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The Cruiser Thread 3.0

ghostyandfrostyghostyandfrosty Member Posts: 864
edited October 2012 in PvP Gameplay
http://sto-forum.perfectworld.com/showpost.php?p=5619351&postcount=43

I have to be able to edit my posts. So this thread is copy pasta of the last one This will likely be a gradual process of copy pasta ing. Stupid perfect world for botching the migration... Of course with the new fleet ships, and new other ideas for old ships, I'll be adding new content as well.


"I should be facerolling Escorts and bops with my Ship of the line! This isn't canon!" This is a common variation on frustrated pvpers. Often times they will post what appears to be an indepth analyisis even as to "just what makes Escorts and bops OP" When frankly, they couldn't be more wrong. The first question to ask, is a Cruiser a DPS Ship? The answer is as follows. While there are a couple of exceptions to the rule, by and large...

Nope unless you are following a fairly narrow Tac Cruiser build your job isn't dps (and then with a tac cruiser the best ones in my opinion, treat damage at best as an equal partner to the ships native role fedside). Your role is support, first and foremost as a cruiser. You have to keep your team mates alive through the alpha strikes coming in from the klingon attacks / enemy escorts (FvF if the latter). Once you keep your team mate alive (most likely an Escort since those are almost always priority one in pvp to kill, they are the squishiest fedside. Though, I often target Gal X's first, as nothing is so clearly a Noob Pilot as someone in any Galaxy Class Variant) then your enemy you'll find has alot less damage for around thirty seconds or so afterwards, in which case it's a slow build up back up, which is far more managable with healing.

Throughout this thread I will post various builds (others are welcome to post builds as well) that I recommend for use in pvp. NOTE if it works in pvp it will ROFLSTOMP any and all pve.

Cruisers are actually the hardest ships to kill when built properly, due to having very high native damage reduction, shield strength and hull points. Especially engineering cruisers, as they have access to a host of self heal capability that other classes do not have. When the pilot of a cruiser doesn't suck, he doesn't become a high priority/easy quick kill.
Use powers like Emergency Power to Shields 2, and 1, Engineering team 2 and 3, Aux to structural integrity field 3, Extend Shields 2, Reverse Shield Polarity1, and if you are a Tac, Emergency Power to Weapons1, or if you are an engineer or sci captain, Emergency Power to Aux1. For tactical slots, run Tactical Team1, and either Attack Pattern Delta1, or Tactical team 1, and Beam Overload2. (if you are a tac) Science powers, Hazard Emitters1/Polarize Hull1, and Transfer Shield strength2, or two transfer shield strengths. (1 and 2)

If you have an extra ensign slot, you might as well throw target engines there to assist in controlling enemy movement.

If you have the following powers on your ship remove them immediately because they are utterly worthless. Emergency Power to Weapons 2 and up. Emergency to Aux 2 and up, Emergency to Engines 2 and up. Aux to Battery 2. Boarding Party 1 and up, Aceton Field 1 and up. Aux to Inertial Dampeners 2 (1 is just as good as 2 is), Jam Sensors, Scramble Sensors (not really worthless but it's not a cruiser power by any means), Tachyon Beam1 or 2, (1 is terrible and you do not have the turn rate to make 2 work) Energy Siphon1, Torpedo High Yield 1 or 2 *again you don't really have the turn rate for this one, and only tacs really get the miles out of this use Torp Spread instead great for Escorts though* Beam Overload1 (only good for killing shuttles... BO2 is much better)

Power levels should be weapons /25 Shields /75, Engines /25 Aux /75 for healing configuration, and if you are running emergency to weapons instead of aux, weapons /75 shields /75 engines /25 aux /25

That's just a sample fairly standard healcruiser build it works great with the Assault Cruiser, and the gal X (as much as anything can work with that ugly, and horrible ship seriously gtfo out of it ASAP the Galaxy X is a terrible ship. It's not as bad as it used to be but it's still the worst cruiser in the game. It's a Vanity Item at best and a Bullseye creator at worst as no other ship in the game clearly marks you as a Noob as a Gal X.. cause everyone that has experience avoids it, and the Gal Retrofit like the black plague) star cruisers I'll cover later. There's a few other more advanced build options you can run, but this is a good one to learn on as it has plenty of healing for team mates, (and heal your team mates! if you save them all for yourself you are only getting your allies killed!) The Excelsior is a damage ship, but is best employed by Tactical and Science captains. Engineers need not apply unless you enjoy wasting your time. (as Engineer captains do not do DPS, nor do they do Debuffing like science captains do)

Emergency powers are the lifeblood of a good fedcruiser, as they enable you to greatly boost your power level for whatever emergency to X you are running at the time. Emergency Power to Shields can be chained one after another (which is why so many ships seem ''invincible'' to you) Tactical team makes all but the most fiercesome anti proton beam overload 3 crit a complete joke, even if your emergency power to shields isn't up at the time. Reverse shield polarity is used as an oh TRIBBLE button when you have already given away your transfer shield strengths to a team mate and you are almost out of shields. (it's especially useful just after you get sub nucleaonic beamed, and you pop a shield battery with it. Then you can usually save Rotate Shield freq if you are an engineer for the second sub nuc if it's coming and chances are someone's given you a sci team to clear the debuff, and an emergency power is probably also ready at that point) you should always always always if possible have an emergency power to shields up.

And yes you can run two emergency powers at the same time if they are for different subsystems.

When running at the /75 powers I mentioned emergency power 2, is enough to put your shields at full strength, which boosts your shield regen, and it's native damage reduction, it also has the pleasant side effect of almost maxing out your extend shields' damage reduction bonus. While emergency 1 almost kicks everything to capacity as well.

Devices I recommend keeping the following handy. Shield Batteries, (or rechargeable shield battery if you can get one) Weapon Battery, Subspace field modulator, and Aux Battery. Shield Batteries are for when you have been Sub Nucleaonic beamed. This gets your shield power right back up to 125 and gives a small shield heal in the process. For Engies this makes them even more frustrating to kill since often you can then save rotate shield frequency for either being nucced again, or just for use as your shield strength falls to roughly half. For Tacs and Sci it's a straight up life saver. Weapon batteries are to be used when a target is near death (if you aren't using emergency power to weapons1 or if it's cooldown is active), so you can cram that last little bit of DPS into the target to hopefully down it before they can get heals.
Subspace field modulators are good for when you are being focus fired and a shield is near critical, it increases both your damage resistance and your Defense Score, Aux Batteries are for when you are running weapon power bias (ie thats one of your /75s) or for when your EPTA (emergency power to aux1) is off, and you need that -extra- bit of healing to save someone's life.

Don't forget to put Distribute Shield power somewhere you can easily keep hitting it, when the enemy starts attacking you. Most people keybind it to the space bar, but honestly I shield tank worse then I run it there, because it throws off the rhythm of the shield distribution when damage comes in. Sure it's more micro intensive than what most people do, but honestly it pays dividends especially when tac team is on cool down. (and now you all know my secret for shield tanking... I'm doomed)

Also, pay attention to your positioning relative to the other players on your team. Cruisers should either be in the middle where they can put their extend shields outwards, or circling slowly behind the Escorts on the outside edge of combat, and adjust your throttle as you go along. Also, I recommend you move throttle control to the mouse scroll wheel. That lets you pull off fancy moves, like the reverse flat spin which is very difficult if not impossible with the default bind of it being on your keyboard, this also frees up your fingers so they can more easily hit the number rows and keep fighting, or frees up the default throttle keys for staple abilities so you do not have to hunt the keyboard and never leave WASD.

For example when I'm at a buddies place, and I need my sto fix and I forget to take my Razer Naga with me (which really is worth the investment if you plan on playing alot of mmos and rts games) I bind whatever my emergency power to shields is, (third ability, on the top row usually) to Q, and the second emergency power to shields to E.

Speaking of, if you really want to get serious in pvp without springing for a razer naga you might want to consider a keyboard layout different from the standard WASD+ Numbers and start binding various abilities to other keys, like the aformentioned E and Q. Some other good non number keys to bind powers to are also C, X, Z, V and B, just to cite some examples. This means you never leave total control over your ship, while you are hitting powers. Which is one of the reasons the Razer Naga is just so good. All the numbers are on the side of the mouse leaving your other hand free for actually moving about, hitting push to talk keys, firing weapons etc.

To change your control scheme press Escape, hit options, and click on the tab for keybinds. Begin arranging as desired.

I also recommend heavily regardless of what you do for ability activation running the 3 row power tray instead of the default one with the silly pictures of your bridge crew. The default tray is completely useless in pvp, wastes time in searching for abilities, and even worse clutters up your screen. Also, practice using the numbers instead of mouse clicking abilities. It saves your mouse for healing allies then or clicking through enemy targets.
Post edited by ghostyandfrosty on
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Comments

  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://www.stoacademy.com/tools/skillplanner/index.php?build=mavmirrorSC_0 This is the one my Engineer presently uses Assault Cruiser, Mirrorstarcruiser.

    .http://www.stoacademy.com/tools/skillplanner/index.php?build=MavVorchaKarfi1_0 Tac Cruiser KDF. Vorcha and Karfis Can also use with an Excelsior using broadside torps.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=EnergyExcelsior_0 Standard Excelsior build. Tacs, and sci.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavgifttoSivar_0 Tac build for Excelsior, AC refits, Fleet Vorcha.

    Oddy, starcruiser, and assault cruisers, eng and sci captains. Can also use this with the Fleet Flight Deck Cruiser and Orion Ball Sack. http://www.stoacademy.com/tools/skillplanner/index.php?build=MavOddy_0

    http://www.stoacademy.com/tools/skillplanner/index.php?build=mavkineticnegvar_0 Kinetic Negvhar. Eng, Tac or Sci captains.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=Superhealer_0 Super Healing Recluse. Sci and Eng Captains.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=RawHealingMav_0 Heal Spammer Recluse, Oddy, starcruiser.

    Bortas. Reserved.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://forums.startrekonline.com/sho...&postcount=277


    This, is an extremely valuable tool tool to have. I heartily recommend everyone at least check this out at least once.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Set Items By now you are probably wondering "mav... or anyone what set do I get? There's so many out there!"

    The Answer? Is a little complicated and easy at the same time. It depends on what you are after.
    I really really recommend going with either 3 piece borg and Maco shield fedside (pretty standard setup gives you great longevity)

    Or consider 2 piece Omega and 2 pieces Borg.

