here we have a pretty cool destroyer type, thats actually got more tac then the 2 smaller ships. its also going to be the most amazing energy weapon damage dealer ever launched, with its console bonus. (25% Resistance to Weapon Power Drain, including from weapon fire,+5 Weapon Power) which is sorta to bad that its an energy weapon buffed ship, cause i liked were it launched torps from.
2/3 turn, borg Shield Absorptive Frequency Generator, Ionized Particle Beam 4 energy damage type
doffs- 3 purple tech, 2 BFI
this thing should be scary with energy weapons, with -25% drain for every regular shot, and BO. wish a fed cruiser had something like this, damn. you should be able to get away with no EPS console i imagine, and load up on as many turn consoles as you want. turn rate should not be an issue then. with the strong shield mod and hitpoints, EPtE and APD, this ship should be very good at tanking along with laying down hard spike.
i would love to love this ship in game, but its 5 turn rate makes that extreamly dificult. being a TNG fan is the most painful thing to be in this game. they think its station setup does it such a favor, all its done is make it very difficult to use an AtB build on it, the best way to get the most out of a kirktastic cruiser. just +2 to turn rate is next to nothing. it might not be worth even using that console pair.
it occurs to me that the galaxyX will proboly be a better kirk cruiser then this will. a very sad thought. your best chance is to use the battle cloak to your advantage as much as possible, and try to hit hard. APO and EPtE will give this ship as much maneuverability as it can possibly have, and the battle cloak should allow for good positioning. if only this thing turned as well as a negvar.
I'm currently running a double aux2batt setup on my Jem'Hadar Dreadnought Carrier. I do understand that the ship in terms of survivability is quite squishy by design. However i'm open for suggestions for better tanking and such. Im currently running
For more tanking I would suggest to ditch RSP2 and get EptS3. Because you run no TSS, you need to increase resistance. Then replace EptS1 for ET1. This one you can use on demand.
Then if you really want/need 2 tac teams, 1 conn doff is not enough. Personally, I would never use 2 doffs for 1 ensign ability. So ditch HY1 and get another tac team. You say, It will share cooldown with engineering team, but you will see you need ET to clear virusses and you can use additional hull heals. Then, for even more tanking you can equip a second SDO doff.
I would also ditch your transwarp computer. Its useless, and even more useless with AtoB builds since you will have 3/4 systems above 75 power. Replace it with a RCS or the tachyokinetic converter (lobi) for increased turnrate, especially with coming turnrate changes. If you dont care about turnrate (you use FAW with arrays) you can equip 2 neutronium alloys to have more hull resist.
For more tanking I would suggest to ditch RSP2 and get EptS3. Because you run no TSS, you need to increase resistance. Then replace EptS1 for ET1. This one you can use on demand.
Then if you really want/need 2 tac teams, 1 conn doff is not enough. Personally, I would never use 2 doffs for 1 ensign ability. So ditch HY1 and get another tac team. You say, It will share cooldown with engineering team, but you will see you need ET to clear virusses and you can use additional hull heals. Then, for even more tanking you can equip a second SDO doff.
I would also ditch your transwarp computer. Its useless, and even more useless with AtoB builds since you will have 3/4 systems above 75 power. Replace it with a RCS or the tachyokinetic converter (lobi) for increased turnrate, especially with coming turnrate changes. If you dont care about turnrate (you use FAW with arrays) you can equip 2 neutronium alloys to have more hull resist.
Thank you for your reply rudiefix1. First about swapping RSP2 -> EPtS3 and EPtS1 -> ET1: I noticed already with running just one shield heal is not enough suffient when you're under constant fire. I always used RSP2 when EPtS1 was on cooldown. Also running 2x EPtS on a 2x A2B boat is useless(as explained many times on the forum), because you cant get the 2nd EPtS up fast enough when the other is on cooldown. So what brings ET1 into the game? its just a hull heal. I'm an engineer captain and HE1 with a high level aux power is sufficient for hull healing. I will try your suggestion tonight or tomorrow, but i'm just doubtful if it will work. I'm also thinking to swap the uni Lt from eng to sci boff. In that case i can run TSS with a Science Team or tractor beam, but my lt comm engineer boff will have to run 2x A2B. Plus i have to buy a currently super duper expensive Quartermaster doff for the increased cooldown rate of battery use, because you will use batteries for the sci abilities as a hummer on gas :-(
Then about the transpwarp computer, that plus 2 saurian boffs(efficiency trait) and with my current points in skills i'm running the following powerlevels:
Weapon: 125/95 (capped, max = 131)
Shield : 75/55
Engine : 50/25
Aux : 55/25
Using a2b will give me very shield power and thus a better shield recharge on my covariant shield, I would like to keep that anytime possible, so any suggestions?
Doffs: 2x lab scientists for 2 copies of ST3, 3x warp theorists (energy syphon version)
Spec max in in flowC, grav, subD, partG
Your own dps is not that important, but you gain severe disable posibilities and slows because of the highly boosted gravity well and chrono spreads. The adapted maco set ensures even more aux power, and more importantly, it has subspace decompiler. This results in longer disable times for the special beam atacks and VM.
The 2 copies of energy syphon ensures a 3 x 25% chance on a fixed 5 seconds disable of any subsystem. Unfortunately, this is not prolonged with subspace decompiler. However, SubD combined with the high aux power result in a 25 seconds (out of every 30 seconds) power drain, which is also a kind of defensive boost.
More expensive versions can include the Wells timeship, Vesta, lobi temporal set: chroniton dual beam bank, tachyokinetic convertor and temporal torpedo.
I'm currently running a double aux2batt setup on my Jem'Hadar Dreadnought Carrier. I do understand that the ship in terms of survivability is quite squishy by design. However i'm open for suggestions for better tanking and such. Im currently running
im of the opinion that that ship is practically non viable. but thats proboly how i would set one up. with shield repair drones. when LoR hits, try out EPtE instead of EPtA on this, your lack of mobility will likely become much less of a problem with that. id drop the transwarp computer for some armor or another turn console. really, once LoR hits, this will be able to move much better. you could even think of running singles and turrets with a DBB up front for BO3. turn it into a bit of a battle cruiser. play around with this ship on tribble
dontdrunkimshoot pleaae can you tell me the best elite space shields for a escort a crusier and sci ship,
please with mods aka regx3 please
thank you
get a resistant capA, and a capB if you can afford it. disruptor, plasma and AP is becoming more popular. some people like cov elite, its got a bit more spike soak, but less hull damage and a bit more resist i just like best.
I'm kind of wondering how you'd set up the Fleet Ha'nom. Part of it looks like it could do a more heavy Sci escort set up, yet another part of me thinks maybe more of a Vesta set up perhaps? Or even a Torp Boat?
