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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 June 2012
    BROKEN1981 wrote:
    ahh thank you mav. yes i agree tacts should not be in oddys. but with dem 3 and an alpha it kinda is sick. tho i know there are other tanks that are better for the job. ive never really bothered with anything other then an escourt. i just moved on to the oddy for my engy and even newer with sci in a carrier. i only ask you about these things because i am trying to learn every aspect of this game, the ins and outs really. i just like to know and try to understand. but thank you for your time mav. it actually is nice when pro players do respond. i remember a time in sto people kept this to themselves.

    also 1 more thing i wanted to ask, you did not spec into subsystem rep. why? with all of the phaser procs going dont you want to bring that system back faster? on my escourt i was not speced into it. i could get disabled for what seemed like 5 hours. most im thinking was 7-10 secs. now my system comes back in about 2 secs. also i was told my red matter would get my systems back but it did not. after i speced that skill,(6 points) 2 secs and if longer because alot of my crew is dead my red matter actually works to get my systems back.

    Mostly I think I skipped out on it because if I'm that dire of need I have either ET, or batteries to fix it. it's so hard for me to justify subsystem repair when various tests on tribble haven't amounted to much effective difference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    thanks mav, and TRIBBLE i wish i thought of that. could have put thoes points some where else. did not know et would fix that.

    also another question, a friend told me that disruptor procs are like a beta that cant be cleared. if phaser is the wep of choice for most every pvp'er, wouldn't disruptor be actually better?

    also i read that accx2 crit d is better then accx3. that the over flow isent all the great. can you explain this? ive invested into phaser accx2 crit d and was going to save for accx3. at 20 mill for 1 dhc is this the right choice?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    So I grabbed an Excel and I'm having a pretty good time.

    That said I dont think I have it setup as best I can.

    What I have.
    4x single cannons
    4x turrets

    Tac
    TT1, CRF1+2
    Engie
    ET1, 2xEPTW1, 2xEPTS2, RSP2, DEM3
    Sci
    TB1, TSS2

    3pc Borg, MACO shield.

    DOFFS
    3x Blue Sci's
    1x Purple TB dude
    1x dude that gives extra power with ETPX skills

    Overall the setup feels OK. I make things go boom and I can tank somewhat OK.

    Mostly I feel my engie abilities could be put to better use. Its a pretty selfish build and has limited hull healing. At the same time I can pound things down and I realize I can't have it both ways.

    Mostly just looking for another view on it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    with a build like that, you want to do everything you can to maximize energy damage. i have a similarly equipped tac captain excelsior with all cannons and turrets and it can be extreamly effective. my build revolves around fully buffed tetryon ACCx3 single cannons and the tetryon glider. the acc 3 makes all the difference, escorts and bops cannot weather this damage like they can from a typical beam array cruiser for very long, the glider and procs can reduce a targets shields to slivers on all sides before i can even use the second CRF.

    Tac
    TT1, CRF1+2
    Engie
    ET1, 2xEPtS1, 2xEPtW2, RSP2, A2S3
    Sci
    HE1, TSS2

    these are the stations i use, its a good mix of survivability, self and team support, and a strong focus on weapon power. if you have access to ET3 you might want to use that, make one of your EPtW level 1, and use RSP1. DEM is not needed when you can instead melt your opponents shields. as far as weapons power is concerned, you want about 150. never mind the cap, its not in place anymore, and the lower your energy dips when fireing the better your average shot will be. have weapons energy maxed at 100 too of course.

    omega engine and deflector, omega or maco shields. the 3 piece omega power can be handy for scratching someone to death with your cannons. its wise to also have the borg set on hand, sometimes you need to be on the defensive.

    boffs should be 3 shields distributors and 2 conn officers, best you can get. consoles should be

    borg, ___, 2x nutronium
    2x flow cap
    3x energy damage

    in the open eng console location you can put a turn rate console, sif, another armor, or ptw.

    besides the borg set, its smart to also have 8 at least acc2 beam arrays to fall back on if you are just to out maneuvered to be any good to the team. acc2 tetryon beams are in the dilithium store, good weapons that are easy to get. basically all you have to do is swap the weapons and a tac boff for beam skills.

