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The Dragon Flagship Build

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    lol, I don't know If I fancy grinding another 80 edc just to get phasers with the Borg modifier. I've never found the lance that powerful.

    Unless you are a Tac captain, it aint.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    Unless you are a Tac captain, it aint.

    I am a tac
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    So has anyone given thought as to how to adjust this build to the 3 new Odyssey Refit's? I am certainly interested in seeing how it would be applied to the Tactical and Science versions of the Odyssey in particular. Currently the build I am working with is as follows:

    Tactical Captain in a Science Odyssey Variant
    Skill Planner

    Forward Weapons:
    3x Phased Polaron Beam Arrays Mk. XI
    1x Tricobalt Torpedo Launcher Mk. XI [CrtD] [CrtH]

    Aft Weapons:
    4x Phased Polaron Beam Arrays Mk. XI

    Assimilated Deflector Array
    Assimilated Subtranswarp Engines
    Jem'Hadar Resiliant Shields (Plan to replace this with the MACO Mk. XII Shields eventually)

    Engineering Consoles:
    2x EPS Flow Regulator Mk. X
    1x RCS Accelerator Mk. XI
    1x Universal - Aquarius Escort

    Science Consoles:
    1x Field Generator Mk. XI
    1x Universal - Point Defense System (plan to replace this with the Assimilated Console)
    1x Universal - Chevron Seperation
    1x Universal - Work Bees

    Tactical Consoles:
    1x Polaron Phase Modulator Mk. XI (+28%)
    1x Polaron Phase Modulator Mk. XI (+26%)

    Devices:
    Weapons Battery
    Shields Battery
    Scorpion Fighter
    Subspace Field Modulator
    (plan to replace one of these with the Red Matter Device)

    Bridge Officer Slots:
    Universal Lieutenant Commander:
    Beam Array: Fire At Will I, Tactical Team II, Beam Array Fire At Will III

    Universal Ensign:
    Tactical Team I

    Tactical Lieutenant:
    Tactical Team I, Target Weapons Subsystems II

    Engineering CommanderL
    Emergency Power to Shields I, Reverse Shield Polarity I, Extend Shields II, Eject Warp Plasma II

    Science Lieutenant:
    Hazard Emitters I, Transfer Shield Strength II

    Duty Officer Space Slots:
    3x Reduce Evasive Manuevers - Green
    1x Immobilize w/ Eject Warp Plasma - Green
    1x Damage Resist with Ramming Speed & Brace for Impace - White
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    oh god, those station powers, the humanity

    ok now i have time to be constructive. you want, no need 2 copies of EPtS1, the extra resist you get is a must have. use the universal ensign for that. 3 copies of tactical team wont save you, they wont even function, the global cooldown only allows 2 to be chained. EWP2, get rid of that. theres no reason not to have EWP3, its super common on the exchange. better yet ditch version 2 or 3 and get 1, still does the same speed debuff thing with slightly lower DOT, which will never amount to much anyway. your better off getting A2S3, you need more hull heals. attack pattern beta or delta would be a good choice for tactical powers, your science powers are good. the EPS and RCS consoles arent doing you any good. eps is only helpful for beam overload recovery, it doesn't help your general weapons power recharge faster after every shot. the RCS effect is less then a drop in the bucket. equip armor instead, your going to need it. also since TTS, A2S and HE are all aux based heals, your going to want to carry around aux batteries, and use them like candy. they will save your life.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is the build i'm using for Engineering Character on Tactical Odissey, it still needs work:

    Weapons:
    8x Phaser beam banks XII

    Engine:
    Assimilated Subtranswarp Engines

    Deflector:
    Assimilated Deflector Array

    Shields:
    Maco XII

    Engineering Consoles:
    Neutronium Armor XII
    Aquarius Module
    Work Bees
    Chevron Separation

    Science Console:
    Field Generator XI (+ shield)
    Assimilated Module
    Point Defence System / antimatter spread

    Tactical Console:
    3x Phaser Relay XII

    BOFFS:

    Commander Engineer:
    EPtW I, Reverse Shield Polarity I, EPtS III, Extend Shields III

    Lt. Comm Universal:
    EPtW I, Engineerning Team II, EPtS III

    Lt. Science:
    Transfer Shield Strength I, Hazard Emitters II

    (regarding tactical i'm trying a new approach for my cruiser build)
    Lt. Tactical
    Tactical Team I, Attack Pattern Beta I

    Ensign Universal:
    Tactical Team I

    Test results:
    Cycling EPtS, EPtW as usual i have 125 shield and 125+ Weapons power, i have tryed to modify my usual "tactical boffs" that are Beam Fire at Will etc for having 2x Tactical Team that i cycle continuously togheter with shield and weps power.

