Actually, even preceding LoR, the concept of the Aux2Battery builds have increased the efficacy of cruisers in general, and perhaps the Gal-X in particular. WHile you can sort through numerous threads, the A2B builds consist of:
1- Running a single EPtS and EPtW while running 2 copies of A2B The key here is that you should run three (purple if possible) Technicians that reduce the recharge time on BOFF abilities. The math behind it is that each of the three Technicians is going to reduce the cooldown to the global cooldown value, essentially enabling BO abilities, especially the limited number of Tactical Officer BO abilities in the Gal-X to be more rapidly available. In effect, you are almost doubling the number of Tac BO abilities available.
2- Furthermore, A2B allows consistent uptime of Shield and Weapon Power to be at about 125... while sacrificing Aux power and heals when the Aux power is diverted. The enhanced weapons power makes cruisers hit a lot harder over a given period of time. Aux should be set just under 50 (48 or 49) as initially high Aux levels can be problematic at times when trying to recover.
3- I believe some torpedoes are worth carrying for the burst value, while tricobalts have had their base damage nerfed a bit, their damage as a High Yield projectile (which are harder to shoot down) has been enhanced. I've scored a max damage on Donatra's Borgified Scimitar at about 46K with a HY1 Tricobalt. That was exceptional, more likely to see something in the 15-25K range if hitting unshielded.
4- RCS console, or better yet, the Tachyokinetic Converter will help you turn a bit better. Would I stick an RCS console on my ship? NO, but that is a matter of preference. You can do it now, run cannons and not be laughed in an STF as a noob.
Actually, even preceding LoR, the concept of the Aux2Battery builds have increased the efficacy of cruisers in general, and perhaps the Gal-X in particular. WHile you can sort through numerous threads, the A2B builds consist of:
1- Running a single EPtS and EPtW while running 2 copies of A2B The key here is that you should run three (purple if possible) Technicians that reduce the recharge time on BOFF abilities. The math behind it is that each of the three Technicians is going to reduce the cooldown to the global cooldown value, essentially enabling BO abilities, especially the limited number of Tactical Officer BO abilities in the Gal-X to be more rapidly available. In effect, you are almost doubling the number of Tac BO abilities available.
2- Furthermore, A2B allows consistent uptime of Shield and Weapon Power to be at about 125... while sacrificing Aux power and heals when the Aux power is diverted. The enhanced weapons power makes cruisers hit a lot harder over a given period of time. Aux should be set just under 50 (48 or 49) as initially high Aux levels can be problematic at times when trying to recover.
Sorta. The real math behind it is that 2 purple techs get you the same as 3 on longer abilites. Shorter abilites only see a few seconds difference from the third. The MACO 2pc cooldown can help with running just 2.
2 copies of A2B allows a cycle of high/low aux. It's predictable, you can plan around it to a certain extend, and you can run a battery qm doff to allow much faster aux batt use.
Haven't flown it since the advent of Fleet ships... been almost a year. I may consider giving it a go and modifying the build for today's STO if I can get over my annoyance that in 3+ years, Cryptic refuses to address the PvP community.
I think they intend to address PvP, it was Gozer's responsibility and he started to germinate some good ideas but left for another job (though he still plays). As I recall, PvP will be looked at and dealt with as a subject to a future update, but no further details in that regard.
In the last six months, Cryptic has given official support to PvP Boot Camp, to entice players to experience and learn PvP principles from some of the finer PvPers in the community. It has appeared to catch a lot of enthusiasm out there and based on interest/participation, has been a success.
Is the 4 Single Cannon / 4 Turret still a good build in todays PvP enviroment?
Ive been running this build almost exactly cept I have a Kinetic Cutting beam in back in place of 1 turret.
I tried running it with the same BoFF skills seen in Hakaishins videos. But since I have 3 purple technician Boffs,I also tried a dual Aux2Bat version.
But heres the problem. And maybe its just a problem with PvP in this game and less something wrong with the ship.
