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The Cruiser Thread 3.0

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  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/showpost.php?p=5067321&postcount=105

    WHile waiting to get me a Fleet Vorcha, I've been thinking about the mean things I could do with it. Obviously, Tactical officer with this setup.

    Weapons:
    Fore - 4 x DHC
    Aft - 4 x Turret

    Deflector: Omega
    Engine: Borg
    Shield: Omega

    Consoles:
    Eng - RCS x2, Neutroniumx2 (Could drop 1 armour and throw in that Push/Stun console)
    Tac - 4 x Energy Type (I haven't decided yet what type)
    Sci - Borg, Shield capacity one

    BOffs:
    Eng
    Cmdr - EPTS1, A2B1, RSP/A2SIF/DEM/Extend, EWP III
    Ens - ET1

    Tac
    Lt - TT1, CSV1
    LtC TT1, CRF1, APO1
    alt
    LtC TT1, APB1/APD1, CRF2

    Sci
    Lt- HE1, TTS2

    DOFFs
    3xTechnician, 1 Matter-Antimatter specialist, 1 Shield dist (don't know about this last slot)
    alt
    3xTechnician, 2x Conn (Evasive Cooldown)

    Since I am running A2B for the cooldown reduction, I could run 1 quantum up front and throw in a HYT1 (swap out a TT1)

    I'm opting for Technicians vs Damage control engineers because the cool down reduction will keep my RSP and EWP up more often. The A2B will also boost Weapons Power to the when its up (did they fix the Hard cap yet for power levels?). Alt setup if I were running Damage Controls would maybe look something like this:

    Cmdr - EPTS1, RSP1, ET3, EWP3
    Ens - EPTW1

    OPting against A2ID because, while the turn rate boost and kinetic resist is great, I often find that due to inertia, pivoting is great, but then you defence tanks as you lose a lot of speed in the sharp turns (or maybe I'm just really rusty with my vorcha flying, I haven't really touched it for a few months).

    APO1 is there mainly for the speed and Turn boost and breaking holds. I don't know yet how well the Vorcha will handle Omega though. We'll have to see.

    Conn Officers (Evasive) simply for the zoom zoom every 25 secs (they haven;t fixed the double procing yet have they?)
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/showpost.php?p=5083391&postcount=108


    The Fleet Vorcha, is going to be the first of the Fleet Cruisers I cover. Why? Obviously it's the one I will acquire first. Not only that, it's no secret I've been dying to get this ship, since the Excelsior's release. The unfulfilled promise, at least in theory is finally recognized. High damage, big cannons, on one of the most badass, and threatening looking ships in startrek lore.

    The Fleet Vorcha is in my opinion is a Tac's ship first and foremost. Sci, can also apply here, when built appropriately. Engies, need not apply however.

    So, what's the build? Here are the 2 skill specs I like for the vorcha in general, and will also work here.

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

    Weapons. Acc2 CrtH or CrtD DHCs 3, and a torp, or a dual beam bank. Or, CrtH2 ACCs across the board. 4 Turrets aft. Acc2 CrtHs.

    Deflector: Borg or Omega
    Engine, Borg or Omega
    Shield, Resilient cap3, mk 12 cap 2 Resilient, KHG, or Omega.

    Consoles: 2 RCS consoles, and 2 Armors, Ablative and Tetraburnium or 2 Neutroniums. Or 2 RCs, 1 Ablative Armor, and 1 Borg.
    1 Borg, 1 Field Gen. Or 2 Field Generators. (I'm starting to favor this actually)
    4 Energy Consoles.

    Power Settings: /95 weapons. /30 shields /50 engines /25 aux secondary attack setting /95 weapons /50 shields /30 engines /25 aux. Turtle mode: /25 weapons /75 shields /50 engines /50 aux.

    Cmdr: Warp Plasma 3/DEM3 either one you really can't go wrong with. EPTS3/RSP2 either way you're going to need some serious shield fillers here that have decent durations. Aux To Inertial Dampeners/Aux to battery1 (if you can get tech doffs for aux to batt), EPTS1

    Lt Cmdr: Attack pattern Omega 1 or Cannon Rapid Fire 2. This one depends mostly on what you are dealing with in a given fight. Sometimes you're going to need that strong initial burst of CRF2 sometimes you need more stun and repulsion prevention. If you run Warp Plasma, I'm leaning abit more on APO to charge up your dmg abit. CRF1, Tac Team.

    Lt Tac: Tac Team, BO2/Torp Spread 2. If you are going DEM, CRF1.

    Ens Eng: EPTA1 if you ahve aux to damp, and or EPTS3. If you are running RSP2. go EPTS1.

    Ens Uni. I would have a third engineering boff on standby here, and switch to your sci as necessary. This boff I'd give ET1 and RSP, or go for EPTA and a second Aux ID. The Uni station is actually half the secret to a bug's resiliency, it's nice to have a tac cruiser that can't quite match it in damage but can safely equal it in durability finally.

    Sci Boff I would have 2 on standby here as well. The first with Hazard 1, and Transfer Shield strength 2, the second, Polarize Hull 1, and transfer shield strength 2.

    This is a strong tactical setup, that greatly supplements your strengths, and does a good job of covering weaknesses inherent in tac cruisers. It also gives you ludicrous agility, and the ability to land excessively powerful strikes.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    my fleet vorcha build

    with the COM and ENS only engineering stations, its gonna be a tight squeeze to make a workable defense with them. thats why you just about have to use damage control doffs to reduce the cooldown on EPtX skills. 3 blue tend to cost less then half a mil each on the exchange and work more then well enough in my experience. you actually get 2 chances for thier proc to go off before your left without energy in a sub system. with each activation of the 2 different EPtX abilities, it will ether set both abilities down to 30 seconds, or it wont. but those 2 different EPtX abilities giving you 2 separate chances for those 3 roles to get you proc ends up being damn reliable. just running 1 EPtX, and hoping the doffs keep it at global is not particularly reliable at all, its as reliable as the new energy weapon doffs. 2 blue+ shield distro doffs to fill out the 2 remaining active roster slots, 2 green or worse will leave you hanging more often then they will proc.

    so the build

    COM eng EPtW1, RSP1, ET3, (A2S3/DEM3/EWP3)
    ENS eng EPtS1

    LT uni(sci) (TB1, TSS2) / (TSS1, TBR1) HE in place of TSS if im not running A2S3 at the time, maybe.

    1 DBB + 3 DHC / 8 beam arrays
    LTC tac (TT1, CRF1, BO3) / (TT1, BO2, BO3)
    LT tac (BO1, CRF1) / (TT1, APB1)


    better mention equipment and consoles. 4 energy weapons consoles in tactical slots always

    omega 2 piece

    omega deflector and engine with KHG shield

    sci consoles- (2x flow cap) / (borg, 1 flow cap)

    borg 3 piece

    borg deflector and engine with KHG shield

    sci consoles- (2x field generator) / ( borg, 1 field generator)

    eng consoles with 8 beam arrays

    borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your oponents

    eng consoles with cannons and DBB

    1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents


    this ship cant cruiser, your silly for wanting it, buying it and using it. get the fleet ktinga instead, it makes the vorcha feel like a negvar as far as turning and movement are concerned, and it can do things like extend shields and run a warp plasma snare and have A2S, or DEM and A2S. point is you cant support well at all in this, and you cant damage like an escort. so stop it this is silly. that being said, the inner kirk wants what the inner kirk wants.