    In this way i have a very very good survaivability due to auto-shield transfer, reverse shield polarity allow me another skill for survival that is not in cooldown with tactical team while i keep one engineering team for when i need to boost my hull loosing one cycle of tactical team (still thinking of changing this).

    I have decided to switch Emergency to Integrity field for Extend shields III so that i can keep alive others in STF's, including the Kang in cure.

    let me know what you think, so far is working good, the DPS is a lot better with 3 tactical consoles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    now this build isn't bad at all, a bit greedy with 2 EPtS3, i think one is missing in your description. its nice to see someone using the ltc station for engineering, its really the only viable thing to do. you shouldn't need 2 tactical teams on a beam array broad side ship, replace the 2nd TT with FAW 1 and your good. i would normally say you want HE1 and TSS 2, but seeing as you are using EPtS 3, and you don't have ET3 or A2S3, you need the extra hull heal from HE 2.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    oh god, those station powers, the humanity

    ok now i have time to be constructive. you want, no need 2 copies of EPtS1, the extra resist you get is a must have. use the universal ensign for that. 3 copies of tactical team wont save you, they wont even function, the global cooldown only allows 2 to be chained. EWP2, get rid of that. theres no reason not to have EWP3, its super common on the exchange. better yet ditch version 2 or 3 and get 1, still does the same speed debuff thing with slightly lower DOT, which will never amount to much anyway. your better off getting A2S3, you need more hull heals. attack pattern beta or delta would be a good choice for tactical powers, your science powers are good. the EPS and RCS consoles arent doing you any good. eps is only helpful for beam overload recovery, it doesn't help your general weapons power recharge faster after every shot. the RCS effect is less then a drop in the bucket. equip armor instead, your going to need it. also since TTS, A2S and HE are all aux based heals, your going to want to carry around aux batteries, and use them like candy. they will save your life.

    LOL, reading your initial post, made me laugh.

    Um now on to serious matters. Everything Dontdrunk wrote, I endorse, support, campaign for and would vote for.

    I would also recommend you look at this very good and very helpful guide on setting up a cruiser:

    http://forums.startrekonline.com/showthread.php?t=249906

    However, I think don't drunk forgot to say is to ask a question: why are you flying the Odd?

    I know, I know the ship says Tac oddys but honestly it's not an escort. It's not an attack ship. It's a support ship, even the devs have said so.

    I know, you just spent money on it and you don't want to feel you've wasted it but if you really want to do a tac cruiser combo, you should look at the Excelsior. The Excelsior, when built right, works very well with escorts. To be frank, it's arguably the best ship for a Tac cruiser combo on the Fed side.

    If you want to fly around in a cruiser I would strongly recommend you roll and engineer. Quite frankly since the introduction of the anniversary Odd, I have yet to see a tac or sci Odd that was impressive. The ships slow manuverability don't work well with either class.

    Let me be clear, I'm not trying to be mean, put you down or lol at you. I'm just trying to offer some constructive criticism.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    why thank you! ya i didn't want to bag on him for using an odyssey, and with a tactical captain. its what he wants to fly, i just wanted to help it be as close to viable as possible
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Actually one of the main reasons I purchased the Odyssey pack on my Tactical Captain was so I had it available when I finally got my Engineer up to level 50 XD

    EDIT: Speaking of which I am going to start working on that character soon...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    eversive wrote: »
    This is the build i'm using for Engineering Character on Tactical Odissey, it still needs work:

    Weapons:
    8x Phaser beam banks XII

    Engine:
    Borg

    Deflector:
    Omega

    Shields:
    Omega

    Engineering Consoles:
    Neutronium Armor XII
    EPS
    Assimilate Module
    Chevron Separation

    Science Console:
    Field Generator XI (+ shield)
    Flow Capacitor
    Flow Capacitor

    Tactical Console:
    3x Phaser Relay XII

    BOFFS:

    Commander Engineer:
    EPtW I, EPTSII, EPtS III, Extend Shields III

    Lt. Comm Universal:
    EPtW I, RSP1, Engineerning Team III

    Lt. Science:
    Hazard Emitters I, Transfer Shield Strength II


    Lt. Tactical
    FAW I, Attack Pattern Beta I

    Ensign Universal:
    FAW I




    Hey there that looks a lot better, Especially with the right Doffs


    P.S. I am myself might be going back the the Excelsior since I'm not fan of the Boff layout....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Figured I would post my current setup on here and get some / any recommendations anyone might have.