I would start in cloak, load up all my buffs, get within 3-4km of the target, and hit them with the lance. Pretty much 1 of 2 things always happens.
1. Instant Glorious Death to me target. or
2. 1 Shield facing near gone, but still there, barely any hull damage.
Seems kinda of random.
Also, and this may be another pvp problem and less a ship problem.
So in doing alot of PUG pvp, ive noticed im just a giant soft teddy bear. With perfect angle, CRF and DEM up, i cant even bring an escort to 3/4 hull. its like my guns just bounce off. And im running Purple MKXII Phaser Cannons.
Also, im beyond squishy. By that I mean EptS is up, Tactical Team is up, RSP is up. And im taken from near full shields and full hull to dead in under 2 sseconds. What is up with that?
Is PvP in this game just that random and almost not worth getting into?
I have used it with great effect in PVP using this build. Klingon and Romulan BoP are easily disposed off, but 1-1 it has difficulties with bulkier builds (such as escorts, science and cruisers).
One thing to remember is that the cannon build is designed as team supporter/tank. It can do decent damage, but it's main role is to clean up and soak up damage.
Especially with the new elite phaser cannons the Galaxy Dreadnought is close to impossible to kill.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Considering the new additions in fleet weapons and consoles that would be very interesting indeed.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Is the 4 Single Cannon / 4 Turret still a good build in todays PvP enviroment?
Ive been running this build almost exactly cept I have a Kinetic Cutting beam in back in place of 1 turret.
I tried running it with the same BoFF skills seen in Hakaishins videos. But since I have 3 purple technician Boffs,I also tried a dual Aux2Bat version.
But heres the problem. And maybe its just a problem with PvP in this game and less something wrong with the ship.
I would start in cloak, load up all my buffs, get within 3-4km of the target, and hit them with the lance. Pretty much 1 of 2 things always happens.
1. Instant Glorious Death to me target. or
2. 1 Shield facing near gone, but still there, barely any hull damage.
Seems kinda of random.
Also, and this may be another pvp problem and less a ship problem.
So in doing alot of PUG pvp, ive noticed im just a giant soft teddy bear. With perfect angle, CRF and DEM up, i cant even bring an escort to 3/4 hull. its like my guns just bounce off. And im running Purple MKXII Phaser Cannons.
Also, im beyond squishy. By that I mean EptS is up, Tactical Team is up, RSP is up. And im taken from near full shields and full hull to dead in under 2 sseconds. What is up with that?
Is PvP in this game just that random and almost not worth getting into?
the people that you will fight are random, that the problem..
the accuracy lance mechanism on don't make it a reliable weapon, accurate trait or not.
some escort will max their defense score wich will make them very difficult to hit with a lance, hence the reason why, as you already noted, it sometime do Wonder especially when it crit, but most of the time will do meh damage or just completely miss.
note that you can still miss i a target that is hold in a tractor beam, so it appear that their is an other % chance to miss that is not bound to accuracy.
for the squishy part i don't anderstand however, while i found auxtobat build not the best in tanking, you can take a good beating with it nonetheless.
just use EPTS3.
if you die in 2 second with tact team, rsp or epts that might be because you have been subnuck, try to think about it, either that or debuff.
galaxy x pilot are either easy target, or hard to kill as hell, that why some just coordonate these kind of power to shoot you down quickly.
What is a good bridge officer layout if one was to NOT go the dual aux2bat setup.
While i do like aux2bat, there are many way in which is does not best on the dreadnought. First with 2 ensign tactical BoFFs, you actually only need 1 TT with dual a2b. And since we run cannons, there is no second good ensign tac ability, so its kinda wasted.
Also you cannot run Aux2Sif or Aux2Damp because it interferes with the 2 aux2bat. So movement and hull healing is lacking.
With DEM there isnt much need for EptW when running all cannons.
I suggest you run beam arrays with A2B instead of cannons. You can keep DEM if you have Marion Frances Dulmur as a DOFF to get the 8 seconds of undiminished weapons power. In a A2B build, you need EPtS and one more EPtX power (usually weapons).