    8 beam arrays with BO2 and BO3 are devastating in my excelsior when using 8 beam arrays, and the 4th tac console and APB will surly make it even worse. plus you can load up especially deadly faw2 and 3 in its place to burn through pve like its nothing. well its already nothing, sooo less then nothing the 8 beams really are easy mode. load up on hull armor and keep your speed high enough to max evasion and just fly around drooping BO hammers every 15 seconds. its akin to an attrition fist fight but your opponent is down and your kicking him, its not something they can take for long.

    high up time on crf1 does wonders for your cannon dps, your crits are unimpressive but overall you come out quite ahead. the get hit by a truck BO3 with a DBB will deal crippling damage like it does on escorts like always. i'll see how i like having bo1 as well, might swap that out for a second TT if i find my energy being to drained too often. of course you could run 4 DHC and cut out the BOs and have 2 TTs, 2 CRFs and an APB/D/O. omega might be especially good for getting the 'fatter then an escort' vorcha pointing were you want it.

    you could do without a sci officer, then you would be left with an excelsior's amount of engineering stations. i really cant imagine using it for tactical, that would kinda be absurd. i suppose you could also support mines and torps in the build too then, if your crazy like that. you might have to go with eng in the universal if gathering good damage control doffs is unfeasible at the moment. just remember that you don't have access to the best snare, tractor beam, which you will need to make BOs hit reliably, and to keep some one pinned long enough for you to get your cannons pointed at them. making their defense 0 is great for crits too. though you could run EWP for the snare with out giving up to much, though its not nearly as instant or easy to use effectivly as TB. also no TSS, HE, ST or PH. this ship really is versatile, as well as the most dangerous cruiser. maybe my inner kirk is on to something

    edit: lol mav, guess we had the same thing on our minds
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    leet vorcha covered, now time for the perfected build for the standard vorcha R and the new fleet ktinga, the best cruiser in the game at being a true cruiser. lol right? this is for a tac captain, because tac captains can do all the supporting an eng captain can, wile dealing hilariously more damage.

    to start with you want at least acc2 beam arrays, available in the dilithium store in tetryon and lol plasma flavor 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 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.

    with this build, im 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, between 2 different types of EPtX, you have a total of 6 30% chances for the proc to go off, its damn reliable. 2 blue+ shields distribution doffs to fill the last 2 active roster slots

    so, my station setup is as follows

    COM eng- EPtW1, RSP1, ET3, EWP3 / (A2S3)
    LTC eng- EPtS1, ES1, A2S2 / (EWP1)

    LT sci- (HE1, TSS2) / (TB1, TSS2) / (TSS1, TBR1)

    DHC+DBB
    LT- tac- BO1, CRF1
    ENS tac- TT1

    8 Beam arrays
    LT- tac- BO1, BO2
    ENS tac- TT1


    equipment and consoles. 3 energy weapons consoles in tactical slots always

    omega 2 piece

    omega deflector and engine with KHG shield

    vorcha R sci consoles- (2x flow cap) / (borg, 1 flow cap)
    F ktinga sci consoles- (3x flow cap) / (borg, 2 flow cap)

    borg 3 piece

    borg deflector and engine with KHG shield

    vorcha R sci consoles- (2x field generator) / ( borg, 1 field generator)
    F ktinga sci consoles- (3x field generator) / ( borg, 2 field generator)

    suddenly that 3rd science dump console looks pretty nifty huh

    eng consoles with 8 beam arrays

    borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents

    eng consoles with cannons and DBB

    1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents

    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, and turning well enough to effectively issue that damage. this is ESPECIALLY true with the F ktinga, after all the turnrate buffs are stacked, its amazing how well it turns.

    thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have every other important engineering power at your disposal. you are incredibly handy to have around, you can do a ton of hull and shield healing wile dealing superior damage to any other cruiser. being able to dump A2S3, ET3, TSS2, and ES1 on some one, fly around with a turn rate over 20 without any turn consoles, having near 100 shield energy and around 140 weapons energy, wile also snaring 2 or more people in a 500-1000 damage dot plasma clouds, and tractoring someone is cruiser in its perfect form. you are MVP every match.

    2 snares from EWP and TB give you an incredible tactical advantage over anyone your attacking. fully buffed up EWP3 should theoretically deal over 1000 DOT a second. i have dealt 800 damage a second with the EWP2 im currently limited too, and that was without particle consoles. consider using 2 or 3 particle generator consoles in place of flow cap and pop every buff you can, even TT and EPtW helps, before you activate it and coat people.

    TBR are very useful, a must have in the new pve content at least. if your tractor'ed it will all but break any tractors hold by pushing your opponent past the tractors effective range of 5. it will also hit any near by critters with 100% accuracy and kill any destructible weapons. pushing someone back into a plasma cloud they are trying to escape from is extreamly satisfying too. its great for when your pointing right at someone but they are trying to get out of your arc, it keeps them in front of you and screws up thier defence score. it can be more handy then regular tb in situations like this. i wouldn't bother focusing on dealing damage with it, you need higher levels of it and a sci ship to do that.

    you have crummy tactical station powers, but they will murder the TRIBBLE out of the poor sap you have snared with maga dot plasma cloud and or a tractor beam. if someone is trying to HE+evasive out of your cloud, TB them too! there is no escape! if not stager them for maximum movement shutdown. on top of them being served up on a plater for you, they are served up for the whole rest of your team too. it is sooo easy to position yourself for an effective warp plasma dump in these maneuverable cruisers, were you just have to wait for someone to fly by or get behind you in a crummy fed cruiser.

    if your puging 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, with out multiple snares, thats why i think its wise to have those beam arrays to fall back on. 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. the damage you can deal every 15 seconds with BO1 and BO2 is enough to make quite a difference thought, i had BO2 crit for 18k the other day. this is the best way to deal damage with 8 beams equipped.

    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 or doing pve. 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 between 140 and 150 is the key to maximum 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.


    the fleet ktinga is the best cruiser, the only thing that out MVPs it is a thrice damned bug.

    *edit- based on the actual hitpoints per shield facing on the F ktinga vs vorcha R, the F ktinga has a shield mod of 1.07.

    vorcha R- http://cloud-2.steampowered.com/ugc/...000FEFEEA7E10/

    F ktinga- http://cloud.steampowered.com/ugc/57...61918D5560B56/
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://www.stoacademy.com/tools/skillplanner/index.php?build=Superhealer_0

    The Recluse, is most likely the best healing ship in the game at present. It's commander universal, and strong LTC eng and LTC sci stations allow you tremendous flexibility as a heal ship.

    It also keeps the door open for decent CC/Debuff as well.

    Weapons: 6 Beam arrays. Polaron, Tetryon for sci captains.
    Acc2 CrtH, or CrtH2 Accs.

    Engine Borg
    Deflector Borg
    Shield, Maco, Fleet Resilient shield or KHG.

    Consoles: 2 SIF Generators, 2 Armor. Preferably Neutronium or Diburnium and Tetraburnium. Alt 4 SIF Generators.
    2 shield emitters consoles (the boost to shield healing) 2 Field Generators.
    1 Energy console, 1 Borg.

