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How to build a Cruiser that is actually worth something.

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    drummie, I'd consider moving your ASIF boff into the lt cmdr slot and putting extend shields 3 in the cmdr.

    Or given the modern sto environment, with power levels being so crazy, dropping one EPTW1, and putting an EPTS1 in it's place. Put RSP in place of your second EPTS2.

    With the right doff you can pretty reliably proc your EPTW into it's global.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    drummle wrote:
    What are you giving up for 4 EPtX skills. I can see how it works on an Odyssey but on something like an Assault or a SC which of ASiF, ET, ES, or RSP are you dropping?

    This is the best I could come up with. But no RSP seems like a liability and adding it seems selfish (losing ES or ET).

    ES is probably the hardest power to take advantage of when just puging, and doesn't exactly heal you. in my tactical cruiser that's what i give up, and or EWP. but i always have an officer with it just in case i get called into a premade.

    the negvar and lolgalaxy R actually don't have to give up much. they can run 4 EPtX skills in the 3 ENS and 1 LT stations, and keep RSP1, and have any combination of ET3, ES2/3, A2S2/3 or EWP1/3
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mavairo wrote:
    I had ranks in flow capacitors to boost tetryon glider's power, as well as the tetryon weapon proc (as their proc is pretty handy now on cruisers, polarized tets are also pretty handy). You can easily switch these ranks out for more in Power Insulators however (now that the resists in PI are actually working... brokenly OP but working at least)

    That is what I thought, but is the glider worth it (it being 6000 skill points and 1-2 sci consoles I assume) on a broadside cruiser? I guess OP is OP so probably yes, but I thought it was mostly an escort kind of thing.
    Mavairo wrote:
    I didn't finish up shield emitters, because gold speccing really is as far as you need to go and you will not lose very much effectiveness with your shield heals. (maybe 1 percent if that?)

    This is the kind of information I was looking for, thank you. I understand there are diminishing returns, especially in the red specs, but it is hard to tell when and where it is either cheap enough or important enough to put in those last couple boxes.
    Mavairo wrote:
    Or given the modern sto environment, with power levels being so crazy, dropping one EPTW1, and putting an EPTS1 in it's place. Put RSP in place of your second EPTS2.

    With the right doff you can pretty reliably proc your EPTW into it's global.

    Part of my confusion was wondering how a 3 EPtX rotation worked. I did not process you could knock the cooldown that low; I figured you were out of luck on the EPtW(A) 50% of the time. Which doff is it by the way?
    Mavairo wrote:
    Most people will run more exotic power settings that give them a more balanced approach (higher aux and shield biases generally), and need EPTW to max it out. I run full to guns on my engie cruiser and use one copy of emergency power to aux. You can also use EPTW to save skill points, if you are coming up short else where (like not having Threat Generation which gives a stout hull resist.. EPTWs can give you those ranks back in it and points for something else)

    A lot of the skills are hard to place a value on just reading them as a new player. Threat control is one of them. It seems like it would help make cruisers a little better in PvE at holding aggro for the escorts but is the resist bonus enough to justify the points in PvP. Starship batteries is another one; you have pretty sweet power levels, is it worth the skill points?
    Mavairo wrote:
    drummie, I'd consider moving your ASIF boff into the lt cmdr slot and putting extend shields 3 in the cmdr.

    I used ASiF3 cause that is what you linked :p
    Coming from EVE I am used to one and only tanks, so having shield and hull stuff is weird. I figured (maybe wrongly) that Starship Hull Rep, Hull Plating, and Armor Reinforcements would combine with ET3, ASiF3, and HE3 for a pretty sweet armor tank. You would still have those boff skills plus some heal from ES2 and TSS1. Would switching it around for a more shield focused build work better?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    If you put more faith in your shields, you wouldn't have to rely on your hull as much.

    But in the end, if the shields go down, you better have as much hull as you can ekk out of your ship. After all, 60k hull (on my Bortasqu') is better than 41k hull(on the typical escort after modifiers)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    drummle wrote:
    That is what I thought, but is the glider worth it (it being 6000 skill points and 1-2 sci consoles I assume) on a broadside cruiser? I guess OP is OP so probably yes, but I thought it was mostly an escort kind of thing.

