Recently I got the Jem'hadar Dreadnought Carrier for my Engineer on the Fed side.
with its shear hitpoints it can kinda tank pretty weel, espesually with shield heal drone things. your going to have a hard time aiming the cannons, but you should be able to harrase cruisers with the firepower. try not to get your TRIBBLE shot off!
And while I thought it looked good on paper, the JHEC is vastly inferior in damage dealt (almost 30% less damage dealt, and that's being generous). I've tried swapping to DHC's up front to try and recoup some of the damage, but the damage doesn't change. What I gain in more firepower, I lose in having very low uptime on my targets. Where as the Fleet Excelsior was melting my targets and had tremendous survival, this JHEC is looking very pedestrian for damage and underwhelming me in it's defenses.
If there's an A2B build for this ship, I haven't been able to figure one out.
Any recommendations for the JHEC? I really love the look of the ship, and enjoy flying it in STF's quite a bit. It would be a shame if I had to put it on the shelf everytime I wanted to do any serious PvP. What do you think, DDIS?
that is the power of DEM3, with single cannons. its seems to be quite a bit more powerful then DEM2. did you do any log parcering to see? the breen ship should be comparable with singles, they both got 4 tac consoles, 1 less weapon but 1 more tac stations, DEM2 instead of DEM3, it should sort of evens out.
this is certainly a DHC ship, just like KDF cruisers. but you dont play them like escorts, you have less tac staions and more sci and eng. these are the tools you need to use to give you openings to strike like an escort and tank like a cruiser. your greatest tool should be a tractor beam, and useing it when your much faster target is between APOs. you should also stick a DBB or put a trop on the ship and at these moments fire 3 DHC and the spike beam or torp damage so you can really make your opponents count. 4 DHC are for ships that dont have a problem with on target up time, that turn much faster then your 12/13, whatever they have now. i'll get to a build for this, becase i think im going to try to get one. look to my vet ship builds for now, they would fit on the heavy escort.
with its shear hitpoints it can kinda tank pretty weel, espesually with shield heal drone things. your going to have a hard time aiming the cannons, but you should be able to harrase cruisers with the firepower. try not to get your TRIBBLE shot off!
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you don't really need the cutting beam. just set it up in a way you think is most effective, i don't have the ship or captain type to play with the build properly my self. since making that build, i did learn something. the shockwave torp takes on the characteristics of any torp you use with it, its not just photon. stick a tric torp aft and use it with the shockwave torp. make sure theres a lot of targets in the arc. hilarity will ensue
Really? Since when? ****e I need to crack mine out again.
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
with its shear hitpoints it can kinda tank pretty weel, espesually with shield heal drone things. your going to have a hard time aiming the cannons, but you should be able to harrase cruisers with the firepower. try not to get your TRIBBLE shot off!
I've been having problems with that actually.. At least when it comes to dealing with Escorts. Not the turn rate necessarily, but more being able to tank even a single Escort at times. I would think that I'd be able to tank abit better then I have been. I've also been questioning if having 100+ Shield power + EptS even gives enough shield resist any more to help tank.
Doesn't help that it feels like most Escorts now adays use Tetryon Glider, or worse, Concentrated Tachyon Mines. Not to mention Tricobalt Mine Layers..
I am also trying to perhaps a Plasma DoT Build. But I'm not sure if I should be using Torps more, or Plasma Beams for that one. I would think Torps would work better or are more reliable especially if Mines were used. But I'm just not sure. Bleh. I feel like the more that I play STO, the less I know.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
so ive been playing with a new toy the last few days, like ACT the log parser, it reads the log that is generated by the game after you enter the /combatlog 1 command. this shows shield and hull resistance though, based on the damage entries recorded in the log basicly as they happen. it imposes itself over the game, but its window is small, its easy to stick in a corner so its out of the way.
anyway, there are several settings. you can select yourself, and see your resistance levels as you take damage from kinetic and the various energy damage types, or you can set it to display the resistance of the person taking your damage. needless to say, this is invaluable for testing things.
you can also set it to display who has the most resistance in the match, and who has the least, as well as who is taking the most fire friendly or enemy. i think. im still trying to figure it all out still. this can be of use to healers, tipping them off as to who is getting shot the most on your team.
if your trying out a plasma weapon build, you could use this to find someone who doesn't have an STF shield, it will pretty clearly show weather someone has one based on the displayed plasma resistance, compared to their resistance to other damage types. its also a clear indicator of weather your target is so hardened you might as well not bother shooting them, once it displays they have up near 75% shield resistance.
basic instructions:
1.double click the icon, and find the STO folder with the combatlog.log file. my file path for that is star trek online\Star Trek Online\Live\logs\GameClient
2. after selecting the log, hit no on the box that pops up. if you have no combatlog.log file, you may need to first generated one by activating /combatlog 1 and do something that would cause an entry in it. even fall damage would do it probably.