    Unfortunately this isn't even a choice that's as much tied to your own build as what your team mates are packing as to what really works best for you and your group of friends. (and trust me you really want to start pvping with friends... or make some friends while pvping. There's pugging and winning.. then there's being part of a team, and -knowing- your team mates. Obvious tactical benefits aside, mmos are ultimately a social experience and there's no better one out there imo than sto pvp with friends)

    For example, if your team is already loaded for bear with control spam (such as CPB, Shockwave, Gravity well PANDAS I AM LOOKING AT YOU ) 3 Piece borg and Maco might be your best bet as to minimize the "Oh **** I need a heal!" moments. Your team is already overkilling crowd control anyway and when your targets don't have any shields as it is... one more Tet glider won't make much of a difference.

    However if your team is lacking in crowd control (like say 2 Escorts 2 Sci or god help you 3 Escorts a Sci and you) a 2 piece borg 2 piece Omega might be your best bet. You need all the cc you can cram in. The regenerative shields of say Borg or Omega (if you go borg shields, go Borg Shield, Borg Console, Omega Deflector and Engine. If you go Omega shield, go Omega Engine with it and Borg Deflector and Console) are still fairly stout on a max or near max shield power cruiser and are honestly a little less vulnerable overall to Tetryon Gliders, Tetryon Procs, Tachyon beam3, and CPB drains as they spring back incredibly quickly. Sure you are a little more vulnerable to burst from an Escort but no setup is truly perfect shield wise.

    "What do I run without these borg / stf sets though?" I really recommend the old school MK X purple shields like Resilient Cap3s, Covariant Cap3s, or Regenerative cap 3s, and purple X deflectors or blue XIs. Pre Purple Shields, I recommend MK XI or X Covariant Cap2s at least to get you by for shields.

    Notice what I left off the table here? Aegis Reman, and Breen. That's cause both of them are Junk. Like not even a little junk they are total junk. Okay, I'll be fair the Aegis is an almost stop gap till you get your borg stuff its got a really nice Deflector that adds to shield power and has some decent skill bonuses and the engine isn't terrible. Breen stuff though... that's irredeemably bad. It's not even as good as "normal" gear in all honesty.
    Do note that if you do run Aegis deflector I might shoot for the borg shield or Maco shield first in your stf gear. The Borg shield cause you'll get another +5 shield power (meaning now you have +10 over someone without that stuff, +14 shield power if you have the shield power console too and they don't have the shield power console) which allows you to put power into either your Weapons, Aux or Engines. Engines are a good idea if you are running DPS hybrid with your ship, as is it's a good option for Control ships. This will help mitigate the gear disadvantage you have till you can get your better equipment. While the maco will give you +2 to everything when you are being shot at. Giving you a still nifty bonus but great resistance to damage. I'll leave the visual of what your power levels will look like if your EPTX bonus power doff procs with all this going on for yourself. (+29/+26 to your shield power on the proc and static bonuses alone... throw on the EPTS boost now... Yeah. Crazy. Lots of room to play there)
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Consoles
    Every cruiser that has even one eng team, ASIF or Hazard emitters Needs 2 SIF Generators for the builds I've discussed so far. They tremendously boost your healing capability. To not have them is almost criminal. RCS? Only put on a control focused AC and then I wouldn't run more than 2, at max.


    Another very solid console layout is 2 SIF Generators, and 2 Armors. I prefer Tetraburnium coupled with Diburnium for my armors as this gives you ridiculous resists to all energy types, with abit more leaning on Phasers and disruptors.

    Sci Consoles, Field Generator at least one of these is mandatory, Borg Console can fit in here as well. For builds where the DPS isn't as important, you can move the Borg out and put in either a Shield Emitters console, or another Field Generator. Oddy's for example I recommend 2 to 4 Field Generators, couple that with a regen shield and the oddy's OP shield modifier and you get some insane shield tanking, at very low effort on your behalf, which means more heals for everyone else.

    Tactical Consoles, for Damage and Control, as many energy consoles as you can stuff in here. For healing, any cstore consoles, and the borg and maybe an energy console.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    This post is going to be going over some quick and dirty ability tray layouts that I've found to be quite effective while in a cruiser.

    Definition and term Row Through, in the context of this post Row Through, is a reference to the optimum speed and accuracy that you can rifle through your bridge officer skills without having to backtrack. Rowing Through, tremendously can affect your reaction times and ability to appropriately respond.

    The first thing I want to mention is there isn't any one layout that will work for everyone every time. The biggest piece of advice I can give you (before showing you examples) is to find a configuration that can allow you to "row" through your powers quickly and effectively with minimal searching. Some people put their emergency powers right next to one another, or one above the other, same with eng teams etc. Some people (like myself) prefer a gap between Emergency powers, as the ability won't be needed till later and it sets up a clean visual way of showing which emergency power is which in terms of Priority.

    Some people like putting their second emergency power system near the relevant bridge officer skills. (like EPTW1 next to FAW or Beam Overload, EPTA1 next to Transfer shield strength, or Hazard Emitters). As you can successively just roll from one ability to another.

    Some people like all their emergency powers together.

    The important thing is that you experiment, and practice with each layout you try until you find one that you can "row through" not only the fastest, but repeatedly Every Time. Anyone that's a veteran to pvp (regardless of game type.. FPS, MMO, RTS, Racing, Flight Sim etc) can tell you TRIBBLE can happen incredibly quickly so it's best to have your powers, and abilities straightened out to something that is as user friendly to you as possible.

    The optimum Row Through time I have found is all of your abilities fired off or at least clicked in 4 seconds or less. This will make you more than fast enough to deal with whatever happens in live combat.

    This is is my current layout on my healer controller
    http://postimage.org/image/m601ls5h1/full/
    http://cloud.steampowered.com/ugc/57...BEF6D9E9F89A2/ Here's Drunks layout.
    http://cloud.steampowered.com/ugc/578962749266681701/305F007F53D5F16037FE9BA86E44EA9772153F69/ Drunks other layout.

    Notice how my Row Throughs are set up for the most part based around relevant energy related powers. Things that boost my power to the relevant system get shunted over. EPTS takes priority since I refuse to keybind it to space bar (as it randomizes which EPTS comes up that first time, or during any significant gaps of not smashing the space bar). Other than EPTS, my more selfish abilities take the bottom row and middle row. In order of the activation sequence I tend to need them in.

    You get the idea though I think.
    The important thing is, you lay your powers out in the order that you most often need them
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Klink Cruisers, tend to operate on different tactical doctrines to their federation counter parts. The best klink cruisers in my opinion maximize burst dps potential while maintaining either strong healing, or strong crowd control potential. The reason for this stems from the basic tactical doctrine of klink teams. Skilled Klink teams are all about that surprise alpha strike. They roll a target, and roll another one hopefully before the enemy even knows what hit them. (QEW was famous for this and if you don't know who they were, just ask around. 99 percent of us hardened pvpers have at least one horror story of QEW decloaking and savaging half or more of our team on their initial strike runs.. and this was before the pay to win shenanigans klinks are capable of now.)

    Once the enemy team has been reduced by 40 percent, klinks tend to either be able to fade away and start again, or since the enemy's numbers have been reduced dramatically in seconds flat, they set up zone control and overwhelm the remaining 3 players preferably before the original 2 dead guys are even back from respawning yet and have their power levels ready. Someone should -always- be dying to a klink team that's operating hot in theory until the first klink dies or is maimed so badly that they have to retreat.

    Which is why it's important for klinks to know when to GTFO in my opinion. The subsequent posts for klink cruiser builds will attempt to maximize these traits primarily.

    Sci Cruisers tend to be fail for feds, but can work decently for klink teams all because of that initial strike capability so there will be more sci cruiser options here. (especially since both the Karfi and Voquv exist) For the most part I will avoid listing the various Pay To Win Methods, just straight up ship builds. It's more important to have a ship that can kick *** and take names on it's own merit than to crutch your way to victory. Because if you have to then later throw on the crutches you're just going to be all the more unstoppable for it.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    On the first Advanced cruiser build, we have the DPS hybrid. This is pretty much to provide extra dps pressure on targets at any given time, as well as to assist in spam clearing. These all assume Assault Cruiser as the cruiser being used. Excelsiors, Star Cruisers and Oddys will get their own posts eventually.

    It sacrifices some maximum healing capability (though with the right DOFFs that's up for debate. I'll cover those soon too), for more damage dealing.
    This works best obviously on an Assault Cruiser, but can also work on other cruisers.
    Cmdr
    EPTW1 (emergency to weapons 1), EPTS2 (emergency power to shields 2), Engineering Team 3, Extend Shields 3/ Aux to structural Integrity 3 (depending on which you'd rather have or can get access to)

    Lt Cmdr, EPTW1, EPTS2, Aux To structural Integrity 2/ Extend Shields 2.

    LT Tactical, Tactical Team1, Fire At Will 2
    Ens. Fire At Will 1
    Alternate Loadout. LT Tac, Tactical Team 1, Beam Overload2, Ens. Fire At Will 1

    Lt Science, Transfer Shield Strength1, Transfer Shield strength 2.

    Power Levels. 80 Weapon 70 Shields, 25 Engines 25 Shields as primary. Secondary, 80 Shields, 70 Weapons, 25 Engine, 25 Aux. Tertiary. 25 Weapons, 70 Shields, 25 Engine, 80 Aux. 4th Power setting, 80 Weapons, 25 Shields, 70 Engines, 25 Aux. (this is your run like a screaming girl/ chase setup)

    Weapon loadout, 8 Beam Arrays/ 6 Beam Arrays and 2 Dual Beam Arrays. There's two theories on this The First assumes you are going to be broad siding all the time to sustain DPS. This however also incurs a much larger power drain, so it's highly recommended that you run an EPS Console, or be prepared to eat more weapon batteries during spike damage periods. 8 Beams is best for a double FAW loadout, as it maximises your firing arc for your discoball. (aka death blossom, aka FAW Spam)

    The Second theory utilises 6 Beams for still potent broad side, (2 fore, 4 aft) and maintaining decent aft DPS. The reason the dual beams are there up front is it mitigates power drain substantially on broadsides (which means EPS console isn't as necessary here), while providing much stronger fore fire. It also gives you a much better Beam Overload 2 strike, for Alpha strikes, with your Escorts. The Second Theory, is more Tac Dependent, as APA, and Go Down Fighting are fantastic damage adders. You'll often down a facing, which allows for an immediate opening in enemy defenses. While you aren't going to be providing as much sustained damage, invariably your spike dps will be much stronger. Do keep this in mind. I wouldn't use the second theory on a non tac, as your crit chances are substantially lower, as is your actual crit damage, and baseline numbers. You also won't have the turn rate that the tac has to really get the miles out of the DBBs.

    Preferred Weapons for these two loadouts. Tetryon (if you spec into Flow capacitors), preferrably Polarized Tetryon arrays for the Beams. And some ACC x2 CrtH DBBs. Anti Proton, for ridiculous crit potential (get as much CrtD and CrtH as possible), and of course Phasers... because that proc is still ridiculously overpowered.