    Power Settings. 60 weapons, 75 shields, 25 engine, 40 Aux.

    Cmdr: Energy Siphon 3, this skill has no firing arc limitations and does a solid job at draining power (and more importantly Boosting your own it's a free EPS power transfer. which in the hands of an eng, gives you ludicrously long periods of high power settings) Sci Team 3 Hazard Emitters 2 Tractor beam1

    Ens Tac. Tac Team1

    Lt Cmdr Eng. EPTS1 EPTS2, Extend Shields 2

    Ens Sci. Polarize Hull. Alternate Transfer Shield Strength 1

    Lt Cmdr Sci: Transfer Shield Strength 3, Hazard 2, Tractor Beam 1

    Doffs: 2 development lab scientists. 2 Shield Distribution officers, 1 hazard system officer.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    This is a build for an extremely fast and agile Ktinga (fleet version). Strangely though; it?s venting that much warp plasma that people wonder how the ship actually can keep moving at those ridiculous speeds.
    This is mainly for tactical captains, because of the damage output.

    Because I had a lot of fun with my B?rel fitted with a mix of several torpedo?s I used the same idea in this build. The K?tinga uses only torpedo?s with 2 copies of eject warp plasma. This makes it possible to run at high speed and have good shield power. It?s almost moving like a raptor, delivering plasma faster than torpedo?s hitting target.

    Next to high damage and cc, it?s also a small healer.

    Lt-tac: HY1, HY2 (can also be spreads)
    Ens-tac: TT1
    Cmdr-eng: EptS1, ES1, EWP1, AtoS3
    LtCmdr-eng: EptS1, RSP1, EWP1
    Lt-sci: Mix of HE, PH or TSS whichever you want

    Shield/deflector Honor guard (for the 25% additional torpedo dmg)
    Engine Borg

    Front torpedo?s: 2x photon , chroniton, bio-warhead
    Back torpedo?s: photon, 2x chroniton, Breen cluster

    For pvp, the photons and bio are your main damage dealers. The chronitons are for additional cc. For PvE, the chronitons can be swapped for other torps (harpings, plasma?s, transphasic)

    Eng consoles: 2x RCS, 2x alloy
    Sci consoles: 2x field gens, 1x borg
    Tac consoles: 3x warhead yield chambers

    Purple Doffs: 3x torpedo doff, 2x tac-team- conn-officer (making running effectively 2 copies of TT)

    Power settings: 25/75/75/25 (defense 25/90/60/25; offense 25/60/90/25)

    A small but lots of fun tweak to this build: Get a trico mine in the back for a chroniton and get a copy of dispersal pattern.


    Suggested Tweak You have Torp Doffs. Ditch the photons. Photons provide 0 benefit over quantums in pvp right now especially when you are packing torpedo doffs. Also, ditch the aft torps. They serve no benefit on a ship as mobile as a Ktinga. Put in a pair of chroniton mine launchers instead out back and 2 turrets. (phaser preferably) Even at 25 power, the phaser turrets will net you procs, which can and will knock out shields, engines and other shenanigans.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    My fleet recently upgradet their starbase and I got a shiny new Fleet Star Cruiser for my Engineer. While I have read Mavs recommendations here, I came up with a slightly different variant. I am mostly unsure about skills and weapons, here are the basics:
    http://www.stoacademy.com/tools/skil...build=Cayuga_0

    I am not sure whether the skills are okay or not, especially Hull Plating. Somehow I doubt it is worth to spend more points into either this or Threat Control.


    Second would be the BO power choice. I have two shiny purple Doffs for each Tactical Team and Science Team. However, none (not even a blue one) for Engineering Team. So I decided to take my Carrier tactics over to my Cruiser: A buffed Sci Team 2 which is on a constant 15sec CD. ST first cleans those nasty Subnukes as well as provides a significant instant shield heal. Combined with ES2 or TSS1 this should be a good combo I guess.
    The other option would be going for Tactical Team. I ditched this idea for two reasons:
    a) Most people simply have their own TT copy, often buffed by a Doff.
    b) Whille TT is decent when one or two facings take heavy damage, TT is mostly worthless when all facings are very low. So it basicly ain't a heal.


    As for Eng powers I usually prefer ASIF3 over ES3. First because I don't have my ES3 BO anymore (while I have tons of ASIF3 BOs), second ASIF3 can be used on myself and I found that quite useful. ET3 is mostly in for emergency situations. Actually I was thinking about going a more damage oriented way in either using Warp Plasma 1 or 3. The latter one would mean ASIF2 and ES2 are used.
    However my last EWP experiments were mostly disappointing. Also I think would need to put some points into Particle Generators - yet I don't really know where I should take those off. Most logically would be Driver Coil and Hull Plating. The other interesting idea would be to actually save money for those two purple ET Doffs and ditch ASIF altogether while using EWP.



    Last but not least the weaponery. I have eight nice purple Mk XI [Acc]x2 Beam Arrays. However their power drain is extreme, even for an Engineer Captain. Would it be better to ditch one or two beams and place Mine Launcher(s) in there instead? Was either thinking about Chroniton to snare enemies or Tricobalt for a lucky shot.


    Everything else is pretty straightforward:
    Either 3 piece BORG (console, engines, deflector) or if I feel lucky 2 piece Omega (shield/engine OR engine/deflector) with 2 piece BORG.
    Two Tac Consoles for those Beams.
    A Field Generator for a bit more shielding (however lately I try to fly without one, feels a bit weak though), then either three Flow Caps (for the Glider) or three Shield Emitters for healing.
    Eng got the BORG console, Neutronium Armor as well as two SIF Gens for extra heals.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/showpost.php?p=5453761&postcount=178
    i think i finally have my fleet ktinga how i like it. this build would work on a vorcha R as well. original post on the subject can be found here, and is still basically good information. im just tweaking station setup mostly.

    http://sto-forum.perfectworld.com/sh...&postcount=112

    so, my new station setup is as follows

    COM eng- EPtW1, RSP1, EPtS3, EWP3
    LTC eng- (ET1, ES1, A2S2) / (ET1, A2S1, ES2)

    LT sci- (HE1, TSS2) / (TB1, HE1) / (HE1, TBR1)

    DHC+DBB
    LT- tac- BO1, CRF1
    ENS tac- TT1

    8 Beam arrays
    LT- tac- BO1, BO2
    ENS tac- TT1


    equipment and consoles. 3 energy weapons consoles in tactical slots always

    omega 2 piece

    omega deflector and engine with KHG shield

    vorcha R sci consoles- (2x flow cap) / (borg, 1 flow cap)
    F ktinga sci consoles- (3x flow cap) / (borg, 2 flow cap)

    OR 3x particle generators to deal maximum EWP damage.

    borg 3 piece

    borg deflector and engine with KHG shield

    vorcha R sci consoles- (2x field generator) / ( borg, 1 field generator)
    F ktinga sci consoles- (3x field generator) / ( borg, 2 field generator)

    OR 3x particle generators to deal maximum EWP damage.

    eng consoles with 8 beam arrays

    borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents

    eng consoles with cannons and DBB

    1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents


    with 84 skill + those particle consoles the damage on EWP3 is just under 600 DOT. fully tac buffed, wile using GDF at 100% health, it deals more then 1200 DOT. it stops just being a good snare at that point and becomes part of your damage dealing. if you want to be a mad piro, last time i checked plasma energy weapon damage consoles buffed the plasma energy damage of the EWP DOT, but you would have to deal with the to shields 20% damage penalty from using plasma. mad piro indeed.

    the tractor beam is to insure they stay in the cloud for as long as possible, or too continue to hold them after the plasma wears off on them. so far no one has survived this when i get them alone in a match, killed at least 10 people with this last night. haven't had a chance to use it on a bug yet, i expect them to have PH and 2 APOs, so they might not cooperate well with my attempts to stop them and kill them. if you still don't buy that the damage from EWP3 is any good, but still like the snare, use version 1 and stick AtS3 in the commander station.

    the KHG shield is a massive hole of hitpoints, filling it back up is a challenge. ive become convinced a cruiser using the KHG shield needs EPtS3 to keep its resistance up as high as possible, and to burst heal it the most. EPtS3 has to replace ET3 from my previous build, i cant replace A2S becase there is no version of that at ENS level. so mainly i will go with HE over TSS now.

    between EPtS3, RSP1 and distro doffs the shield healing is still good. with the damage control doffs i can make that 1 copy of EPtS3 act as 2 copies, it every 30 seconds seems to come out on top over my old EPtS1 every 30 seconds and TSS1/2 every 45 seconds. the TSS only lasts 15 seconds too. EPtS3 seems to do the job of EPtS1 and TSS1/2 all by its self, and now i will have overall more hull healing especially when popping aux batteries.

    when you have your cannons and beam bank equipped wile someone is locked in plasma, getting around 1000 hull damage a second from it depending on their resistance, you hit as hard as an escort, the end result is basically the same. you might not blow down shield faceings as fast, but all that direct to hull damage, being locked in place, and the weapons damage that eventually defeats shields all is about escort level damage overall. plus it proboly makes your opponent twice as pissed that you styled on him so bad.

    even if you think thats an exaggeration, you are about 10 times better then any escort as a team supporter. with that much damage potential, 3 hull heals and extend shields, you basically make you and a bop act like 2 bops and a dedicated support healer. the goal of this is to be the best healer possible wile being the best damage dealer possible wile having nether interfere with the other.

    this build is basically for amazing cruiser damage and unheard of team support at the same time in a pug, or opps i found myself in a premade but at least the builds pretty good for that too. a dedicated team build would look like this


    COM eng- EPtW1, RSP1, EPtS3, ES3
    LTC eng- ET1, A2S1, EWP1

    LT sci- HE1, TSS2

    you can keep the plasma to befuddle and snare, you can do this extreamly easily in such a maneuverable vorcha or ktinga. or you can ditch it and run ET3 in its place if you just have no interest in it. you have a fairly useless second ensign slot at that point though. you could go back to EPtS1 and put ET3 in its place if your team has good shield cross healing though, and they hopefully should


    ah the wonderful EWP3 in action

    in this case the surprisingly common all critical plasma dot in action, against a very resistance player

    http://cloud-2.steampowered.com/ugc/...1E9475415BB44/

    http://cloud-2.steampowered.com/ugc/...32D6A046CEB75/

    http://cloud.steampowered.com/ugc/57...7F4DE9A2EEBB1/

    and a resistance-less npc

    http://cloud-2.steampowered.com/ugc/...6D6FE67C9AD09/

    http://cloud.steampowered.com/ugc/57...748098A334DB3/

    http://cloud.steampowered.com/ugc/57...850602D36333C/

    http://cloud.steampowered.com/ugc/57...29CC0BF1554D6/

    http://cloud-2.steampowered.com/ugc/...27C85F9666A2B/

    http://cloud-2.steampowered.com/ugc/...94F701A1CF0D2/

    and the result of the build in action, going into a pug and dealing the most damage and having the most healing (tommy)

    http://cloud-2.steampowered.com/ugc/...E62E2119B0B22/
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://sto-forum.perfectworld.com/showpost.php?p=5554111&postcount=180
    ok now for my refined fleet vorcha. this build focuses on the initial strike, and then on the built in durability of the ship vs other escorts to continue striking when other escorts would proboly be forced to disengage if your oponent was a heavy hiter himself

    the build uses 4 DHC and 4 turrets for pure energy damage

    LTC- tac- TT1, CRF1, APO1
    LT tac- TT1, CRF1

    COM eng- (EPtW1, RSP1, EPtS3, A2S3) / (EPtW1, EPtS2, A2S2, EWP3) / (EPtW1, EPtS2, A2S2, DEM3)
    LTC eng- ET1

    LT uni (sci)- (TSS2, TBR1) / (HE1, TBR1)

    the tractor repulsers basically strangle someone wile you shoot them, freezing them in place in front of you wile you fly toward them and alpha strike them. tac buffed with 99 to particle gens i can deal 1200 damage with TBR1 a tick. its a great beginner or finisher

    the first commander engineering station setup is dead reliable at keeping you alive through the worst counterattack, your advised to use HE with this profile if you expect to encounter shield defeating damage, other wise your shields should be nearly undefeatable. this profile is great for dealing with ships slower then you or more fragile then you. its not ideal for fighting other damage dealing cruisers with such arc dependent weapons. there isn't enough enemy movement control, and there isn't quite enough spike.

    the other 2 commander stations are offense turned up to 11, and 12. ive gone on and on about how awesome EWP is on offense heavy cruisers, and though there is significant sacrifice for it, it will go along way toward making your opponent helpless as you unleash your considerable arsenal. make sure you have good distro doffs and tss to keep your shields alive with no RSP to fall back on.

    a recent duel just showed me how effective the combination of DHCs and DEM can be. ive never been all that impressed with it on my single cannon excelsior, but for some reason it did absurd extra damage. for maximum on target damage this will be best. mind your hitpoints though.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    The Current Fleet Vorcha. Here is a demo video. Sorry the damage is Low here. I was shooting at nothing but Escorts who absolutely refused to get anywhere near each other very hard to snare a bunch of them or burn one down and move to the next. http://www.youtube.com/watch?v=jjMjRCeUTBo Most of my matches up to this point have had #s well north of this.

    The Fleet Vorcha, is basically buildable for one role only in my opinion. Throwing It Down. I don't mean like how the Vorcha R is built to Throw it, but I mean full on Escort levels of Throw Down. While you can build it to be more durable it greatly sacrifices offensive potential to do so. This is how I built mine. (By the way folks expect a "3.0" thread at some point in the future) This ship single handedly rekindled my love for STO pvp. You guys can thank the KDF for my decision to come back to public pvp

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MavVorchaKarfi1_0 Here is the spec.

    Weapons: 3 Dual Heavy Cannons. Anti Proton, CrtDX2 Dmg. 4 Anti Proton, CrtHX2 Dmg Turrets aft. yes you are reading this right. Antiproton. Antiproton on the Fleet Vorcha Works due to one known factor, and one that is yet to be confirmed. (I will need to sit down and sift through a combat log to test the other possible factor) Is actually not only Viable, on this ship but quite potent. For a drain team you can switch these out for Polaron weapons. I recommend Acc CrtDX2s across the board if possible. CrtDX2 Dmg Quantum.

    The reason AP works on this is quite simple really. Warpplasma. It slows, and with the doff has a 20 percent chance to out right Stop a target, also I believe it rolls this every time the DOT rolls damage. This lets you get alot of good crit opportunity. Also, the secondary reason which is still just a theory right now, is DEM might be able to crit, if that is the case there is a good chance it also uses the modifiers of your weapons as well. I will need to Log Test that theory later. Suffice to say the plas though makes it work very well.

    Engine: Borg
    Deflector: Borg
    Shield: Resilient Cap 3 Yes this old shield, is still hax if you can field it. You can sub in a blue mark 12 Cap2 Resilient and get similar mileage. This minimizes your bleedthrough which on a ship that has very little hull healing prowess, is a Godsend. Switch the shield out for a Borg Shield, when you run Omega, the omega engine gives you superior turning, and the deflector boosts your accuracy.
    Replacement Shield: the T2 Sci Resilient shield has the exact same cap and regen, but with a bonus 15 percent DR vs, Phasers, Polaron and Tetryon.


    Consoles: 2 RCS Consoles. 1 Plasmonic Leech, Point Defense console.
    1 Borg, 1 Field Generator.
    4 Antiproton Mag Regulators.

    Power Settings: 90 Weapons, 60 Shields, 25 Engine 25 aux. That's semi Defense. Grr Face mode. 90 Weapons, 25 shields, 60 Engines, 25 Aux. Heal and Defense 50 weapons, 50 shields, 25 Engines, 75 Aux.

    BOFFs.
    Cmdr: Warp Plasma 3, DEM (Direct Energy Modulation)2, EPTS2, EPTS1
    Lt Cmdr: Cannon Rapid Fire 2, Torpedo Highyield 2, Tac Team
    Lt Tac: Cannon Rapid Fire 1, Tac Team
    Lt Uni: Transfer Shield strength 2, Polarize Hull1 Alt: ET1 (mostly this is to remove occassional disables) RSP1

    Doffs: Three Shield Distribution Officers, 1 Matter Anti Matter Specialist, 1 Damage Control engineer. Can change this out, for a torpedo officer. Or swap out one SDO, for another damage control eng.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Reserved.
    The Basics
    http://sto-forum.perfectworld.com/showpost.php?p=5618451&postcount=1 Introduction.

    http://sto-forum.perfectworld.com/showpost.php?p=5618461&postcount=2 Skill Specs.

    http://sto-forum.perfectworld.com/showpost.php?p=5618491&postcount=4 Set Items theory.

    http://sto-forum.perfectworld.com/showpost.php?p=5618541&postcount=5 Consoles

    http://sto-forum.perfectworld.com/showpost.php?p=5618561&postcount=6 Ability Tray Loadout

    https://docs.google.com/spreadsheet/pub?key=0Asu87Jb5VCBgdHFKbmdpZjlEMHk3YUhfNGRTbllNY0E&output=html The Effects of Weapon Power.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm Skill Point Allocation perks.

    http://sto-forum.perfectworld.com/showpost.php?p=5809511&postcount=93 ACT, a combat log parser of awesome sauce.

    Boff Skill Theory
    http://sto-forum.perfectworld.com/showpost.php?p=5618911&postcount=25

    Tactical Theory Posts
    http://sto-forum.perfectworld.com/showpost.php?p=5618581&postcount=7 Klink Old School Tac Doctrine.

    Ship Builds
    Vintage Ships collection
    http://sto-forum.perfectworld.com/showpost.php?p=5618591&postcount=8 DPS Hybrid and Hybrid Controller.

    http://sto-forum.perfectworld.com/showpost.php?p=5618771&postcount=18 Healer Controller. Old AC
    Eng captains.

    http://sto-forum.perfectworld.com/showpost.php?p=5618611&postcount=9 Starcruiser
    http://sto-forum.perfectworld.com/showpost.php?p=5619221&postcount=38 Nayukan Fleet Starcruiser

    http://sto-forum.perfectworld.com/showpost.php?p=5637181&postcount=45 My Mirrorverse Starcruiser (Its an AC with star cruiser boffs and consoles)

    http://sto-forum.perfectworld.com/showpost.php?p=5901831&postcount=103 The Pug Healer. Mirror Starcruiser. Engies and sci.

    http://sto-forum.perfectworld.com/showpost.php?p=6163961&postcount=143 The Mirrorstar. Mainline healer, and secondary cc.

    http://sto-forum.perfectworld.com/showpost.php?p=5618671&postcount=12 Negvar Intro

    http://sto-forum.perfectworld.com/showpost.php?p=5619031&postcount=31 Pyrokinetic Negvar. / Trans Negvar. Tac sci or Eng captains.

    Damage Dealers
    http://sto-forum.perfectworld.com/showpost.php?p=5618621&postcount=10 Excelsiors 101

    http://sto-forum.perfectworld.com/showpost.php?p=5618961&postcount=28 Drunk Excelsior

    http://sto-forum.perfectworld.com/showpost.php?p=6187211&postcount=157 Drunk's Excelsior, the Aux to Batt Ferrari priced version.

    http://sto-forum.perfectworld.com/showpost.php?p=5798771&postcount=83 TacXelsior the Aux To Batt Crank Monster.

    http://sto-forum.perfectworld.com/showpost.php?p=5618641&postcount=11 Vorcha Retrofit the basics.

    http://sto-forum.perfectworld.com/showpost.php?p=5618841&postcount=22 Unknown poster. Vorcha R

    http://sto-forum.perfectworld.com/showpost.php?p=5618861&postcount=23 Another Unknown Poster Vorcha R

    http://sto-forum.perfectworld.com/showpost.php?p=5619021&postcount=30 Drunk Vorcha

    http://sto-forum.perfectworld.com/showpost.php?p=5619141&postcount=35 Drunk Assortment Ktinga and Vorcha Rs.

    http://sto-forum.perfectworld.com/showpost.php?p=5619251&postcount=39 Drunk "final variant"

    http://sto-forum.perfectworld.com/showpost.php?p=6187411&postcount=158 Drunks Vorcha R/Ktinga. the Aux to batt Ferrari priced version.

    http://sto-forum.perfectworld.com/showpost.php?p=5619211&postcount=37 Rudiefix Ktinga. Tac or Sci.

    Fleet Ships Damage Dealers

    http://sto-forum.perfectworld.com/showpost.php?p=5618951&postcount=27 Modified Roach Bortas

    http://sto-forum.perfectworld.com/showpost.php?p=5619051&postcount=32 Beary666sto fleet vorcha prototype.

    http://sto-forum.perfectworld.com/showpost.php?p=5619081&postcount=33 Fleet Vorcha Prototype.

    http://sto-forum.perfectworld.com/showpost.php?p=5619261&postcount=40 Drunks retool Fleet Vorcha

    http://sto-forum.perfectworld.com/showpost.php?p=6187691&postcount=159 Drunks newest Fleet Vorcha

    http://sto-forum.perfectworld.com/showpost.php?p=5619281&postcount=41 My version of the Fleet Vorcha

    http://sto-forum.perfectworld.com/showpost.php?p=5619311&postcount=42 p2wsucks Fleet Vorcha

    http://sto-forum.perfectworld.com/showpost.php?p=5619111&postcount=34 Drunks prototype fleet vorcha.