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I'm kind of wondering how you'd set up the Fleet Ha'nom. Part of it looks like it could do a more heavy Sci escort set up, yet another part of me thinks maybe more of a Vesta set up perhaps? Or even a Torp Boat?
ive been wondering how i would set one up too. its kinda like a battle cruiser, only sci heavy instead of eng. that means your not going to get very far with cannon skill up time though. im afraid it wont be able to do much with its DHC use, less so then the vesta. a sci ship that can cloak, even battle cloak, is a totally new thing though
Has anyone got a good build for the Steamrunner? I don't have any fleet ships so I'll be wanting to use it on my sci and eng as well as my tac so they've all got something as good as a fleet ship, I've been away so much from this game I've no clue what's in favour atm.
I also have practically no duty officers so bear that in mind I suppose.
Also is the recon vesta any good I might get that and use it for my science instead of Steamrunner, like is it comparable to a fleet ship?
ive been wondering how i would set one up too. its kinda like a battle cruiser, only sci heavy instead of eng. that means your not going to get very far with cannon skill up time though. im afraid it wont be able to do much with its DHC use, less so then the vesta. a sci ship that can cloak, even battle cloak, is a totally new thing though
I was thinking, maybe of a GW Based build with Torps and mines, build up enough of a charge for Singularity Jump + GW 3 Maybe even a little shield Destruction thrown in for fun.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I have a question regarding Dispersal Patterns. How does DPA-1 compare to DPB-1 in PVP matches? As fas as I can tell the only difference is how the mines are released, in a wide pattern or in a trail. Does this means DPA-1 can potentially make the mines hit more targets (say with Chronitons for the slow effect) than DPB-1?
I don't have subspace decompiler or countermeasure systems spec'd at the moment because I was running a Sci/Escort before. Definitely needs some fine tuning so opinions are welcomed.
I have a question regarding Dispersal Patterns. How does DPA-1 compare to DPB-1 in PVP matches? As fas as I can tell the only difference is how the mines are released, in a wide pattern or in a trail. Does this means DPA-1 can potentially make the mines hit more targets (say with Chronitons for the slow effect) than DPB-1?
Personally, I only use DPA for Chrons. Well, and I'd use it for the Nukara Web Mines. Specifically for the reason you outlined - the potential for their effects, etc, etc, etc.
I have a question about dual beam bank, beam overload, and cannon rapid fire.
On my MVAE currently, I have two CRF1, and BO1/BO3, with APO3. Would it be wiser to have BO1/BO2 with CRF1/CRF2, or keep this? I can't directly tell any difference between the two levels of rapid fire, and BO3 is a bit spikier.
Or should I just ditch the beam bank entirely and use torpedoes? Torpedoes are trickier to use, any tips on how to use them? I've been experimenting around lately and can't tell which is better, dual beam bank or torpedo. I can get shields down fairly fast and like the instant attack of the beam overload, but I know torpedoes will take down hull faster :<
I'd be using that with my tactical,science and engineering captains.
thats a good use of a steamrunner. i would suggest using 2 or 3 damage control doffs and ETpS1, with EPtE1 too. with those doffs you just need 1 copy of each skill
I don't have subspace decompiler or countermeasure systems spec'd at the moment because I was running a Sci/Escort before. Definitely needs some fine tuning so opinions are welcomed.
the wells is pretty much the best sci ship, it does everything well. that looks pretty good, i think thers some wells builds in this thread. check the table of contents in the first post.
I have a question about dual beam bank, beam overload, and cannon rapid fire.
On my MVAE currently, I have two CRF1, and BO1/BO3, with APO3. Would it be wiser to have BO1/BO2 with CRF1/CRF2, or keep this? I can't directly tell any difference between the two levels of rapid fire, and BO3 is a bit spikier.
Or should I just ditch the beam bank entirely and use torpedoes? Torpedoes are trickier to use, any tips on how to use them? I've been experimenting around lately and can't tell which is better, dual beam bank or torpedo. I can get shields down fairly fast and like the instant attack of the beam overload, but I know torpedoes will take down hull faster :<
i got a MVAM build that talks about this. id use BO3/BO1 at this point, with 2 CRF1. BO3 is a lot more accurate since they fixed FAW
Hi dountdrunkimshoot
I have a challenge for you lol
I'm a reman engineer with the kdf,
please can you post a Tal Shiar Adapted Battle Cruiser build that is romulan and Borg as possible efficiently / adaptive / and shield that regenerate as possible, i know 3pc Borg
a build that has crazy firepower.
that can take a beating.
please can you also post a skill plan please.
i have the phonic leech universal console if that helps
Hey drunk, I have a build for ya that I've been working and testing on for the past 4 months. Hopefully people can find some use out of it.
Note that I didn't know Drunk had made his own Aux2Bat Galaxy until I posted this. I'm not intending to step on anyone's toes here; just offering an in-depth ship setup for this vessel.
There's a lot of hate towards the Cryptic Galaxy-class (the "What is your beef with the Galaxy Cryptic" thread being the most, but not exclusively, prominant example). The boff stations. The seating. The turn rate. The saucer separation. The model look (that last one is me). Generally, most people seem to be unhappy at how the Galaxy-class of this game fails to live up to its television screen counterpart, notably the USS Enterprise-D, and other Galaxy-class ships in the Dominion War.
While I can't offer a solution to some of these issues (although if you want to help make the Galaxy-class look better, comment on this thread), I can offer my build on this ship.
PLEASE NOTE: UPDATED! The information on this page is out of date. UPDATED! T5-U Skill Planner build is now up here.
Also note, this is not the *best* build, but *a* build. Feel free to tweak, comment, constructively criticize in a polite manner. If you find improvements, don't hesitate to let me know, I will update this thread with your information and full credit.
stardestroyer001's Fleet Galaxy-class PVP Build
THE ROLE: If you have seen Star Trek: The Next Generation, you will see that the Enterprise-D often faces two or three ships at once (or one massive dreadnought) and is able to hold its own. Its firepower is not that effective, but it does a good job at withstanding damage. Also, if you have seen Deep Space Nine, quite frequently Galaxy-class ships serve to act as large bulls-eye ships for enemies to fire at, and quite often they do the job.
After three or four months of testing this vessel non-stop, in a variety of different PVP locations such as Ker'rat, 1v1, 2v1, 5v5 Arena, Cap and Hold, etc., I have found that this ship actually fulfills the role of large, tanky bulls-eye effectively, although the firepower is something else entirely. The Galaxy-class can also take a "side job" of healing, slow, etc.
It is a tank, first and foremost, and that's why it is great for 1v1 and Ker'rat.