    Devices, Aux batteries will be much more intensively used here to supplement your healing. This is a good ship for a 3 sci ship team, since there will inevitably be alot of aux based healing going around. Engineers, also use your EPS power transfer for yourself when you know the enemy is about to really ramp up their damage. Subspace Field Mod... this thing's just too good to pass up. Deuterium Batteries, Shield Batteries.

    The second setup is abit more control oriented. This allows your team to have more crowd control at their disposal. While it also is a damage hybrid.
    Cmdr, EPTS1, EPTS2, Eng Team 3, Eject Warp Plasma 3
    Lt Cmdr, EPTW1, Eng Team 2, Extend Shields 2 Alternate Loadout (this is dependent on Doffs which I will cover in the next post as to why it is) EPTW1, ASIF1, Extend Shields 2

    Lt Tac. Tac Team. Fire At Will 2 Ens. Target Engines 1. Alternate, Tac Team, BO2, Target Engines 1

    LT Sci. Transfer Shield Strength1, Transfer Shield strength 2. Alternate Sci Team 1, Transfer Shields 2

    Weapons loadout. Same as above.
    Weapons types. Same as above. With Phasers being moved to the top, Tetryon Second and AP third.

    Devices same as above.
    Power settings, same as above. With the added caveat that the engine power bias setup, allows for more rapid delivery of warp plasma.

    This setup allows for a substantial amount of zone control being added to the battle field with a minimal loss in healing potential especially as right now it seems warp plasma stays on the battlefield even if the user of it dies. It clears spam very easily, and when correctly used lowers the defense scores of multiple targets on the battlefield as well as inflicts a fairly strong damage over time on your targets (especially if it's a tac dumping it out with full buffs up) This setup fits in well with 2 to 3 other sci ships. More the 2 sci ship team (assuming the other 2 are Escorts) It's also very irritating for klinks, as the warp plas disables cloaks while the DOT is up.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Tactical Captains skip this post after the following Public Service Announcement.

    Public Service Announcement If You are A Tactical Captain And You Are In A Star Cruiser. Get Out Of It. NOW. I don't mean later or tomorrow I mean literally right now. Get out of your ship take your toys off of it, Discharge it and buy an Assault Cruiser or Excelsior, or go find an Escort. Seriously. This is not the ship for you. Nothing you do will work in it. I'm sorry, but it's true.

    This Concludes our Public Service Announcement brought to you by OPVP and weeping Escorts everywhere.

    This post is just for Star Cruisers.
    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavOddy_0 Spec.

    Much Like my AC cruiser posts, however I'm only doing one SC one. I would go insane if I covered this ship too much (I'm a tac.. I murder people... most of opvp knows this just mentioning me and flying heal ship makes me cringe).

    The Star Cruiser is debatable the best heal cruiser in the game. Especially Fed Side. In my opinion it is the best heal cruiser on the fed side. (the Neb is classified as the Sci Ship after all) However aside from the standard Harmless Healer role, that it is primarily seen in, it can be made to sub in some control. It's not as effective as a Control AC, at zone denial and control but it is capable, and is still at least as good of a healer as the AC while the AC is more of a dps and control ship.

    The Standard Heal Bot layout.
    Cmdr, EPTS1, EPTS2, ASIF2, Extend Shields 3
    Lt Cmdr, EPTA1/ET1, EPTS2, ET3

    Lt Tac. APD1, Tactical Team.

    LT Sci, Transfer Shield Strength1, Transfer Shield Strength 2
    Ens. Sci Team1/ Hazard 1.

    Alt choices, LT SCi. Transfer Shields 1, Hazard Emitters 2, Transfer Shields 1.
    Tertiary Alt. Lt Sci, Sci Team 1, Transfer Shields2, Ensign, Sci Team 1

    Console load out should follow the standard heal boat pattern I posted before. Shields, and Set. Maco/Omega/Borg shield with 3 other borg pieces.

    Doffs, same as standard healing setup as above. (see why that got posted first? It was so I can be lazy later!)

    Now someone somewhere out there is moaning "But Mav I don't want to heal in this thing Damn it man. Gimme something"
    Here is where you can break the mold abit with the Star Cruiser.

    Control

    Cmdr Engineering
    EPTA1, EPTS2, Extend Shields2, Eject Warp Plasma 3
    Lt Cmdr Eng
    Eng Team 1, Aux to structural integrity 1 1/Aux To damp1, Eng Team 3.

    Lt Tac, Tac Team, Attack Pattern Delta1 (APD1)
    LT SCI, Transfer Shields strength1, Transfer Shield Strength 2 Alternate Sci Team 1, TSS2
    Ens sci. Tractor Beam. Alternate Hazard Emitters 1

    Now, before my fellow OPVPers bust out laughing their faces off. Here is why this setup can work. You can greatly reduce the CD of Emergency Power to Shields with the proper DOFF. You are going to want. No Need This Doff This doff is called the Damage control engineer. Get as good of quality or as many of these as you can, as well as the + to power level doff for it to work, and the Brace For Impact Doffs. This allows you to get away with one of each emergency power, as you can pretty reliably kick them into global with it.

    "But that doesn't fix the horrid turn rate and flight speed!" It requires abit of fancy flying to use, but you wanted something non standard but functional. It will take some trick flying at times but it's pretty worth it once you get to pulling it off.

    It's abit more healy still than the control AC. But the AC is more agile, and has more dps. Other Doff considerations are, the deflector cooldown reducing doff.

    Consoles. Eng Consoles same as the standard above. Sci of course field emitter, and 2 particle generator consoles. tactical 1 energy or cstore console, and borg console.

    Set Item. for most teams I recommend Maco and 3 Borg. Unless you have a secondary healer handy, then go 2 borg and 2 omega.

    Power Levels /25 weapons /75 shields /25 Engines /75 Aux. Both ships.
    Devices, Engine batteries, Shield Batteries, Subspace field mod, weapon battery (lol).
    Control Devices, Engine, Shield, Subspace field mod, Deuterium.

    These are the two that I know that work pretty well and that was waaay before Doffs came in to make things better, there's variations of them that also work but these I've tried at one point or another. Sci toons can work in the last setup, with aux to Damp going, and sci fleet to boost the teams and their own shield resistances to massive levels and throw dampening field in for that extra kick. Aux To Damp means that you'll actually get to see your sub nuc get used more than once in a blue moon. (think of it like flying a much better healing DSSV with better hull points and decent control that happens to be stun/repel immune for abit)
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Public Service Announcement The Excelsior is a tac ship first and foremost. while there used to be sci Excelsiors that would work fairly well, due to just how laughably bad Target Subsystems has become it's really not an option anymore. Engies can just skip this post as you'll never crit enough or hard enough to really roll this one effectively in a Team.

    And now we move on to the Excelsior. Step one? Acquire 3 SNB Doffs to **** everyone off Nah I kid.. okay only half kidding there.

    There's several good options for an Excelsior build, the ships viability in Premade PvP is debatable, outside of a couple of specialized teams, but there are places for this dps friendly ship, most of my setups here are going to be DPS, or Control oriented sometimes both. There's only going to be a couple with any kind of heal focus to them.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=EnergyExcelsior_0 Spec

    Shields/Deflector/Engine.
    Maco Shield. Omega Deflector, Omega Engine. Alt. Omega Shield, Omega Deflector, Borg Engine.

    Consoles, Borg, SIF Generators 2r, Armor of your choice (anything but Monotanium)

    Sci Field EmitterX2
    Tac. Energy.




    The Cannon Excelsior, this one was really popular back in the day. The reason? The Excelsiors god like turn rate, and more importantly almost Escort levels of Inertia. The ship can stop on a dime, making for some really shockingly effective uses of Evasive Maneuvers. There's at least two variations that I've tried both worked fairly well. There is another good one earlier in this thread (I'll link to that post after I write this post)

    The first one I list is also decent for extra crowd control and can be subbed in for that second escort on a team.
    Power Setting, 90 Weapon Power, 60 Shield Power, 25 engine, 25 aux.

    Armament, 4 Single Barrel Cannons 4 Turrets.


    CmdR Warp Plasma 3, Extend shields2, EPTS2, EPTW1. Alternate: DEM3, ASIF2, ETPS2, EPTW1

    Lt Cmdr, Cannon Rapid Fire 2, Attack Pattern Beta1, Tac Team Variant, Cannon Scatter Volley2, APB1, Tac Team.

    Lt Eng, EPTW1, ET2 Variant, EPTW1, EPTS2 Alt Variant, EPTW1 and Aux to Dampeners.

    Ens Eng, EPTS1. Variant ET1

    Lt Sci. Transfer Shield Strength1, Transfer Shield strength2,
    Variant, Sci Team 1, TSS2. Alternate Variant Hazard Emitters1, Transfer Shields 2.

    Doffs, I'd strongly consider, the Warp Plasma Doff that adds an immobilize to your warp plas. Get as high quality of one as you can afford. (I can't remember if you can stack multiples of these or not if so, get one more)
    Maintenance Doff... the one that reduces Team ability cool downs. Get 2 of these blue or better preferably. (till they change it... if they change it)
    For your final doffs, Shield Distribution officers. (the brace for impact shield healers) as many as you have slots for.

    and 3 BFI Shield Distribution doffs.

    This ship is highly mobile as it is the omega shield, and RCS make it even more so. Throw in the warp plasma which will inevitably slow or stop targets with APB and rapid fire 2 cranking means there will be a ton of pressure applied to a given target. The Tetryon Glider will further assist in shield removal which adds even more pressure.

    The other variant that I used is covered in the Variant, save for the cmdr spot being rounded out with DEM3.

    The DBB Boat. This one is a more heavy dps variant on the Cannon Excelsior. This one utilizes either FAW or Beam Overload to get the job done. It's abit more difficult ship to position about, but it's forward arc is devastating. You will want to tweak your power settings here to max out those evil DBBs.

    Power Setting, 90 Weapon Power, 60 Shield Power, 25 engine, 25 aux. Alternate settings, 60 weapon, 90 Shield Power, 25, 25. Tertiary, 75 Weapon, 25 shields, 75 Engines, 25 aux.

    Armament, 4 Dual Beam Banks. Yeah you read that right. 4 of them. 4 Turrets. This is surprisingly energy efficient, and the ship is agile enough that with practice and proper implementation of warp plasma you'll be hosing people down pretty well. This ship also takes place of a second Escort.

    Cmdr EPTW1, EPTS2, ASIF2/Extend Shiels2, Warp Plasma 3 Variant EPTW1, EPTS2, DEM2, Warp Plasma
    Lt Cmdr Tac Team, FAW2, Beam Overload 3, Variant, Tac Team, Beam Overload 2, FAW3.
    Lt Eng, EPTW1, Aux to Damp, Variant, EPTW1 ET2
    Ens Eng EPTS1

    Sci TSS1, Tss2 Variant A, Sci Team Transfer Shield Strength2 , Variant B Hazard Emitters 1, Transfer Shield Strength 2.