    for beam skills, i am finding faw, when not against 1 person, nearly worthless at dealing damage. your better off not useing it if your not alone. its just a garbage man skill, and its extreamly inaccurate because apparently its not taking into account acc mods on weapons. what i am having surprising luck doing lately is equipping BO2+3. sure, im just using beam arrays, but hull hits deal between 7000 and 15000 damage with crits when they hit hull, every 15 seconds. thanks to the glider and tet weapons, i see hull all the time. ive been preferring this to my cannons lately. just buy about 100 weapons batteries, and go through them like candy. with 2 BOs that wild card eng console slot should have an eps console in it to recover from the massive drains a little faster.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    shelev wrote:
    So I grabbed an Excel and I'm having a pretty good time.

    That said I dont think I have it setup as best I can.

    What I have.
    4x single cannons
    4x turrets

    Tac
    TT1, CRF1+2
    Engie
    ET1, 2xEPTW1, 2xEPTS2, RSP2, DEM3
    Sci
    TB1, TSS2

    3pc Borg, MACO shield.

    DOFFS
    3x Blue Sci's
    1x Purple TB dude
    1x dude that gives extra power with ETPX skills

    Overall the setup feels OK. I make things go boom and I can tank somewhat OK.

    Mostly I feel my engie abilities could be put to better use. Its a pretty selfish build and has limited hull healing. At the same time I can pound things down and I realize I can't have it both ways.

    Mostly just looking for another view on it.

    well you have 2 copies of epts and 2 copies of eptw. just go epts x2 and eptw x1 skill the eptw to level 6. it will fit very nice in between the epts. example epts goes up then epw then epts. so you will always be running hot. not sure if you have that on space bar bind.

    http://denkbassin.de/sto/


    no worries about the link. it is in english. take the text file out and put it in sto. it is a good key bind. so that way on tray 7 you put your epts x2 and eptw x1 so when you hit space bar its always poping when ready as well as balance your sheilds. also keep your weps on auto fire. i do it. not sure what class you are. tact sci engy? i have a sci oddy and engy class. i run epts 1 eptw 1 epts 3 rsp et3 aux to struct 3 extends 1 he 1 tss 2 faw 1 and 2. faw 1 and 2 is on my e key. i have 2 purple et doffs for cool down. got the bat doff and the doff that procs like red matter.


    also i do have a tt but i hardly use it. only if i need to since i do give out et to people on my team in pvp.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012



    2xEPtS1, 2xEPtW2,
    i just want to know how you run this and not kill yourself with the cool down.
    why not 2 copies of epts and 1 copy of eptw? that alone will free up a slot and you can chain all 3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    with running 2 copies of each EP, you can chain both pretty much constantly, giving max weapons and sheild power thruought a match..gcd is 15s, each one last 15..

    pretty standard cruiser layout.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    BROKEN1981 wrote:
    i just want to know how you run this and not kill yourself with the cool down.
    why not 2 copies of epts and 1 copy of eptw? that alone will free up a slot and you can chain all 3.

    here is a perfect example of what happens when bad information is allowed to spread amongst good information. you are mislead, 2 copies of each provides you with 100% up time on both subsystems. what you and Hilbert suggest gives you only 50% up time with weapons power, something extreamly counter intuitive when you are in a cruiser that relies on consistent damage over time to be effective.
    BROKEN1981 wrote:

    when i first read that suggestion about only running 1 copy AND only skilling it to 6 i couldn't believe what i was reading. i scoff, ney, snort loudly at the absurdity of it. if your running a star cruiser that is only supposed to heal why run any copies of EPtW? run 2 EPtA if anything! if your trying to build a cruiser with the highest dps possible without compromising survivability there is no way in hell that you should run only 1 EPtW. so for nether type of cruiser, healer or DOTer, is that advise useful. its counter intuitive troll advice. the rest of the information in the guide is pretty good, basic, fool proof info.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    with running 2 copies of each EP, you can chain both pretty much constantly, giving max weapons and sheild power thruought a match..gcd is 15s, each one last 15..