Doffs: 2x Purple Technician with the "reduce bridge officer cooldowns" trait 1x Blue Technician with the above trait 1x Warp Core Engineer with "boosts Emergency Power to Subsystem" trait for tank 1x Maintenance Engineer (blue for the cheaper version)
THE BREAKDOWN: This ship is quite the tanky ship, but like any ship in this game, it suffers from some pretty severe drawbacks.
Strengths: This ship is a tank, pure and simple. The high, often called "excessive", number of Engineering spots allows the Galaxy-class to take a side job if need be. I recommend healing on the side, using ExtSh and Aux2SIF. Despite the comments of people stating that this ship sucks at healing, it is actually not too bad, if heals are placed carefully. Do keep in mind though, as the ship is Aux2Bat based, the healing potential of this ship is far worse than any other cruiser not running Aux2Bat. More on this later.
Weaknesses: The turn rate is an issue a lot of people have with this ship. The main issue however, is the nerfing of your science abilities once you use Aux2Bat, forcing you to rely solely on Engineering abilities and Attack Pattern Delta to handle your heals and tanking abilities. Another downside is a lack of hull healing abilities, since Hazards is nerfed, Aux2SIF shares cooldown with Aux2Bat and Engineering Team shares cooldowns with Tactical Team.
Generally speaking, be sure to get your Aux2Bat timings down. Get Tactical Team and other abilities' cooldowns reduced as quickly as possible. Leave Aux2Bat at the ready, use Hazards, TSS, APD, ExtSh, and if desperate, Aux2SIF and Tactical Team on teammates when the opportunity is seen. Leave shield power at 50 and Aux at 100, or Shields at 75 and Aux at 75, to get the most out of your heals. Once you start taking fire, switch your power levels back to 100 Shields and 50 Aux, to avoid too much "slosh" with Aux2Bat.
Alternatively, and I will comment on this at the bottom of this post, you can aim for a more offensive side job. Often times, people will get frustrated when their escort gets blown up suddenly by a Galaxy-class (and us Galaxy-class captains have their android officers yell, "YES!"). I wouldn't recommend this unless you have the specific career and setup for this.
THE FLYING: I have a feeling that people who have had experience with an Aux2Bat Excelsior build will find the flying of this ship is similar to that setup, with the exception that there is no emphasis on damage output - you are doing pure tanking, with healing on the side.
Ker'rat Space War: Set up for pure tanking, unless you are bringing in a team. Make sure you have DEM instead of Aux2SIF (or something that has no shared cooldowns with Aux2Bat, for example an EWP for fun). Set shield power to 100, aux power to 50. Don't activate Tactical Team unless the shields are taking heavy hits, or an Alpha Strike is impending. Start running Aux2Bat to keep those cooldowns going. Don't be afraid to use Hazard Emitters to clear warp plasma or Plasma burns if they are eating away at either your hull or your computer's graphics speed. If you are taking severe hits (shields are fine, hull is going down quickly), switch to Turtle mode: cease Aux2Bat, hit RSP, and then focus on repairing hull, via Hazards, Engineering Team, Miracle Worker, etc., until RSP ends. Then hit Aux2Bat, get back your Tactical Team and/or Evasive to gain defense, and resume your Aux2Bat cycling.
1v1: In most cases, this type of combat is easy for you to live, unless you have a clever and well prepared opponent. Just do the same thing as in Ker'rat, but space out the activation of your heals in anticipation of a prolonged fight. Keep hull and shield heals from overlapping, space them out and watch the cooldown timers. 2v1 is the same deal, except your heals will most likely need to overlap. Eject Warp Plasma is recommended, along with Tractor Beam Mines. With Aux2Bat, you can keep a warp plasma field on your tractored opponent consistently and without a break.
5v5 Arena:Highly not recommended. Although Extend Shields, Hazards, ET, APD and TSS can be used on your teammates, there are far more effective cruisers to fly if you are aiming to heal opponents as your first priority. That being said, you are a huge bullseye that takes a long time to kill. Watch for subnucs, once those roll in, pop a RSP and switch to hull healing and tossing heals to teammates. You will break about even ground in terms of heal points in a match - far less than a dedicated healer, but more than the "tank - escort" or science vessel. However, you will no doubt TRIBBLE off your teammates since you practically offer nothing of value to them - neither damage output, kills, disruptions, or team healing. My advice: This is NOT the place for this ship.
Cap and Hold: It really depends on the strategies you and your team use in a Cap and Hold match. You will fare well in 1v1 or 2v1 if your objective is to hold some enemies in an isolated area while the rest of your team captures the important command posts. 4v1 or 5v1 will not end up so well, as the problem of facing a concentrated, Premade team will quickly overwhelm you. Stick with at least one teammate that can throw a heal or two when needed. Again, not recommended, since you can't really kill enemies, and you can't offer any use to your teammates who are doing the killing.
PvE/STFs: Not recommended, since that type of combat requires damage output over tanking ability. However, due to your increased Threat generation, you will be able to live with literally no problems at all, and throw heals to your teammates. Only issue is clearing plasma, and surviving heavy torpedo attacks from Borg, just gotta brace for impact.
Other Setups:
Hull repair rate, with the Season 8 changes, is the main issue with this starship's tanking abilities. Shields will not be a problem, it is redistributing them and keeping hull from dropping too fast.
Also, and I recommend this for any healer/tanker starship in the Season 8 era: Have F2, F3, F4, and F5 (Defaults) reserved for selecting the teammates. The ability to click on the teammate ship icon is broken, and keybinds are extremely useful for doing this quickly.
McCullian's Offensive Galaxy-class Build: My friend McCullian has an alternate take on the Galaxy-class build. Using a Tactical Captain with the spec of an Engineer (there's a long story associated with that), and using DEM and a small adjustment to the console layout, he can tank with above average effectiveness in Ker'rat while dishing out some damage.
Make the following adjustments to the first build, including switching your captain to a Captain with an Engineer's spec. Note that this build is on a Fleet Galaxy.
Set: MACO XII Set, or 2pc Borg and MACO Shield; preferably all of them are XII.
Engineering Consoles: [Universal Console: Point Defense System], [Neutronium Alloy Mk XII], [Console - Universal - Saucer Separation], [Borg Module], and [Zero Point Energy Console]
Tactical Consoles: [Phaser Relay] x2
Doffs:
1x Warp Core Engineer, "Boost to Emergency Power to Subsystem" trait
1x Tactical Team doff
1x Beam weapon ability boosting doff
1x Maintenance Engineer, the Exocomp
1x Brace for Impact doff
Your Alpha Strike: Hit these abilities, in addition to throwing 100 power into Weapons:
EPtW - DEM - TT - RSP (for your protection) - Weapons Battery - APA - GDF - FOMM
Get up close, within 1km, and hit the Point Defense button. If you have the Borg set, hit the Tractor Beam when within 1km. Just sit there and let the tiny bullets pass through the shields and tear into the hull. If your opponent is in a "Frigate" (BoP or other small ship), your Point Defense will deal more damage.