    It flies quite abit like the Cannon Excelsior, only with a considerably stronger forward strike, for a significant loss on broadside dps. Think of this ship like a mounted knight on horse back armed with a lance. Everything in the front of this thing is going to feel the pain. Anything to the sides? not so much. Fly it accordingly plan your moves, so that your DBBs will always land on a target, or secondary target when possible on your straight charges so you hose the target in the opening volleys, hit it with warp plasma, and aim the ship towards the second, rinse and repeat on your turn inevitable turn around to the primary.

    The Death Blossom and Deadly Broadside Excelsior. http://www.youtube.com/watch?v=pe3zMCbGX-w&feature=youtu.be Here is the ship in action, just to show some of the versatility of this platform. I'll have another using it's standard FvF layouts next.
    Power Settings. 90 Weapon, 60 Shields, 25 engine 25 aux.
    Armament, 8 Beam Arrays (4 Aft 2 For), Properties: CrtDX2 ACC. Disruptors or Tetryon are Preferred.
    Secondary Armament, 7 Beam Arrays (4 aft 3 Fore, 1 DBB)

    Cmdr, DEM3, Extend Shields2 or EPTS3, ES1, EPTW1. Alternate. Eject Plas 3, EPTS3, ES1 EPTW1
    LT Cmdr, Beam Overload 3, Attack Pattern Delta 1, Tac Team.
    Alternate, FAW3, Attack Pattern beta 2, Tac Team.
    Tertiary Alternate Beam Overload 3, Beam Overload 2, Tac Team. And last alternate, APO1, Beam Overload2, Tac Team.

    Lt Eng. EPTW1, RSP1
    Ens Eng, EPTS1

    Lt Sci. Tractor1 and TSS2. Alt Sci Team1, TSS2. Tertiary Hazard 1, Transfer shields 2.

    Doffs, , 3 Brace For Impact shield distribution doffs. Warp Core Engineer, (extend shields -or- power level booster), matter anti matter specialist when you run DEM, if not, tractor beam officer.

    Devices for all of these, Weapon batteries, Shield Batteries, Subspace Field mod, and Team Weapon Batteries.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    The Vorcha is perhaps one of the most iconic ships in the game. Virtually everyone that has seen The next generation, DS9 or Voyager knows what this ship is. What it's ideally made for and just how frankly bad *** it looks. It's the true flagship in my opinion of the klingon battle line. (Not that fat, ugly and borderline useless bortas)

    While it's in game version is in my opinion in need of a little love to live up to expectations it can still be a very potent cruiser for throwing it down. (and by throwing it down, I mean a TRIBBLE ton of damage in short order) It needs however great piloting to do so as cryptic in their infinite wisdom gave this ship an Assault Cruisers Inertia.... (which sucks... and makes no sense it has less hps than an AC. Not only this, but it's made to mount Cannons, canonically, and furthermore not only this Klinks have been repeatedly described as having far more advanced impulse drives than the feds) The ship will have great turning, once you get it up to speed. However the problem is, the Inertia score of 30 means eventually you, or it is going to TRIBBLE up your slide, and stall out with your business end pointed the wrong way and that little damn escort who's at like 10 percent is going to get away. No I'm not bitter at all...

    So why not just strap beams on it and clone the Assault Cruiser builds? Well sure... you can do that. Hell you could also, strap Dual Beam banks up front (X4 which is actually a pretty potent build for this thing and I do recommend trying it at least once with 4x turrets out back or perhaps 3 turrets and a spam dropper.. I mean mine launcher) to mitigate it and still keep true to the ships fearsome reputation for being a murderer.

    But we all know what you came here to this post for first and foremost. You came because you wanted Big Damn Cannons, and maybe a Big Damn Torpedo to shove through someone's bow, and out their aft sections.

    The first question is, is this a viable setup on a Team? The answer is yes and no. If you are a Tac? To quote one of star treks iconic captains/bridge officers? http://www.youtube.com/watch?v=u2ALsvU50wQ Anything else? You might want to go Assault Cruiser clone, or try the four dbbs. You just don't have the tac captain powers to throw it down with.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavVorchaKarfi1_0 The Spec

    The Tac Vorcha is meant to lead the attack. It comes in first, second or third on decloak to take the hate that your bop buddies will inevitably end up taking, throw down big damn cannon fire, maybe a torp strike. the bop that comes riding in behind you finishes the job, (and as you throw out Warp Plasma, hose the target, and then his friends. Firing all the way through the battle line as you go till you've completed your circle around). The reason decloaking second or third is mentioned is, a smart fed team will wait for the bops and not even waste time on you after the first couple of passes. That being said? There's alot of Stupid in the ques. so just keep that decloak order in mind incase you run across the smart ones. The unfortunate downside to this ship loadout is it can be very light on the healing in order to function correctly. (Zone control and Cannon DPS combination on this ship tends to eat up alot of engi spots)

    Here is a nice vorcha sample. http://forums.startrekonline.com/sho...5&postcount=79
    This is the first build set I'm covering for the Vorcha as it's not just the most iconic, it's also the ones that make feds scream "OP OP OP" about klink cruisers without realizing just how much you have to sacrifice to get this thing to run well.

    Power Settings, 90 Weapons, 60 Shields, 25 engines 25 aux. Or 90 weapons, 25 shields, 60 Engines, 25 Aux.
    Or if you can't get weapon performance ranked, 100 Weapons, 50 shields. with 100 weapons 50 engines as the tertiary.

    Weapons? Anti Proton DHCs with CrtDX2 dmg X3 or X4. 4 Anti proton turrets. Or Tetryon, or Phasers. Tet and Phasers, go for AccX2 CrtH or Acc CrtHX2s. If you are going 3 DHCs, run a CrtDX2 CrtH Quantum or photon.

    Shields, Resilient Cap3s, Omega shield, or KHG Shield.
    Deflector, Borg, Omega
    Engine KHG, or Borg

    Consoles, SIF Generator 2, or 2 Armors (4 energy type), 2 RCS
    Field Generator, Borg
    3 Energy Consoles.
    Devices, Subspace field modulator, Engine Battery, Aux Battery. Alternate, Subspace field mod... change for shield battery or team shield battery.

    Cmdr, EPTS1, Aux To Dampeners1, DEM2/ExtendShields2/EPTS3, Eject Warp Plasma 3. The reason there are so many alternate choices listed there? It allows for flexibility in the klink attack group. Sometimes you just need the extra murder power of DEM2, sometimes you are going to need to help your bop buddies with a massive shield resist, and sometimes you just want that extra shield resistance and power cause it is going all according to plan.
    Lt Cmdr, EPTA1/EPTE1, Reverse Shield Polarity/Aux To Dampeners, ET3

    Lt Tac, Torpedo Spread1, Cannon Rapid Fire
    Ens Tac, Tac Team/ Torpedo High Yield. If Four Cannon, Tac Team, Cannon Rapid Fire, Tac Team.

    Alt, Bo1, Cannon Rapid Fire
    Tac Team

    Lt Sci, Transfer Shield strength1, Transfer shield strength 2
    Alternate: HE1, TSS2

    Another version of this build with a much stronger broadside and more healy friendly version, utilizes 3 to 4 Single Cannons up front instead of the big cannons. Unfortunately however you'll never see 10K+ crits from your Guns alone.

    This changes your bridge officer layout.
    Cmdr, EPTS1, Extend Shields1, EPTS3, Eject Warp Plasma3
    Lt Cmdr ET1, Aux to structural 1/Aux to damp, ET3
    Tac, Tac Team, CRF
    Tac Team, or Torpedo Spread.
    Lt Sci TSS1 and 2.

    The Vorcha also can run pretty much any assault cruiser build, just with the added bonus of being able to roll with DBBs upfront, with turrets out back for more forward bite, or to just straight up copy an AC.

    Doffs: 2 purple Maint Engineers, 2 Shield Distribution doffs, 1 Matter Anti matter specialist if using warp plas.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Now that we've had the slight Oddy tangent (which I do intend on touching back on in the future. I want the Neghvar and some other ships done first). First a public service announcement.

    Public Service Announcement Tac Captains this really isn't the ship for you in terms of optimization. You really really should be in a Vorcha if you are going to roll in a cruiser on the kdf side. It has the base turn rate, superior inertia, and bridge officer layout for your needs. This is pretty much a sci and engi cruiser.

    Something to remember about the Vorcha and the Neghvar http://www.youtube.com/watch?v=6v9at5RlFu4

    The Neghvar is the other T5 Klink Cruiser. I won't lie, this thing is far better than the Fed counterpart, the Failaxy. But only due to the fed counterpart being a terrible nay horrible ship. (The Failaxy and it's Gal X variant I am not going to cover. They are Horrible ships and you shouldn't be flying one as anything but a vanity item, I'm not enabling that sort of behavior!) Equal in shields, and hull to fed cruisers, but with a far superior turn rate. However, it has among the worst Inertia scores in the game at a meager 25. But Mav how much difference does 5 Inertia really make? Oh god. If you thought your Assault Cruiser was a pig you ain't seen nothing yet, the Negvhar's Inertia is -so- bad compared to it's turn rate that you will often lose a hefty portion of your defense score during aerial maneuvers when you are really trying to crank it. I'm not kidding. All of the Neghvar builds covered here, assume the klink team doesn't want any non cloakers.

    Technically this thing can mount Dual Heavies. I really really don't recommend this though. The lowest you should be going on firing angle on this thing is Dual Beams. It's slow, and it's incredibly stall prone. The Neghvar in my opinion is for that klink team that really wants all their ships to be cloak capable, and still be more heal friendly than the Vorcha. In a surprise butt secks style team I rank this ship over non MESed carriers but only barely as carriers have the superior sci slots for healing and that's not mentioning the Siphon Drones and Tachyon Drone shenanigans, and the orion cruiser is a star cruiser clone. (which I'll touch on later as there are some slight differences)

    I wouldn't bother putting a torpedo on this ship as you'll have to combat general torp user issues, as well as this things incredibly gimped inertia score.

    The Weapon Loadout, I would try the following, 2 Dual Beams, and 4 beam arrays or try 4 Dual Beams 3 turrets and a beam array. Dual beams drain abit more power than Cannons, which is why I would back the rear turret count down to 3. It also gives you a wider angle for beam overloads (which is actually starting to make a comeback). While the former layout gives you a very good Fire At Will ship. You could also try 8 beams, as you -will- have the slot potentially for two emergency power to weapons1s.