Use a FAW for the other ensign Tactical slot (as APB in the TAC Lt slot) and all that beam spam will actually hit for good DPS especially if you have MFD as a DOFF with DEM activated.
I did have 2 ideas I wanted to bring up and see what people thought. Mind you I mostly do ESTF's but am really interested in getting into PvP.
Idea 1: With 3 purple tech doffs, i am able to get run 2 different Ept powers, with only a 1 second delay, using only 1 Aux2Bat. Using only 1 Aux2Bat still helps reduce cool down on all other powers, as well. I could then put Aux2Damp where the second aux2bat would normal go, giving me 50 percent up time on a massive turn rate.
When I tested this with using EptS1 and EptE1, and 1 copy each of aux2bat and aux2damp. I found that my perma turn rate jumped to 19 (with 1 RCS console and tachyokinetic console). Then every other 15 seconds or so, i would get a boost to low to mid 20 turn rate. Now with that its almost feasible to run the Galaxy X with mostly DHC's up front. Just a thought.
Idea 2: This got me thinking. What of dropping aux2bat all together and just chaining 2 copies of aux2damp. I would get a perma turn rate of in the range of 19. Yes I would lose out the cooldown reduction but, I dreadnought is not a sustained dps ship anyways. Its a burst ship. So i dont really need all my abilities up full time anyways, i just need them up when i do a burst run, the other half of the time you spend tanking or running away to cloak again... so this might actually work.
Sounds feasible... everyone plays a bit different with the Gal-X. Quite frankly, I ma pleased to do A2B on Gal-X as it maximizes both sustained (more PvE) and burst (more PvP) damage.
To be honest though, the Gal-X (love the ship, I fly it despite flaws) is not a reasonable solo PvP ship. If I was in a team match, even a PUG, I can do it and have a shareable shield heal since I have the mini Aux battery as part of my warp core.
So for a few weeks now I have been running a dual aux2bat build. Using 4 single cannons up front, 3 turrets and KCB in aft. I have DEM3.
In STF's this does pretty well. Im usually one of the top DPS'ers.
However in PvP, Im still not effective at all. Im guessing its because im an engineer and not a tact officer. Lined up perfectly with CRF1+DEM3 going, and most of the time, its like im not there. Im doing nothing to their shields, shield facing rarely gets below 2/3. Hull damage is almost non existent. There has been plenty of matches where Im firing away and never see there hull get below 98%. It just jumps between 100 and 98 back and forth.
Im guess Cannons in PvP is just not for engineers. Is it because of the lack of buffs/debuffs that we cant push cannons to do enough?
To add even more to the confusion however, when i duel with fleet mates, I seem to do what is described in this build. In 1 on 1 challenges I destroy people, without even needing the lance. So it just makes me wonder, do i have the bad luck of just facing uber pvp'ers everytime I try it out pvp arenas?
I did try and 6 beam 2 torp build thought and against the same players did extremely better and even topped dps a few times.
I really really want to make this work as I like the playstyle and look of it. But I just cant make it work. Is it basically pointless unless I re-roll a tac?
You cannot maximize damage without being a TAC... it is what we do.
Furthermore, it is easier to max damage if you choose an escort.
Don't get me wrong, I love flying the Gal-X, whether its to PUG an eSTF or do team matches in my fleet, but its pretty hard to defeat an above average PVPer with a Gal-X 1:1 unless you can sustain some burst fire at 'em. If they are anywhere near decent, they should be defensive minded first and optimize their speed to maximize their Defense bonus (that's why ACCx3 is king... you cannot damage what you cannot hit) and fly circles around your Gal-X until you slip up in your A2B rotation... it only takes a few seconds.
Kudos to you for killing those guys and an ENG in a Gal-X.
In a 1:1, probably better to have a Tractor Beam or something to slow your opponent down; cloak is useless in 1;1; the subspace jump module is a plus. Burst fire for Gal-X is likely a buffed Lance and a HY Torpedo (Rom-Plasma) at 5km range after appearing in your opponent rear shield facing using the subspace jump.