Warp Plasma build: Starboard Nacelle is one infamous user of this technique. By using EWP and Aux2Bat, a constant stream of warp plasma can be emitted from your ample nacelles, keeping them wrapped up and immobile. I don't have the specific build required to maximize this, but it is indeed possible to use this ship for this purpose. Separating the saucer can help with the turn rate necessary to use this effectively.
CONCLUSION: "The Galaxy-class was one of the largest and most powerful Federation starship classes of its time."
This ship by far is not the most ideal cruiser to be flying in Star Trek Online, simply because it can't effectively deal damage or be a good team support vessel compared to all other cruisers suited for those purposes. However, for people who are looking for a challenge, or are Enterprise-D fans such as myself, I'm hoping this build can help maximize your effectiveness in this ship.
This ship is a tank, with the added benefit of taking on a side job. It is NOT primarily a damage dealing starship, or a healer, even though it can take on those roles in a limited fashion. If you are flying this ship, stay out of teamed PvP (5v5 Arena, Cap and Hold)!
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!
I've had an adapted battle cruiser for about half a week, and so far I've liked it. It's great in PvE, and pretty good in PvP as well. The main goal of my build is tanking, with good pressure damage and team healing on the side. However, I was wondering if I could get a few pointers on how I could improve my current setup.
Note: This post is for post-LOR escort pilots who don't know what they're doing with power levels
The DDIS Method
Due to the new changes (power levels begin at 15, warp cores, etc) theres been a myriad of new things into the game since LOR, especially EPtX. In the words of DDIS, "I think the EPtE changes are bigger than LOR!" The game has changed quite a bit. No more weapons overcapping, hard cap of 125. Ouch for escorts.
How does the DDIS Method work? Well, it goes off on one of escorts basic rules, 50 engine power. Before LOR this was 100/25/50/25 for most players. The base guideline for that being more speed -> more bonus defense, more manueverability. The DDIS method throws a wrench into the standard power levels and goes off EPtE changes. EPtE is now more potent and does better, doubling or tripling your speed, upgrading turn rate, for 30 seconds now. In the DDIS method, one can go with 15 engine power. Using either two EPtE, or EPtE + EPtX + 3 damage control Doffs, you can have full uptime of EPtE and its like the power levels dont matter anymore. Engine power wont matter when youre going permanently at 80 impulse.
Warp cores help a bunch too. I use a hyper injection core (+engines) with [sep] (+engines) and [S+E] (7.5% shield power to engines.) I run 90/80/15/15 and can even get 125/110/60/110 most of the time - on an escort too.
You might also want to use a combat impulse engine on your escort as you just wont get the boost from a hyper impulse. KHG combat engine might be a good idea.
The power you get from toning everything down is quite large. I use the 4 presets:
90-15-15-80 (offensive aux) more aux is useful because it boost all my sci captain abilities, different for tac/eng
90-80-15-15 (offensive shields) cruiscort with high shields, better for shield tank
90-15-80-15 (offensive classic) you can actually put in extra engine power if you want
95-35-35-35 (offensive balance) all the stats balanced, good for everything
For escorts (which usually run 125, or overcapped weapon power) should run the hyper injection cores with [W->E].
But true, with 15 engine power setting, you run with 70 to 80. Its a strange idea. In My steamrunner, I use 2x AtoD, on top of this. ZippyZip. I also tried EptW instead of EptE, because of the constant uptime of AtoD. Works also fine. Speeds still around 60, but with the good resists and more damage output.
For escorts (which usually run 125, or overcapped weapon power) should run the hyper injection cores with [W->E].
I dont think the [W->E] is necessarily better because in battle your weapon power fluctuates wildly with weapon power drain. If I ran 100 weapons and 50 engines with [E-W] (no more overcap since LOR) I would reach the hard cap for 125. But the extra power from overcap can be taken into another subsystem, in this case engines, boosting the weapons power. Unlike weapons, other power wont change, and you can run a 80 weapons 90 engine with a [E->W] and reach 125 weapons 115 engines, in some cases youll have more engine power. but thats just an example, you could use shields, auxiliary, with other warp cores
Recently, I had a very nice conversation with DDIS. We talked about various things, EPtX changes, power levels, etc. He came up with something for power levels that I think works great. I'm calling it The DDIS Method for escorts.
The DDIS Method
Due to the new changes (power levels begin at 15, warp cores, etc) theres been a myriad of new things into the game since LOR, especially EPtX. In the words of DDIS, "I think the EPtE changes are bigger than LOR!" The game has changed quite a bit. No more weapons overcapping, hard cap of 125. Ouch for escorts.
How does the DDIS Method work? Well, it goes off on one of escorts basic rules, 50 engine power. Before LOR this was 100/25/50/25 for most players. The base guideline for that being more speed -> more bonus defense, more manueverability. The DDIS method throws a wrench into the standard power levels and goes off EPtE changes. EPtE is now more potent and does better, doubling or tripling your speed, upgrading turn rate, for 30 seconds now. In the DDIS method, one can go with 15 engine power. Using either two EPtE, or EPtE + EPtX + 3 damage control Doffs, you can have full uptime of EPtE and its like the power levels dont matter anymore. Engine power wont matter when youre going permanently at 80 impulse.
Warp cores help a bunch too. I use a hyper injection core (+engines) with [sep] (+engines) and [S+E] (7.5% shield power to engines.) I run 90/80/15/15 and can get 125/110/60/40 most of the time. Full EPtE time I get 80 engine power and doubled speed around 80 impulse. With the extra power you save by toning down engine power/ other power, you can put it into other places like aux or shields, making a "cruiscort" with high shield power in the 80 range or a "scivescort" with aux power in the 80s range boosting sci abilities.
The power you get from toning everything down is quite large. I use the 4 presets:
90-15-15-80 (offensive aux) more aux is useful because it boost all my sci captain abilities, different for tac/eng
90-80-15-15 (offensive shields) cruiscort with high shields, better for shield tank
90-15-80-15 (offensive classic) you can actually put in extra engine power if you want
95-35-35-35 (offensive balance) all the stats balanced, good for everything
Ive tested out this method and it works like a charm. Great engine power and somtimes I can get full power across the board. Boosting power levels!