    There's three schools on the Neghvar, much like most cruisers. The Damage boat, (which has healing as a very strong secondary), the Heal Bot (imo pure healing isn't going to carry you and your team mates all the way to the top with as good as high end sto pvp teams have become), the Control Boat (which subs in Dps, or Healing depending on what the team is lacking on)

    Shields, Omega or KHG
    Deflector, Omega
    Engine Omega or Borg.
    Yes the glider really is that OP. Assuming hell freezes over and Crytpic gives the Glider a kick in the junk like it so rightfully deserves
    Shields KHG
    Deflector, Borg
    Engine Borg

    Energy Type, I really recommend either Disruptors or Tetryons. Disruptors for obvious hull debuff when enemy shields -will- collapse from your glider cheese. Tets to bring shields down even faster.

    Power Levels.
    Damage, 80 Weapons, 70 Shields, 25 engine, 25 aux
    Heal 25 Weapons, 70 Shields, 25 engines, 80 aux.
    Tertiary, 25 Weapons, 75 shields, 75 Engines, 25 Aux
    Post Tertiary, 75 weapons, 25 shields, 25 engines, 75 Aux.

    The Control Boat.
    Cmdr Eject Warp Plasma 3, Extend Shields 2, EPTS2, EPTW1/EPTA1.

    Lt Cmdr, EPTS1, Aux to Damp1, ET3 Or if there's no photonic shockwaves on the enemy team. EPTW1/EPTA1, ASIF1, ET3 Sci might want to consider RSP inplace of Aux to damp as well.

    for an even more control happy ship, you can try the following in ltcmdr. EPTS1, ET2, Warp Plasma 1. This allows you to chain warp plas constantly.

    Ens. EPTW1/EPTA1. Which ever one you don't have 2 of already.

    LT Sci. Transfer Shield Strength 1 and 2. Or Sci Team1, TSS2.
    Lt Tac. Tac Team, FAW2 or Tac Team, Beam Overload 2. (latter if you have dbbs anywhere)

    Damage Boat
    Cmdr Eng
    EPTS1, EPTS2, Extend Shields 2, DEM3
    Lt Cmdr
    EPTW1, Aux To damp, ET3 Sci captains might want to put RSP in place of Aux to Damp
    Ens
    EPTW1

    Lt Sci
    Transfer shields 1 and 2.

    Tac, Tac Team, Beam overload 2. Tac Team, FAW2, or FAW1, FAW2, BeamOverload1 and 2.

    Heal Bot
    Cmdr, EPTS1, EPTS2, ASIF2, Extend Shields 3
    Lt Cmdr, EPTA1, Aux to damp1, ET3
    Ens, EPTA1

    Lt Sci Transfer Shield strength1, Transfer Shield Strength2 or Hazard Emitters 1, Transfer Shield Strength2

    Doffs. 2 Shield Distribution Doffs (blue preferably), 2 Maintance Engineers (blue preferably), 1 Warp Plasma Doff (if you are running warp plasma) if not that doff then either the bonus power level doff (warp core theorist I believe) or a third shield distribution doff.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    I like the Oddy's boff slots as a heal boat. Or as a healer controller. In my opinion it's out right replaced the Starcruiser for those that have the Oddy.
    There's alot of massive shield healing this thing can do, or potentially fairly equal hull healing to the starcruiser (with a nice balance of shield healing) while putting out some zone control.

    Praxis (MvS5191) has a good solid Oddy. I think I'd do this instead though
    Lt Tac: TacTeam 1, FAW 2
    Cmdr Eng*: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
    LtC Sci: Hazard1, Transfer Shields strength2, Photonic Shockwave or Charged Particle Burst2.
    Lt Sci: Hazard 1, Transfer Shield Strength 2
    Ens Sci: SciTeam 1

    and run an aux and weapon power split setup power level wise. This gives the team an extra psw/CPB (and as the ship is well slow it can't really utilize the 90 degree skills and tbr can be tricky at times with it)

    I really do recommend some kind of control power in the lt, or lt cmdr sci slot though, this thing is such a beast on healing.
    The only reason I didn't cover the Oddy, was not everyone is going to have one or have access to one.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    I've seen way too many Failboats out there flying Oddys... so yeah. Post incoming this weekend...probably, barring any catastrophes.

    First off, the Sci Oddy is hands down the best one. Use it if you have the choice between them all and ditch the rest. Yes Sensor An. is really that good with 8 beams.
    Public Service Announcement Tac Captains put down the Oddy... go get an Excelsior, or AC... the Oddy is too fat and too slow for you.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavOddy_0 Here's the spec.

    Secondly, the Oddy is in my opinion an Engineer's or sci's ship. It's too fat and slow even with aux to ID going for anything else. FAAAT is the operating phrase with this ship. For several reasons, one it has a really poor turn rate, and Inertia score. Secondly, the model of the ship itself is HUGE. It dwarfs the Assault Cruiser, and nearly every other cruiser in terms of size, which changes the physical distance required for it to make a turn, without factoring in it's Inertia. (hooray for cryptic not thinking things through right?)
    The first thing we should discuss is which Oddy is right for you? The answer is of course the Science Cruiser. No other ship has Sen An and 4 sci console slots. This makes it by far hands down the best Oddy in the game.
    Now let's talk turn rate. It's garbage. Don't bother using any powers that involve moving your ship, because it's just setting yourself and your team mates for an epic fail. Warp Plasma is a No No on this ship. DO NOT USE IT. We'll get to the Controller variant later. And it doesn't use Plas. Or Gravity Well. Or Tykens.... because you need to be able to Turn to use them.
    Infact the slower your ship the worse of an idea facing related, or movement related abilities are.
    So what do you use?
    Here's a staple healer Oddy.

    Cmdr, EPTS1, EPTS2, Eng Team 3, Extend Shields 3
    Alternate: EPTS1 EPTS2, ASIF2, Extend 3
    Lt Cmdr, Sci. Transfer Shield Strength1, Hazard Emitters 2, Transfer Shield Strength 3.
    Alternate heal, TSS1, Sci Team 2, Transfer Shield Strength 3.

    LT Tac, Tac Team (when pugging if your team seems competent switch out tac team for target engine 1), FAW2.

    Ens Uni. Sci Polarize Hull. Tac uni, FAW1, and change the Lt tac slot to Attack Pattern Delta. Engi, Emergency power to Auxiliary 1. (I actually really like this one)

    Shields, Maco or Borg.
    Engine, Borg or Omega
    Deflector, Borg or Omega.

    Doffs, 2 blue (or even better purple!) Maintaince Engineers, Warp Core engi, 2 shield distribution officers of blue quality.

    Consoles, 2 SIF Generators, 2 Armors, I prefer Ablative and Neutronium combo
    Sci, Shield emitters consoles. 3 and a field generator.

    Power levels, 100 to guns, 50 to shields, 25 engine, 25 aux.
    Throw the crack on yourself (EPS power transfer) and use EPTA1 and you'll have almost max power across the board.

    Controller Oddy.

    Cmdr,
    EPTS1, EPTS2, Eng Team 3, Extend Shields 3

    Lt Cmdr uni Sci.
    Transfer Shield Strength1, Hazard Emitters2, TBR1, FBP2 or VM1 or shockwave.

    Ens uni. Emergency power to Aux1.

    Lt Tac, Tac Team, Faw2.
    Shields, Borg,
    Deflector, Borg
    Engine Borg
    Consoles, 2 SIF Generators, 2 Armors.
    Field Generator, Borg, and Particle generator consoles.
    Power levels, same as above for Engineer. Sci captains, 75 weapons, 50 shields, 25 engine, 75 aux.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    This is the final (for now) Oddy build I'm going to quick cover. I left lil hints of it here and there up till now, but I feel it's time to complete it before I move on to the Orion Ball Sack, and the Voquv Carrier.

    This Oddy, is a heal boat, however unlike my previous Oddy suggestions this one is backed around Shield Healing and shield resistance. Shield tanking, is the name of the game in STO pvp. The longer your shields can stay up, or be propped up the less heavy damage you will be taking. The shield healing Oddy, is great when coupled with science based healing, sci fleet skill, or even simply a second cruiser that has the more conventional ET3s at its disposal.

    Weapons, Really they aren't all that important. But, I'd run anything but plasma. ACCX2 + CrtH, or CrtD will suffice here. To keep power drain to a minimum for sci captains, I'd run 6 beams, and a torp forward, and mine launcher aft. or 2 mine launchers aft. If you run a torp, obviously go Chroniton.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavOddy_0 Spec.
    Deflector, Borg
    Engine Borg
    Shield, Omega, Borg, or Maco

    Consoles, 1 Armors, 3 SIF Generators
    3 Field Generators 1 Borg.
    2 Energy.

    Cmdr Eng: EPtS 1, EPTS2, Extend 2, Aux to SIF 3 Or EPTA1, EPTS2, ET3, ASIF3

    LtC Sci: HE 1, TSS 2, Sci Team 3 Or He1, TSS2, TSS3

    Lt Sci: Tractorbeam, Hazard Emitters 2 Alternate, Tractor beam1, Transfer Shield Strength2

    Ens Sci: Transfer Shield Strength 1 Alternate Hazard Emitters1

    controller variant LtC Sci, Tractor Beam1, Transfer Shield Strength 2 Tractor Beam Repulsor2/ Grav Well 1
    Lt Sci: Hazard Emitters1, Tractor Beam Repulsor1
    Ens Sci: Hazard 1.