    This is the kind of information I was looking for, thank you. I understand there are diminishing returns, especially in the red specs, but it is hard to tell when and where it is either cheap enough or important enough to put in those last couple boxes.

    Part of my confusion was wondering how a 3 EPtX rotation worked. I did not process you could knock the cooldown that low; I figured you were out of luck on the EPtW(A) 50% of the time. Which doff is it by the way?

    A lot of the skills are hard to place a value on just reading them as a new player. Threat control is one of them. It seems like it would help make cruisers a little better in PvE at holding aggro for the escorts but is the resist bonus enough to justify the points in PvP. Starship batteries is another one; you have pretty sweet power levels, is it worth the skill points?

    I used ASiF3 cause that is what you linked :p
    Coming from EVE I am used to one and only tanks, so having shield and hull stuff is weird. I figured (maybe wrongly) that Starship Hull Rep, Hull Plating, and Armor Reinforcements would combine with ET3, ASiF3, and HE3 for a pretty sweet armor tank. You would still have those boff skills plus some heal from ES2 and TSS1. Would switching it around for a more shield focused build work better?

    Yeah the glider is pretty OP, or was. It will be interesting to see how the glider shakes out now that there are 75 percent resistances to it. I'd see if you can find a buddy or a couple buddies to go to tribble with, and have one use a respec there, to put ranks into insulators, and have one with none and do some testing (I'll be doing this myself over there soon to give more feedback) the original borg set might just be worth it over the glider again on beam boats. Which means unless you are running tets or polarized tets it might be best to swap flow capacitors for as many ranks in insulators as you can get :)

    Yeah, this game does a "wonderful" job of explaining how much plus those numbers actually represent doesn't it? :rolleyes: This is one of those things that you should cover in the UI that thelolcryptic doesn't.

    Soon as I log in I'll tell you. I know the Warp Core theorist is the power bonus doff (which should be mandatory on all cruiser boats, and a good chunk of escort builds in my opinion). The other thing you can do is just crack open an aux battery, or weapons battery (depending on which is lacking) when your third EPTX is on cool down. The 20 second duration covers the moments when you need to supercharge your second sub system, and the EPTX is off CD nicely (infact it overlaps it by five secs since you only have 15 seconds of 0 secondary subsystem coverage).

    Threat Control is one I only recently put together myself, I knew it gave a bonus, but how much of one was rather surprising. Honestly, I think it's bonus might be higher per rank than Hull Plating's. (or at is at least as high at the minimum)

    Starship batteries is definitely worthy of gold spec (not so much red as your duration really doesn't increase with red spec IIRC) gold spec gets you 20 second battery coverage which, when I had come back at the start of free to play had me giggling like a little school girl.

    Yeah ASIF3, is great for pugging. It astounds me how many Run Away players there really are in this game when I'm pugging in my cruiser. (That or I just get the "good fortune" of having them as team mates when I roll cruiser)

    Shield healing is a mixed bag with cruisers on the one hand, you can create a phenominal shield healer (TSS2, hell throw TSS1 on too) and shield resist bestower. On the other hand you still do need to patch people's hull up while giving them a resist. It's striking a balance that works for you, and a given combat that's the trick. I suspect shield healing will become more the norm, since Charged Particle, and the other shield drains just got a huge kick in the nuts. There are going to be fewer windows of opportunity for Escorts to mow people's naked hulls down. So building a healer to further infuriate the Escort guys by preventing shield failure might not be a bad investment at all.

    Similarly in my opinion borg shields are also going to take a slight hit, as teams will most likely be moving away from CPB. (an environment where it was more important to have either max shield capacity ala cov cap3s/patronic or max regen Omega/Borg shields) We'll see what happens though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Re: threat control, it scales to 8.6% at 9, while hull plating scales to 12.4% at 9.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Still worth it for PVP, though!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mangoes wrote:
    Re: threat control, it scales to 8.6% at 9, while hull plating scales to 12.4% at 9.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Still worth it for PVP, though!

    very cool, i shall be referencing this soon for some minor respecs
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mangoes wrote:
    Re: threat control, it scales to 8.6% at 9, while hull plating scales to 12.4% at 9.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Still worth it for PVP, though!

    I am linking this post to my table of contents. Excellent contribution and find good sir. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mangoes wrote:
    Re: threat control, it scales to 8.6% at 9, while hull plating scales to 12.4% at 9.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Still worth it for PVP, though!