    pretty standard cruiser layout.
    and how would you achieve that? they conflict with each other
    here is a perfect example of what happens when bad information is allowed to spread amongst good information. you are mislead, 2 copies of each provides you with 100% up time on both subsystems. what you and Hilbert suggest gives you only 50% up time with weapons power,


    actually most of the time i have sheilds power icon along with a wep power icon. i tryed to run 4 copies of the of eptx but could not make that work. i had to chose which eptx i wanted. when i read the hilbert guide, for me it explained how to chain the powers. im an engy class so i do get eps and nadion inversion. so im really never lacking much on dps. my aux is at 85 with out bumping my power levels because i tweaked my power levels. i brought down my sheild power as low as i could and put the rest into aux making sure my engine power was at a level to give me 60 defense. but if you can please explain what the op is talking about with getting gcd of 15 sec for each power. but if i were to do that i would not be as good of a healer. i got epts 1 eptw 1 epts3 rsp extends 1 aux to sif 3 et 3. i am thinking of extends 3 instead of aux to sif 3. i have 3 mk12 purple sif gens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    EPTx skills share CD's with each other and also with EPTx skills of other subsystems, but at a reduced ammount. That is to say, EPTS shares a 30 sec CD with another EPTS skill, but only a 15 sec GCD with EPTW. So if you have 2x EPTS and 2x EPTW you:
    Activate EPTS
    15 sec later activate EPTW, It has just come off it's 15 sec GCD with EPTS, and there is 15 sec duration remaining with EPTS
    15 sec later activate EPTS (second copy), the first EPTS has just expired and there is 15 sec left on the EPTW
    15 sec later activate EPTW (second copy), The first EPTW has just expired and there is 15 sec duration left on the second EPTS power.
    15 sec later, go back to step 1.

    The key is understaning that emergency power to X shares cooldowns with all other emergency power to X, but the shared cooldown and the cooldown shared with emergency power to other subsystems are not the same.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    Yeah, I really miss seeing non Oddys.

    The Bortas at least seems to have not totally replaced the other klink ships.. but the Oddy is like everything the other ships want to be, (for non tacs at least) which I think is rather sad.

    I guess I'll try to queue now with my Star Cruiser, just out of spite. I am sure people will be surprised by how nimble my space whale is comared to the Oddy.

    And make no mistake - the Star Cruiser is the original STO space whale. All other ships are just pale imitations.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I guess I'll try to queue now with my Star Cruiser, just out of spite. I am sure people will be surprised by how nimble my space whale is comared to the Oddy.

    And make no mistake - the Star Cruiser is the original STO space whale. All other ships are just pale imitations.

    I've perfected the art of slide in that beauty. I literally hear myself screaming, "Weeeeeeeee" everytime I drop up of impulse speed + evasive :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    BROKEN1981 wrote:
    thanks mav, and TRIBBLE i wish i thought of that. could have put thoes points some where else. did not know et would fix that.

    also another question, a friend told me that disruptor procs are like a beta that cant be cleared. if phaser is the wep of choice for most every pvp'er, wouldn't disruptor be actually better?

    also i read that accx2 crit d is better then accx3. that the over flow isent all the great. can you explain this? ive invested into phaser accx2 crit d and was going to save for accx3. at 20 mill for 1 dhc is this the right choice?

    Yeah I'm still not sold on triple accuracy weapons myself. AccX2 and CrtH is my preferred choice due to superior damage over time. CrtD is great if you are going for raw burst damage, but for a cruiser even a DHC in my opinion, you want that CrtH (also I feel CrtH is superior to CrtD on scorts as well, because of the sheer number of crits you will roll with a CrtH vs CrtD. twice as often infact).

    The overflow, really is not that substantial for 3accs vs 2, and as an added bonus, they redid Acc overflow somepoint during, or just after or just before f2p. It only adds to Crit Severity now, I've noticed. Double Acc is great for hitting stuff, and gives you basically a free crtD when you have AccX2, then you couple that with CrtH and you can get some truly exceptional #s.

    Disruptors, are easily the second best weapon in the game, due to the unclearable debuff they provide. Back in the days before Borg Stupid Shields (and the children known as KHG, Maco, and Omega) CAC we had a team of all disruptors, APB, and Plasma. (torps, energy, and warp plas) with a DEM 2 cruiser... we used to burn everyone down from their insides out. Good times.

