Hey everyone,
I just recently started playing STO again and was wondering how the following build would work for me. I like to be able to control agro, but still deal a fair amount of damage.
http://www.stoacademy.com/tools/skillplanner/index.php?build=ENGbuildtest1_0
Feel free to ask any questions and offer any advice (other than going tactical lol)
Comments
The Skill build is ok, but a couple of things:
1. Driver Coil sucks. Yes, yes, it makes Full Impulsing into a fight slightly less terrible... but it's still terrible. Full Impulse is something you should aim to use the least possible.
2. Impulse Thrusters>Engine Power. Both for Speed and Turn Rate, so it makes no sense to max Engine Power but not Impulse Thrusters.
3. More Hull is always nice.
4. This is more arguable, but personally I prefer to decide between Energy Weapons and Projectiles.
Putting points in both makes it easier to change your build, but it also means you've always got a Skill that doesn't do much.
So, the changes I'd make:
Driver Coils: 6->0
Impulse Thrusters: 4->9
Engine Power: 9->3
Structural Integrity: 4->9
Power Insulators: 0->6
Projectile Weapons: 9->0
Energy Weapons Spec: 6->9
The BOFF setup? Well, tbh, you'll change it a few times until you find something you like.
It is a very solid build overall. If you are going to tank though, I would strongly advise no more than 3 points in threat. 9 points in threat will draw enemies 70Km away to your position. Providing you are attacking the enemy ship, you will have no problem holding aggro. And it will be even easier if you are able to obtain a threat generation science console from the Romulan Embassy (increases stats such as hull repair at the price of higher threat generation). However, with your current bridge officer layout, you will have some difficulty tanking.
I have made a few changes to the build in order to maximize your ability to take and heal incoming damage. The build can be found here. The build makes several changes to the bridge officer layout. Among the most significant is the fact that the build now uses the Lt. Commander universal for engineering instead of tactical. The build also now heavily relies on heals. Your current build has four heals and 2 of the 4 heals share a (15sec) global cooldown. The only heal that doesn't share a cooldown with another ability is Hazard Emitters II. This would pose somewhat of a problem while tanking incoming damage. The changes made offer you a total of 7 heals. 2 of the 7 heals share a global cooldown. (Emergency Power to Shield I x2, allowing for you to have the ability up 100% of the time.) Two of your other heals also share a very brief cooldown with other abilities. Engineering Team I shares a (15sec) cooldown with Tactical Team I(instant shield cycling) and Aux to SIF (small heal and damage resist) shares a (10sec) cooldown with Aux to Dampers (powerful turn rate and speed buff).
As for the skill points themselves, the changes I made dropped threat to 3 and added points to Structural Integrity. It also added points to impulse thrusters, armor, auxiliary efficiency, and power insulators. The changes also dropped 3 points from Engine and Shield Efficiency, two points from warp core efficiency, and one point from warp core potential. (The difference between 6 points and 9 points in efficiency is two power, better allocated elsewhere)
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
If he is going for a tank build, there is really no need for him to put a 9 in Energy Weapons Specialization. I run an escort with just 3 points and I have no trouble putting out damage. Tanks usually do not run high weapons power, therefore these points will be wasted most of the time. Driver coil is also an invaluable skill to have if you want to go a decent speed in Sector space. Dropping Projectile weapons to 0 means effectively decreasing effectiveness of all torpedoes by 25%. Cruisers can not run 8 energy weapons effectively. It just drains too much power in the broadside (-80 all weapons power per volley). There have been numerous tests that can be found on the forums to prove that 6 beams function more effectively than 8 beams. The sweet spot for a cruiser is 6 beam arrays and 2 torps/mines. Take away points in projectile weapons and cruisers lose their one effective spike damage ability.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Again thank you all so much.
Sorry for the late response. And of course ground combat is important, but I was just focusing on getting my space skill sets, set.
Not a pleasant experience; I understand why he has to use force, nobody would willingly.
No trouble putting out damage? What does that mean?
I'd understand arguments about gaining survivability or utility at the cost of damage, but just "having no trouble"? You put more points there, your damage will increase, if slightly.
Yes, they do. A Cruiser can easily max both Shields and Weapons and should.
If you run low Weapons, you're not holding hate, so you're not tanking very well.
Sacrificing combat performance for Sector Speed is dubious, especially when Driver Coil is such a small factor in Sector Speed compared to Engines, Slipstreams, Diplomacy and Fleetbase level.
Yes it does, yes they can, no it doesn't, -70*, no there haven't, no it isn't, no and no one over 12 cares about "spike damage".
http://www.stoacademy.com/tools/skillplanner/index.php?build=ENGAssaultRefitBui2_0
Edit*Updated*
No threat control on a Cruiser=terribad.
It's not a DD, it's a tank.
Lieutenant
Starship Weapons Proficiency, Driver Coil, Starship Batteries, Hull Repair, Starship Shield Emitters all maxed.
Lt. Commander
Energy Weapons & Projectile Weapons 3, Structural Integrity 7, Subsystem Repair 7, Warp Core Efficiency 7, Power Insulators and Shield Systems 3
Commander
Targeting Systems 1, Starship Electro-Plasma/Warp Core Potential 4
I'd have to look to get my Ground abilities as the time I wrote these down (modified for level), I was seeking advice on how to build up my Mirror Assault I got from a Lock Box while a Lt. at the time.
All credit goes to the OP in the linked post, I just found it from browsing:
http://sto-forum.perfectworld.com/showpost.php?p=3983282&postcount=2