You find all these endless build threads too complicated? You are overwhelmed by contradictory advice from other players? You don't want to have to consider tons of different aspects? You simply want a build that works?
Here is the solution:
The Hilbert Guide - A cookie cutter approach to PVP
One escort build, one cruiser build. What ship to fly, what gear to get, which BO abilities to use, how to spec your captain and how to setup your keybinds. No "you could do A, but not unless you also want B - otherwise it would be better to go with a mix of C and D". Just a simple "build this and fly it".
(A science ship build might come at a later point.)
Comments
this is the kind of mumbo jumbo that keeps from understanding a lot.
wtf does any of this mean?
damn u haxors!
1 button, 1 power....drunk.
the only way i fly.
i hit the spacebar to target people. maybe thats my problem.
Spacebar brings victory.
And victory is life.
I would be interested in seeing an ENG build in a cruiser. The skill planner is based on a TAC captain (as stated in the guide).
Actually, the Eng build would look the same. All you need to do is spend points in engineering ground instead of tactical ground. Be sure you spend the same amount of points as the guide in ground skills.
Thamupp is exactly right. Only the ground skills change, everything else remains the same.
Obviously there is more than one way to build a cruiser and especially as an engineer you may want to use a second ET instead of the EPtW - but then you should probably drop one of the other teams (TT/ST) or possibly both because of cooldown issues and then we are exactly in the "if you want more A, you have to consider B and C and pay attention to D" situation that this guide is supposed to avoid.
It looks like your attempting to create an army of zombies with resists and key binds.
I know what your saying, the captain space skill points will remain the same. I probably didn't ask the question correctly...
I was thinking about what Bridge Officer skills would you chose to make the Eng. Cruiser as the stations would be different, ie:
Ensign Engineering Station
Lt. Commander Engineering Station
Commander Engineering Station
Lieutenant Science Station
Lieutenant Tactical Station
Would the difference in Eng Boffs instead of Tac Boffs change the way you spend your points for your captain in space or how you would equip your ship?
I'm looking for a good PvP set up for an ENG in a cruiser and you clearly know what you are doing, i'd be grateful for your advice.
Thank you.
Edit: If you will willing to save a build on the sto skill planner that would be awesome!!
I'd recommend against flying that ship, because its turn rate makes it difficult to fly in PVP unless you remove the saucer - and once your ship explodes, you are stuck with the saucer for the next five minutes.
I guess you could turn it into a full healer by changing the EPtW2 to a EPtW1, add a second ET2 and use HE1/TSS2 (so no ST1) as science to compensate for the team cooldowns. But I recommend against it. Even as an engineering captain you are probably better off in a star cruiser or an assault cruiser.
Actualy... I'm KDF
Currently flying a Negh'Var, but willing to change to a more suitable cruiser, even c-store ships.
My fed flys an Assualt Cruiser, i wouldn't touch the Galaxy either.
I am also forced to disagree with the apo3 instead of crf3. use 2 apo1's but you are for sure on the right track for sv1 over rf1. Way more damage and procs for the right pilots.
Also the 2 neut consoles will stack with diminishing returns. i usually add the diburn console if I run two hull resist to counter all the phaser weapons out there.
I am sorry to say in that escort build Ur doin it wrong. Just my opinion but I think I know quite a bit about escorts. I would also replace that 3rd st team ability with he1 and change that aux2sif to a aux2 damp for constant speed and turn boost with the 2 apo's
For new people this is a great build.
3 team abilities? Yes we wanna teach them but not to lose a power just to have an optional snb counter. Very easy to outfly an snb if they learn right. If anyone wants help building an escort talk to me. I will even show u how to fly it. But cruisers yes the op is the man to ask not me on that ship.
What is with the secret rule too only use 1 team ability? I guess TSI backup support ships are doing it wrong.
I never said use only 1 team ability? He has 2 tt1's and a st1 which is 3 team powers. If he had something else to slot in that ensign tact the st would make more sense but no torps negates that and pretty much pigeonholes you into 2 tt's thus a third team power is counterproductive.
Not saying you guys in Tsi are doing it wrong clearly you aren't but this fleet escort build is filled with major flaws is all I am saying and I think I know just as much as any top escort pilot in the game about these things.
I believe the idea behind 3 team abilities is this: Sometimes it's okay to run into global and shared cooldowns. You don't always have to cylce a power with optimum cooldown utilization. Sometimes it is more important to have a utility power available at all.
CRF2+APO3 vs CRF3+APO1 is easily explained:
1) It offers better burst damage, since CRF2+APO3 > CRF3+APO1.
2) APO3 is easily obtainable for a non-tac captain without having to find another captain to train it.
A diburnium hull plating is only useful against pha+dis, and would require switching to a different armor if one encounters other energy type and is thus too much of a "if ... then ... else ..." for this guide.
And AtID? I tried it, but did not find it useful in a double omega build. Personally I use Extend Shields, but I think AtSIF is easier for a new player.
This is certainly true, but the problem of obtaining CRF3 as a non-tac captain remains.
I guess it depends on whether you need HE to clear warp plasma etc. And I think the third eng console makes it easy to slot a RCS to get better turn rate - and better turning makes playing an escort easier.
Not only a HE, but even a tractor beam for easier kills or a second TSS for more shield healing/tanking.
If you need to slot an RCS on a AE just do so. Losing 1 armor console will what, give you one second less of life without your shields? And of course there's the possibility of slotting the MVAM console for uber turn rate buff. Oh and with that tractor beam you don't need a super turn rate if your target is held down.
Anyways, I'm just saying the advanced escort is simply more versatile, certainly when it comes to boff powers. And since the shield cap console switched to sci console, the AE's console layout is not so bad anymore compared to the fleet escort. Especially if you have the borg console, mvam console, and field generator in the three slots. A shield emitter console is not so bad either if you don't have the mvam console.
Tb also is losing luster vs escorts running two copies of apo1
I don't know about having three teams, but a tac being hit with snb hurts. Maybe its not so far fetched idea.
I think we need a general sticky entitled 'Start Here' that links to build advice.