    Also if I recall correctly the disruptor debuff can stack with itself which can really wreck havoc in the right team.

    If phasers didn't have that stupid subsystem knock down Disruptors would be on everyone's ships, save for the nutso people like me that love to have specific colors for specific toons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    EPTx skills share CD's with each other and also with EPTx skills of other subsystems, but at a reduced ammount. That is to say, EPTS shares a 30 sec CD with another EPTS skill, but only a 15 sec GCD with EPTW. So if you have 2x EPTS and 2x EPTW you:
    Activate EPTS
    15 sec later activate EPTW, It has just come off it's 15 sec GCD with EPTS, and there is 15 sec duration remaining with EPTS
    15 sec later activate EPTS (second copy), the first EPTS has just expired and there is 15 sec left on the EPTW
    15 sec later activate EPTW (second copy), The first EPTW has just expired and there is 15 sec duration left on the second EPTS power.
    15 sec later, go back to step 1.

    The key is understaning that emergency power to X shares cooldowns with all other emergency power to X, but the shared cooldown and the cooldown shared with emergency power to other subsystems are not the same.

    but isent this really what i am doing with epts eptw epts? sorry if its not sinking into my brain.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    BROKEN1981 wrote:
    but isent this really what i am doing with epts eptw epts? sorry if its not sinking into my brain.

    no, that leaves you with 100% up time with shields and 50% up time with weapons. epts eptw epts eptw and then starting over with the first epts you clicked grants full up time on both.

    just get in a cruiser, park outside space dock, and cycle 2 copies of EPtS and 2 copies of EPtW. see it in action for yourself. if you have EPtX cooldown reducing doffs on your active roster it could easily interfere with 4 copies working in unison though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    ok i will try it out and see what its like.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    edit: nevermind, unnecessary to re-iterate


    Mavairo wrote:
    If phasers didn't have that stupid subsystem knock down Disruptors would be on everyone's ships, save for the nutso people like me that love to have specific colors for specific toons.

    Haha, I know what you mean. I've actually gotten to the point that I need to stop myself from trying to do what's "best" for my energy damage and go back to using what I think looks pretty or whatever. Ah well, I guess it gives me a reason to use salvage at DS9.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    The Atrox is an Engineer and Sci captain's ship. Mostly engineer, scis you really only get that initial Sub Nuc strike with this thing to really rely on it otherwise. This ship can be an absolute Monster on shield healing which gives it incredible solid potential for use on a team, the shuttle craft and various options they contain, give you a host of crowd control by default. This ships purpose, in this configuration is all about Healing and CC. While it does have 100 weapons power to assist in DPS dealing it's not going to be topping the charts there. However the healing capabilities are ridiculous. And in a proper team, you won't see too many fatalities on the field.

    Shields: MACO
    Engines: BORG
    Deflector: BORG
    Weapons: 6x Tetryon Arrays [Acc]x2

    Eng. Consoles: 1x Diburnium Armor, 2X SIF Generators
    Sci Consoles: 1x Shield Emitter, 3x Field Generator
    Tac Consoles: 1x BORG, 1x Tetryon

    Hangers: 1x Adv. Stalkers, 1x Adv. Runabouts

    Devices, Aux Batteries, Shield Batteries, Subspace field mod.

    Lt. Tac: TT1, FAW2
    Lt. Cmdr. Eng: EPtS1, Extend Shields 1 (RSP1), EPTS3 Alternate: EPTA1, EPTS2, EPTS3
    Lt. Cmdr Sci: TB1, HE2, TSS3
    Cmdr. Sci: TSS1/TB1, HE2/TSS2 ST3, TBR3 (PSW3) Alternate: TB1, TSS2, ST3, TBR3/PSW3

    Power Levels, 100 to Guns, 50 to shields, 25 25, secondary 100 Guns, 25, 25 50. Tertiary 25, 50, 25 100

    DOffs: 2x Shield Distri (Purple), 2x Dev Lab (Purple), 1x Warp Core Engineer.
    just wanted to know why borg gear when maco deflector will boost the tbr for you. is it for teh borg procs?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    when i first read that suggestion about only running 1 copy AND only skilling it to 6 i couldn't believe what i was reading. i scoff, ney, snort loudly at the absurdity of it. if your running a star cruiser that is only supposed to heal why run any copies of EPtW? run 2 EPtA if anything! if your trying to build a cruiser with the highest dps possible without compromising survivability there is no way in hell that you should run only 1 EPtW. so for nether type of cruiser, healer or DOTer, is that advise useful. its counter intuitive troll advice. the rest of the information in the guide is pretty good, basic, fool proof info.