3. it will ask you to enter your character name@handle. you dont need to do this, but it will create an entry that wont be removed if you select <clear name list> to clean up all the names in the drop down. once you have your name associated with any combat log entry, your name will show up there though anyway. that window is to just create an unclearable entry for your self, because the tool inst capable of knowing that you are you basically, its just reading entries in the log.
now the tool should be displayed
3. in the top drop down, the person you select is the person it will display information about. you can select yourself, or anyone
4. check the SS? box, and entering your name or someone else's name in the second box and it will display the resistance levels of the person you or that person is shooting at.
5. checking TA turns on ally/enemy detection, but it can draw more processing power to use. its from the point of view of the name selected in that lower box.
ATF- shows the resist of the ally taking the most fire
ETF- shows the resist of the enemy taking the most fire
ALR- shows the ally with the lowest average resists
ELR shows the enemy with the lowest average resists
ALR and ELR will show players as long as there are any, otherwise it will show npcs.
i find just knowing your own resistance levels, or that of your targets the most useful though personally. i'll proboly be editing this to fix any errors i made, i've said everything i know about its function as of now.
again, this only interacts with the combat log, a file generated by the game when you give the command to do so. this does not interact with the game client at all.
I've been having problems with that actually.. At least when it comes to dealing with Escorts. Not the turn rate necessarily, but more being able to tank even a single Escort at times. I would think that I'd be able to tank abit better then I have been. I've also been questioning if having 100+ Shield power + EptS even gives enough shield resist any more to help tank.
Doesn't help that it feels like most Escorts now adays use Tetryon Glider, or worse, Concentrated Tachyon Mines. Not to mention Tricobalt Mine Layers..
I am also trying to perhaps a Plasma DoT Build. But I'm not sure if I should be using Torps more, or Plasma Beams for that one. I would think Torps would work better or are more reliable especially if Mines were used. But I'm just not sure. Bleh. I feel like the more that I play STO, the less I know.
well, the ship is just well and truly hopeless. its like the first ship completely unable to perform any role in pvp at all with any efficiency. i mean, you can make a galaxy R a decent healer, or even a hard hitting aquarius, though paper thin. this just begins in fail and ends in fail.
only something with speed and maneuverability, an escort, could use that station setup and survive well. something that big and fat has to rely on tanking damage, and out healing and resisting it, there is no avoidance. its the wrong stations on the wrong kind of ship, and as cool an the pve care bears might think it is, its is the biggest joke, literally and figuratively in the game for pvp, regarding its own self preservation.
not to mention it cant support like any eng or sci heavy carrier can, and those tac stations are wasted on it because it cant use weapons that could utilize them well. so its also fail on its team contribution of the damage and healing.
its e'ffed. theres no good build for it. point it at an stf gate, thats were the thing peeks. there is the slightest glimmer of hope for usefulness, but they would have to make the LT tac a universal station too before that happens.
Nadeon and Tric... will launch a spread of Shockwave torpedoes at a million targets if you've got them on your screen. Okay, it may not - but it likely would. Hit up a 5 in Azure Rescue - firing a Nadeon Tric and it will fire a spread with one for everything there (Tarantula, Recluse, Orb, Mesh, Widows). It's a nerdgasm. It will TRIBBLE off anybody that dropped EWP, because it will scatter the Hell out of the ships. Course, wait until after they've done their FAW spammage or they'll just pop them.
Nadeon Plasma... Orange Plasma DoTs. AoE application of Plasma DoTs at that from the shock.
Yeah, the Bio-Neural I got for my Fed is sitting in the bank. I'm having all sorts of goofy fun with the Nadeon on my KDF.
well, the ship is just well and truly hopeless. its like the first ship completely unable to perform any role in pvp at all with any efficiency. i mean, you can make a galaxy R a decent healer, or even a hard hitting aquarius, though paper thin. this just begins in fail and ends in fail.
only something with speed and maneuverability, an escort, could use that station setup and survive well. something that big and fat has to rely on tanking damage, and out healing and resisting it, there is no avoidance. its the wrong stations on the wrong kind of ship, and as cool an the pve care bears might think it is, its is the biggest joke, literally and figuratively in the game for pvp, regarding its own self preservation.
not to mention it cant support like any eng or sci heavy carrier can, and those tac stations are wasted on it because it cant use weapons that could utilize them well. so its also fail on its team contribution of the damage and healing.
its e'ffed. theres no good build for it. point it at an stf gate, thats were the thing peeks. there is the slightest glimmer of hope for usefulness, but they would have to make the LT tac a universal station too before that happens.
Not exactly what I was talking about when I was referring to being able to defend my self in general..
Even in my Orb, or my Nebula my shields feel paper thin on my Engi. Heck even my Engi/Vor'quv lately with EptS 3 + TSS 2 it feels like I can't keep my shields up any more.
Now I'm not saying that there is something wrong. Just feels that way. Probobly Tet Glider, Tetryon Weapons, and Concentrated Tachyon Mines are what's giving me problems. That and multiple enemies all fireing at once.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I've recently got into the game and rolled a Fed engineer as my first char. I'm also leveling a Klingon Tac(I've understood engis aren't too great PVP-wise and love Klingon ships) but since all my friends exclusively play Fed, I'd like to be able to do well on my Fed Engi as well.