Note:
Im aware some people may already do this. Im just formatting what DDIS and I came up with and putting it on a post so others can see
nice post , will you be updating the skill plans ?
also is it true that if your a romulan you get penalties ( drop in power ) if so what skill plan is best to use ?
nice post , will you be updating the skill plans ?
also is it true that if your a romulan you get penalties ( drop in power ) if so what skill plan is best to use ?
I'm only level 20 with my romulan toon right now, so Im not sure what to use for them. When I reach max level ill fiddle around with romulan ships and see whats best for them.
I do know however that Romulan ships have base power of 40 in all subsystems, so they lose 40 potential power, but get singularity powers.
I'm only level 20 with my romulan toon right now, so Im not sure what to use for them. When I reach max level ill fiddle around with romulan ships and see whats best for them.
I do know however that Romulan ships have base power of 40 in all subsystems, so they lose 40 potential power, but get singularity powers.
Comments
here we have a pretty cool destroyer type, thats actually got more tac then the 2 smaller ships. its also going to be the most amazing energy weapon damage dealer ever launched, with its console bonus. (25% Resistance to Weapon Power Drain, including from weapon fire,+5 Weapon Power) which is sorta to bad that its an energy weapon buffed ship, cause i liked were it launched torps from.
3 DHC, 1 DBB, 3 turrets/2 turrets+1 cutting beam
TT1, CRF1, BO3, APO3
TSS:S1, APD1
EPtE1, AtB1, EPtS3
ET1, AtB1
HE1
omega deflector
omega engine
maco/fleet elite shield
consoles
2/3 turn, borg
Shield Absorptive Frequency Generator, Ionized Particle Beam
4 energy damage type
doffs- 3 purple tech, 2 BFI
this thing should be scary with energy weapons, with -25% drain for every regular shot, and BO. wish a fed cruiser had something like this, damn. you should be able to get away with no EPS console i imagine, and load up on as many turn consoles as you want. turn rate should not be an issue then. with the strong shield mod and hitpoints, EPtE and APD, this ship should be very good at tanking along with laying down hard spike.
i would love to love this ship in game, but its 5 turn rate makes that extreamly dificult. being a TNG fan is the most painful thing to be in this game. they think its station setup does it such a favor, all its done is make it very difficult to use an AtB build on it, the best way to get the most out of a kirktastic cruiser. just +2 to turn rate is next to nothing. it might not be worth even using that console pair.
3 DHC, 1 torp, 4 turrets/3 turrets+1 cutting beam
TT1, CRF1, APO1
THY1
EPtE1, AtB1, AtB2, DEM3/RSP3
EPtS1
TSS1, HE2, VM1/TB3
borg deflector
borg engine
maco/fleet elite shield
consoles
3/4 turn
Molecular Phase Inverter, Projected Singularity, borg
3 energy damage type
doffs- 3 purple tech, 2 systems VM/2 TB shield drain/2 evasive conn/2 BFI
it occurs to me that the galaxyX will proboly be a better kirk cruiser then this will. a very sad thought. your best chance is to use the battle cloak to your advantage as much as possible, and try to hit hard. APO and EPtE will give this ship as much maneuverability as it can possibly have, and the battle cloak should allow for good positioning. if only this thing turned as well as a negvar.
You could even ditch ET1 and get EptS1 and use DEM2 with marion
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
TT1, APD1, TS3, APO3
TH1, FAW2
EPtA1, A2B1, RSP2
EPtS1, A2B1(univeral LT)
HE1
3x purple technician
1x purple conn with reduced CD on TT +10 Attack Patterns
1x purple shield doff (chance to add shield heal on BFI)
Further i'm running a complete romulan plasma beam array build + romulan singularity harness set.
Consoles
TAC: Plasma Infuser MK XI, 3x Plasma Infuser MXII
ENG:borg + rommie console, transwarp computer(for higher efficieny) and RCS MK XII
SCI:2X Embassy emitter array MK XI[+plasma]
Please let me now if you need more information
For more tanking I would suggest to ditch RSP2 and get EptS3. Because you run no TSS, you need to increase resistance. Then replace EptS1 for ET1. This one you can use on demand.
Then if you really want/need 2 tac teams, 1 conn doff is not enough. Personally, I would never use 2 doffs for 1 ensign ability. So ditch HY1 and get another tac team. You say, It will share cooldown with engineering team, but you will see you need ET to clear virusses and you can use additional hull heals. Then, for even more tanking you can equip a second SDO doff.
I would also ditch your transwarp computer. Its useless, and even more useless with AtoB builds since you will have 3/4 systems above 75 power. Replace it with a RCS or the tachyokinetic converter (lobi) for increased turnrate, especially with coming turnrate changes. If you dont care about turnrate (you use FAW with arrays) you can equip 2 neutronium alloys to have more hull resist.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Thank you for your reply rudiefix1. First about swapping RSP2 -> EPtS3 and EPtS1 -> ET1: I noticed already with running just one shield heal is not enough suffient when you're under constant fire. I always used RSP2 when EPtS1 was on cooldown. Also running 2x EPtS on a 2x A2B boat is useless(as explained many times on the forum), because you cant get the 2nd EPtS up fast enough when the other is on cooldown. So what brings ET1 into the game? its just a hull heal. I'm an engineer captain and HE1 with a high level aux power is sufficient for hull healing. I will try your suggestion tonight or tomorrow, but i'm just doubtful if it will work. I'm also thinking to swap the uni Lt from eng to sci boff. In that case i can run TSS with a Science Team or tractor beam, but my lt comm engineer boff will have to run 2x A2B. Plus i have to buy a currently super duper expensive Quartermaster doff for the increased cooldown rate of battery use, because you will use batteries for the sci abilities as a hummer on gas :-(
Then about the transpwarp computer, that plus 2 saurian boffs(efficiency trait) and with my current points in skills i'm running the following powerlevels:
Weapon: 125/95 (capped, max = 131)
Shield : 75/55
Engine : 50/25
Aux : 55/25
Using a2b will give me very shield power and thus a better shield recharge on my covariant shield, I would like to keep that anytime possible, so any suggestions?
This is a cheap but very effective build for a sci captain to use on one of the most iconic ships. Aim is to set up a kill by max disables and slows.
Front: 3x chroniton torpedo
back: beam array, chroniton torpedo and mine
Deflector: adapted maco (KHG)
Engine: adapted maco (KHG)
Shield: maco
Eng consoles: 2x neutronium, borg
Sci consoles: 4x grav
Tac consoles: PSW torp, alblative (or other special consoles like graviton)
Cmdr sci: TSS1, ES2, VM1, GW3
Ltcmdr sci: HE1, ES2, ST3
Ens sci: PH1
LT eng: EptS1, EptS2
LT tac: TS1, DPA1
power settings: 25/50/25/100
Doffs: 2x lab scientists for 2 copies of ST3, 3x warp theorists (energy syphon version)
Spec max in in flowC, grav, subD, partG
Your own dps is not that important, but you gain severe disable posibilities and slows because of the highly boosted gravity well and chrono spreads. The adapted maco set ensures even more aux power, and more importantly, it has subspace decompiler. This results in longer disable times for the special beam atacks and VM.