The lance can deal crippling damage if buffed properly. As a VA TAC officer, that includes APA, APB, FOMM, and TF. That is a grand total of +60% damage and a -88 to the target's Damage Resistance (which will enhance your damage). This figure is before the bonus to damage for using TT (and you better do that in 1v1 PvP) which does NOT require you to be a TAC officer, and whatever variable bonus you might cheese using GDF (which DOES require you to be a TAC officer). If you are decloaking prior to firing the lance, you get another 10% damage.
Buff it properly, line up the target, pray you don't miss (lance need like a 10% Accuracy buff). If you Crit, you can do up to 100K damage per shot... as a TAC.
Doing a bit of digging, I know, but I have a legit question.
I am trying to set up a Beamboat Dreadnought build right now, still a ways off from making it truly viable, as my Boffs need work, and Fleet Consoles are faaaaaar into the future...
Would it be worth spending the money to get the Venture Class unlocked to convert my Galaxy X into a Venture X?
I'm hoping Saucer Separation is still in the ship's future, but what about the other Galaxies? Other than the SS module, would they be worth-while to look into? My memory is weak at the moment, and I can't remember of the C-Store Galaxies came with anything.
Since I'm far off with Rep items still, should I just loot grind for a while and pick up purple Phaser Relay consoles to load onto my Dread? WHat about Sci consoles or Eng consoles I can get from the exchange without dumping cash monies into my account for purse expansion and the like?
Weyland-Yutani Joint Space Venture - Always open to new members!
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
Doing a bit of digging, I know, but I have a legit question.
I am trying to set up a Beamboat Dreadnought build right now, still a ways off from making it truly viable, as my Boffs need work, and Fleet Consoles are faaaaaar into the future...
Would it be worth spending the money to get the Venture Class unlocked to convert my Galaxy X into a Venture X?
I'm hoping Saucer Separation is still in the ship's future, but what about the other Galaxies? Other than the SS module, would they be worth-while to look into? My memory is weak at the moment, and I can't remember of the C-Store Galaxies came with anything.
Since I'm far off with Rep items still, should I just loot grind for a while and pick up purple Phaser Relay consoles to load onto my Dread? WHat about Sci consoles or Eng consoles I can get from the exchange without dumping cash monies into my account for purse expansion and the like?
Well, for a G-X i would suggest you make sure to get the following: Romulan boffs.
You want crit and cloak cooldown. Can do without the cloak cooldown, just saying its nice having. The crit is important.
Tachyokinetic converter and very console in general that boosts crit hit and damage.
Chose your weapons (phaser beam arrays) wisely, accuracy and crith are what you want.
You should reliably get to a 15-20 crit base chance, and if you're tac you can buff yourself. Which means your lance has a chance of actually noodling someone.
It also helps your phaser arrays (you know ,beam arrays aren't exactly good weapons...).
Boff setup should be geared around you not dieing, keeping up weapons power (pick the right warpcore here) and perhaps have aux 2 dampeners with antimatter specialists so you get resists and agility.
Aux2bat build is the alternative.
Thank you for your response!
Tachyokinetic Converter, where would I get one of those? Cloak CD buff would be nice. Even better if I could turn off Red Alert at will.
I understand Beam arrays aren't really the best, but considering this thing has the turning radius of a Dyson Sphere, I'm not sure I'd be better off with cannons yet. The Hakaishin build uses cannons, but there's a crapton of purple in there, and once I pass someone, I'm just throwing rock at them with the turrets.
I have spent a ton of FLeet Cred and Dil on the few Advanced Phaser Arrays I have, but I've learned that Accuracy at least id needed more over damage, so I will be buying for that now.
It probably doesn't help that my favorite thing to do is dive right into the middle of a group of enemies and use Fire at Will. I'm no PvPer at this point, nowhere near it, but some of the tactics I saw in this thread, I do try to use. Need to get Beam Overcharge, or whatever it was called for one of my Boffs.