    Lt Tac: TacTeam 1, AP: Delta 1/FAW 2/Torp Spread 2


    Doffs, 1 blue and 1 purple Development lab scientist, or 2 blues and a white. Warp Core Engineer, and lastly Shield Distribution officer. (if you have the first doff in blue and purp add a second Shield Distribution officer)

    Devices, Aux Batteries, Subspace field mod, Deuterium
    Power Settings
    Offense 100 weapons, 50 shields, 25 engine 25 aux
    Defense 25 weapons 75 shields, 25 engines, 75 Aux
    Healer 25 weapons, 50 shields, 25 engines, 100 aux
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/sh...&postcount=218 I'm leaving the link here at the top of the page so he can recreate the post later as necessary should he feel like editing. Below is the original post. Which I will remove should he express a desire to revisit this build in the future if he wishes me to.


    i think i'll throw my 2 cents in on these flagships too, in the terms of using them as tactically as possible. first off all they are not created equal. the devs thought they were creating 2 different but balanced with each other ships, each being the embodiment of the factions ideal and strengths. the result is 1 ship that is devastatingly effective no mater what version you use or how you use it, the other is a star cruiser with less tactical capability, a worse turn rate, but a bit more hitpoints.

    the bortas in any form and with any station configuration is going to deal more base damage then any other cruiser. it very tempting to set this ship up as tactically as possible with a tactical captain, its even viable in my experience. with the free version having the ideal engineering ensign, you can run this ship very tactically and still have all the basic survivability a cruiser needs, with out spending $50. i would suggest 2xEPtS1, RSP1, ET3, and A2S3 with HE1 and TSS2. with all the innate bonus energy to weapons, you don't need to worry about chaining EPtW1, one of the biggest things that separates the 2 flagships. it literally makes 1 completely viable as a battleship and makes the other a complete non starter.

    running 8 beams is nearly the only viable thing to do, but with the potential 5 tactical stations is very tempting to try single cannons or all turrets. with 8 beams get 2 or 3 con officer doffs so you can have 1 copy of TT1 running at global cooldown. that's what every single person should do first thing no mater what you fly. 2 copies of APB1, and FAW1 and 3. this is withering damage potential for everyone around you, these skills backed by tactical captain buffs are extreamly hard for anyone to survive for long. its basically lolFAWscort damage from a much heartier source.

    this is extreamly fun to kirk around in, has adequate survivability, and far above average cruiser damage potential. not gonna claim its something you should take to a premade though.

    if you gave the bortas a LTC engineering station you could basically run it like a negvar or vorcha that again just deals more damage. chaining EPtA1 and EPtS2 allows you to go from 125 weapons energy (naturally) to 125 aux at the press of a preset button. going from dealing mad damage to mad healing in ways the feds can only dream of.



    the only odyssey that has the slightest chance of pulling off half the tactical brilliance of a bortas is the tactical version, or the sci version with SA without even trying, but im just going to continue to ignore SA exists on these damn things and so should you.

    with the free version, and the non tactical versions, you cant use the LTC station for tactical, it doesn't work. you don't have enough tactical consoles to ever deal the kind of damage over time that will outpace some one chaining EPtS and an occasional TSS. you also don't have enough weapon energy natively to attack with, at all. you would have to use 2 of your 4 to 5 engineering stations to change that, and have about as much survivability as an escort sitting still, less maybe.

    the tactical odyssey can basically be set up like the bortas is detailed above, but it wont deal damage as good, and wont be as an effective a team member as the equivalent bortas. the excelsior or assault cruiser are just better at the whole tactical thing, a ship with just 8 beam arrays really does not need 5 tactical stations. 3 is basically ideal, and you get MUCH more survivability and team supporting ability which is the point of you being there. if i could change 1 thing about my above bortas, it would be changing the LT tactical station into a engineering station, then i'd proboly use the ensign station for science.

    no amount of tactical station powers are going to make up for your lack of weapons energy, and you cant make up the difference with 2 or 3 weapons energy consoles anymore. you are better off tactically to use your LTC station for engineering, at least then you can chain EPtS and EPtW, and run an ES or EWP on top of the usual RSP1, ET3 and A2S3. you know act like a cruiser, which your flying, dealing your minor pressure damage and keeping your team healthy, instead of trying to be kirk.

    the odyssey could be interesting with a LTC sci station, but not on the free version, you need the ensign for engineering to chain EPtS1, 20% of survivability in pvp is from this. lets see another 15% comes from TT, 20% if you have the conn doffs, 40% comes from hitting the distribute all button every 3 seconds, and the last 25% comes from passive things like a combination of your defense score, energy level based shield resistance and hull resistance. maximize all those things the best you can and you will survive for more then 5 seconds in a match.

    anyway, if you go the LTC science route, which i have never bother trying so this is basically theoretical, i could see a low weapons energy/ high aux setup that does nothing but support as hard as it can. maybe with all turrets or beams that are just trying to deal glider damage or phaser procs, not trying to deal actual damage. equipping a doff cooldown reduced science team and 2 copies of HE and TTS with ES2 and A2S3 offers enormous healing potential.

    or listen to mav, he would know better about the LTC science route then me.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/sh...&postcount=128

    Same as his oddy post. And it still is the only Galaxy build I will endorse.
    finally started rebuilding my engineering characters, been playing nothing but my tactical ones for months. my kdf and starfleet engineers both still had all their skill points undistributed from the final skill tree changes! great for loading into tribble and trying things out with though. better get them in shape before the FE reward expires.

    im just a cruiser fan, i have had great success in an escort, but i just keep ending up with my characters back in cruisers. my tac excelsior dealing between 3000 and 1500 a shot with 8 beams when fully buffed melts things so well, and i have all that survivability with 2x EPtS, ET2, A2S3, RSP2, TSS2, and HE1. RSP2 and ET2 would switch places to RSP1 and ET3 provided i ever get a response from "could anyone train ET3 please?" at DS9 and space dock. i swear that hasn't worked since F2P happened.

    so my fed engineer is in a galaxy R, i think its kinda hip to fly one now, the odyssey has assumed the im a noob mantra the galaxy R had. love the ship, but its far from optimal stations and terrible turn rate are so unfortunate. ive made it work, with its stats all it can be are an impenetrable tank and healer. it will never deal damage, best it can seem to do is 1000- 500 damage a shot with 8 beams. my kdf is basically a clone of this build in a neg var, only it deals more damage with its 3rd tactical console. since it has more built in weapons power, im able to run 2xEPtA1 instead of weapons, quite helpful for those heals.

    still deals more damage then about 75% of the other cruisers i see in stfs, and i regularly placed second and third in damage on the pvp scoreboards. you would think that with all the "kirks" and "The Dragon Flagship" flying around that my dedicated healer with 2 tactical consoles wouldn't be dealing better damage then them, i must just know how to play! its amazing just how HARD escorts gun for me, i must suck if im flying this thing, it must be so frustrating when i simply won't die, and can run almost as fast as they can.

    skills are as follows
    TT1, FAW2
    EPtW1, RSP1, EWP1, A2S3 in stfs, for pvp EPtW1, RSP1, A2S2, ES3
    EPtW1, EPtS2, ET3
    EPtS1
    HE1, TSS2

    im stfs i run 2 netronium, 1 monotonium, and 1 anti plasma/tetryon armor with my green mk12 [turn]
    engine and blue mk11 deflector that's nothing but + to hull repair and shield hp. might swap this with 3 part borg eventually, a lot of grinding still needed for that, a lot of this equipment is from season 3 and 4. with the points i put into threat control, literally ever borg npc targets ONLY me, but this build can take it. if i cant contribute meaningful dps, i can at least tank 3 or 4 spheres and let the dps'er do their job without interference.

    in pvp its 2 netronium, borg and sep console slotted for engineering with 2 flow cap consoles and omega deflector and engine for maximum shield damaging with the glider. so far im happy with it, ive saved many asses in the pubs ive played.

    at least when it inevitably gets boring not doing the killing i can swap back to my tacticals and 'kirk' it up, with actual success, as i see fit!
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    How I feel while rolling a pure heal bot http://www.youtube.com/watch?v=nFUaX29tDUk

    So during my drunken flying I came up with a brilliant controller healer... cause we all know I don't like just facerollin that keyboard sober.
    Cmdr, Warp Plasma 3, Extend Shields 2, EPTS2, EPTS1
    Lt Cmdr, Emergency Power to Aux1, Aux to structural 1, ET3 Alt EPTA1, RSP, ET3

    Tac
    Lt, FAW1, Attack Pattern Beta1
    Ens. Tac Team

    Sci
    Transfer shields 1, Hazard2

    Shields, Borg shield, or Maco
    Deflector, Omega
    Engine Omega.

    Consoles, 2 SIF Generators, RCS or Neutronium, Ablative Armor
    Sci, Borg, and Field Generator
    Tac. 3 Energy consoles.

    DOFFs. 3 Maint engineers (purple ideally of course... 2 blues and a green works as well), the Warp Plasma Doff, and a brace for impact shield distribution doff. Changed the shield distribution doff for the Warp Core engineer that gives a 20 percent change to get +20 power to all subsystems with each hit of Emergency Power. As I have 3 Emergency systems I've got a 60 percent chance of getting free extra power. which when it procs when EPS power transfer up, almost maxes out all of my subystems.

    Power settings 100 weapons, 50 shields. 25, 25.

    Heal bot with warp plas, and high weapon power. It's fairly flexible, and stable. So far it seems pretty straight forward. And much more entertaining to play than my old heal bot build was Ideal team would probably be 2 Recons, and a nebula. As it's missing a heal spot, you need a fairly solid team I would think. Could probably also work it with 2 Intrepids, and 2 Escorts as well.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    A brief word on my favorite or least hated carrier.
    This is a Tactical or Sci Officer's ship. The LT Cmdr slot compliments those two classes nicely. For Tacs this gives you access to BO3, 2 and say... Tac Team. For Sci this gives you, Tac Team, FAW1 and 2.

    The Karfi, is a damage focused carrier in my book. It's not the best healer by any means, and it's kind of squishy. However you do have options to get some decent longevity out of this thing and I'll go over them as completely as I can.

    We are going to cover the Tac Karfi first.
    Weapons, The Karfi is just a hair too slow to go with a Dual Beam bank setup, so I recommend the usual standard 6 beam arrays, with one mine launcher in the aft. That mine launcher should of course be spitting out chronitons. Preferred Properties, AccX2 CrtH and or AccX3

    Deflector, Borg
    Engine, Borg
    Shield, KHG, or Borg.

    Power Settings, 100 to Weapons, 50 to Shields, 25 to everything else.
    Alternate #1, 100 to weapons, 30 to shields, 25 engines, 35 Aux.
    Alt #2, 50 Weapons, 25 shields, 25 engine, 100 aux
    alt #3, 25 weapons, 100 shields, 25 engines, 50 aux

    Devices, Shield Battery, Aux Battery, Subspace Field Modulator.
    Cmdr slot,
    Viral Matrix 3, this skill provides a 10 second shut down to multiple subsystems and is one of the few good sci powers left in the game. Transfer Shield Strength 3, Hazard Emitters 2, Tractor Beam
    Lt Cmdr, Tac Team, Beam Overload 2, Beam Overload 3.
    Lt Tac, Tac Team 1, Dispersal pattern Alpha 1 why alpha and not beta? More mine clusters, means they will seek 2 targets to TRIBBLE on instead of one.
    Ens Sci, Polarize Hull 1 you need this.. both as a hull resist, and as a way to break tractors.
    Lt Engineer, Emergency Power to Shields 1 and 2.

    Hangars, for full on **** Move status, go with the double siphon pods. You'll be the life of every party. If you want to just go for raw murderous potential Advanced Skulls. They give you free torp strikes vs nekkid hull and as a tac you'll get plenty of those opps with BO2 and 3 slamming home every chance you get.

    This layout is fairly standardized and capable of giving good non aux dependent shut downs, and decent shield tanking potential, with a nice hull heal thrown in to ice the cake.