    Oddy healers and CC Oddys.
    http://sto-forum.perfectworld.com/showpost.php?p=5618681&postcount=13 Q Special Oddy

    http://sto-forum.perfectworld.com/showpost.php?p=5618691&postcount=14 Cstore Oddy

    http://sto-forum.perfectworld.com/showpost.php?p=5618711&postcount=15 More Oddy

    http://sto-forum.perfectworld.com/showpost.php?p=5618731&postcount=16 Drunks oddy

    Sole Gal R that will ever be in this thread. Infact I'm 2 seconds from deleting it sorry drunk :P
    http://sto-forum.perfectworld.com/showpost.php?p=5618751&postcount=17 Drunk Galaxy R


    Carriers

    http://sto-forum.perfectworld.com/showpost.php?p=5618781&postcount=19 The Karfi
    Tacs and Sci captains.

    http://sto-forum.perfectworld.com/showpost.php?p=5618811&postcount=20 Voquv. Fat ship. Eng and Sci.

    http://sto-forum.perfectworld.com/showpost.php?p=5618821&postcount=21 Atrox Carrier. Eng and Sci

    http://sto-forum.perfectworld.com/showpost.php?p=5619151&postcount=36 Recluse Super Healer. Eng and Sci Captains.

    http://sto-forum.perfectworld.com/showpost.php?p=5683431&postcount=63 Heal Spam Recluse. Sci and Eng Captains. No CC at all.

    Veteran Ship
    http://sto-forum.perfectworld.com/showpost.php?p=6108411&postcount=135 DrunksBaseline. (stats of the ship included)

    Dkora
    http://sto-forum.perfectworld.com/showpost.php?p=5618931&postcount=26 Rudiefix Dkora

    http://sto-forum.perfectworld.com/showpost.php?p=5618881&postcount=24 Unknown Poster Dkora Build

    Fleet Ships. healers and CC
    http://sto-forum.perfectworld.com/showpost.php?p=5619531&postcount=44 Fleet Corsair Flight Deck Cruiser.

    http://sto-forum.perfectworld.com/showpost.php?p=6187931&postcount=160 Drunks Heavy Cruiser
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    http://www.stoacademy.com/tools/skillplanner/index.php?build=mavmirrorSC_0

    Weapons: Acc2 CrtD Plasma beams 6. 1 cloaking tractor mine, 1 chroniton mine.

    Deflector: Borg
    Engine Borg
    Shield Maco

    Consoles: Borg, 2 SIF Generators, 1 Ablative
    1 Field Generator. 2 shield amplifiers/2 Emitter Arrays.
    2 Polaron consoles.

    Power Levels : Primary 95 Weapons 25 shields, 55 engines 25 aux.
    Secondary 70 Weapons 80 shields, 25 engine 25 aux
    Tertiary 50 weapons, 50 shields 25 engine 75 aux
    Post Tertiary: 100 weapons 50 shields 25 engine 25 aux

    Cmdr: Warp Plasma 3, ET3, RSP1, EPTA1
    Lt Cmdr: EPTS1 EPTS2, Extend Shields 2
    Lt Sci: Hazard 1, Transfer Shield strength 2 Alt: Tractor beam1 TSS2
    Ens Sci Hazard1/ PH
    Lt Tac: Tac Team, attack pattern delta 1

    Doffs: 2 maintenence engineers, 1 matter anti matter specialist. 2 shield distribution officers. (can swap one out for a Warp Core Engineer)

    Goal, CC and heal spam. Lots and lots of heal spam with decent supplement dps. The ship so far has proven fairly robust, and capable of putting up solid heals to team mates. the chron mines, ctms and plasma slow enemies enough to setup kills routinely, and the plas also assists in spam clearing. The ship is slightly more agile than a standard star cruiser which makes the plas runs far easier to utilize.



    Demo Video: http://youtu.be/gmaxb3dQq2A
  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited September 2012
    Your hate for the Galaxy-X is... I can't even find a word for it...

    First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

    They have same impulse speed, Boff Layout, Shields and so on...

    What makes you think the Dread marks you as a noob?

    People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

    To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

    Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

    Please give me a good reason for why you feel this way about the ship...
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    Your hate for the Galaxy-X is... I can't even find a word for it...

    First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

    They have same impulse speed, Boff Layout, Shields and so on...

    What makes you think the Dread marks you as a noob?

    People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

    To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

    Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

    Please give me a good reason for why you feel this way about the ship...

    Not to argue with you, but to die from a lance... Means too much vodka for that player, lol. Seriously, you target an escort, only a noob would stay an get lanced (even with teleport console), unless there is another vm stopping his engine. And his heals are in cool down. And he doesn't run any resist (ph, eps, he, atosi...). And/or is subnuked. And if that escort moves, that lance has such a bad accuracy that will most likely miss. About the same accuracy as the auto cannon from bortie. You target a cruiser, again good luck. Big hull, bigger shields, even more resists. That assuming again you hit your target. And from not enough energy consoles, that damage can't even come close to being deadly. It's at best good for killing somebody taken by surprise. And IMO, that's not a reason a tac should fly a dread. Fun? Maybe but definitely not efficient, or not as efficient as other choices.

    Edit: if that lance and in the same time the auto cannon from bortie, would have been thought more with pvp in mind, and have at least 2xacc mods, it would've been a little different. Yea, in pve those barely miss, but in pvp, I would think twice before using them. At least auto cannon is a console and you may use that spot for some other console that's more usefull.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    I play an engineer in an excelsior and it's not as bad as everyone likes to paint it as a combination (sure it doesn't have the tactical VA powers driving it's damage over the 3k per hit point), it can hold it's own in a fight and beats Oddys

    Weapons (Same both ends)
    Quantum torpedo launcher Mk XII [CrtD] [CrtH] [Borg]
    Polarised tetryon Beam array Mk XI
    Phased tetryon Beam array Mk XI [Acc] [Dmg]
    Tetryon Beam array Mk XII [Acc] [CrtH] [Borg]

    Equipment
    Deflector: M.A.C.O. Graviton Deflector Array MK XII
    Engines: M.A.C.O. Impulse Engines Mk XII
    Shields: M.A.C.O. Resilient Shield Array Mk XII

    Consoles

    Engineering:
    Monotanium Alloy Mk XI (Blue quality)
    Neutronium Alloy Mk XI (Blue quality)
    Neutronium Alloy Mk XI (Blue quality)
    Assimilated Module

    Science:
    Field generator Mk XI (Blue quality)
    Field generator Mk XI (Blue quality)

    Tactical:
    Tetryon pulse generator Mk XI (Blue quality)
    Tetryon pulse generator Mk XI (Blue quality)
    Tetryon pulse generator Mk XI (Blue quality)

    For skill and Boff layout: http://www.stoacademy.com/tools/skillplanner/
    And while there are things that could be refined it's quite good anyway
    ZiOfChe.png?1
  • corsair114corsair114 Member Posts: 276
    edited September 2012
    adamkafei wrote: »
    For skill and Boff layout: http://www.stoacademy.com/tools/skillplanner/
    And while there are things that could be refined it's quite good anyway

    Unless you're an LT Eng with no skill points distributed or BOffs equipped, bad link.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    corsair114 wrote: »
    Unless you're an LT Eng with no skill points distributed or BOffs equipped, bad link.

    sorry, will try to fix

    Try this one: http://www.stoacademy.com/tools/skillplanner/index.php?build=AdamKafeiExcel_0
    ZiOfChe.png?1
  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited September 2012
    Your hate for the Galaxy-X is... I can't even find a word for it...

    First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

    They have same impulse speed, Boff Layout, Shields and so on...

    What makes you think the Dread marks you as a noob?

    People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

    To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

    Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

    Please give me a good reason for why you feel this way about the ship...

    The lance fires half a second after jump... Those in Dreadnoughts who know what they are doing wait on timing, when you are an escort with red dying shields and hit with a lance, the effects are devastating in the right conditions, likes of which most ca'tn recover fast enough from in PvP. But if hit with all the buffs of a Tac, once your ship's hit even red, and you are around 80-75% Hull... 1 Hit KO. Don't believe me? Look at the videos on youtube to prove it. The Dread is the most underrated ship in game.
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • dassemstodassemsto Member Posts: 792 Arc User
    edited September 2012
    Your hate for the Galaxy-X is... I can't even find a word for it...

    I have to agree with the OP here... Despite stats and layout, the Gal-X has an undefinable squishiness to it. :(

    (more about that here)
  • doomiciledoomicile Member Posts: 3 Arc User
    edited September 2012
    dassemsto wrote: »
    I have to agree with the OP here... Despite stats and layout, the Gal-X has an undefinable squishiness to it. :(

    (more about that here)

    The G-X was competative in the past, before the skill changes but now, it's simply outclassed with the addition of the new C-store and Lockbox ships.
    [SIGPIC][/SIGPIC]
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Your hate for the Galaxy-X is... I can't even find a word for it...

    First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

    They have same impulse speed, Boff Layout, Shields and so on...

    What makes you think the Dread marks you as a noob?

    People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

    To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

    Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

    Please give me a good reason for why you feel this way about the ship...

    I'll tell you why. First being able to "kill a ship!" in 3 minutes? Yeah, that is a misnomer. First of all the lance misses like crazy, second of all on average it's damage output is no more potent than a Dual Beam Banks Beam Overload 2. Couple this with it's horrible turn rate (see below) Using the lance also due to the Failaxy's abhorrent turn rate, also tremendously decreases your broad side TOT (Time on target). So the lance is wildly inaccurate (BO2 hits far more often), and completely hoses over what slower cruisers should be trying to maximize (TOT).

    Second, that +1 turn rate translates to +3 turn rate in game terms after speccing due to how the system works, you are turning at 8 to 9 while the AC is cranking 11 to 12. This difference grows even further with the application of an RCS console, or Attack Pattern Alpha as well as they are Percentage based. When you are getting your ship into position to chase an enemy with an Escort, in pursuit of your teams target that is absolutely huge. Also, defensively the Turn rate difference means much more in terms of bringing a fresh shield facing to bear, to soak up the worst of enemy fire, while your defensive buffs restore your depleted facing(s). It also makes the ship much more capable of maintaining broad side fire offensively, more TOT means more DPS dealt. The Fat TRIBBLE Gal X has less TOT. It's going to do less DPS. Even on Heal duty the turn rate of the ship can make a huge difference as it will take longer unless your team is EXTREMELY conscious of the Galaxy's turn rate to bring your extend shields to use.

    Inertia, even 5 Inertia makes a huge difference in the distance that the ship is going to slide after an evasive run. It also makes changing the ships direction (more important) much easier, so you can reverse slide with warp plasma, do a quick slide job to get some one back into extend shields range which means they have to travel less back to you, etc. Meaning even for something as simple as Healing the AC even trumps it there. It also, coupled with the superior turn rate, means in game terms you will also be getting even more TOT to do dps with.

    Inertia on the Gal X is also so low that it affects your Defense score when you start turning. Which decreases your durability, noticeably in the process.

    Also due to the out right inferior status of the Turn rate and more damning Inertia score, it makes Warp Plasma all but impossible to use against Skilled players, even in a furball. The ship is simply put too cumbersome to use it effectively so you can knock CC detail off of the list of things it can do. Also, while it is fairly "rare" for my Eng AC to be solo responsible for deaths on the battlefield (probably once every 3 minutes lulz), I can however directly point to MANY more instances where you can definitely tell that toon had a direct hand in someone's demise due to warp plasma application. Applications where the Gal X just simply can't do it. So you can kill someone -potentially- when all the stars align in your favor once every 3 minutes. I can be directly responsible for an Escort generating a kill potentially every time I press my warp plasma button. Or directly responsible for saving a friendly escort even with it, by changing direction, pressing the button and making a screen for him to fly through that the enemy scort won't want to follow him through and increase the range difference between them. Which means he's taking less DPS in the process.

    "It works for me!" And if you pug, even a Shuttle can work for you. But when you start fighting Skilled opponents the limitations of the Failaxy chassis become more and more apparent. Why do you think the Serious Premades never fielded the Gal X in serious matches? It's because the ship blows.

    The only thing it has is a Lance, over the AC which is of itself a mixed blessing. Also crew only affects out of combat hull regeneration, and the difference between the two's regen is marginal at best there anyway. So it loses complete and total advantages in combat, for an out of combat perk.

    Oh and is if this all wasn't lulzy enough, now with the new Regent class you get a Metreon console which you can use on all of the AC's variants and the Broadside Quantum Torpedo launchers. So the Gal X can do even less damage still now than an AC.

    So, yes. Yes I will do everything in my power to dissuade people from flying that Horrible Ship, when the AC is that much better. Anything it offers, not only the Assault (and Assault Retro for the Exact Same Cpoint Cost) does better but the Excelsior does too. There is at present, no reason what so ever to fly a Gal X in combat over any other cruiser.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    The lance fires half a second after jump... Those in Dreadnoughts who know what they are doing wait on timing, when you are an escort with red dying shields and hit with a lance, the effects are devastating in the right conditions, likes of which most ca'tn recover fast enough from in PvP. But if hit with all the buffs of a Tac, once your ship's hit even red, and you are around 80-75% Hull... 1 Hit KO. Don't believe me? Look at the videos on youtube to prove it. The Dread is the most underrated ship in game.

    I'm not saying you can't kill with the dread. I'm saying that the conditions you need to kill with dread are too many to efficiently do it and to worth flying one. A tac in an escort does everything better than in a dread. Except of course the fact that you, or somebody else, just love that ship. And in this case who cares about efficiency, lol, you play a game to have fun, right? And this cruiser thread is all about how to be efficient in a cruiser, not about the fact that a good tac pilot can't fly a dread.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited September 2012
    I'll tell you why. First being able to "kill a ship!" in 3 minutes? Yeah, that is a misnomer. First of all the lance misses like crazy, second of all on average it's damage output is no more potent than a Dual Beam Banks Beam Overload 2. Couple this with it's horrible turn rate (see below) Using the lance also due to the Failaxy's abhorrent turn rate, also tremendously decreases your broad side TOT (Time on target). So the lance is wildly inaccurate (BO2 hits far more often), and completely hoses over what slower cruisers should be trying to maximize (TOT).

    Second, that +1 turn rate translates to +3 turn rate in game terms after speccing due to how the system works, you are turning at 8 to 9 while the AC is cranking 11 to 12. This difference grows even further with the application of an RCS console, or Attack Pattern Alpha as well as they are Percentage based. When you are getting your ship into position to chase an enemy with an Escort, in pursuit of your teams target that is absolutely huge. Also, defensively the Turn rate difference means much more in terms of bringing a fresh shield facing to bear, to soak up the worst of enemy fire, while your defensive buffs restore your depleted facing(s). It also makes the ship much more capable of maintaining broad side fire offensively, more TOT means more DPS dealt. The Fat TRIBBLE Gal X has less TOT. It's going to do less DPS. Even on Heal duty the turn rate of the ship can make a huge difference as it will take longer unless your team is EXTREMELY conscious of the Galaxy's turn rate to bring your extend shields to use.

    Inertia, even 5 Inertia makes a huge difference in the distance that the ship is going to slide after an evasive run. It also makes changing the ships direction (more important) much easier, so you can reverse slide with warp plasma, do a quick slide job to get some one back into extend shields range which means they have to travel less back to you, etc. Meaning even for something as simple as Healing the AC even trumps it there. It also, coupled with the superior turn rate, means in game terms you will also be getting even more TOT to do dps with.

    Inertia on the Gal X is also so low that it affects your Defense score when you start turning. Which decreases your durability, noticeably in the process.

    Also due to the out right inferior status of the Turn rate and more damning Inertia score, it makes Warp Plasma all but impossible to use against Skilled players, even in a furball. The ship is simply put too cumbersome to use it effectively so you can knock CC detail off of the list of things it can do. Also, while it is fairly "rare" for my Eng AC to be solo responsible for deaths on the battlefield (probably once every 3 minutes lulz), I can however directly point to MANY more instances where you can definitely tell that toon had a direct hand in someone's demise due to warp plasma application. Applications where the Gal X just simply can't do it. So you can kill someone -potentially- when all the stars align in your favor once every 3 minutes. I can be directly responsible for an Escort generating a kill potentially every time I press my warp plasma button. Or directly responsible for saving a friendly escort even with it, by changing direction, pressing the button and making a screen for him to fly through that the enemy scort won't want to follow him through and increase the range difference between them. Which means he's taking less DPS in the process.

    "It works for me!" And if you pug, even a Shuttle can work for you. But when you start fighting Skilled opponents the limitations of the Failaxy chassis become more and more apparent. Why do you think the Serious Premades never fielded the Gal X in serious matches? It's because the ship blows.

    The only thing it has is a Lance, over the AC which is of itself a mixed blessing. Also crew only affects out of combat hull regeneration, and the difference between the two's regen is marginal at best there anyway. So it loses complete and total advantages in combat, for an out of combat perk.

    Oh and is if this all wasn't lulzy enough, now with the new Regent class you get a Metreon console which you can use on all of the AC's variants and the Broadside Quantum Torpedo launchers. So the Gal X can do even less damage still now than an AC.

    So, yes. Yes I will do everything in my power to dissuade people from flying that Horrible Ship, when the AC is that much better. Anything it offers, not only the Assault (and Assault Retro for the Exact Same Cpoint Cost) does better but the Excelsior does too. There is at present, no reason what so ever to fly a Gal X in combat over any other cruiser.

    There is a player who made a Cannon Build with the Dread. Broadside isn't needed with the dread trust me. Anyways, he has a lot of video showing what the dread is truely used for, Uncloaking and destroying anything that moves. Beams are decent seeing that it is a norm for cruisers but the fact of the matter is, the Dread really shines in the Cannon build. And yes, go look at his videos, every 3 minutes man... The Accuracy is bad when you don't actually learn to fire it. You need to time it, not when the enemy is going full impulse. His build has him putting out more DPS than anyship as well as healing....

    Here

    You are using the Dread in it's wrong fashion. Watch these videos, read what this post says, ANY of your agreements will be answered in this post.
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • zorena#3961 zorena Member Posts: 254 Arc User
    edited September 2012
    Thing is you dont get it.. alright If i could fraps videos of me killing people with a shuttle and tricobalts, Would you consider me successful?

    I don't know if I would sign that "the Galaxy-x- should never be used in pvp" but its certainly isn't a good ship when you can do almost everything and same in another ship but better.
    Noone.
  • relizarrarasrelizarraras Member Posts: 0 Arc User
    edited September 2012
    Most of the links are shortened by ... and can't be accessed.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    if one wishes to kirk around in a fed cruiser, there is no better then an excelsior, or the +1 version of it, the galor. you can deal SOOOO much more damage in it then a gal x, anything with its engine subsystem online can stay out of even its single cannon fireing arc. a decloak alpha with single cannons is not going to eliminate a shield facing, its just not. you need a good minute to kill with single cannons, and near 100% time on target with them so they have no chance to recover faster then you pokepokpoke them. and that if you have CRF2 every once and a wile. the excelsior has survivability with pressure damage that is too high for an escort to fight against long enough for it to kill the excel, in most cases. thats even true with 8 beams and BO2&3.

    gal x? park behind it and kill it. it has the jump console? big deal, the 4 aft beams or aft cannons did jack to your shields, you survived just fine. wait for its tb to wear off, and then resume aft quarter bombardment. wile you focus your entire build around doing something that has an 80% fail chance every 3 minutes, and are mostly helpless and worthless the rest of the time, well gee i hope your not on my team. that same time an excelsior is spanking TRIBBLE 24/7.

    when the galaxy X like that gets its kills, its doing what an escort is supposed to do, dramatically worse then an escort can, again with horrible effectiveness up time. that gal x in that link? it might as well not respawn until its lance cools down if it fights anything other then the usual helpless or unorganized pugs in those vids.

    oh god, how apt that it is sollvax who first posted in that thread after op
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    There is a player who made a Cannon Build with the Dread. Broadside isn't needed with the dread trust me. Anyways, he has a lot of video showing what the dread is truely used for, Uncloaking and destroying anything that moves. Beams are decent seeing that it is a norm for cruisers but the fact of the matter is, the Dread really shines in the Cannon build. And yes, go look at his videos, every 3 minutes man... The Accuracy is bad when you don't actually learn to fire it. You need to time it, not when the enemy is going full impulse. His build has him putting out more DPS than anyship as well as healing....

    Here

    You are using the Dread in it's wrong fashion. Watch these videos, read what this post says, ANY of your agreements will be answered in this post.

    I've flown with Haikaishin and his dread for the better part of a few months.

    And frankly it's results are pathetic when put on a field against Solid players. My AC out does it every time, to say nothing of my Escorts. My Sci Sci even makes it look bad. The dread does not work with DHCs, at all what so ever. It's frail, it's incapable of sustaining damage, it can't do anything when the enemy can move. He absorbs more heals than most Escorts that I play with meaning it's a Heal Sucker in addition to having to eat almost all of his own in order to survive and it's DPS is far lower than an Escorts.

    Hell it's even too slow for Singles. And almost everytime we ran across any team with Skill, they went for him first and made us burn about 1/2 of our heals just to keep that junker of his going for very little in the way of damage payoff.

    The Federation do not have good Burst Damage cruisers other than the Excelsior (not till the broadside torpedo was invented anyway), that solely rests on the KDF. No Fed Cruiser has the turn rate necessary to use DHCs safely, and reliably.

    Also, his build doesn't Answer for the inferior mobiity of the ship. Defensively or offensively.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Most of the links are shortened by ... and can't be accessed.

    Is it just the STO academy links? If so I'm aware and will be recreating the builds and making new links.
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