    This is awesome, thank you so much. It however has not completely cured my desire to spend more skill points than possible though. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    1 thing this showed me is 3 in threat control and 3 in energy armor is more bang for buck then 6 in energy armor. its little things like that, and exactly when the energy skills stop giving meaningful benefit. was very helpful
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Threat Control seems like the best of both worlds since, while less resist, you do not have to split point between Hull Plating and Armor Reinforcement.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Is there any advantage to runnign 2x EptW/EptS abilities when you can reliably run just 1 set and 3 Damage Control doffs (the ones that reduce recharge time)?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    It frees up space for other doffs. Like having 2 maint doffs, a warp core theorist and a shield distr. officer or two. or maybe 1 and a warp plasma doff.

    Since there aren't that many mark 1 engie skils outside of emergency powers, worth taking I've found that it's best to supplement other abilities, or get the power level boost with the warp theorist.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Yes, about that. Somewhere you mentioend that the Maintenance doff reduces recharge on all team abilities...however, for me it only works with Engineering Team. Has it been changed?

    And if so, does it affect the shared recharge effect of a second Engineering Team ability?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Yeah it changed to only, ET. (there's a doff for each Team ability). It only affects one ET and does not effect the global cool down, which is why so many of my later builds only run one ET3. (vs a 3 and 2 of a pre doff setup)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Bump < excuse me> I wasn't watching where I was walking........................
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Roach wrote: »
    Bump < excuse me> I wasn't watching where I was walking........................

    Its all that hair.

    Still no Galor build? :(''' Though I use the 4dbb 4 turrets one, quite well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    bigduckie wrote:
    Its all that hair.
    Too much product? Otherwise it gets all frizzy in humid weather.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mangoes wrote:
    Re: threat control, it scales to 8.6% at 9, while hull plating scales to 12.4% at 9.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Still worth it for PVP, though!

    i will b linkin this aswell
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    since efficiency and potential do absolutely jack squat, i think i will be droping those in favor of bumping all the science resists up to 6. it appears power transfer at 7/9 seems to be a sweet spot for eptx skills too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Say what? If I are specced into them, I should be close to 50/25 on those powers that are set to min. That's what I am seeing on my cruisers across 5 different toons
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Well efficiency is probably a waste if you are using enough skills to keep power levels over 50. I've never done testing but I'd be interested to know exactly how much of an impact potential has.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Say what? If I are specced into them, I should be close to 50/25 on those powers that are set to min. That's what I am seeing on my cruisers across 5 different toons

    with nothing in efficiency and potential my min powers are at 41, not a huge difference and definitely not worth the opportunity cost of near science immunity. also, performance skills works against efficiency. the higher they raise your power the less you get out of efficiency, and i'll always have 6/9 in performance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    since efficiency and potential do absolutely jack squat, i think i will be droping those in favor of bumping all the science resists up to 6. it appears power transfer at 7/9 seems to be a sweet spot for eptx skills too.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=Mav4_0

    Near total sci immunity, and strong power levels need not be mutually exclusive my friend.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    theres always something your giving up though. this is what ive settled on, only diff with an eng captain is no points in attack pattern, they would be in efficiency, potential or maybe armor

    http://www.stoacademy.com/tools/skillplanner/index.php?build=tomtacexcel_0
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Your build isn't loading for me for some reason.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mavairo wrote:
    Your build isn't loading for me for some reason.

    it was working before, don't know what the hell is wrong with that web site. i had just signed up and now i cant log in and remake it. i literally copy/paste what the email says my user name and password are into the entry boxs and it tells me its wrong. idkwtf.

    well try this one

    http://www.stoacademy.com/tools/skillplanner/index.php?build=tacexcel1_0
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    happy 4/20

    a shameless bump for a good thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Just don't get those mod folks, why couldn't they come forward with an explanation if not a sticky, or a link where we can read the sticky rules, or something. This ignorance is just so frustrating, maybe we need to start cursing or something to make their filters kick in and then read out request... Come on mods, say something! Can we get a sticky for this or not?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I have sent another sticky request and still no dice.

    I think they are upset, that we just single handedly did more to help the pvp community than they ever have, and ever will.
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