The 2 copies of energy syphon ensures a 3 x 25% chance on a fixed 5 seconds disable of any subsystem. Unfortunately, this is not prolonged with subspace decompiler. However, SubD combined with the high aux power result in a 25 seconds (out of every 30 seconds) power drain, which is also a kind of defensive boost.
More expensive versions can include the Wells timeship, Vesta, lobi temporal set: chroniton dual beam bank, tachyokinetic convertor and temporal torpedo.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
please with mods aka regx3 please
thank you
im of the opinion that that ship is practically non viable. but thats proboly how i would set one up. with shield repair drones. when LoR hits, try out EPtE instead of EPtA on this, your lack of mobility will likely become much less of a problem with that. id drop the transwarp computer for some armor or another turn console. really, once LoR hits, this will be able to move much better. you could even think of running singles and turrets with a DBB up front for BO3. turn it into a bit of a battle cruiser. play around with this ship on tribble
get a resistant capA, and a capB if you can afford it. disruptor, plasma and AP is becoming more popular. some people like cov elite, its got a bit more spike soak, but less hull damage and a bit more resist i just like best.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
ive been wondering how i would set one up too. its kinda like a battle cruiser, only sci heavy instead of eng. that means your not going to get very far with cannon skill up time though. im afraid it wont be able to do much with its DHC use, less so then the vesta. a sci ship that can cloak, even battle cloak, is a totally new thing though
I also have practically no duty officers so bear that in mind I suppose.
Also is the recon vesta any good I might get that and use it for my science instead of Steamrunner, like is it comparable to a fleet ship?
I was thinking, maybe of a GW Based build with Torps and mines, build up enough of a charge for Singularity Jump + GW 3 Maybe even a little shield Destruction thrown in for fun.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Really Joined in MAY 2010
Cmd Tac: TT1,APD1,CRF2,APO3
LtCmd Tac:TT1,CRF1,APO1
Lt Eng: EPTS1, A2SIF1 ( or RSP)
Lt Eng:EPTS1,A2SIF1(or RSP)
Ens Sci:HE1
I'd be using that with my tactical,science and engineering captains.
TT, APD
EPtE1, RSP1, ES2
EPtS1
HE1, TSS2
PH1, ST2, FBP2, PSW3
Borg Deflector, Borg Engine, Elite Fleet Shield
Temporal Backstep, Neutronium x2
Particle Generators x4
Phaser Relay x 3
Fore: 2x DBB, Chroniton
Rear: 2x Array, Chroniton
I don't have subspace decompiler or countermeasure systems spec'd at the moment because I was running a Sci/Escort before. Definitely needs some fine tuning so opinions are welcomed.
Personally, I only use DPA for Chrons. Well, and I'd use it for the Nukara Web Mines. Specifically for the reason you outlined - the potential for their effects, etc, etc, etc.
On my MVAE currently, I have two CRF1, and BO1/BO3, with APO3. Would it be wiser to have BO1/BO2 with CRF1/CRF2, or keep this? I can't directly tell any difference between the two levels of rapid fire, and BO3 is a bit spikier.
Or should I just ditch the beam bank entirely and use torpedoes? Torpedoes are trickier to use, any tips on how to use them? I've been experimenting around lately and can't tell which is better, dual beam bank or torpedo. I can get shields down fairly fast and like the instant attack of the beam overload, but I know torpedoes will take down hull faster :<
thats a good use of a steamrunner. i would suggest using 2 or 3 damage control doffs and ETpS1, with EPtE1 too. with those doffs you just need 1 copy of each skill
the wells is pretty much the best sci ship, it does everything well. that looks pretty good, i think thers some wells builds in this thread. check the table of contents in the first post.
i got a MVAM build that talks about this. id use BO3/BO1 at this point, with 2 CRF1. BO3 is a lot more accurate since they fixed FAW
I have a challenge for you lol
I'm a reman engineer with the kdf,
please can you post a Tal Shiar Adapted Battle Cruiser build that is romulan and Borg as possible efficiently / adaptive / and shield that regenerate as possible, i know 3pc Borg
a build that has crazy firepower.
that can take a beating.
please can you also post a skill plan please.
i have the phonic leech universal console if that helps
thank you
Note that I didn't know Drunk had made his own Aux2Bat Galaxy until I posted this. I'm not intending to step on anyone's toes here; just offering an in-depth ship setup for this vessel.
This post is currently out of date. Please check out the STO Academy build of this ship.
SUMMARY
There's a lot of hate towards the Cryptic Galaxy-class (the "What is your beef with the Galaxy Cryptic" thread being the most, but not exclusively, prominant example). The boff stations. The seating. The turn rate. The saucer separation. The model look (that last one is me). Generally, most people seem to be unhappy at how the Galaxy-class of this game fails to live up to its television screen counterpart, notably the USS Enterprise-D, and other Galaxy-class ships in the Dominion War.
While I can't offer a solution to some of these issues (although if you want to help make the Galaxy-class look better, comment on this thread), I can offer my build on this ship.
PLEASE NOTE:
UPDATED! The information on this page is out of date.
UPDATED! T5-U Skill Planner build is now up here.
Also note, this is not the *best* build, but *a* build. Feel free to tweak, comment, constructively criticize in a polite manner. If you find improvements, don't hesitate to let me know, I will update this thread with your information and full credit.
stardestroyer001's Fleet Galaxy-class PVP Build
THE ROLE: If you have seen Star Trek: The Next Generation, you will see that the Enterprise-D often faces two or three ships at once (or one massive dreadnought) and is able to hold its own. Its firepower is not that effective, but it does a good job at withstanding damage. Also, if you have seen Deep Space Nine, quite frequently Galaxy-class ships serve to act as large bulls-eye ships for enemies to fire at, and quite often they do the job.
After three or four months of testing this vessel non-stop, in a variety of different PVP locations such as Ker'rat, 1v1, 2v1, 5v5 Arena, Cap and Hold, etc., I have found that this ship actually fulfills the role of large, tanky bulls-eye effectively, although the firepower is something else entirely. The Galaxy-class can also take a "side job" of healing, slow, etc.
It is a tank, first and foremost, and that's why it is great for 1v1 and Ker'rat.
THE BUILD:
Click here for the STO Academy build.