My time spent here on the forums has been educational, I do apologize if I sound thick-headed, but I am learning and trying. As much as I like [Dmg], I've realized it's not the best thing to have. I'm gonna need to buy two more Advanced Fleet Phaser Arrays now, on top of the rest I need to get, lol.
Weyland-Yutani Joint Space Venture - Always open to new members!
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
Thank you for your response!
Tachyokinetic Converter, where would I get one of those? Cloak CD buff would be nice. Even better if I could turn off Red Alert at will.
I understand Beam arrays aren't really the best, but considering this thing has the turning radius of a Dyson Sphere, I'm not sure I'd be better off with cannons yet. The Hakaishin build uses cannons, but there's a crapton of purple in there, and once I pass someone, I'm just throwing rock at them with the turrets.
I have spent a ton of FLeet Cred and Dil on the few Advanced Phaser Arrays I have, but I've learned that Accuracy at least id needed more over damage, so I will be buying for that now.
It probably doesn't help that my favorite thing to do is dive right into the middle of a group of enemies and use Fire at Will. I'm no PvPer at this point, nowhere near it, but some of the tactics I saw in this thread, I do try to use. Need to get Beam Overcharge, or whatever it was called for one of my Boffs.
My time spent here on the forums has been educational, I do apologize if I sound thick-headed, but I am learning and trying. As much as I like [Dmg], I've realized it's not the best thing to have. I'm gonna need to buy two more Advanced Fleet Phaser Arrays now, on top of the rest I need to get, lol.
if you can't afford hight level gear, a beam build is best with this ship.
the tackyokinetic console is a lobi crytal console ( you have to opened box to get some crystal, 4 or 5 eatch box minimum )
you will need 200 lobi for the console.
if we continue on this idea of beam build i would suggest you to buy on the exchange the point system defense console ( multitarget fire who give you +25% accuracy when use, it is also enhanced by phaser relay console and tactical captain power )
other console are to be considered, like the zero point energy conduit, but you will have acces to this one later when getting more tier with you romulan reputation.
since accuracy is very important you will also have to consider the tholian console that give you +10% accuracy and also improve your hull point, also later in your tholian reputation progression.
don't forget to choose accurate trait for your toon.
much later when you got enough energy credit you will be able to buy the helsman trait in the exchange, i think you can find some at 10million energy credit.
it will give you +10% turnrate and -10 second cooldown on evasive maneuvers
spend 9 point in truster and 6 in engine performance.
that all for the essential point.
the rest can be enhance when you got more experience and money;)
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Comments
Game seems to have changed substantially since I was last online flying it... Pray tell, is it still functional?
The largest change that affects this I think would be the turn rate buff.
RCS consoles and impulse thruster skill now grants a larger boost.
I had an oddy go from 12.9 to 17.1 degrees a sec with no change other than the import to tribble.
And Im sure some one has found a warpcore that compliments this build.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
1- Running a single EPtS and EPtW while running 2 copies of A2B The key here is that you should run three (purple if possible) Technicians that reduce the recharge time on BOFF abilities. The math behind it is that each of the three Technicians is going to reduce the cooldown to the global cooldown value, essentially enabling BO abilities, especially the limited number of Tactical Officer BO abilities in the Gal-X to be more rapidly available. In effect, you are almost doubling the number of Tac BO abilities available.
2- Furthermore, A2B allows consistent uptime of Shield and Weapon Power to be at about 125... while sacrificing Aux power and heals when the Aux power is diverted. The enhanced weapons power makes cruisers hit a lot harder over a given period of time. Aux should be set just under 50 (48 or 49) as initially high Aux levels can be problematic at times when trying to recover.
3- I believe some torpedoes are worth carrying for the burst value, while tricobalts have had their base damage nerfed a bit, their damage as a High Yield projectile (which are harder to shoot down) has been enhanced. I've scored a max damage on Donatra's Borgified Scimitar at about 46K with a HY1 Tricobalt. That was exceptional, more likely to see something in the 15-25K range if hitting unshielded.