    Let me explain the reasoning behind this.

    First, if one is only using one copy of EPtW, skilling it only to 6 is useful to prevent EPtW from TRIBBLE up the 100% EPtS coverage every now and then.

    Second, the reason I'm not recommending two EPtWs is that doing so would mean sacrificing either ET or RSP. RSP is a really useful self-defense skill, especially for beginners. And ET is necessary for a well-rounded cruiser since it is usually not carried by non-cruiser ships.
    Obviously highly optimised DPS and healing builds are slightly different. A pure healing build would drop the ST, move the ET up to level 3 (+doffs) and maybe even replace the TT with APD. A DPS build would drop either RSP or ET in favour of a second EPtW.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    mancom wrote:
    Let me explain the reasoning behind this.

    First, if one is only using one copy of EPtW, skilling it only to 6 is useful to prevent EPtW from TRIBBLE up the 100% EPtS coverage every now and then.

    Second, the reason I'm not recommending two EPtWs is that doing so would mean sacrificing either ET or RSP. RSP is a really useful self-defense skill, especially for beginners. And ET is necessary for a well-rounded cruiser since it is usually not carried by non-cruiser ships.
    Obviously highly optimised DPS and healing builds are slightly different. A pure healing build would drop the ST, move the ET up to level 3 (+doffs) and maybe even replace the TT with APD. A DPS build would drop either RSP or ET in favour of a second EPtW.

    after i thought about it some more that's basically the rational i came to for it. i still dont think its a great idea though. if i was running a pure healer, and wanted 4 EPtX skills, id run a negvar or galaxy R so 3 out of 4 of those skills would take up the ensign stations. on an assault/star cruiser healer i simply would only run 2 EPtS and thats it. the up time on the aditinal weapons power makes it all but useless, barely registrable damage increases would come from its use on such ships. you would be better off with a single copy of EPtA, and try to time its cycle whenever TSS and HE cooldowns end.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    i run a healer oddy. i have et 3, epts 1 and 3, eptw1, extends 1 (unsure of this level, thinking it should be extends 2) rsp, aux to sif 3, he 1, tss2. tt1 which i hardly ever use except in stf or if i have fomm and beta put on me. i dont find myself using rsp all that often. actually hardly ever. if i do use it i get an awesome sub nuke. thats when my cap powers comes into play. as for eptw1, i find it helpful because i time my nadion inversion,red matter and wep bats and eps around it. so my aux with out bumping it is at 85. my wep power is at 103. so mostly i have full wep power in a match. i found the advice from hilbert very good. as far as key bind i put faw 1 and 2 on my e key.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Having only 1 secondary subsystem getting power, is a staple of quite a few of Mavairo's builds as well.
    Namely he appears to use aux the most, since you don't constantly need high aux. (and if you do there are aux batteries for that)

    So double ETPS, +1 EPTX of your choice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Thanks for build above use a similar one for PvE with Lt com Tac

    But am really struggling to get my PvP boat with heals to do any effective damage.

    Using

    Tac Oddy

    FAW 1 Delta 1
    Tact team 1 or Sci team 1
    Emptw 1 Empts 2 aux to sif 2 extend 3
    Empts 1 RSP 1 Eng 3 (with maint doffs)
    HAZ 1 TSS 2

    8 beam , maco , 3 x borg

    With this build at 100, 25, 25, 50 I used to be able to heal team very competitively , tank very well and do reasonable constant support DPS and drive off the odd escort on tail.

    Now the DPS is poor hurts the a little team , but also means as escorts are more tanky now a good one can out tank/dps me.

    Anybody got any ideas to maintain heals and improve the damage ?

    Thank you :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I would move shield power to 50 personally to get your extend resist up.

    Run full to Guns, and change out EPTW for EPTA.
    Get a Warp Core Engineer, and give yourself EPS power transfers.