    Abit more of a risky but possibly higher payoff version of this ship before I move to the sci.
    Cmdr, Photonic Shockwave 3, or Tractor Beam Repulsors 3. Why? with full tac buffs applying to these powers you can be absolutely Murderous. Can we say routine 22k strikes with PSW3 vs a non shield facing target? Or a stream of 10 -20k crits from TBR3 when TBR3 starts rolling crits? Both are also good for disrupting healing cycles as PSW knocks off extend shields, and TBR can potentially push either your target, or the healer out of reach... so you and your bop buddies can get all rapey, if you cooridinate and learn to aim your TBR3s.
    If running PSW3, TBR2.. while TBR2s damage isn't as substantial as TBR3s, it's still good for pushin and spam clearing, Transfer Shield Strength 2, and Hazard one fill out the sci slots here. The rest of the boffs are unchanged.

    Sci, Karfis, are more healing and control focused than their murderous tac counter parts. Here's the sci karfi I've found works best.

    Weapons, 6 beams, and 1 chroniton torp launcher
    Deflector Engines and Shield see above.

    Power settings same as the tac

    Boffs,
    Cmdr, Viral Matrix 3, Photonic Officer 3, or PSW3, Sci Team 3, Transfer Shield Strength 2, Hazard 1
    Lt Cmdr, Tac Team, FAW2, FAW3 (that's Fire At will for those of you that don't know that yet)
    Lt Tac, Torp Spread 1 and 2. Alt loadout, Torpspread1, Attack Pattern Beta1/Delta1
    Lt Eng, EPTS1 and 2
    Ens Sci, Tractor beam.

    Hangars, Siphon Pods or Frigates.

    Doffs, the Sci Team cool down reduction doffs. Get your ST3s as close to global as possible, Brace For Impact (shield distribution) doffs, and then a Warp Core Engineer.

    The Sci Karfi is more reliant on debuffs, as by nature sci captains lack the necessary burst buffing powers to make the relatively few tac slots worth it. (as again the Karfi is just a hair too slow for Cannon and DBB use.) It can also provide abit more healing to it's team mates as the sci captain has access to dampening field -and- sci fleet to help keep himself alive during focus periods, as well as team mates. (these also buff your pets by the way) As a controller a Sci Karfi is absolutely obnoxious to play against when handled well. Hair pulling Obnoxious and to make it worse, it can often full heal it's allies shields making the small inroads against their enemies for nothing.

    Consoles I saved to the end as they are identical for both ships.
    1 Ablative armor, 1 Borg
    3 Field Generators, and 1 particle generator, or 3 Particle Generators 1 Field generator
    3 Energy Consoles.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    The Voquv, or my least favorite carrier. Why? It's fat. I can't help it, it's fat. Fat and Slow, however it's still quite potent.

    This is an Engineer's ship, and only an engineer's tacs get nothing in terms of benefits for flying this, and it's far too slow for scis to use. Even with aux to damp.

    As such it should be focusing on it's healing prowess and spam potential. I like these as shield healers doff wise, as it can either make your already TRIBBLE shield tanking even more so, or make someone elses tanking TRIBBLE.

    Power Levels : 90 Weapons 60 Shields, 25 engine, 25 aux.
    #2, 25 Weapons, 60 Shields, 25 engines, 90 Aux. With EPTS 3 up you'll only be 4 under the cap.


    Weapons, 5 Beams, 1 Chroniton mine launcher.
    Deflector, Borg
    Engine Borg
    Shield, Omega, or KHG. Just trust me, 4 friggin field generators + Omega shields is TRIBBLE. Even on a ship that has jack and TRIBBLE for a defense score. Especially with an engineer's host of self heals, let alone the extra shenanigans I listed for boffs.

    Consoles:
    2 SIF Generators, 1x Ablative or Neutronium
    4 Field Generators
    1 Borg, 1 Energy.

    Boffs,
    Cmdr Sci: TBR3, PSW3, or Photonic Officer 3, Sci Team 3, Transfer shield Strength 2, Hazard Emitters 1
    Lt Cmdr Eng, EPTS3, ASIF1, EPTS1 Alternate : EPTS3, Extend Shields 1, EPTS1 if you have the alternate doff arrangement listed below, EPTA1, Extend 1/ASIF1, EPTS3
    LT Cmdr Tac Tac Team, FAW2, Attack Pattern Beta 2 or FAW3
    Lt Science, Transfer Shield Strength 1, Hazard Emitters 2

    Doffs, Development Lab Scientists preferably 2 purples, 2 Shield Distribution officers, (2 blue or better), Hazard System Officer.
    Alternate Doffs, 2 purple Dev Lap scientists, 2 Damage Control doffs. (purple), 1x Shield Distribution


    Hangars: Siphon drones, 2, 2 tachyon drones. 2 of the hull repair drones, or 2 bop hangars.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    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 Engine
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/sh...5&postcount=79

    Vorcha post. I'm going to take the liberty (hope he doesn't mind!) of altering his build slightly.

    Weapons front:
    1x photon torpedo
    3x tetryon dual heavy cannon
    Weapons aft:
    4x tetryon turret
    Engine: Borg assimilated, if i want to go all out speed, omega force engine
    Deflector: Borg assimilated
    Shield: Honorguard mk11, breen sheild against dominion forces, reman shield for the looks.
    Devices: Subspacefield, aux bat, shield bat
    Eng consoles: rcs mk11 blue, kinetic armor, 1x energy type armor (changes depending on what i go up against), 1x plasmonic leech.
    Sci consoles: field generator, borg assimilated console
    Tac consoles: 3x tetryon pulse generator mk 11 blue

    Boff skills:
    Lt tac: torp spread 1, cannon scatter volley 1
    eng tac: Tac Team
    (note, those get switched depending on situation, multitarget for PvE, single target versions for PvP for example)
    Comm eng: EPTS1, ET2, DEM2, AUX2SIF3
    LT Com eng: EPTA1, AUX2ID1, ETPS3
    LT Sci: HE1, TSS2 (Or the other way if i know i need more hull then shield tanking
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    This isn't far offf of what I've settled on as my Vor'cha build, it's laying down some murderous firepower. By keeping it full DHC/turret, I only have one weapon type that I need to "buff up", so can run TT1 twice, although a beam overload and DBB sounds tempting having read this.

    Lt Tac: TT1, CRF1
    Lt Tac: TT1
    Cmdr Eng: EPTS1, Aux2ID1, DEM2, DEM3 (I'd also have a variant with ES3 for team play but I don't have the bof space or the bof for that)
    Lt Cmdr Eng: EPTS1, RSP1, Aux2ID2 (the order of the last two is variable, I have it this way so the bof is compatible with my bop build as well) EDITORS NOTE Personal tweak. AuxId1 is just as good as 2. Just go with RSP2
    Lt Sci: ST1 or TSS1, HE2

    This build came to fruition because I wanted plenty of raw DPS and reasonable agility without having to worry about frequent 'splosions like I do in my BoP during STFs, it's designed as a self sufficient murder-cruiser. My experiences so far are that it can make up for the lack of higher tacitcal powers with pure horsepower so to speak as a tactical captain, as 4 turrets and 4 DHCs is quite powerful, and more viable than on a Raptor becasue you're not having redundant boff slots from only one weapon type to buff, also, you're almsot as manouverable, have more healing to share than a Raptor, and more hull and shields for when things go wrong. Also, I know you're not covering P2W consoles, but the reason I haven't sacrificed Aux2ID2 for EWP is my Nausicaan engineer's going to be treated to the Nausicaan ships, and I'd rather have Theta on this build. I'm using the Borg set with an HG shield at the moment, although two piece Borg and Omega could be intresting for the tet glider.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Original Post http://sto-forum.perfectworld.com/sh...&postcount=314
    Ferengi D'Kora Ship This post here, is the alterations I would make to the build to improve it's speed, and shield strength.

    Weapons:
    Rapid Fire Missile Launcher
    3x Polaron DHC
    3x Polaron Turrets
    Concentrated Tachyon Mine Launcher

    Equipment:
    Maco Shield
    Borg Engine
    Borg Deflector
    Consoles:
    Eng: 2x RCS
    Sci: Field generator, Borg, Field Generator
    Tac: 3x Polaron Phase Modulator

    Boffs:
    Lt. Com. Tac: TT, CRF1, CRF2
    Ensign Tac: HYT1
    Com. Eng: EPTW1, EPTS2, ET3, ASIF3
    Lt. Eng: EPTS1, Aux To damp1
    Lt. Sci: HE1, TSS2

    Doffs:
    2x Shield Distribution Officer
    2x Maintenance Engineer
    Warp Core Engineer

    Power:
    85/50/40/25 -> unbuffed = 104/73/86/48
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Like you mean packing ASIF2 instead of ET3? (or ES2)

    It is indeed an acceptable replacement, at least if you are running a shield healer/resist builder.

    Right now a build I'm working on, is a star cruiser that uses TSS1, ST2. As the toon was a sci she needed maximum resistance so she's got EPTS3 where my ET3 normally sits (now changed it out for RSP2.. yes that is how awesome engis are... you need a bigger thicker green diaper as a sci healer to work around not having MW or RSF!)

    So her other LTCmdr slot was taken with ASIF2. Which gives about 7k hull points with 3SIF generators, and full aux. And +50 damage resistance.
    Tac Team, APD1
    EPTS1, EPTS2, ASIF2, ES3
    EPTA1, ES1, RSP2
    TSS1, ST2
    Tractor beam is her current layout.

    Also it's worth pointing out that naturally the Oddy does indeed do everything the star cruiser can and more, so if you are runnning say Sci Team 3 in your lt cmdr slot, I really don't recommend ET3 since it will interfere with your ST3 CD, so ES2 or ASIF2 is more than acceptable.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    You have been busy Mavairo. Good job!
    With my fed engineer Im currently running the Ferengi D'kora ship. It is made especially to assist groups by clearing spam and reduce damage output of opponents with the subnuc doff combined with FAW.

    Weapons:
    Rapid Fire Missile Launcher
    3x DBB
    3x BA
    Concentrated Tachyon Mine Launcher (or 4th BA)

    Equipment:
    Omega Shield
    Omega Engine
    Borg Deflector
    Consoles:
    Eng: 1x RCS, 1x neutronium alloy
    Sci: Battlemode3000, Borg, Field Generator
    Tac: 3x energy type console

    Boffs:
    Lt. Com. Tac: FAW1, APB1, FAW3
    Ens. Tac: TT
    Com. Eng: EPTW1, EPTS2, ES2, ASIF3
    Lt. Eng: EPTW1, EPTS2
    Lt. Sci: HE1, TSS2

    Doffs:
    2x conn tact team doff (reduces TT cooldown, effectively means running 2 copies of TT)
    2x conn evasive officer (reduces evasive cooldown from 45 to 30 sec)
    Subnuc doff
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://www.stoacademy.com/tools/skillplanner/index.php?build=roachmavmod_0

    The Bortas is too Fat for cannons. the turrets they do nothing! Ditch them for 4 arrays.