So, anyone can suggest a good build&ship for Engineer PvP?
I'm a bit of a fan of the Galor (looks wise).Is it a good PVP ship for an engi?
Okay, I need a little advice. I recently managed to get a good deal on a Ferengi D'kora, and I need a setup that will be viable in the PvP arenas. I'm looking to unpack it on my FedEng toon, if possible, or my FedTac toon, if I must. So, with an Engi, should I go with the standard heal/beamboat, or is it worth trying out A2B with dual heavy cannons?
I've recently got into the game and rolled a Fed engineer as my first char. I'm also leveling a Klingon Tac(I've understood engis aren't too great PVP-wise and love Klingon ships) but since all my friends exclusively play Fed, I'd like to be able to do well on my Fed Engi as well.
So, anyone can suggest a good build&ship for Engineer PvP?
I'm a bit of a fan of the Galor (looks wise).Is it a good PVP ship for an engi?
Thanks in advance for any help.
the eng is only really going to be effective as a heal boat, they arent any good at dealing damage. ships like the galor with the LTC tac are a bad place to start for a healer. ships with a LTC tac are ships for tac captains imo. make sure to grab the free tier 5 ambasidor, that would make a great healer ship.
the 1 thing this thread lacks is good healer boat builds, i really need to make some for such a basic concept. i would recommend a baseline like this for an end game healer though
Okay, I need a little advice. I recently managed to get a good deal on a Ferengi D'kora, and I need a setup that will be viable in the PvP arenas. I'm looking to unpack it on my FedEng toon, if possible, or my FedTac toon, if I must. So, with an Engi, should I go with the standard heal/beamboat, or is it worth trying out A2B with dual heavy cannons?
i guess pretty much the same goes for you too. i have fought some incredibly hard to kill eng dkora's though, and AtB currently effects the EMP console, slashing its cool down when it shouldn't. for a good place to start on a dkora build, look at some of my kdf cruiser builds. they are a similer platform to the dkora
this has a surprisingly good station setup, the opposite of the galor's basically. its not supper optimized to take the healer crown, and its not a fleet or lockbox level ship, but its free, and definitely above average for a fed cruiser. those that want reasonably strong, for a fed cruiser, dps can get it from the 3 tac consoles, and theres the nice for healing COM, LT eng and LTC sci
another maneuverable kdf cruiser! how nice! how disappointing though, the 1 station combo thats missing is a LTC tac, with no other tac stations. that on a DHC equipped cruiser would be perfect. the fleet ktinga has ok tactical capacity, and the fleet vorcha has too much. just the LTC would have been just right. anyway, refer to the ambassador build for a heal boat, this ship is begging for a DHC tactical setup, even without the LTC station i wanted.
borg, temporal, zero point, leach/1 shock wave torp console 2 embassy flow cap, 3 for fleet version 3 energy type damage
3 tech doffs, 1 VM additional disable doff, 1 BFI
a DEM and tet glider build i find works best on a KDF tactical cruiser. every shot does extra hull damage and extra shield damage, and it adds up. you can blow through a shield facing, dump some 6-15k kinetic damage torps in, or just slowly wreck their shields and hull with high dps. this ship having the LTC sci opens up several interesting possibilities, your definitely going to want to get the fleet version if you go sci offensive.
you could do something like slot 3 grav consoles and use GW1 instead of a tractor beam for an aoe hold. not sure how good that would work, you might need high aux too, and even carry around large aux batts to insure a solid casting. then maybe CSV and torp spread instead
you could slot a partical gen buffed TBR2, but with no APO, this slow cruiser wont be able to use that quite as well. another option would be FPB, 3 partical gens with PBP2 with tac buffs should be quiet the incoming fire deterrent.
but, after using this ship a wile, i find im liking VM1 the best. sure you should proboly max the expensive decompiler skill, but id say its worth it. you also can also use 3 flow cap consoles for glider, no console buffs VM. even if the person you use it on clears it immediately with ET, VM has done its damage. you see that person now has TT on cooldown, and now you will most likely be able to kill him without that protecting him from your cannon and torp alpha. if they don't use ET and clear it they will last longer sure, but you dont even need a TB then most likely. and no escort is going to have ET at all, non flown by someone dangerous.
this has turned out being an incredibly interesting ship to fly, its hard to say weather the tankier fleet ktinga or this is better. awesome addition to the kdf, thanks a bunch cryptic
After a bit of realization, I decided to go back to my first character in STO: my Fed Science Officer, for she has been neglected for a while. She is in a Vesta, yes a Vesta, so after selling a few keys in the exchange, I went to work creating my first build by myself.
