I've read a lot of different threads and have chatted with a few people and it was suggested I create my own thread.
For my Fed Engineer toon, I spend most of my time running PvE (mostly elite STFs & Fleet Mark missions.)
My goal is to set up one or two ships to best play these (Probably 1 for STFs & 1 for everything else.) Yes, I know there are multiple variables to consider (my playing style, skills, consoles, BOFFs, energy types, enemy weaknesses, etc.) so all constructive comments are welcome.
I do have access to the all the Romulan & Omega Tier V equipment as well as our fleet's advanced fleet space supplies.
My current ship is the Mobius Temporal Destroyer, but I have a cruiser and a Breen warship (which I haven't used.)
My cruiser currently has polaron energy equipment and the Mobius came with AP. I was originally thinking of switching out to plasma, but since the Mobius came with AP, I started reconsidering.
For STF, I am currently leaning toward the ADV Fleet Dual Cannons and turrets with Omega torpedoes, but some people say go with Romulan equipment instead. Looking at the numbers, I'm thinking the fleet equipment might be better but wanting people's opinions.
Additionally, I'm not opposed to spending dilithium/EC to get set up, but I don't want to waste it if it's not going to get me anything.
If you reply, please explain why you suggest what you do - I'm also trying to learn.
What play style do you like? "The best for STFs" can be pretty subjective. My favorite of my ships to fly in an STF is my Odyssey, but my best numbers come out of an Armitage, for example. Tanking, science support, DPS monster, generally-rounded, what?
I'm not really a specialist. I'm more all around. I do a little tanking, but would prefer to just be an all-around Mr. Destructo.
And one thing I kind of tend to do is point my nose at an enemy and blast away. That's one thing I like about my Mobious, I can turn faster than my cruiser.
The most generally powerful thing for PvE is going to be your Mobius, escorts are just really strong right now, and everything else is playing catchup. That's not to say that you can't make them work and be effective, just that it'll be harder, and probably end up weaker most of the time than an escort build you put the same amount of work into. For weapons, you won't want Dual Cannons, better off with Dual Heavy Cannons due to their lower power drain over time (which turns into higher DPS). As far as Romulan vs Adv. Fleet, I haven't actually used either, but the reasons the Romulan might be better are that they get better modifiers ([Dmg] adds less DPS than any other modifier), combine the 2 highest damage procs, and can be boosted by the Embassy science consoles. If you go Fleet you'll probably want Disruptor, since again those are the highest damage. You'll also want some combination of deflector, shield, and engine from Omega Rep, generally the MACO shield will be stronger than the others and 3 piece bonuses are less important than 2 piece ones, but there are a lot of solid combinations in there, so I'll leave this to people with experience with the ship.
For a build for the Mobius, you'll want TT1 with the cooldown reduction doffs, a first rank torpedo ability (probably Spread 1), 2 copies of a first rank cannon ability (probably CSV1) and then two attack patterns for your tac slots. Then set one universal to Sci and the other to Eng, get 2 copies of EPtS1 (to be chained for high shield resistance), get A2SIF, HE1, and TSS2, (all powerful heals) and the remaining slot will go for a GW if Sci (great for saving optionals or simply grouping enemies to make your CSV more potent) or probably an RSP if Eng (it's a very powerful shield heal when under fire, but may not necessarily be the best choice, also consider Extend Shields for team support and EWP for CC).
One idea. Not necessarily The Best but its how I'd set up if I owned a Mobius (and the layout I used on a Breen for a while).
Deflector: Omega
Engine: Omega
Shield: MACO for durability or Omega for the 3-piece debuff power
Power settings 95/40/40/25
Weapons Fore
2 Antiproton DHC
Antiproton DBB (or Chroniton if you have the lobi)
Torpedo (Chroniton for CC, Photon for steady damage, Quantum for spike damage, or Temporal Disruption Device if you have the lobi)
BOFFs
Cmdr Tactical
TT1, Overload 2, APO1, APB3
LtCmdr Science
See Below
Lt Tactical
2 BOFFs to swap for situation, one with THY1 and CRF1, one with TS1 and CSV1
Lt Engineer
EPTS1, RSP1
Ensign Engineer
ET1
Doffs
2 blue Conn Officer reducing Tactical Team cooldown time to 18 seconds (close enough to the 15-second global for STF work, and cheaper than multi-million-EC purples)
Gravimetric Scientist (possibly, see science skills)
Science
If it were my ship I would do ST1, HE2, GW1, but I'm weird in using Science Team. However a LOT of people don't like ST because it conflicts with other Team skills and because if doesn't give a shield damage reduction like TSS. I prefer ST because of the shorter cooldown, because its a flash heal, because it isn't dependent on Aux power, and because it clears sci debuffs besides (which is totally irrelevant in STFs of course). On the other hand TSS enhances shield tanking and can be used while using TT. Both are useful.