Fore Weapons: [Phaser Beam Array Mk XII [Acc]x2 [CrtH]] x2, [Omega Plasma Torpedo Launcher] and [Borg Kinetic Cutting Beam Mk XII]
Deflector: [Borg Assimilated Deflector Mk XII]
Engine: [Borg Assimilated Engine Mk XII]
Shield: [Elite Fleet Covarient Shield Array Mk XII [Adapt] [ResB]] or the Resilient one with same modifiers
Aft Weapons: [Phaser Beam Array Mk XII [Acc]x2 [CrtH]] x3, [Transphasic Mine Launcher Mk XII [CrtH]x2 [CrtD]]
Engineering Consoles:
[Enhanced Neutronium Alloy Mk XI [+HullRep]] x2
[SIF Generator Mk XI] x3
Science Consoles:
[Field Generator Mk XI] x2
[Fleet Emitter Array Mk XI [HuH] [+Th]]
Tactical Consoles:
[Assimilated Module]
[Zero Point Energy Conduit]
Boff Powers:
Lt Tac: TT - APD
Cmdr Eng: EPtS - Aux2Bat - Extend Shields - RSP
Lt Cmdr Eng: EPtA - Aux2Bat - Aux2SIF
Ens Eng: ET
Lt Sci: TSS - Hazards
Doffs:
2x Purple Technician with the "reduce bridge officer cooldowns" trait
1x Blue Technician with the above trait
1x Warp Core Engineer with "boosts Emergency Power to Subsystem" trait for tank
1x Maintenance Engineer (blue for the cheaper version)
THE BREAKDOWN: This ship is quite the tanky ship, but like any ship in this game, it suffers from some pretty severe drawbacks.
Strengths: This ship is a tank, pure and simple. The high, often called "excessive", number of Engineering spots allows the Galaxy-class to take a side job if need be. I recommend healing on the side, using ExtSh and Aux2SIF. Despite the comments of people stating that this ship sucks at healing, it is actually not too bad, if heals are placed carefully. Do keep in mind though, as the ship is Aux2Bat based, the healing potential of this ship is far worse than any other cruiser not running Aux2Bat. More on this later.
Weaknesses: The turn rate is an issue a lot of people have with this ship. The main issue however, is the nerfing of your science abilities once you use Aux2Bat, forcing you to rely solely on Engineering abilities and Attack Pattern Delta to handle your heals and tanking abilities. Another downside is a lack of hull healing abilities, since Hazards is nerfed, Aux2SIF shares cooldown with Aux2Bat and Engineering Team shares cooldowns with Tactical Team.
Generally speaking, be sure to get your Aux2Bat timings down. Get Tactical Team and other abilities' cooldowns reduced as quickly as possible. Leave Aux2Bat at the ready, use Hazards, TSS, APD, ExtSh, and if desperate, Aux2SIF and Tactical Team on teammates when the opportunity is seen. Leave shield power at 50 and Aux at 100, or Shields at 75 and Aux at 75, to get the most out of your heals. Once you start taking fire, switch your power levels back to 100 Shields and 50 Aux, to avoid too much "slosh" with Aux2Bat.
Alternatively, and I will comment on this at the bottom of this post, you can aim for a more offensive side job. Often times, people will get frustrated when their escort gets blown up suddenly by a Galaxy-class (and us Galaxy-class captains have their android officers yell, "YES!"). I wouldn't recommend this unless you have the specific career and setup for this.
THE FLYING: I have a feeling that people who have had experience with an Aux2Bat Excelsior build will find the flying of this ship is similar to that setup, with the exception that there is no emphasis on damage output - you are doing pure tanking, with healing on the side.
Ker'rat Space War: Set up for pure tanking, unless you are bringing in a team. Make sure you have DEM instead of Aux2SIF (or something that has no shared cooldowns with Aux2Bat, for example an EWP for fun). Set shield power to 100, aux power to 50. Don't activate Tactical Team unless the shields are taking heavy hits, or an Alpha Strike is impending. Start running Aux2Bat to keep those cooldowns going. Don't be afraid to use Hazard Emitters to clear warp plasma or Plasma burns if they are eating away at either your hull or your computer's graphics speed. If you are taking severe hits (shields are fine, hull is going down quickly), switch to Turtle mode: cease Aux2Bat, hit RSP, and then focus on repairing hull, via Hazards, Engineering Team, Miracle Worker, etc., until RSP ends. Then hit Aux2Bat, get back your Tactical Team and/or Evasive to gain defense, and resume your Aux2Bat cycling.
1v1: In most cases, this type of combat is easy for you to live, unless you have a clever and well prepared opponent. Just do the same thing as in Ker'rat, but space out the activation of your heals in anticipation of a prolonged fight. Keep hull and shield heals from overlapping, space them out and watch the cooldown timers. 2v1 is the same deal, except your heals will most likely need to overlap. Eject Warp Plasma is recommended, along with Tractor Beam Mines. With Aux2Bat, you can keep a warp plasma field on your tractored opponent consistently and without a break.
5v5 Arena: Highly not recommended. Although Extend Shields, Hazards, ET, APD and TSS can be used on your teammates, there are far more effective cruisers to fly if you are aiming to heal opponents as your first priority. That being said, you are a huge bullseye that takes a long time to kill. Watch for subnucs, once those roll in, pop a RSP and switch to hull healing and tossing heals to teammates. You will break about even ground in terms of heal points in a match - far less than a dedicated healer, but more than the "tank - escort" or science vessel. However, you will no doubt TRIBBLE off your teammates since you practically offer nothing of value to them - neither damage output, kills, disruptions, or team healing. My advice: This is NOT the place for this ship.
Cap and Hold: It really depends on the strategies you and your team use in a Cap and Hold match. You will fare well in 1v1 or 2v1 if your objective is to hold some enemies in an isolated area while the rest of your team captures the important command posts. 4v1 or 5v1 will not end up so well, as the problem of facing a concentrated, Premade team will quickly overwhelm you. Stick with at least one teammate that can throw a heal or two when needed. Again, not recommended, since you can't really kill enemies, and you can't offer any use to your teammates who are doing the killing.
PvE/STFs: Not recommended, since that type of combat requires damage output over tanking ability. However, due to your increased Threat generation, you will be able to live with literally no problems at all, and throw heals to your teammates. Only issue is clearing plasma, and surviving heavy torpedo attacks from Borg, just gotta brace for impact.
Other Setups:
Hull repair rate, with the Season 8 changes, is the main issue with this starship's tanking abilities. Shields will not be a problem, it is redistributing them and keeping hull from dropping too fast.
Also, and I recommend this for any healer/tanker starship in the Season 8 era: Have F2, F3, F4, and F5 (Defaults) reserved for selecting the teammates. The ability to click on the teammate ship icon is broken, and keybinds are extremely useful for doing this quickly.
