooldown on the tac team ability. If I equip one, I expect that it will do so. Are you saying that it reduces the cooldown on the 30 sec timer, but does absolutly nothing for the 15 sec timer, or what? What evidence do you have of this, is there some dev statement, or have you actually timed it, or what?
BTW, with two tac tams on a macro, PLUS a distribute shields on a macro, the distribute ihelps cover any gap. It sorta does the same thing as tac team, just slower, a lot slower. It makes up for the slowness by only having to cover at most 5 seconds. Distribute shields is good enough at lower levels (mostly) to cover the fact that at those levels you don't really have enough space for powers to run two tac teams.
We see this:
"Having done some serious experimentation recently I have to conclude that my DPS dropped significantly when I swapped out to Dual Cannons away from the Dual Heavies.
The Static part of my escort build was
Fore: 1 Torp, 3 X
Aft: 3 Turrets
With 3 Dual Cannons I lost quite a bit of DPS during Rapid fire and Scatter Volley. And since I have one of each one is always up.
With 1 Dual Heavy Cannon and 2 Dual Cannons, my DPS was in still that bit lower than 3 Dual Heavies.
Now with 2 Dual Heavies and 1 Dual Cannons my DPS actually surpassed my 3 DHC build.
Now I didn't swap out anything but Cannons so energy type and boost consoles where still the same, so I'm going to make the assumption that it's the way the Energy drains that helps my DPS here."
Note his statement, that it was the drop in DPS of his Rapid Fire and Scatter Volley that resulted in his reduced DPS overall. The conclusion is that you want to find the best combination of weapons and comlementeray powers, not just plain weapon DPS without using powers.
It would appear that most people may see an increase in DPS, IF they are also using two or more cannon powers, by switching from 3 dual heavies to two and one regular dual.
However, I have thought of a possibility. I understand that the weapons used first are the ones to the left on your ship layout of fore and aft weapons, it may be that it might make a difference if you put that regular dual cannon to the left of the heavies or to the right, if it is true that the way they use power is what effects the DPS. It may also effect which cannon contribute the most to the powers, like Rapid Fire and Scatter, which suggests that putting the heavies to the left might work.
Also, earlier, two torp launchers were tried with one quad cannon and one regular cannon. It may be that the powers to go with the cannon and the way they use power do not go well together. A quad or regular dual and a regular dual heavy may work better. This however assums that two torp launchers are even optimal, it may be that with 3 purple DOF's you are already at max with just one.
Lastly, is the data on this site up to date ? http://www.freemmoguides.com/star-trek-online/star-trek-online-ship-weapons-guide/
BTW, it agrees with the data above, saying that more than two dual heavies are not optimal,
What Micha said.
The answer is global cooldown.
When you use tac team, you can't activate another copy of tac team until 15s passes.
As the Tac Team buff only lasts 10s, you will always have a 5s gap in between buff uptime.
Well, I don't actually own any purple Conn DOFFs that buff tac team.
I think common reduces rech by 2s and green by 4s.
If Purple reduces rech by 8s then you could theoretically run only 1 copy of TT with 2 of these DOFFs and it would function as if you had 2 copies of TT.
I can't really confirm if it works that way or not.
That will depend on how many ranks you already have in Starship Attack Patterns.
Have a look here.
If you really plan on building around slotting these Conn Officers you can squeeze a bit more out of their bonuses by making sure to only take 6 ranks of the Starship Attack Patterns.
2 Purples for example should add a total of +20, which means you would be maxxed out at 6 ranks in skill + bonus from DOFFs.