After picking a shield heal, then you have Hazard Emitters which goes without saying. Finally there is Gravity Well, which is so insanely useful for crowd control and anti-torpedo screening and even just extra damage, particularly if you add the Gravimetric Scientist doff with it. That said there is also Tractor Beam Repulsors, which is much more situational and if you use BADLY you'll TRIBBLE off a lot of people, but it can be a crowd-control butt-saver if used intelligently, is good for pouring extra damage onto gates and cubes (since they're too big to throw), and with the Tholian rep coming up and whatever missions that'll entail, its great for killing Tholian Webs. But if you just use it for damage all the time all you'll do is annoy your teammates, so don't take TBR if you aren't 100% certain about it.
So short version, pick a shield heal, Hazard Emitters, and a crowd control skill.
Other Boff Skills go pretty much without saying. APB3 is a good support skill and is such a large debuff with a short cooldown that it'll make up for the low level of your other tac skills, while buffing your teammates so much besides. APO is for maneuverability boosts and anti-tractor, RSP as an emergency 'uh oh' button, and EPTS when you need the extra durability. Yes I also included Engineering Team which has conflict problems with TT, but sometimes being able to give a teammate (or yourself) 6k hull instantly can be the difference between momentarily regrouping and looking at the respawn timer. Plus with the Tholians taking more prominence in a few weeks, the ability to neutralize their 'weapons offline' spam can be handy. If you can't stand the conflict, go for two EPTS1 instead to cycle for always-on shield-tanking goodness.
I have an engineer, if you do mostly pve stuf you probably want to kill everything as fast as possible. My best ships dps wise for that alt are my HEC with all romulan built and my Breen warship. Both are my highest dps ship with my engineer. By romulan built I mean romulan plasma weapons with both disruptor proc and plasma proc, romulan hyper torp and prototype beam array. Plasma proc is a nice "add on" to dps, disruptor proc debuff target and both have nice boff stations.
Both ship have 3 pces "harness set" and 2 pces reman set with resb elite fleet shield. I use embassy "plasma" particle gen and I do better dps than a lot of tacs in escorts.
I run HEC with 2 rom dhc critd x2, hyper torp, proto beam, 2 rom turrets accx2 and cutting beam
Tac boff: 1 TT (2 con doff reducing tt), 1 crf3, 1 beta2, 1 csv1, 2 hy(1-2) and bo1(basically power draw free with proto beam).
Eng boff: eptw, epts, EWP
Sci Boff : HE1, TSS2
Hangar: Elite scorpions fighters
Doff : 2 purple con off, 3 purple projectile officer
On breen ship add a turret out back, replace EWP with GW, take out 1 proj doff and replace with grav scientist and thats about it.
Both ship can gard Kang in cure including raptors and easily keep up with probe in kase and get cube at the same time, alone if needed or if I get bored
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
I'm completely at a loss here.... I've started using the Advanced Combat Tracker when doing space STFs and almost every time, I'm coming in with the lowest damage and BaseDamage. For Damage, I'm only getting roughly 1.5M while the top person is usually just over 4M. For BaseDamage, I'm just about 1.9M while the top person is almost 5M.
Any suggestions on how to increase this? Yes, I know I need to do a couple of console upgrades, but that doesn't account for 2x damage.
I've been using the mobius for quite a while.
For me, using an Aux2battery build has worked in most scenarios, pvp, pve.
AP's is a good choice especially if you use the temporal warfare set on it.
I did this quickly so you can see what i mean. http://skillplanner.stoacademy.com/?build=mobiusa2b_0
Now, it's not a very cheap build this one...
You need to get three purple technician doffs, 10% reduction on cooldown on every boff ability, so that makes your boff abilities come up alot faster when using dual a2b.
Since you are a engineer, the last ens. engineer station, if you feel confident you can slot in eptw there or epta instead.
Comments
And one thing I kind of tend to do is point my nose at an enemy and blast away. That's one thing I like about my Mobious, I can turn faster than my cruiser.
For a build for the Mobius, you'll want TT1 with the cooldown reduction doffs, a first rank torpedo ability (probably Spread 1), 2 copies of a first rank cannon ability (probably CSV1) and then two attack patterns for your tac slots. Then set one universal to Sci and the other to Eng, get 2 copies of EPtS1 (to be chained for high shield resistance), get A2SIF, HE1, and TSS2, (all powerful heals) and the remaining slot will go for a GW if Sci (great for saving optionals or simply grouping enemies to make your CSV more potent) or probably an RSP if Eng (it's a very powerful shield heal when under fire, but may not necessarily be the best choice, also consider Extend Shields for team support and EWP for CC).