    I am a Tactical Captain flying the Galaxy-X.
    I am using:

    Fore:
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Quantum Torpedo Launcher MK XI [Acc] [CrtD] [Dmg]

    Aft:
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]

    Equipment:
    Jem'Hadar Impulse Engines Mk XI
    Positron Deflector Array Mk XI [Em] [Stl] [ShdS]
    Shield Array Mk XI [Cap]x3

    Devices:
    Auxiliary Battery x20
    Engine Battery x20
    Scorpion Fighters
    Subspace Field Modulator

    Consoles:
    Neutronium Alloy MK XI (Blue)
    Neutronium Alloy MK XI (Blue) or Universal Cloaking Device.
    EPS Flow Regulator MK XI (Blue)
    EPS Flow Regulator MK XI (Blue)

    Field Generator MK XI (Blue)
    Assimilated Module

    Phaser Relay MK XI (Blue)
    Phaser Relay MK XI (Blue)
    Phaser Relay MK XI (Blue)

    Bridge Officers:
    Tac. Ens. – BO1
    Tac. Lt. – BO1 / HYT2 (Efficient)
    Eng. Lt Cmd. – EPtW1 / ET2 / EPtS3
    Eng. Cmd. – EPtW1 / RSP1 / EPtS3 / A2SiF3
    Sci. Lt. – HE1 / ST2

    Power Levels:
    124/75 (Gah, I’m missing 1!)
    124/65 (Gah, I’m missing 1!)
    54/25
    62/35

    Skill Build:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=CygoneDN2_0

    Duty Officers:

    Development Lab Scientist (Purple) - Cooldown on Science Team by 8 seconds.
    Development Lab Scientist (Purple) - Cooldown on Science Team by 8 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.

    I use a macro bound to space, that fires all energy weapons, cycles the 4xEPtX and A2SiF3 on cooldown and distributes all shield power, this way my hull always has the resistance buff and its constantly topped off from the bleed damage; and my 4xEPtX are never forgotten to be used. I have found that using this, I actually have 0 need for a Tactical team to redistribute my shields as I automatically do it each time I press space (so like 10 times a seconds, hehe).

    How much dps do I lose from only 124 and not 125 power in weapons? (I did post a thread on this, but no one knew the answer), link: http://forums.startrekonline.com/showthread.php?t=260794

    Are there any glaring holes in my skill build?

    Other questions that maybe someone can help with:
    .
    Because of the Duty Officers I use for Science Team (heals for 3000 per facing every 15seconds), I literally never use ET2, what would be an alternative for this slot?

    Cy
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    now this build isn't bad at all, a bit greedy with 2 EPtS3, i think one is missing in your description. its nice to see someone using the ltc station for engineering, its really the only viable thing to do. you shouldn't need 2 tactical teams on a beam array broad side ship, replace the 2nd TT with FAW 1 and your good. i would normally say you want HE1 and TSS 2, but seeing as you are using EPtS 3, and you don't have ET3 or A2S3, you need the extra hull heal from HE 2.

    Yes, i missed to write one officer :) my bad, i'll fix it, regarding your toughts:

    2x Tactical team: i have noticed that using 2x tac team gives me a very very high survaivability since 20 seconds every 30 seconds i have my officers moving shield power where is needed, without that i would have 10 seconds every 30 of that, in 20 seconds many things can happens and ruin your job, sadly the cooldown is shared with engineering team II making it less useful, any idea on what i could replace it with?

    HE2: Yes i lack armor rep, since i have miracle worker + engineering team 2, but that's all, i don't have any other ability for repairing hull so i prefer that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    eversive wrote: »
    Yes, i missed to write one officer :) my bad, i'll fix it, regarding your toughts:

    2x Tactical team: i have noticed that using 2x tac team gives me a very very high survaivability since 20 seconds every 30 seconds i have my officers moving shield power where is needed, without that i would have 10 seconds every 30 of that, in 20 seconds many things can happens and ruin your job, sadly the cooldown is shared with engineering team II making it less useful, any idea on what i could replace it with?