This is my brainchild:
Ship: USS Mina Harker
Ship: Multi-Mission Surveillance Explorer
Role: Energy Drain/System Shutdown
Hanger: Peregine Fighters for PVE. Runabouts for PVP
Doffs:
2 Energy Weapons Officers (Reduce cooldown of subsystem targeting attacks)
1 System Engineers/Gravimetric Scientist (Chance to disable another system after Viral Matrix ends)/Chance to create additional Grav Wells
2 Warp Theorists (Chance to disable a subsystem when using Energy Siphon)
This ship is a team player, not suited for 1 on 1 engagements as it doesn't do a lot of damage. It's main purpose is to drain the enemy dry, with Energy Siphons, Polaron Beams, and judicious use of the ship's innate Subsystem Targeting. I usually can drain 50+ power from all subsystems with my beams, nearly 40+ power with Energy Siphon, and nearly 50 power with Subsystem Targeting. It also has Viral Matrix to TRIBBLE up your systems or a Tractor Beam to hold you in place. Any ship will find their offensive or defensive capabilities blunted by the vampiric assault this ship delivers, all while you nearly top out in all your subsystems.
And the doffs make things even more like hell for your enemies. With the Energy Weapons Officers and the 5% cooldown reduction from MACO, you can reduce the cooldown of your subsystem targeting attacks from 2 minutes to around 40 seconds.
The lone Viral Matrix Officer gives a 50% to disable a system after the initial Viral Matrix attack ends, and your Warp Theorists also give a chance to disable a system when utilizing Energy Siphon. This makes the effects of your attacks linger long after you had your fill of their ships power.
Confirmed: I tried using Nadeon Detonator again in Azure nebula, and I DID get several projectiles to be released. Including multiple shock-waves upon impact :P
Two questions I have about it, though...
DOFF'd? Can you trigger multiple shockwaves from the multiple shockwaves?
Does the 2pc KHG affect the damage? It's a torpedo...
the eng is only really going to be effective as a heal boat, they arent any good at dealing damage. ships like the galor with the LTC tac are a bad place to start for a healer. ships with a LTC tac are ships for tac captains imo. make sure to grab the free tier 5 ambasidor, that would make a great healer ship.
the 1 thing this thread lacks is good healer boat builds, i really need to make some for such a basic concept. i would recommend a baseline like this for an end game healer though
jsut a heads up since i was running tests on tribble anyway the nadeon thingy seems fixed already. It only worked with photons, and it would not shoot out multiples. Photonic Studies Doffs, however, lowered its CD, which seems working as intended? so no reason to go zen shopping fed side.
Photonic Studies Scientist
Reduce the time for Photonic Officer, Photonic Shockwave and Photonic Shockwave Torpedo to recharge after use.
Recharge time improved by 20%
Photonic Studies Scientist
Your Photonic Shockwave has a 40% chance to trigger a Photonic Aftershock on each affected target. These aftershocks do not damage the targets directly, but damage your enemies that are around the affected targets.
Was a case of wondering if that is actually limited to PSW or if it also applied to PSW Torps. I'd think that most likely it only applied to PSW, but given my lack of trust in Cryptic tooltips - I was wondering if anybody had tried and confirmed it worked one way or the other.
jsut a heads up since i was running tests on tribble anyway the nadeon thingy seems fixed already. It only worked with photons, and it would not shoot out multiples. Photonic Studies Doffs, however, lowered its CD, which seems working as intended? so no reason to go zen shopping fed side.
If it only works with Photons now...then it's broken. They purposefully changed it to work with all standard torpedoes - they intended that - was in the patch notes and everything:
Dec 21st, 2012 - "Console - Universal - Nadeon Detonator" will now enhance any standard torpedo, instead of only functioning with Photon Torpedoes.
Regardless of the torp, you're going to see the same looking torpedo - but the effects should be somewhat different. If you've got Plasma, you should see an orange PSW Torp fire - that will also apply a Plasma DoT. If you've got Chrons, you should see an orange PSW Torp - that will also apply the slow.
As for the CD reduction working, in the balance thread - it's been brought up that you can potentially reduce it more than you should be able - but I'm not sure that's been confirmed or denied by Cryptic. You basically have the Nadeon and PSW on a toon with PSS DOFFs (CD reduction) - using PSW will reduce the CD on the Nadeon and PSW. So you can use PSW multiple times to bring the recharge for Nadeon down...
As for the spread - were you talking specifically about the PSW Trics? So no more nerdgasm?
I have a question about your star cruiser/mirror assault cruiser build. First of all, of those 2 ships which one would you recommend? http://sto-forum.perfectworld.com/showpost.php?p=6464941&postcount=96 Has a cruiser build in it, but it also has 'The Spec'. Which one do you recommend I use? And please tell me why. Thanks
-Wuusta (P.S Do you have a Youtube account? I would love to see some of your game play.)
I'd recommend getting the Mirror Assault Cruiser (the star cruiser, but "puke-coloured"), as it favours greater tactical slots which can be used to fit Tactical Team in twice.
My suggested Boff seating, if you're looking for a heavy slant for tanking:
Tactical Seats:
1)Tactical Team I
2)Tactical Team I, Beam FAW II (Interchangeable)
Eng Seats:
3) EP to Shields 1, Reverse Shield Polarity, Aux to Structural
4) EP to Shields 1 (interchange with EP to Weapons 1 if you want more firepower), Eng Team, Your Choice (I'd use DEM), Extend Shields
Sci Seats:
2) TSS, Hazard Emitters
I'm not that good with building a good tanking/healing ship, but from what I've learnt from the PVP Boot Camp (Thanks Devoras, Zorena, Killer, and Pheo!), this should be adequate.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
First I want to thank DDIS for coming up with the idea of this thread, really a wealth of info here for those like me who are just getting started with pvp and all.