Deflector: Omega
Engine: Omega
Shield: MACO for durability or Omega for the 3-piece debuff power
Power settings 95/40/40/25
Weapons Fore
2 Antiproton DHC
Antiproton DBB (or Chroniton if you have the lobi)
Torpedo (Chroniton for CC, Photon for steady damage, Quantum for spike damage, or Temporal Disruption Device if you have the lobi)
Weapons Aft
2 Antiproton Turrets
Kinetic Cutting Beam
BOFFs
Cmdr Tactical
TT1, Overload 2, APO1, APB3
LtCmdr Science
See Below
Lt Tactical
2 BOFFs to swap for situation, one with THY1 and CRF1, one with TS1 and CSV1
Lt Engineer
EPTS1, RSP1
Ensign Engineer
ET1
Consoles
Engineering
Neutronium Armor x2
Science
Field Generator, Emitter Array, Assimilated Module, Tachyokinetic Converter
Tactical
Antiproton Mag Regulator x4
Doffs
2 blue Conn Officer reducing Tactical Team cooldown time to 18 seconds (close enough to the 15-second global for STF work, and cheaper than multi-million-EC purples)
Gravimetric Scientist (possibly, see science skills)
Science
If it were my ship I would do ST1, HE2, GW1, but I'm weird in using Science Team. However a LOT of people don't like ST because it conflicts with other Team skills and because if doesn't give a shield damage reduction like TSS. I prefer ST because of the shorter cooldown, because its a flash heal, because it isn't dependent on Aux power, and because it clears sci debuffs besides (which is totally irrelevant in STFs of course). On the other hand TSS enhances shield tanking and can be used while using TT. Both are useful.
After picking a shield heal, then you have Hazard Emitters which goes without saying. Finally there is Gravity Well, which is so insanely useful for crowd control and anti-torpedo screening and even just extra damage, particularly if you add the Gravimetric Scientist doff with it. That said there is also Tractor Beam Repulsors, which is much more situational and if you use BADLY you'll TRIBBLE off a lot of people, but it can be a crowd-control butt-saver if used intelligently, is good for pouring extra damage onto gates and cubes (since they're too big to throw), and with the Tholian rep coming up and whatever missions that'll entail, its great for killing Tholian Webs. But if you just use it for damage all the time all you'll do is annoy your teammates, so don't take TBR if you aren't 100% certain about it.
So short version, pick a shield heal, Hazard Emitters, and a crowd control skill.
Other Boff Skills go pretty much without saying. APB3 is a good support skill and is such a large debuff with a short cooldown that it'll make up for the low level of your other tac skills, while buffing your teammates so much besides. APO is for maneuverability boosts and anti-tractor, RSP as an emergency 'uh oh' button, and EPTS when you need the extra durability. Yes I also included Engineering Team which has conflict problems with TT, but sometimes being able to give a teammate (or yourself) 6k hull instantly can be the difference between momentarily regrouping and looking at the respawn timer. Plus with the Tholians taking more prominence in a few weeks, the ability to neutralize their 'weapons offline' spam can be handy. If you can't stand the conflict, go for two EPTS1 instead to cycle for always-on shield-tanking goodness.
Both ship have 3 pces "harness set" and 2 pces reman set with resb elite fleet shield. I use embassy "plasma" particle gen and I do better dps than a lot of tacs in escorts.
I run HEC with 2 rom dhc critd x2, hyper torp, proto beam, 2 rom turrets accx2 and cutting beam
Tac boff: 1 TT (2 con doff reducing tt), 1 crf3, 1 beta2, 1 csv1, 2 hy(1-2) and bo1(basically power draw free with proto beam).
Eng boff: eptw, epts, EWP
Sci Boff : HE1, TSS2
Hangar: Elite scorpions fighters
Doff : 2 purple con off, 3 purple projectile officer
On breen ship add a turret out back, replace EWP with GW, take out 1 proj doff and replace with grav scientist and thats about it.
Both ship can gard Kang in cure including raptors and easily keep up with probe in kase and get cube at the same time, alone if needed or if I get bored
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Do you suggest different ships for STF than other PvE? I'm thinking of doing this because of the weapons the Borg use:
http://www.stowiki.org/Damage_type#Plasma
I also saw someone start a thread comparing ADV Fleet vs. Romulan weapons - http://sto-forum.perfectworld.com/showthread.php?t=634551
Any suggestions on how to increase this? Yes, I know I need to do a couple of console upgrades, but that doesn't account for 2x damage.
For me, using an Aux2battery build has worked in most scenarios, pvp, pve.
AP's is a good choice especially if you use the temporal warfare set on it.
I did this quickly so you can see what i mean.
http://skillplanner.stoacademy.com/?build=mobiusa2b_0
Now, it's not a very cheap build this one...
You need to get three purple technician doffs, 10% reduction on cooldown on every boff ability, so that makes your boff abilities come up alot faster when using dual a2b.
Since you are a engineer, the last ens. engineer station, if you feel confident you can slot in eptw there or epta instead.
Good luck! :-)