    Also, you can try moving ES3 down to 2 and run Eject Warp Plasma 3 in the cmdr slot, the dot will get your damage up once you learn to use it. Only problem with that particular suggestion is, Oddys are Fat.

    So you might want to use DEM 3 instead.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I would move shield power to 50 personally to get your extend resist up.

    Run full to Guns, and change out EPTW for EPTA.
    Get a Warp Core Engineer, and give yourself EPS power transfers.

    Also, you can try moving ES3 down to 2 and run Eject Warp Plasma 3 in the cmdr slot, the dot will get your damage up once you learn to use it. Only problem with that particular suggestion is, Oddys are Fat.

    So you might want to use DEM 3 instead.

    Better yet, push the shield power level profile and after that click your extends :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    with the warpcore engineer, EPTS2, and appropriate skill ranks. (also I'm assuming he's an engineer) with EPS power transfer his shields will already be at 125 power. The only system he'll have that won't be when the doff procs, is engines at 105-110 http://postimage.org/image/m601ls5h1/full/
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    this is my sci carrier spec,(well soon to be spec, need to respec it)

    http://www.stoacademy.com/tools/skillplanner/index.php?build=mysci3_0

    anything wrong with this? getting very frustrated and i just might put my sci in an escourt. its mostly what i know. its just that i would love to make this stupid carrier work. u have a sad panda thats a tact in the carrier. stupid part is hes better then my sci in the carrier. but my escourt would pwn him. have many times. but this shows just how bad my sci in the carrier is. i do credit this to him spamming lame tractor npc's and i wont because it adds the lameness to the carrier. but lets just assume he took the tractor npc's off his carrier. i still semi think hes going to our perform mine. maybe right now my spec is off. and im really thinking way off right now.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=mysci1_0

    this is my current spec. only doffs i have is 2 purple sci teams doffs and 1 blue sdo doff. just looking at my spec you can see i went for repel but not the damage with it. not even sure if the damage with repel is all that great. ive seen many times of it get posted in opvp chat. TRIBBLE ive seen it hit me very awesome too. but i was always able to make a quick comeback after with my own healing. gravwell seems very lackluster with holding. with full aux and use of grav well ive seen carrier npc manage to get out of it. and i have a purple mk12 console boost repel. ive tryed ss3 and only noobs mess up and give me thier heals. well even high level players have. we all mess up for tme to time. now if they put back the target switching i think ss3 would get better. its been used on my escourt and i just lol at it. ams is a diff story. that seems to make the player ship go into cloak kill mode.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    We'll start with your boffs :)

    GW3 is a great opener, however subsequent uses of it are much more difficult in a carrier.

    I like the PSW3 there better by quite abit.

    Specs. Tweaking it now.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=brokenskitty11_0

    This will up your damage, keep your durability comparable, and greatly help your CC abilities out put. You can switch between GW, scramble etc with this setup pretty readily. Best thing about scramble is the havoc it causes with pets :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    ahh ty very much. def looks much better then what i had lol.

    ok now i did get that speced and i notice right away im much harder to kill now. i did however take out points for confuse and put them into disable duration. now my subsystem attacks are good now. i am right now using he 1 and 2. (thinking of using he1 tbr 1) psw 1 grav well 3 tss 1 sci team 2 and vm1(7.1) disable.

    tt1 mainly for stf delta 1 epts1 2 aux to sif 2
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    mvs5191 wrote: »
    Excelsior.
    DEM 2 + 3
    Rapid Fire 1 + 2 (or SV 1 + 2)
    Phasers, Disruptors or AP (Plasma used to be a good choice, now you'll just get laughed out of Arenas if you use those)
    Preferably Tac, but Eng works as well.

    Accompanying abilities: TacTeam, Aux to SIF, maybe RSP, 2 copies of EPtS, HE 1, TSS 2. Try and get Maintenance Engineer DOffs so that you can slot only 1 EngTeam but have it nearly always at it's GCD. Also some Shield Distribution Officers. Everyone could use a few of those.

    I do want to like DEM as a skill but I feel like you sacrifice too much survivability to make it work. Chain EPtS1, keep the ET ensign and use the lieutenant slot for DEM?
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