    Consequently, put in Tac Team, and put FAW2 in your tac slot

    A2eB1? Aux to bat? You have plenty of tac and engi slots... so ask youself (I am assuming technician doffs)

    Just go phasers if you have them. they are Op and probably will never be changed to be otherwise.

    Ditch the beam and cannon doffs for Shield Distribution doffs. (it's not like you are in a Vorcha that's using DHCs) Or go one Shield Distribution, and one more Technician.
    http://www.stoacademy.com/tools/skil...=roachmavmod_0

    Also this will work for a skill spec better overall.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    well, i think ill go into detail with my tac excelsior 8 beam array/4single cannon, 4 turret build

    it requires having 16 expensive, high end weapons though. since this build relies heavily on the tetryon glider for maximum effect, and tetryon proc on top of that, i recommend tetryon weapons too. they are relatively cheap to get, and single cannons are the least popular and cheapest weapon on the exchange. at least acc2 beams are a must, but are thankfully easy to get from the D store.

    i managed to score 4 acc3 tetryon single cannons and couldn't be more happy with them. they never miss even bops running evasive maneuvers and they just whittle your opponent down to nothing. as for turrets, those are always hilariously expensive. if you can find at least acc2 mkXI turrets for reasonable, consider checking out as blue acc2. the actual damage difference between a blue MKIX acc2 and a MKXII acc3 is only about 5 or 6 damage a shot.

    whether your running beams or cannons, the station powers will be basically the same, except for tactical of course.

    TT1, CRF1, CRF2/TT1, BO2, BO3
    EPtW1, EPtS2, RSP2, A2S3
    EPtW1, ET2
    EPtS1
    HE1, TracBeam2

    i suppose i could swap ET2 and RSP2 for ET3 and RSP1, but i find them quite adequate how they are now. RSP2 lasts so long now that i could go grab a beer and come back before it wears off. the ~8000 hull heal from ET2 is plenty, backed up by A2S3 and HE1

    i run omega deflector and engine and maco shield. the omega deflector and engine are proboly the best in game, with or without glider. the omega engine has the best turn rate boost you can find on a hyper engine, and the deflector boosts your accuracy very noticeably. the maco shield is great too of course, 15% of the damage dealt to it basically goes away, thats damage you don't have to heal, and you get your energy levels boosted by just being shot at. i have also found its completely unnecessary to run field generators with it, its max capacity isn't that great to begin with so the return isn't as good as it would be with a cov shield. i run 2 flow cap consoles instead to maximize glider and proc damage.

    for consoles its 3 energy damage in tactical of course, and engineering 2 armor consoles depending on what is being shot at you most, the borg consoles, and when your using cannons a turn console, and when your using beams an eps console

    for doffs i run 2 blue conn doffs for TT, and 3 green shield distribution doffs. ya im poor i know. ideally they would all be purple. i have dropped TSS from my stations completely, its a bit greedy but seeing as the doff proc for brace for impact is equivalent to TSS 10, i had enough incentive to go without it.

    my weapons power level unbuffed by skills tops out at 123, ad EPtW1 and its in the 140s. a weapons power in the 150s is ideal for maximum energy dps, higher then that becomes a waste, and your sacrificing a lot for your build to run weapons power higher then that full time.

    if your in the middle of a cannon alpha strike and you see your weapons power dip below 90, use a weapons battery. really, use a weapons battery is the answer for every 'if' question you could possibly have with this build. exposed hull taking between 1700 and 1200 damage per rapid fire single cannon shot is a death sentence. always throw a tractor beam on someone your gunning for too of course. lack of defense score causes a silly amount of crits.

    when the beam mood strikes you, don't bother with faw. if theres more then 1 person in range you do less damage to your target then you would just shooting at him without faw. though the rule of thumb is don't bother with BO unless your using a DBB, i gave it a shot and was incredibly surprised by how useful it turned out being. your not going to 1 shot anyone, but when you have them on the ropes, and their shields are nothing but slivers, a good 6-10k instant damage puts an abrupt end to your opponent. i BO hit every 30 seconds in a fight doesn't amount to much, but when you are dealing significant damage over time and you hit him with BO every 15 second, its hard to defend against for long.

    pre loading BO2 at all times, waiting for someone to decloak and then hiting them with BO2 followed by BO3 with a weapons battery in between will turn the tables very quickly on your would be attacker. i find myself getting a kill exactly 15 seconds later in that situation pretty often, fancy that. when you have to run, and theres a good chance that escort is going to catch up to you, they arent expecting a BO3 to the face. runing and buyng a couple seconds for a heal cooldown to end, a weapons battery because your in high engine power mode, and a BO3 have got me more kills then i can count.


    the glider is the cure for zombie cruisers. thanks to it and my tet weapons, i can deal shield damage to any ship faster then it can heal its self. theres no need to try to DEM or warp plasma someone to death with shield bleed damage when you can all but remove someones shields in a mater of seconds. the only effective counters are RSP and distro doff proc.

    this ship with ether weapons load out can deal far beyond stranded cruiser pressure damage, wile having an extreme amount of survivability, and contribute a large amount of hull heals for the team. thanks to that great huper engine you can out run escorts with the borg engine.

    beams work best against klingons, the pre loaded bo is a cloaked ships worst nightmare, and a speedy bop can never maneuver into the blind spot of a beam array BO3. the single cannons are great for burning up even the heartiest of slow turning federation hit point boats. you cant go wrong with ether, and its always a ton of fun to fly.

    id go so far as to say its THE best dueling setup for a cruiser, wile not being useless to a team. and the most fun to fly period, for me at least. captain kirk would be proud
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    ike my excelsior from the previous page, this focuses on glider and tetryon weapons for maximum shield removing potential, and the versatility of going from a duel heavy cannon setup to a beam array setup

    to start with you want at least acc2 beam arrays, available in the dilithium store fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.

    the vorcha with its great 10 turn rate, and the upcoming fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2 turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.

    im doing something a bit different with this build, relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality , with 3 roles of a 30% chance that it procs. with the upcoming fleet vorcha coming up, this will be especially desirable due to the diminished amount of engineering stations.

    so, my main station setup is as follows

    EPtW1, RSP1, ET3, A2S3
    EPtS1, RSP1, ES2
    HE1, TSS2
    or
    TracBeam1, HE2

    yes i know im a terrible person for 2 RSPs, but its insurance in case my EPtS doesn't proc, or my 2 shield distro boffs dont proc.

    wile using the DBB and DHC, i use TT1, BO1, CRF1. if you go without the DBB, slot 2 TT1s, extreamly handy for a ship that points 1 shield facing at things for the majority of the time. also always eat weapon batteries like candy if your weapons power is draining below 80 in the middle of an alpha

    i use these consoles for cannon mode

    RCS x2, nutronium X2
    borg, flow cap
    TETx3

    and in beam mode

    borg, SIF, nutronium X2
    flow capx2
    TETx3

    and always the omega engine, deflector and KHG shield. if your backs really to the wall, swap for borg 3 set and stick 2 Field Generators in the sci slot for maximum survivability.

    i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, turning well enough to effectively issue that damage.

    thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have 2 copys of the life saving green diaper. wile also bringing the team suporting ES2, ET3, A2S3, HE1 and TSS 2. a build that can deal this much damage, this much healing, and tank this well should make anyone who still thinks engineers arent useless think twice. an engineer flying this gains 2 self heals and 2 energy skills that barely do anything, in exchange for dealing less then a quarter of the effective damage

    if your puging along you are quite likely to face teams full of escorts that fly around really fast and blast the TRIBBLE out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, thats why i think its wise to have those beam arrays to fall back on, unless you like being worthless to have around. a large volume of pets with chronos and tractor beams are your next greatest enemy.

    on the excelsior i used BO2 and BO3, thats not an option here. seeing as this build has no conn doffs, having 2 TTs may be wise. a single BO2 every 30 seconds wont amount to much with just beam arrays, you may be better off with APB or APD. BO1 and BO2 with just beam arrays is frankly not enough damage dealing for the energy they collectively drain. might be worth a shot though

    FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level of at least 150 is the key to useful damage over time

    thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    This is a build for Engies, who want to run high aux and no guns. The dot from plasma, when loaded up onto a ship is actually pretty substantial. The Neghvar is agile enough to run this without compromising firing arcs too badly. It does good solid pressure damage (enough so that people -will- be forced to use hazards prematurely well before their shields can collapse in some cases.

    This ship is surprisingly easy to learn, and master, while remaining useful on the battlefield. Due to the speed and agility of the Negvhar it can pull off 90 degree bombardments rather easily, which is a great Asset especially on the battlefield that has BOPs and other decloak alpha ships present. It's also pretty effective at spam clearing thanks to the AOEs of Torp spread, and Warp Plasma. (which is also great for catching entire teams) The Chron mines out back can keep people slow, and the double plasma mines keep more burn on the field at all times.

    This build also works for Tacs as well, as the Negvar becomes more agile... but loses durability. So keep that in mind. Also you will have to sack something abit to get Attack Patterns ranked up if you use this with a Tac.
    The Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=mavkineticnegvar_0
    Tac variant I would pull the some of Aux performance out for Attack Patterns.

    Weapon Systems AccX2 CrtD Plasma Torps, 3 to 4 Forward, 2 Chroniton mine launchers, and 2 plasma mine launchers. Set it all to AutoFire.

    Deflector : Borg
    Engine : borg
    Shield: KHG, Omega, Res Cap 2 MK XII, or Res Cap 3 Mk X if you still have one.

    Doffs: 2 Purple Torpedo Officers, 2 purple Maint Engineers. 1 Purple Warp Core engineer. Alternate: 2 Purple Torpedo Officers, 2 Purple Shield Distribution Officers, 1 purple maint doff
    Cmdr: Eject Warp Plasma 3, ASIF2, RSP1, EPTS1
    Lt Cmdr: EPTS1, Extend Shields 1, ET3
    Lt Sci: Hazards 1, Transfer shield strength 2
    Lt Tac, Torp spread 1 and 2, Alternate: Tac Team Torp spread 2
    Ens Eng. EPTA (emergency to aux 1)

    Consoles: 2 SIF Generators, 2 RCS consoles
    1 Field Generator, 1 Emitter Array or 2 Field Generators (when you don't have shield dist doffs on)
    2 Ambi Plasma Envelopes.

    Power settings. 75 Shields, 50 Engines, 75 Aux.
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