    HE2: Yes i lack armor rep, since i have miracle worker + engineering team 2, but that's all, i don't have any other ability for repairing hull so i prefer that.

    you only need TT when an escort is unloading on you, the rest of the time just spam the redistribute all hotkey, doing this constantly can increase your survivability by 200%, you should never die with any of your shield faceing full. like i said, for tactical TT1, FAW1, and APB1. if you do get blasted durring a tt cooldown or off guard, not having armor can result in a 1 shot before you can use any heals. heals are finite and on cooldowns, resistance is always on, and always lessening the damage you take
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Even if it's not optimal for tanking/healing tonight i have tryed a different build only for STF, since DPS is very important for completing optional objectives:

    Heavy hits on single targets:

    Bridge Officers:
    Eng. Ens. – EPtW 1
    Tac. Lt. – TT 1 / Beam Overload 2
    Tac. Lt Cmd. – TT 1 / Attack Pattern Beta 1 / Beam Overload 3
    Eng. Cmd. – EPtW1 / EPtS 2 / EPtS 3 / Extend Shield 3
    Sci. Lt. – Transfer Shield Strength 1 / Hazard Emitters 2

    With this layout i find the damage against single targets to be very very intresting, critical hits of Beam Overload when Beta is active is very very good striping out cubes shield or wrecking smaller targets in no time, i like it a lot but the drop of weapon energy is not very lovely.

    Heavy hits on groups (but is very difficult to focus on something when surroaded by enemies)

    Bridge Officers:
    Eng. Ens. – EPtW 1
    Tac. Lt. – TT 1 / Beam Fire at Will 2
    Tac. Lt Cmd. – TT 1 / Beam Fire at Will 2 / Attack Pattern Beta 2
    Eng. Cmd. – EPtW1 / EPtS 2 / EPtS 3 / Extend Shield 3
    Sci. Lt. – Transfer Shield Strength 1 / Hazard Emitters 2

    With this layout i noticed a very high overall DPS, very good energy management but it has a big problem, Odissey is pretty slow and for focusing on something with full DPS i need to move since everything else then my main target is at 10km+, this is very hard and when i need to drop a transformer while spheres are around make me loose a lot of dps, for covering against probes or borg bop's is very very nice the dps is lovely and very easy to use.

    With +5 on shield power i reach anyway 125 shields (even if i waste a bit when under EPtS 3), the survaivability is NOT BAD at all (in Elite STF's) when i die is always due to invisible torps or burst of damage that i could not survive in any way.

    I still keep the Extend Shields 3 for healing others or the Kang in Cure Space and the DPS is a LOT better, for STF's i think this build is better since healing is not so "crucial" and i keep the "dragon" layout.

    Give it a try, it's not the best build ever but i can sit on my odissey without crying about going back to my Defiant due to TRIBBLE damage all time..

    Regarding 2x TT 1 sincerely, i always use "balance shields" on my main keybind but without the double TT 1 (that is continously applied by keybind without my direct decision) i find my tank a lot better, maybe i could live without it but i like it a lot.

    I will test these build more, for PVP i will never switch the engineer lt. cmd. for tactical but for STF sadly DPS is the king.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Engineer Vice Admiral here. The Assault cruiser Dragon build has me pondering a couple things. As I really really want to be more viable then just healing in PVP (I do not want to top escorts, but I do want to be a bit more of a threat toe-to-toe too) I'm wondering if this setup will work well for an Engy. Here is what I have so far:

    U.S.S. Phalanx
    Fore: 1x DBB Tetryon MK XI, 1x Quantum torp MK XI, 2x BA Tetryon MK XI
    Aft: 4x BA Tetryon MK XI

    Engine: Jem'Hadar MK XI (have 2 borg pieces too, engine and deflector)
    Deflector: Positron very rare MK XI
    Shield: MACO MK XI

    Engineer con: 2x EPS MK XI, 1x RCS, 1x Abalative Armor (will switch with the Neutronium)
    Tac: 3x Tetryon MK XI
    Science: 1x Shield emitter MK XI, 1x Shield Generator MK XI

    Boffs
    Tac: TT1, APB1, BO1
    Eng: EPTW1, RSP1, EPTS3, ExTS3 EPTS1, ATSIF1, ET3 (has DEM3 when I cycle into the cmnd position).
    Sce: ST1, HE2 OR when I cycle another in TB1, Tachyon 2


    By the sound of it, you are saying my effectiveness and DPS should increase if I switch my engy boffs with the following:
    EPtS1, RSP1, EPtW3, ExTS3 and EPtW1, ET2, EPtS3 (DEM3 to rotate out).
    and then switch my Sci with HE1, TSS2.