So I queue for pug pvp quite often lately, and have used some of the sci builds here to good result (both ddis and rudiefix's wells and the rsv builds). But as much as I love flying the wells and the rsv, I seem to always end up thinking about the lrsv instead. Something about the boff layout just seems more attractive.
What would your take on the fleet lrsv or lrsv retro be like for a Sci? I would love to see a build that you would use on it.
To be a good healer, it lacks engineering abilities. So no shield extens. If you want to be a VM spamming sci damage dealer, the recon is better (especially fleet recon), because it has more tac slots and more speed/turnrate. The LRSV is the ship with most science abilities. But because you lack the options I just mentioned, it will never be a min/max build. So In my opinion it leaves you with a combination of something with debuffs and crowd controll, but also some heals. Then I would make a plasma or transphasic torpedo build with the beam array equipped on the back for the subsystem targetting. while I never tried this build, I think its a failsafe one.
Doffs:
2x development scientists (reduce science team to 15s)
2x System engineer (viral matrix doff)
1x torpedo doff
Regarding deflector/engine/shield and consoles, focus on the options given in the sci/eng healing builds you metioned
If you wanna focus more on crowd controll, you can replace VM's with grav wells. (with the grav well doffs). Spec heavy in graviton generators (like borg set) and you have a nice synergy of grav well + tractor beams. But personally, I would stick with VM,
Comments
with its shear hitpoints it can kinda tank pretty weel, espesually with shield heal drone things. your going to have a hard time aiming the cannons, but you should be able to harrase cruisers with the firepower. try not to get your TRIBBLE shot off!
that is the power of DEM3, with single cannons. its seems to be quite a bit more powerful then DEM2. did you do any log parcering to see? the breen ship should be comparable with singles, they both got 4 tac consoles, 1 less weapon but 1 more tac stations, DEM2 instead of DEM3, it should sort of evens out.
this is certainly a DHC ship, just like KDF cruisers. but you dont play them like escorts, you have less tac staions and more sci and eng. these are the tools you need to use to give you openings to strike like an escort and tank like a cruiser. your greatest tool should be a tractor beam, and useing it when your much faster target is between APOs. you should also stick a DBB or put a trop on the ship and at these moments fire 3 DHC and the spike beam or torp damage so you can really make your opponents count. 4 DHC are for ships that dont have a problem with on target up time, that turn much faster then your 12/13, whatever they have now. i'll get to a build for this, becase i think im going to try to get one. look to my vet ship builds for now, they would fit on the heavy escort.
I endorse this message! Also, I have one as well, and helped show drunk his observations.
Imperial House Of Pancakes
Really? Since when? ****e I need to crack mine out again.
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
I've been having problems with that actually.. At least when it comes to dealing with Escorts. Not the turn rate necessarily, but more being able to tank even a single Escort at times. I would think that I'd be able to tank abit better then I have been. I've also been questioning if having 100+ Shield power + EptS even gives enough shield resist any more to help tank.
Doesn't help that it feels like most Escorts now adays use Tetryon Glider, or worse, Concentrated Tachyon Mines. Not to mention Tricobalt Mine Layers..
I am also trying to perhaps a Plasma DoT Build. But I'm not sure if I should be using Torps more, or Plasma Beams for that one. I would think Torps would work better or are more reliable especially if Mines were used. But I'm just not sure. Bleh. I feel like the more that I play STO, the less I know.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
https://bitbucket.org/Renimalt/sto-resist-viewer/downloads
so ive been playing with a new toy the last few days, like ACT the log parser, it reads the log that is generated by the game after you enter the /combatlog 1 command. this shows shield and hull resistance though, based on the damage entries recorded in the log basicly as they happen. it imposes itself over the game, but its window is small, its easy to stick in a corner so its out of the way.
anyway, there are several settings. you can select yourself, and see your resistance levels as you take damage from kinetic and the various energy damage types, or you can set it to display the resistance of the person taking your damage. needless to say, this is invaluable for testing things.
you can also set it to display who has the most resistance in the match, and who has the least, as well as who is taking the most fire friendly or enemy. i think. im still trying to figure it all out still. this can be of use to healers, tipping them off as to who is getting shot the most on your team.
if your trying out a plasma weapon build, you could use this to find someone who doesn't have an STF shield, it will pretty clearly show weather someone has one based on the displayed plasma resistance, compared to their resistance to other damage types. its also a clear indicator of weather your target is so hardened you might as well not bother shooting them, once it displays they have up near 75% shield resistance.
basic instructions:
1.double click the icon, and find the STO folder with the combatlog.log file. my file path for that is star trek online\Star Trek Online\Live\logs\GameClient
2. after selecting the log, hit no on the box that pops up. if you have no combatlog.log file, you may need to first generated one by activating /combatlog 1 and do something that would cause an entry in it. even fall damage would do it probably.