4- RCS console, or better yet, the Tachyokinetic Converter will help you turn a bit better. Would I stick an RCS console on my ship? NO, but that is a matter of preference. You can do it now, run cannons and not be laughed in an STF as a noob.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253
Why are you not rejoicing?
I have some sitting in my bank. I don't really use phasers tho.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
2 copies of A2B allows a cycle of high/low aux. It's predictable, you can plan around it to a certain extend, and you can run a battery qm doff to allow much faster aux batt use.
No need to sort through threads, just go here.
Warp cores allow for an aux setting in the neighborhood of 70/15.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
In the last six months, Cryptic has given official support to PvP Boot Camp, to entice players to experience and learn PvP principles from some of the finer PvPers in the community. It has appeared to catch a lot of enthusiasm out there and based on interest/participation, has been a success.
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
Ive been running this build almost exactly cept I have a Kinetic Cutting beam in back in place of 1 turret.
I tried running it with the same BoFF skills seen in Hakaishins videos. But since I have 3 purple technician Boffs,I also tried a dual Aux2Bat version.
But heres the problem. And maybe its just a problem with PvP in this game and less something wrong with the ship.
I would start in cloak, load up all my buffs, get within 3-4km of the target, and hit them with the lance. Pretty much 1 of 2 things always happens.
1. Instant Glorious Death to me target. or
2. 1 Shield facing near gone, but still there, barely any hull damage.
Seems kinda of random.
Also, and this may be another pvp problem and less a ship problem.
So in doing alot of PUG pvp, ive noticed im just a giant soft teddy bear. With perfect angle, CRF and DEM up, i cant even bring an escort to 3/4 hull. its like my guns just bounce off. And im running Purple MKXII Phaser Cannons.
Also, im beyond squishy. By that I mean EptS is up, Tactical Team is up, RSP is up. And im taken from near full shields and full hull to dead in under 2 sseconds. What is up with that?
Is PvP in this game just that random and almost not worth getting into?
One thing to remember is that the cannon build is designed as team supporter/tank. It can do decent damage, but it's main role is to clean up and soak up damage.
Especially with the new elite phaser cannons the Galaxy Dreadnought is close to impossible to kill.
the people that you will fight are random, that the problem..
the accuracy lance mechanism on don't make it a reliable weapon, accurate trait or not.
some escort will max their defense score wich will make them very difficult to hit with a lance, hence the reason why, as you already noted, it sometime do Wonder especially when it crit, but most of the time will do meh damage or just completely miss.
note that you can still miss i a target that is hold in a tractor beam, so it appear that their is an other % chance to miss that is not bound to accuracy.
for the squishy part i don't anderstand however, while i found auxtobat build not the best in tanking, you can take a good beating with it nonetheless.
just use EPTS3.
if you die in 2 second with tact team, rsp or epts that might be because you have been subnuck, try to think about it, either that or debuff.
galaxy x pilot are either easy target, or hard to kill as hell, that why some just coordonate these kind of power to shoot you down quickly.
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
While i do like aux2bat, there are many way in which is does not best on the dreadnought. First with 2 ensign tactical BoFFs, you actually only need 1 TT with dual a2b. And since we run cannons, there is no second good ensign tac ability, so its kinda wasted.
Also you cannot run Aux2Sif or Aux2Damp because it interferes with the 2 aux2bat. So movement and hull healing is lacking.
With DEM there isnt much need for EptW when running all cannons.
Use a FAW for the other ensign Tactical slot (as APB in the TAC Lt slot) and all that beam spam will actually hit for good DPS especially if you have MFD as a DOFF with DEM activated.
Chili
Idea 1: With 3 purple tech doffs, i am able to get run 2 different Ept powers, with only a 1 second delay, using only 1 Aux2Bat. Using only 1 Aux2Bat still helps reduce cool down on all other powers, as well. I could then put Aux2Damp where the second aux2bat would normal go, giving me 50 percent up time on a massive turn rate.
When I tested this with using EptS1 and EptE1, and 1 copy each of aux2bat and aux2damp. I found that my perma turn rate jumped to 19 (with 1 RCS console and tachyokinetic console). Then every other 15 seconds or so, i would get a boost to low to mid 20 turn rate. Now with that its almost feasible to run the Galaxy X with mostly DHC's up front. Just a thought.
Idea 2: This got me thinking. What of dropping aux2bat all together and just chaining 2 copies of aux2damp. I would get a perma turn rate of in the range of 19. Yes I would lose out the cooldown reduction but, I dreadnought is not a sustained dps ship anyways. Its a burst ship. So i dont really need all my abilities up full time anyways, i just need them up when i do a burst run, the other half of the time you spend tanking or running away to cloak again... so this might actually work.
So basically looking at
Idea 1: Fore (3x DHC, 1 DBB) Aft (3 turret, 1 KCB)
TT
BO, CRF
EptS, Aux2Bat, ET, DEM
EptE, Aux2Damp, RSP
TB, HE
or
Idea 2: (4x DHC,) Aft (3 turret, 1 KCB)
TT
TT, CRF
EptS, Aux2damp, ET, DEM
Epts, Aux2Damp, RSP
TB, HE
To be honest though, the Gal-X (love the ship, I fly it despite flaws) is not a reasonable solo PvP ship. If I was in a team match, even a PUG, I can do it and have a shareable shield heal since I have the mini Aux battery as part of my warp core.
But solo PvP, not usually.
In STF's this does pretty well. Im usually one of the top DPS'ers.
However in PvP, Im still not effective at all. Im guessing its because im an engineer and not a tact officer. Lined up perfectly with CRF1+DEM3 going, and most of the time, its like im not there. Im doing nothing to their shields, shield facing rarely gets below 2/3. Hull damage is almost non existent. There has been plenty of matches where Im firing away and never see there hull get below 98%. It just jumps between 100 and 98 back and forth.
Im guess Cannons in PvP is just not for engineers. Is it because of the lack of buffs/debuffs that we cant push cannons to do enough?
To add even more to the confusion however, when i duel with fleet mates, I seem to do what is described in this build. In 1 on 1 challenges I destroy people, without even needing the lance. So it just makes me wonder, do i have the bad luck of just facing uber pvp'ers everytime I try it out pvp arenas?
I did try and 6 beam 2 torp build thought and against the same players did extremely better and even topped dps a few times.
I really really want to make this work as I like the playstyle and look of it. But I just cant make it work. Is it basically pointless unless I re-roll a tac?
You cannot maximize damage without being a TAC... it is what we do.
Furthermore, it is easier to max damage if you choose an escort.
Don't get me wrong, I love flying the Gal-X, whether its to PUG an eSTF or do team matches in my fleet, but its pretty hard to defeat an above average PVPer with a Gal-X 1:1 unless you can sustain some burst fire at 'em. If they are anywhere near decent, they should be defensive minded first and optimize their speed to maximize their Defense bonus (that's why ACCx3 is king... you cannot damage what you cannot hit) and fly circles around your Gal-X until you slip up in your A2B rotation... it only takes a few seconds.
Kudos to you for killing those guys and an ENG in a Gal-X.
In a 1:1, probably better to have a Tractor Beam or something to slow your opponent down; cloak is useless in 1;1; the subspace jump module is a plus. Burst fire for Gal-X is likely a buffed Lance and a HY Torpedo (Rom-Plasma) at 5km range after appearing in your opponent rear shield facing using the subspace jump.
The lance can deal crippling damage if buffed properly. As a VA TAC officer, that includes APA, APB, FOMM, and TF. That is a grand total of +60% damage and a -88 to the target's Damage Resistance (which will enhance your damage). This figure is before the bonus to damage for using TT (and you better do that in 1v1 PvP) which does NOT require you to be a TAC officer, and whatever variable bonus you might cheese using GDF (which DOES require you to be a TAC officer). If you are decloaking prior to firing the lance, you get another 10% damage.
Buff it properly, line up the target, pray you don't miss (lance need like a 10% Accuracy buff). If you Crit, you can do up to 100K damage per shot... as a TAC.
Cheers!
I am trying to set up a Beamboat Dreadnought build right now, still a ways off from making it truly viable, as my Boffs need work, and Fleet Consoles are faaaaaar into the future...
Would it be worth spending the money to get the Venture Class unlocked to convert my Galaxy X into a Venture X?
I'm hoping Saucer Separation is still in the ship's future, but what about the other Galaxies? Other than the SS module, would they be worth-while to look into? My memory is weak at the moment, and I can't remember of the C-Store Galaxies came with anything.
Since I'm far off with Rep items still, should I just loot grind for a while and pick up purple Phaser Relay consoles to load onto my Dread? WHat about Sci consoles or Eng consoles I can get from the exchange without dumping cash monies into my account for purse expansion and the like?
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
Well, for a G-X i would suggest you make sure to get the following: Romulan boffs.
You want crit and cloak cooldown. Can do without the cloak cooldown, just saying its nice having. The crit is important.
Tachyokinetic converter and very console in general that boosts crit hit and damage.
Chose your weapons (phaser beam arrays) wisely, accuracy and crith are what you want.
You should reliably get to a 15-20 crit base chance, and if you're tac you can buff yourself. Which means your lance has a chance of actually noodling someone.
It also helps your phaser arrays (you know ,beam arrays aren't exactly good weapons...).
Boff setup should be geared around you not dieing, keeping up weapons power (pick the right warpcore here) and perhaps have aux 2 dampeners with antimatter specialists so you get resists and agility.
Aux2bat build is the alternative.
Tachyokinetic Converter, where would I get one of those? Cloak CD buff would be nice. Even better if I could turn off Red Alert at will.
I understand Beam arrays aren't really the best, but considering this thing has the turning radius of a Dyson Sphere, I'm not sure I'd be better off with cannons yet. The Hakaishin build uses cannons, but there's a crapton of purple in there, and once I pass someone, I'm just throwing rock at them with the turrets.
I have spent a ton of FLeet Cred and Dil on the few Advanced Phaser Arrays I have, but I've learned that Accuracy at least id needed more over damage, so I will be buying for that now.
It probably doesn't help that my favorite thing to do is dive right into the middle of a group of enemies and use Fire at Will. I'm no PvPer at this point, nowhere near it, but some of the tactics I saw in this thread, I do try to use. Need to get Beam Overcharge, or whatever it was called for one of my Boffs.
My time spent here on the forums has been educational, I do apologize if I sound thick-headed, but I am learning and trying. As much as I like [Dmg], I've realized it's not the best thing to have. I'm gonna need to buy two more Advanced Fleet Phaser Arrays now, on top of the rest I need to get, lol.
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
if you can't afford hight level gear, a beam build is best with this ship.
the tackyokinetic console is a lobi crytal console ( you have to opened box to get some crystal, 4 or 5 eatch box minimum )
you will need 200 lobi for the console.
if we continue on this idea of beam build i would suggest you to buy on the exchange the point system defense console ( multitarget fire who give you +25% accuracy when use, it is also enhanced by phaser relay console and tactical captain power )
other console are to be considered, like the zero point energy conduit, but you will have acces to this one later when getting more tier with you romulan reputation.
since accuracy is very important you will also have to consider the tholian console that give you +10% accuracy and also improve your hull point, also later in your tholian reputation progression.
don't forget to choose accurate trait for your toon.
much later when you got enough energy credit you will be able to buy the helsman trait in the exchange, i think you can find some at 10million energy credit.
it will give you +10% turnrate and -10 second cooldown on evasive maneuvers
spend 9 point in truster and 6 in engine performance.
that all for the essential point.
the rest can be enhance when you got more experience and money;)
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
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