    Would this work for Engy captain? Or in all reality should I be rerolling my toon as a Tac Captain to be effective.

    I do have a fleet escort for pressure dps too that I may just fall back on, but I'd really like this work out...I get bored of healing sometimes...I heal well enough, just most the time my team loses anyways since no one focus fires in PVP making me not want to heal anymore, but I do like the engy captain class. Halp!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cstriker01 wrote: »
    Engineer Vice Admiral here. The Assault cruiser Dragon build has me pondering a couple things. As I really really want to be more viable then just healing in PVP (I do not want to top escorts, but I do want to be a bit more of a threat toe-to-toe too) I'm wondering if this setup will work well for an Engy. Here is what I have so far:

    U.S.S. Phalanx
    Fore: 1x DBB Tetryon MK XI, 1x Quantum torp MK XI, 2x BA Tetryon MK XI
    Aft: 4x BA Tetryon MK XI

    Engine: Jem'Hadar MK XI (have 2 borg pieces too, engine and deflector)
    Deflector: Positron very rare MK XI
    Shield: MACO MK XI

    Engineer con: 2x EPS MK XI, 1x RCS, 1x Abalative Armor (will switch with the Neutronium)
    Tac: 3x Tetryon MK XI
    Science: 1x Shield emitter MK XI, 1x Shield Generator MK XI

    Boffs
    Tac: TT1, APB1, BO1
    Eng: EPTW1, RSP1, EPTS3, ExTS3 EPTS1, ATSIF1, ET3 (has DEM3 when I cycle into the cmnd position).
    Sce: ST1, HE2 OR when I cycle another in TB1, Tachyon 2


    By the sound of it, you are saying my effectiveness and DPS should increase if I switch my engy boffs with the following:
    EPtS1, RSP1, EPtW3, ExTS3 and EPtW1, ET2, EPtS3 (DEM3 to rotate out).
    and then switch my Sci with HE1, TSS2.

    Would this work for Engy captain? Or in all reality should I be rerolling my toon as a Tac Captain to be effective.

    I do have a fleet escort for pressure dps too that I may just fall back on, but I'd really like this work out...I get bored of healing sometimes...I heal well enough, just most the time my team loses anyways since no one focus fires in PVP making me not want to heal anymore, but I do like the engy captain class. Halp!



    Why would you use EPtW3 and EPtS1, and not the norm of W1 and S3? The only difference in higher levels of EPtW is the amount of power you can get with it. Well you still can't go over the 125, so why would u drop the survivability of S3, when you can just change your standard power allocation?

    I do appologise, you get a few % points of BASE weapon damage for 5 seconds, totally useless. The only use of EPtW is to chain them to keep your weapon power at 125, and POSSIBLY for an alpha strike with the GX.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    Figured I would post my current setup on here and get some / any recommendations anyone might have.

    I am a Tactical Captain flying the Galaxy-X.
    I am using:

    Fore:
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Quantum Torpedo Launcher MK XI [Acc] [CrtD] [Dmg]

    Aft:
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]
    Phaser Beam Array MK XI [Acc] [CrtD] [Dmg]

    Equipment:
    Jem'Hadar Impulse Engines Mk XI
    Positron Deflector Array Mk XI [Em] [Stl] [ShdS]
    Shield Array Mk XI [Cap]x3

    Devices:
    Auxiliary Battery x20
    Engine Battery x20
    Scorpion Fighters
    Subspace Field Modulator

    Consoles:
    Neutronium Alloy MK XI (Blue)
    Neutronium Alloy MK XI (Blue) or Universal Cloaking Device.
    EPS Flow Regulator MK XI (Blue)
    EPS Flow Regulator MK XI (Blue)

    Field Generator MK XI (Blue)
    Assimilated Module

    Phaser Relay MK XI (Blue)
    Phaser Relay MK XI (Blue)
    Phaser Relay MK XI (Blue)

    Bridge Officers:
    Tac. Ens. – BO1
    Tac. Lt. – BO1 / HYT2 (Efficient)
    Eng. Lt Cmd. – EPtW1 / ET2 / EPtS3
    Eng. Cmd. – EPtW1 / RSP1 / EPtS3 / A2SiF3
    Sci. Lt. – HE1 / ST2

    Power Levels:
    124/75 (Gah, I’m missing 1!)
    124/65 (Gah, I’m missing 1!)
    54/25
    62/35

    Skill Build:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=CygoneDN2_0

    Duty Officers:

    Development Lab Scientist (Purple) - Cooldown on Science Team by 8 seconds.
    Development Lab Scientist (Purple) - Cooldown on Science Team by 8 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.
    Conn Officer (Purple) – Cooldown on Evasive Manoeuvres by 10 seconds.