3. it will ask you to enter your character name@handle. you dont need to do this, but it will create an entry that wont be removed if you select <clear name list> to clean up all the names in the drop down. once you have your name associated with any combat log entry, your name will show up there though anyway. that window is to just create an unclearable entry for your self, because the tool inst capable of knowing that you are you basically, its just reading entries in the log.
now the tool should be displayed
3. in the top drop down, the person you select is the person it will display information about. you can select yourself, or anyone
4. check the SS? box, and entering your name or someone else's name in the second box and it will display the resistance levels of the person you or that person is shooting at.
5. checking TA turns on ally/enemy detection, but it can draw more processing power to use. its from the point of view of the name selected in that lower box.
ALR and ELR will show players as long as there are any, otherwise it will show npcs.
i find just knowing your own resistance levels, or that of your targets the most useful though personally. i'll proboly be editing this to fix any errors i made, i've said everything i know about its function as of now.
again, this only interacts with the combat log, a file generated by the game when you give the command to do so. this does not interact with the game client at all.
well, the ship is just well and truly hopeless. its like the first ship completely unable to perform any role in pvp at all with any efficiency. i mean, you can make a galaxy R a decent healer, or even a hard hitting aquarius, though paper thin. this just begins in fail and ends in fail.
only something with speed and maneuverability, an escort, could use that station setup and survive well. something that big and fat has to rely on tanking damage, and out healing and resisting it, there is no avoidance. its the wrong stations on the wrong kind of ship, and as cool an the pve care bears might think it is, its is the biggest joke, literally and figuratively in the game for pvp, regarding its own self preservation.
not to mention it cant support like any eng or sci heavy carrier can, and those tac stations are wasted on it because it cant use weapons that could utilize them well. so its also fail on its team contribution of the damage and healing.
its e'ffed. theres no good build for it. point it at an stf gate, thats were the thing peeks. there is the slightest glimmer of hope for usefulness, but they would have to make the LT tac a universal station too before that happens.
Nadeon Plasma... Orange Plasma DoTs. AoE application of Plasma DoTs at that from the shock.
Yeah, the Bio-Neural I got for my Fed is sitting in the bank. I'm having all sorts of goofy fun with the Nadeon on my KDF.
Not exactly what I was talking about when I was referring to being able to defend my self in general..
Even in my Orb, or my Nebula my shields feel paper thin on my Engi. Heck even my Engi/Vor'quv lately with EptS 3 + TSS 2 it feels like I can't keep my shields up any more.
Now I'm not saying that there is something wrong. Just feels that way. Probobly Tet Glider, Tetryon Weapons, and Concentrated Tachyon Mines are what's giving me problems. That and multiple enemies all fireing at once.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
So, anyone can suggest a good build&ship for Engineer PvP?
I'm a bit of a fan of the Galor (looks wise).Is it a good PVP ship for an engi?
Thanks in advance for any help.
the eng is only really going to be effective as a heal boat, they arent any good at dealing damage. ships like the galor with the LTC tac are a bad place to start for a healer. ships with a LTC tac are ships for tac captains imo. make sure to grab the free tier 5 ambasidor, that would make a great healer ship.
the 1 thing this thread lacks is good healer boat builds, i really need to make some for such a basic concept. i would recommend a baseline like this for an end game healer though
mav's star cruiser/mirror assault cruiser
i guess pretty much the same goes for you too. i have fought some incredibly hard to kill eng dkora's though, and AtB currently effects the EMP console, slashing its cool down when it shouldn't. for a good place to start on a dkora build, look at some of my kdf cruiser builds. they are a similer platform to the dkora
this has a surprisingly good station setup, the opposite of the galor's basically. its not supper optimized to take the healer crown, and its not a fleet or lockbox level ship, but its free, and definitely above average for a fed cruiser. those that want reasonably strong, for a fed cruiser, dps can get it from the 3 tac consoles, and theres the nice for healing COM, LT eng and LTC sci
healer, sci or eng captain
fore- 4 beams,
aft- 2 beams, 1 chrono mine, 1 tach mine
TT1, APD1
FAW1
EPtS1, RSP1, ES2, AtS3
EPtA1, ES1
TSS1, HE2, ST3
borg deflector
borg engine
maco/fleet elite shield
4 SIF gens
2 embassy shield emitters
your choice (jump console for sci)
2 purple damage control for EPtX cooldown, 1 for AtS hot, 2 dev lab for ST cooldown
kirk, tac captain
8 beams arrays
TT1, BO2
FAW1
EPtS1, AtB1, ET3, RSP3
EPtA1, AtB1
TSS1, HE2, VM1
borg deflector
borg engine
maco/fleet elite shield
borg, temporal, zero point, 1 neutronium
2 field gens
3 energy type damage
3 tech doffs, 2 vm doffs
kirk, alternate
1 beam 3 single cannons, 4 turrets
TT1, CRF1
BO1
EPtS1, AtB1, ET3, DEM3
EPtA1, AtB1
HE1, TSS2, VM1
omega deflector
omega engine
maco/fleet elite shield
borg, temporal, zero point, 1 neutronium
2 embassy flow cap
3 energy type damage
3 tech doffs, 2 vm doffs
another maneuverable kdf cruiser! how nice! how disappointing though, the 1 station combo thats missing is a LTC tac, with no other tac stations. that on a DHC equipped cruiser would be perfect. the fleet ktinga has ok tactical capacity, and the fleet vorcha has too much. just the LTC would have been just right. anyway, refer to the ambassador build for a heal boat, this ship is begging for a DHC tactical setup, even without the LTC station i wanted.