McCullian's Offensive Galaxy-class Build: My friend McCullian has an alternate take on the Galaxy-class build. Using a Tactical Captain with the spec of an Engineer (there's a long story associated with that), and using DEM and a small adjustment to the console layout, he can tank with above average effectiveness in Ker'rat while dishing out some damage.
Make the following adjustments to the first build, including switching your captain to a Captain with an Engineer's spec. Note that this build is on a Fleet Galaxy.
Set: MACO XII Set, or 2pc Borg and MACO Shield; preferably all of them are XII.
Boff Powers:
Lt Tac: TT - APD
Cmdr Eng: EPtS - EPtW - DEM - RSP
Lt Cmdr Eng: EPtA - ExtSh - Aux2SIF
Ens Eng: ET
Lt Sci: TSS - Hazards
Engineering Consoles:
[Universal Console: Point Defense System], [Neutronium Alloy Mk XII], [Console - Universal - Saucer Separation], [Borg Module], and [Zero Point Energy Console]
Tactical Consoles:
[Phaser Relay] x2
Doffs:
1x Warp Core Engineer, "Boost to Emergency Power to Subsystem" trait
1x Tactical Team doff
1x Beam weapon ability boosting doff
1x Maintenance Engineer, the Exocomp
1x Brace for Impact doff
Your Alpha Strike: Hit these abilities, in addition to throwing 100 power into Weapons:
EPtW - DEM - TT - RSP (for your protection) - Weapons Battery - APA - GDF - FOMM
Get up close, within 1km, and hit the Point Defense button. If you have the Borg set, hit the Tractor Beam when within 1km. Just sit there and let the tiny bullets pass through the shields and tear into the hull. If your opponent is in a "Frigate" (BoP or other small ship), your Point Defense will deal more damage.
Warp Plasma build: Starboard Nacelle is one infamous user of this technique. By using EWP and Aux2Bat, a constant stream of warp plasma can be emitted from your ample nacelles, keeping them wrapped up and immobile. I don't have the specific build required to maximize this, but it is indeed possible to use this ship for this purpose. Separating the saucer can help with the turn rate necessary to use this effectively.
CONCLUSION:
"The Galaxy-class was one of the largest and most powerful Federation starship classes of its time."
This ship by far is not the most ideal cruiser to be flying in Star Trek Online, simply because it can't effectively deal damage or be a good team support vessel compared to all other cruisers suited for those purposes. However, for people who are looking for a challenge, or are Enterprise-D fans such as myself, I'm hoping this build can help maximize your effectiveness in this ship.
This ship is a tank, with the added benefit of taking on a side job. It is NOT primarily a damage dealing starship, or a healer, even though it can take on those roles in a limited fashion. If you are flying this ship, stay out of teamed PvP (5v5 Arena, Cap and Hold)!
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
Lt Tac: TT1, BFaW2
Cmd Uni: EPtW1, EPtS2, ES2, AtSIF 3
Lt Eng: EPtW1, EPtS2
Ens Uni: TB1
LtCmd Sci: HE1, TSS2, TBR2
Fore: Breen Cluster Torpedo, Disruptor Beam Array x3
Aft: Kinetic Cutting Beam, Disruptor Beam Array x3
MACO Deflector
Adapted MACO Impulse
Tal Shiar Adapted Borg Warp Core
MACO Resilient Shield
Tac consoles: Disruptor Induction Coil x3
Eng consoles: Indoctrination Nanite Dispersal, Zero-Point Energy Conduit, Assimilated Module, Neutronium Alloy
Sci consoles: Tachyokinetic Converter, Plasmonic Leech, Field Generator
My Captain is a Human Scientist.
The DDIS Method
Due to the new changes (power levels begin at 15, warp cores, etc) theres been a myriad of new things into the game since LOR, especially EPtX. In the words of DDIS, "I think the EPtE changes are bigger than LOR!" The game has changed quite a bit. No more weapons overcapping, hard cap of 125. Ouch for escorts.
How does the DDIS Method work? Well, it goes off on one of escorts basic rules, 50 engine power. Before LOR this was 100/25/50/25 for most players. The base guideline for that being more speed -> more bonus defense, more manueverability. The DDIS method throws a wrench into the standard power levels and goes off EPtE changes. EPtE is now more potent and does better, doubling or tripling your speed, upgrading turn rate, for 30 seconds now. In the DDIS method, one can go with 15 engine power. Using either two EPtE, or EPtE + EPtX + 3 damage control Doffs, you can have full uptime of EPtE and its like the power levels dont matter anymore. Engine power wont matter when youre going permanently at 80 impulse.
Warp cores help a bunch too. I use a hyper injection core (+engines) with [sep] (+engines) and [S+E] (7.5% shield power to engines.) I run 90/80/15/15 and can even get 125/110/60/110 most of the time - on an escort too.
You might also want to use a combat impulse engine on your escort as you just wont get the boost from a hyper impulse. KHG combat engine might be a good idea.
The power you get from toning everything down is quite large. I use the 4 presets:
90-15-15-80 (offensive aux) more aux is useful because it boost all my sci captain abilities, different for tac/eng
90-80-15-15 (offensive shields) cruiscort with high shields, better for shield tank
90-15-80-15 (offensive classic) you can actually put in extra engine power if you want
95-35-35-35 (offensive balance) all the stats balanced, good for everything
But true, with 15 engine power setting, you run with 70 to 80. Its a strange idea. In My steamrunner, I use 2x AtoD, on top of this. ZippyZip. I also tried EptW instead of EptE, because of the constant uptime of AtoD. Works also fine. Speeds still around 60, but with the good resists and more damage output.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I dont think the [W->E] is necessarily better because in battle your weapon power fluctuates wildly with weapon power drain. If I ran 100 weapons and 50 engines with [E-W] (no more overcap since LOR) I would reach the hard cap for 125. But the extra power from overcap can be taken into another subsystem, in this case engines, boosting the weapons power. Unlike weapons, other power wont change, and you can run a 80 weapons 90 engine with a [E->W] and reach 125 weapons 115 engines, in some cases youll have more engine power. but thats just an example, you could use shields, auxiliary, with other warp cores
nice post , will you be updating the skill plans ?
also is it true that if your a romulan you get penalties ( drop in power ) if so what skill plan is best to use ?
I'm only level 20 with my romulan toon right now, so Im not sure what to use for them. When I reach max level ill fiddle around with romulan ships and see whats best for them.
I do know however that Romulan ships have base power of 40 in all subsystems, so they lose 40 potential power, but get singularity powers.
thank you i look forward to read your post ,
this power calculator may help you,
http://sto-forum.perfectworld.com/showthread.php?t=532731
its a great tool, it need a update a the moment,