    I use a macro bound to space, that fires all energy weapons, cycles the 4xEPtX and A2SiF3 on cooldown and distributes all shield power, this way my hull always has the resistance buff and its constantly topped off from the bleed damage; and my 4xEPtX are never forgotten to be used. I have found that using this, I actually have 0 need for a Tactical team to redistribute my shields as I automatically do it each time I press space (so like 10 times a seconds, hehe).

    How much dps do I lose from only 124 and not 125 power in weapons? (I did post a thread on this, but no one knew the answer), link: http://forums.startrekonline.com/showthread.php?t=260794

    Are there any glaring holes in my skill build?

    Other questions that maybe someone can help with:

    How good is DEM1/2/3? Is it even worthwhile?
    Can you swap to EPtS1 and EPtW3 or is the loss of survivability not worth it?, this would give you a net increase in total power (as EPtW gives more power than EPtS), so you could put extra in to Engines or Aux.
    Because of the Duty Officers I use for Science Team (heals for 3000 per facing every 15seconds), I literally never use ET2, what would be an alternative for this slot?

    Cy

    Anyone willing to comment on this?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    Why would you use EPtW3 and EPtS1, and not the norm of W1 and S3? The only difference in higher levels of EPtW is the amount of power you can get with it. Well you still can't go over the 125, so why would u drop the survivability of S3, when you can just change your standard power allocation?

    I do appologise, you get a few % points of BASE weapon damage for 5 seconds, totally useless. The only use of EPtW is to chain them to keep your weapon power at 125, and POSSIBLY for an alpha strike with the GX.


    EPtW3 contains higher +Dmg precentage. EPtW1 has a +10% while for EPtW3 it has +17% or 20%...can't remember. Anyways, higher burst damage for 5 seconds coupled with BO1 or BO2. That's why.


    It sounds like I either need to breakdown and pay the cash for a Galaxy X or reroll tactical...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cstriker01 wrote: »
    EPtW3 contains higher +Dmg precentage. EPtW1 has a +10% while for EPtW3 it has +17% or 20%...can't remember. Anyways, higher burst damage for 5 seconds coupled with BO1 or BO2. That's why.


    It sounds like I either need to breakdown and pay the cash for a Galaxy X or reroll tactical...

    The burst damage of +17% or what ever it is, should basically not even be factored in to the equation, (imo), as you run these back to back to keep your weapon power up, and if you can time it right, you are better using W1 just after BO1/2 so that you dont suffer from the degraded weapon power level for as long.

    It is also to be pointed out that S3 gives a much better resist and a good 10000 shield on use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    The burst damage of +17% or what ever it is, should basically not even be factored in to the equation, (imo), as you run these back to back to keep your weapon power up, and if you can time it right, you are better using W1 just after BO1/2 so that you dont suffer from the degraded weapon power level for as long.

    It is also to be pointed out that S3 gives a much better resist and a good 10000 shield on use.



    True true. That coupled with APB1 should provide a small boost. I can also factor in DEM3 too, but if I run that, I need to run 2 copies really to see any value out of it. Tough decisions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    Anyone willing to comment on this?

    that looks basically good as is, though many think the galx should focus on decloaking escort tactics and a finisher with the lance, and not flown just like an assault cruiser.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cstriker01 wrote: »
    True true. That coupled with APB1 should provide a small boost. I can also factor in DEM3 too, but if I run that, I need to run 2 copies really to see any value out of it. Tough decisions.

    Not really, the total damage you get get to a hull with shields up even with DEM is.... well basically f**k all. Most people run atleast one copy of HE, and this even with 50aux is enough to compltly negate DEMs damage effect on a hull.

    I would love DEM to be buffed to level that actually made it viable as a DPS option, quite frankly is just isnt right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cygone wrote: »
    Not really, the total damage you get get to a hull with shields up even with DEM is.... well basically f**k all. Most people run atleast one copy of HE, and this even with 50aux is enough to compltly negate DEMs damage effect on a hull.

    I would love DEM to be buffed to level that actually made it viable as a DPS option, quite frankly is just isnt right now.

    DEM isn't meant for beam boats (or DHC). DEM is extra dmg per pulse, so if you use cannons single or dual (but not heavy), then DEM adds a significant amount of extra dmg.

    Not that cannons have more inherent shot per firing cycle, but cannons and turrets benifit from CRF, which doubles the number of shots fired. This is when DEM really shines.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I could find some things like the Red matter or a few other things but it is 98% complete and it kicks butt
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I could find some things like the Red matter or a few other things but it is 98% complete and it kicks butt

    The Red Matter is completely optional in my opinion as it only came with the Collector's Edition of the game as an extra perk for buying that edition of the game from stores such as amazon.com, gamestop, best buy, etc... and as such is rather rare to find these days as you have to find an unopened factory sealed copy of the collectors edition in order to be able to get the silly red matter.

    that being said, even without the Red Matter you can still build a pretty darn effective Dragon Build Ship in my opinion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The Red Matter is completely optional in my opinion as it only came with the Collector's Edition of the game as an extra perk for buying that edition of the game from stores such as amazon.com, gamestop, best buy, etc... and as such is rather rare to find these days as you have to find an unopened factory sealed copy of the collectors edition in order to be able to get the silly red matter.

    that being said, even without the Red Matter you can still build a pretty darn effective Dragon Build Ship in my opinion.

    Amazon, at this time, has the CE on sale for $1.99. I purchased my CE around 6 months back from there for around $5.00 to get my account wide RMC unlock and it was worth it... Now, at less than 2 bucks it seems like a steal to me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Quick update, changing from 7Arays, 1QLauncher to 6Arrays, 2QLaunchers (Front), I have increased my DPS in ESFTs by about 600, now sitting at just under 4.6k
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Asakara wrote:
    Amazon, at this time, has the CE on sale for $1.99.

    That does seem like a good deal-

    I checked, it's $1.99 for the product and $9.99 for shipping. ; )

    There are some others on Amazon where you can get the product and shipping for closer to $8.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I use this build myself, its terrific for elite STFs and soaking up agg and dishing out punishment at the same time.

    However, im now wondering about the viability of a tetryon glider build, something like this

    Excelsior Retrofit

    Weapons Fore
    3x Tetryon Beam Array Mk XII (Borg)
    1x Quantum Torpedo Launcher

    Weapons Aft:
    4x Tetryon Beam Array Mk XII (Borg)

    Devices
    Subspace Field Modulator, Red Matter Capacitor, Deuterium Surplus, Shield Battery

    Omega Engines Mk XII
    Omega shield Mk XII
    Borg Deflector

    Consoles

    ENG: Assimilated Universal, 2x Neutronium Mk XI (Rare) 1x EPS Flow Regulartor Mk XI (Rare)
    SCI: 2x Flow Capacitors
    TAC: 3x Tetryon Pulse Modulators

    BOFFS

    LtC Tac: FaW 1, APB 1, TS3
    Ens Eng: ET1
    Lt ENG: EPTW1 EPTS2
    Commander ENG: EPTW1, RSP1, EPTS3, A2SIF3
    Lt SCI: HE1, TSS2

    Im thinking the tetryon glider + Proc will rip down shields crazy fast when paired with APB and FAW, then TS3 against the bare hulls for devastating effect. It has the added bonus of also having the 2 piece borg set bonus, which I find to be quite helpful in STFs

    Thoughts?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    glider against npc's is pretty useless, they are such hitpoint sponges the extra shield damage doesn't mater and they arent smart enough to distribute their shields. now if they were smart enough to distribute their shields that would be different. it can be somewhat helpful in suppressing a cubes regeneration, but not worth the survivability you could get from the borg set.

    glider is deadly against other players though, their hit points are finite and any little extra helps, bare hull dies quick. that build looks basically ready for pvp. except loose the torp, get TT1 and use FAW3. borg weapons are not that great in pvp, your just giving up a mod for nothing there.

    in an stf run 2 anti plasma and 2 anti kinetic armor, the borg deflector and engine with the maco shield, and the borg console and a field generater in your sci slots.
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