fore- 3 DHC, 1 torp (photon, quantum, transphasic, omega or tric)
aft- 3 turrets, 1 cutting beam
TT1, CRF1
THY1
EPtS1, AtB1, ET3, DEM3
EPtA1, AtB1
HE1, TSS2, VM1
omega deflector
omega engine
maco/fleet elite shield
borg, temporal, zero point, leach/1 shock wave torp console
2 embassy flow cap, 3 for fleet version
3 energy type damage
3 tech doffs, 1 VM additional disable doff, 1 BFI
a DEM and tet glider build i find works best on a KDF tactical cruiser. every shot does extra hull damage and extra shield damage, and it adds up. you can blow through a shield facing, dump some 6-15k kinetic damage torps in, or just slowly wreck their shields and hull with high dps. this ship having the LTC sci opens up several interesting possibilities, your definitely going to want to get the fleet version if you go sci offensive.
you could do something like slot 3 grav consoles and use GW1 instead of a tractor beam for an aoe hold. not sure how good that would work, you might need high aux too, and even carry around large aux batts to insure a solid casting. then maybe CSV and torp spread instead
you could slot a partical gen buffed TBR2, but with no APO, this slow cruiser wont be able to use that quite as well. another option would be FPB, 3 partical gens with PBP2 with tac buffs should be quiet the incoming fire deterrent.
but, after using this ship a wile, i find im liking VM1 the best. sure you should proboly max the expensive decompiler skill, but id say its worth it. you also can also use 3 flow cap consoles for glider, no console buffs VM. even if the person you use it on clears it immediately with ET, VM has done its damage. you see that person now has TT on cooldown, and now you will most likely be able to kill him without that protecting him from your cannon and torp alpha. if they don't use ET and clear it they will last longer sure, but you dont even need a TB then most likely. and no escort is going to have ET at all, non flown by someone dangerous.
this has turned out being an incredibly interesting ship to fly, its hard to say weather the tankier fleet ktinga or this is better. awesome addition to the kdf, thanks a bunch cryptic
This is my brainchild:
Ship: USS Mina Harker
Ship: Multi-Mission Surveillance Explorer
Role: Energy Drain/System Shutdown
Weapons:
Fore: 2 Phased Polaron Beam Arrays, 1 Chroniton Torpedo
Aft: 2 Phased Polaron Beam Arrays, 1 Chroniton Torpedo
Deflector: Borg/Maco
Engine: Borg/Maco
Shield: MACO
BOFF Stations:
LTC Universal (Science): HE1, TSS2, Energy Siphon 2
Ensign Universal (Tac): TT1
LT Tac: TT1, Torpedo Spread 2/Attack Pattern Delta 1
LT Engineering: EPTS1, EPTS2
Commander Science: TB1, TSS2, Energy Siphon 2, Viral Matrix 3/Grav Well 3
Devices: Red Matter Capacitor, Your choice of Batteries
Power Settings:
Offense: Weapons 100, Shields 25, Engines 25, Aux 50
Defense/Full Aux Power: Weapons 25, Shields 50, Engines 25, Aux 100
Consoles:
Engineering: Fermion Field, Assimilated Console
Science: Field Generator, 4 Flow Capacitors/Embassy Flow Capacitors
Tactical: 3 Polaron Phase Modulators
Hanger: Peregine Fighters for PVE. Runabouts for PVP
Doffs:
2 Energy Weapons Officers (Reduce cooldown of subsystem targeting attacks)
1 System Engineers/Gravimetric Scientist (Chance to disable another system after Viral Matrix ends)/Chance to create additional Grav Wells
2 Warp Theorists (Chance to disable a subsystem when using Energy Siphon)
This ship is a team player, not suited for 1 on 1 engagements as it doesn't do a lot of damage. It's main purpose is to drain the enemy dry, with Energy Siphons, Polaron Beams, and judicious use of the ship's innate Subsystem Targeting. I usually can drain 50+ power from all subsystems with my beams, nearly 40+ power with Energy Siphon, and nearly 50 power with Subsystem Targeting. It also has Viral Matrix to TRIBBLE up your systems or a Tractor Beam to hold you in place. Any ship will find their offensive or defensive capabilities blunted by the vampiric assault this ship delivers, all while you nearly top out in all your subsystems.
And the doffs make things even more like hell for your enemies. With the Energy Weapons Officers and the 5% cooldown reduction from MACO, you can reduce the cooldown of your subsystem targeting attacks from 2 minutes to around 40 seconds.
The lone Viral Matrix Officer gives a 50% to disable a system after the initial Viral Matrix attack ends, and your Warp Theorists also give a chance to disable a system when utilizing Energy Siphon. This makes the effects of your attacks linger long after you had your fill of their ships power.
Build:
http://www.stoacademy.com/tools/skillplanner/index.php?build=VestaVamp1_0
Two questions I have about it, though...
DOFF'd? Can you trigger multiple shockwaves from the multiple shockwaves?
Does the 2pc KHG affect the damage? It's a torpedo...
So at the most basic level I'm looking for something with 2 engineering stations (including a LtC one), correct?
For the other 3 stations, what's a better spread: 2 tac/1 sci or 2 sci/1 tac?
Also, what exactly is an Ambassador? Can't find much reference on it anywhere.
Yeah, I had to do some digging to find it myself.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
There's a DOFF that reduces the CD. There's also the DOFF that can proc an aftershock.
@Purple
Photonic Studies Scientist
Reduce the time for Photonic Officer, Photonic Shockwave and Photonic Shockwave Torpedo to recharge after use.
Recharge time improved by 20%
Photonic Studies Scientist
Your Photonic Shockwave has a 40% chance to trigger a Photonic Aftershock on each affected target. These aftershocks do not damage the targets directly, but damage your enemies that are around the affected targets.
Was a case of wondering if that is actually limited to PSW or if it also applied to PSW Torps. I'd think that most likely it only applied to PSW, but given my lack of trust in Cryptic tooltips - I was wondering if anybody had tried and confirmed it worked one way or the other.
If it only works with Photons now...then it's broken. They purposefully changed it to work with all standard torpedoes - they intended that - was in the patch notes and everything:
Dec 21st, 2012 - "Console - Universal - Nadeon Detonator" will now enhance any standard torpedo, instead of only functioning with Photon Torpedoes.
Regardless of the torp, you're going to see the same looking torpedo - but the effects should be somewhat different. If you've got Plasma, you should see an orange PSW Torp fire - that will also apply a Plasma DoT. If you've got Chrons, you should see an orange PSW Torp - that will also apply the slow.
As for the CD reduction working, in the balance thread - it's been brought up that you can potentially reduce it more than you should be able - but I'm not sure that's been confirmed or denied by Cryptic. You basically have the Nadeon and PSW on a toon with PSS DOFFs (CD reduction) - using PSW will reduce the CD on the Nadeon and PSW. So you can use PSW multiple times to bring the recharge for Nadeon down...
As for the spread - were you talking specifically about the PSW Trics? So no more nerdgasm?
-Wuusta (P.S Do you have a Youtube account? I would love to see some of your game play.)
My suggested Boff seating, if you're looking for a heavy slant for tanking:
Tactical Seats:
1)Tactical Team I
2)Tactical Team I, Beam FAW II (Interchangeable)
Eng Seats:
3) EP to Shields 1, Reverse Shield Polarity, Aux to Structural
4) EP to Shields 1 (interchange with EP to Weapons 1 if you want more firepower), Eng Team, Your Choice (I'd use DEM), Extend Shields
Sci Seats:
2) TSS, Hazard Emitters
I'm not that good with building a good tanking/healing ship, but from what I've learnt from the PVP Boot Camp (Thanks Devoras, Zorena, Killer, and Pheo!), this should be adequate.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
First I want to thank DDIS for coming up with the idea of this thread, really a wealth of info here for those like me who are just getting started with pvp and all.
So I queue for pug pvp quite often lately, and have used some of the sci builds here to good result (both ddis and rudiefix's wells and the rsv builds). But as much as I love flying the wells and the rsv, I seem to always end up thinking about the lrsv instead. Something about the boff layout just seems more attractive.
What would your take on the fleet lrsv or lrsv retro be like for a Sci? I would love to see a build that you would use on it.
Thanks!
To be a good healer, it lacks engineering abilities. So no shield extens. If you want to be a VM spamming sci damage dealer, the recon is better (especially fleet recon), because it has more tac slots and more speed/turnrate. The LRSV is the ship with most science abilities. But because you lack the options I just mentioned, it will never be a min/max build. So In my opinion it leaves you with a combination of something with debuffs and crowd controll, but also some heals. Then I would make a plasma or transphasic torpedo build with the beam array equipped on the back for the subsystem targetting. while I never tried this build, I think its a failsafe one.
HE1, HE2, VM1, VM3
TrB1, TSS2, ST3
TrB1
EptS1, EptS2
TS1/HY1, APD1
Power settings: 25/50/25/100
Doffs:
2x development scientists (reduce science team to 15s)
2x System engineer (viral matrix doff)
1x torpedo doff
Regarding deflector/engine/shield and consoles, focus on the options given in the sci/eng healing builds you metioned
If you wanna focus more on crowd controll, you can replace VM's with grav wells. (with the grav well doffs). Spec heavy in graviton generators (like borg set) and you have a nice synergy of grav well + tractor beams. But personally, I would stick with VM,
edit: It looks a lot to this old build of mavairo. Still valid I guess:
http://sto-forum.perfectworld.com/showpost.php?p=5724121&postcount=10
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita