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kermit1013kermit1013 Member Posts: 1 Arc User
edited June 2013 in Federation Discussion
Hey folks - I've been playing STO for awhile, I leave, I come back, everything changes...

I'm wondering if those that have kept up with the game a little more strictly than I have can help me catch up with some of the changes regarding ship design

I'm a VA tac officer, and I spend most of my time in my sci-odyssey, although I've also got a defiant tac retrofit for dps focusing when/if necessary

I'm using xii and xi borg anti-proton weapons (beam arrays for the cruiser, dhc and turrets for the escort) and xi borg quantum torpedoes, borg engine/deflector/universal console (from before they split it up into 2 different sets), maco xii shields, anti-proton mag regulators, and a variety of other consoles

I'm still using 2 RCS consoles (I know, for an odyssey, they're not all that useful, but I have a hard time deciding what else to put in there, and they'll do when I can't make up my mind), 2 sci shield buff consoles (can't remember what they are called, but they're the 12% to shields ones), and the worker bee console, and 2 of the generic armor consoles (17.5 resist to energy and kinetic, I think)

I've got a shiny new warp core I bought off the exchange with + to engine power, and s-->w % power bonus...

I'm currently running a minor personal mod of the old "dragon" build - the rotating eptw, epts build, with the basic HE and PH sci, TT1 FAW2 and TS1, and eptw1x2, et 2, a2id 2, epts3x2, and rsp3

I know that's a bit of a mess, but I hope it covers all the relevant information

What I'm hoping is, can people catch me up on weapon changes, power changes, and so forth, and tell me if what I'm currently running has been clearly and significantly passed over by some other new fangled doodad

example - I've been hearing about the new romulan gear weapons, which I guess are disruptor/plasma procs? sounds like quantum is still the way to go...with fleet gear, are the advanced/elite weapons significantly better than what I'm currently running? what about the other dual proc weapons (i've got access to some phased tetryon, but I've heard that phaser-proc changes have altered their utility), like phased tetryon, or polarized tetryon (is there even a polarized tetryon? I thought there was, but I can't find any on the exchange to take a look at), polarized disruptors sound handy, and so forth

So, yes, that's my basic question - given the new assortments of gear available, is there anything that is clearly and definitively better than my current setup that I should be aiming for

for the inevitable question of pvp/pve, and my personal "role" - I'd like to be *competent* in pvp, although I don't play it often, as I find most competent pvp builds are more than sufficient for pve, and I like to play a survivable "outlast" tank style cruiser generally during my pve

during pvp, using my cruiser, usually the best I can manage is doing competent damage and spam killing while eating tons of damage in my cruiser hoping that my teammates are focus firing other targets while someone is distracted by me - my escort, of course, can afford to be a little more pro-active

sorry 'bout the mess, but I appreciate any help anyone can offer...
There is no correct resolution; it's a test of character.
James T. Kirk
Post edited by kermit1013 on

Comments

  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    Well, RCS consoles got a bit of a buff with LoR, so they're less useless now than they used to be. ET2 is generally seen as overshadowed by A2SIF1, especially with the importance of TT in PvP, while for PvE I would definitely drop the PH for TSS, but other than that it's a pretty solid build. Fleet weapons will be slightly better than what you currently have, but what you have is more than adequate, so feel free to not change it (I'm still using the [borg] weapons myself). AtB builds have gained a lot of popularity lately, but Dragon is still a solid choice (and AtB builds are really just a variant of the Dragon that sacrifices almost all Aux power and 3 doff slots to get greatly reduced cooldowns on abilities). The one thing you really should change is that you should pick up the Zero Point Energy Conduit from Romulan Reputation as soon as possible, as it gives a very nice boost to crit chance. Overall, a pretty solid build, which is very nice to see.
  • kermit1013kermit1013 Member Posts: 1 Arc User
    edited June 2013
    thanks jaden - I had a lot of help with the initial build, and took a lot of time to figure out - I'll check out replacing ET2 with AuxtoSif - I think I avoided it last time because the ET I could cast on other targets, and I'm disappointingly low on team-heal abilities...but I'll check it out regardless

    I had no idea what the zero point console did - I'll have to see if I can track that down

    I'm pushing my way thru the new rep tiers now - so I'm gonna have to relearn what all can be bought, and from whom - I'll keep an eye on the romulan tiers for the zero point - I'm at tier 2 now, omw to 3 - dunno where the zero point shows up, but if it's anything like the other top gear, that'll take awhile to get there

    still looking for any other suggestions or input people might have - thanks a lot!
    There is no correct resolution; it's a test of character.
    James T. Kirk
  • edited June 2013
    This content has been removed.
  • papertoastypapertoasty Member Posts: 248 Arc User
    edited June 2013
    the zero point console is a t2 rep item, and costs 500 marks plus some random other things
    great console get it asap
  • kermit1013kermit1013 Member Posts: 1 Arc User
    edited June 2013
    Hey folks - so, with my current cruiser/tac setup, I'm still using the old "dragon" build, the rotating epts and etpw type build...

    ...but I've been hearing a lot of talk about the aux2batt builds, and I'm wondering if someone can give me the basics on how this design works

    what I've gathered so far, is that aux2batt runs with one or 2 copies of aux2batt, and uses a...technician?...doff in conjunction with the aux2batt to lower the cooldowns on all your other boff skills.

    If that's the case, given cruiser/tac builds, I'm wondering, what exactly do you do as far as weapon buffing, shield damage resist builds, energy levels, battery usage, timing on the aux2batt (am I cycling them for a constant uptime like I do with the eptw/epts now?) and so forth...

    for example - am I hitting aux batteries right before hitting aux to bat? am I keeping aux2batt up constantly? if I am, how much of my overall power supply am I pumping into aux in general? like...50/50/30/70? or something along those lines? In short, what are the details to an aux2batt build, and, how am I losing out on power supplies (10% bonus damage I think from eptw1, almost 20% damage resist from epts3) and extra bonuses from the more specific eptx skills, and how am I using the aux2batt builds, in what order, etc, etc...

    thanks as always for any input
    There is no correct resolution; it's a test of character.
    James T. Kirk
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited June 2013
    For an aux2bat cruiser, you ideally need a cruiser with a Commander Engineering, Lt. Commander Tactical, Lt. Engineering, Lt. Science and Ensign doesn't matter. The build works by cycling 2 copies of Auxiliary to Battery I every time it's usable while also using 3 technician duty officers for a 30% cooldown reduction. This works best with 1 cannon rapid fire and 1 attack pattern beta II/omega I. Weapons loadout is 4 cannons fore with 3 turrets and the kinetic cutting beam aft. These cruisers typically run Emergency Power to Weapons I in one ensign slot and Emergency Power to Auxiliary I (for use in emergencies only) in the other slot. The Lt. Commander slot typically uses Emergency Power to Shields III(if no ensign engineering) or directed energy modulation II and the Commander slot usually has either Eject Warp plasma III or Directed Energy modulation III (if no modulation II). There is a systems engineer now with -weapon power drain when using directed energy modulation, many cruisers have opted for it. If the ship has Ensign engineering, this slot is typically used to house Emergency Power to Shields I to free up Lt. Commander slot for attack abilities (else EPtS III).

    How does this build survive so well? Simple, it stacks Romulan Embassy heal/-threat generation shield emitter consoles, uses Elite fleet shields with the adapt mod, and the Borg Mk XII engine/deflector. The downside is this ship really only has one reliable heal, Emergency Power to Shields. Hazard Emitters and Transfer Shield Strength are both there, but the ship can't use them well at low aux power (reason for emergency power to aux). This is one build that really works best on an engineering captain rather than a tactical captain. Personally, if I were to run a tactical crusier, it would be something like this build: http://www.stoacademy.com/tools/skillplanner/?build=fleetassaultcruiserplasmabuildmaco_0

    The Romulan Experimental Beam array (no drain on weapons), 4 Romulan Beam arrays, the romulan hyper plasma torpedo, the kinetic cutting beam, and the omega torpedo launcher. Stack that with romulan embassy +plasma damage consoles for a very respectable amount of damage from a cruiser. Outside of PvP, I would drop the 4 romulan beam arrays for 2 Romulan Beam banks and 2 romulan turrets, while swapping out auxiliary to structural for auxiliary to intertial dampers. The changes from legacy of romulus made cruisers quite maneuverable. Duty officers would be personal preference, but I would probably run 2-3 projectile weapon officers for an endless supply of romulan hyper plasma torpedoes. I would also run either 2 Conn officers for global tactical team or 2-3 Damage Control engineers for reduction on Emergency Power to X. A warp core engineer would also be a possibility.
    --->Ground PvP Concerns Directory 4.0
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    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • kermit1013kermit1013 Member Posts: 1 Arc User
    edited June 2013
    thanks major tira - that is an...interesting build...

    I'm not sure how comfortable I am with it - I gave up on warp plasma ages ago, but it's possible I gave up on it too quickly - and I've gotten quite comfortable with my rotating epts/eptw, but it *is* an intriguing build - I may give it a go

    there's a LOT of equipment on that ship though that I don't have
    The Omega Torp and the Hyper Romulan Torp, and the Kinetic cutting beam - I *assume* those are all rep items I need to buy? I've been hearing all manner of different reports, between the romulan embassy (is that the one that is attached to our starbase/fleet menu? or is there a separate embassy?), the romulan rep, and the omega rep (I'm guessing the omega torp is a top tier omega rep item? I hope?...and the hyper torpedo either from the embassy or from Rom rep?)

    I think I saw the kinetic cutting beam as part of the borg set, so I'm guessing thats up the omega rep as well? and this high power romulan beam weapon - it's not on the build, but where am I getting this from?

    honestly, there are so many specialty items you get from so many different locations, gated behind so many different barriers, I'm finding it all more than a little unnecessarily complicated. I've got Fleet store (which requires certain tiers of completed progess AND then projects to generate supplies), I've got the Fleet Embassy (is that the same as the romulan embassy?) which I assume does the same things with the same requirements - I've got 3 separate rep stores, all of which require certain tiers of completed rep, and THEN seperate projects to make the object available on the store, which you then have to pay for with yet another currency/project!!??...

    grrrrrr....not anyone's fault here, of course...but still...couldn't they put it all just in a damn store and make it cost dilithium...sheesh
    There is no correct resolution; it's a test of character.
    James T. Kirk
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    Yes, there's only one embassy so far, which is with the Romulans, through your fleet. That's where the ultra rare sci consoles come from. All of the Romulan Plasma energy weapons are through Rom rep, as is the Hyper Plasma torp, while the Kinetic Cutting Beam (KCB) and Omega torp are through Omega rep. Incidentally, the KCB is superb for nearly any build, it has the arc of a turret but with more firepower and when combined with the Assimilated Module has a chance to eliminate weapon energy drain for a few seconds.

    I'd like to point out also that an AtB build doesn't have to be so different. With your Ody you could easily set up something like this:

    TT1, FAW2 (or CSV2)
    TS1 (or swap to sci)
    EPtS1, AtB1, ET3, RSP3
    EPtW1, AtB1, EWP1

    TSS1, HE2

    That will be fairly solid, a little weak on survivability (ET is hard to use, RSP has a long CD, and the sci heals suffer from low Aux, but that is somewhat countered by the greatly reduced CDs on everything), but not too bad, and decent on firepower. The idea is to cycle all 4 of those low level eng abilities, leave your Aux setting very low (or set it extremely high so it's continuously recovering, but I don't know how well that works), and you get the benefits of a dragon build plus a major CD reduction on everything (30% every 10 seconds, so RSP will be at 1 min, TSS, HE, and EPtX at 30 seconds, XT, FAW, and TS at ~20). EWP could be replaced with another support power, and you could drop ET if you feel confident in doing that, that's your choice, as are the levels of most of the powers, with the exceptions of TT and both EPtX (nothing to put where the EPtX is, and high level TT is a waste of a slot).
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    kermit1013 wrote: »
    Hey folks - I've been playing STO for awhile, I leave, I come back, everything changes...

    Go to the PvP forum, where there is a stickied 'PvP and build help' thread. It will give you some good explanations of how current builds work.
    http://sto-forum.perfectworld.com/showthread.php?t=427091
    Also has some abbreviations explained.

    Also, there is another thread on running dual AuxPower2Bat builds that may interest you.
    http://sto-forum.perfectworld.com/showthread.php?t=547581
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  • kermit1013kermit1013 Member Posts: 1 Arc User
    edited June 2013
    another question - some of the pvp builds were recommending cannons (at least for the excelsior refit builds), which is less of an issue atm...

    but, I'm currently running mk11 (and a couple of 12's) Anti-proton borg weapons - they serve quite well...

    but, I also have access to spiral wave disruptors (which used to fire this blue wavy thing that looked absolutely stupid, but now they fire bright yellow beams, which I like), and I've heard some people talking them up as about the top tier weapon right now

    given mk 11 AP anti-borg weapons, would spiral disruptors be a good upgrade for a dragon-build beam boat? and would they carry over reasonably well in an excelsior refit beam boat? (I'm envisioning APB2, FAW2 AND tt for the excelsior build as the tac skills, hoping for, with the dmg/resist proc from the spiral wave disruptors, being a good team "make everything more fragile" build)

    any recommendations along those lines?
    There is no correct resolution; it's a test of character.
    James T. Kirk
  • edited June 2013
    This content has been removed.
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited June 2013
    The Assault Cruiser Refit and the Ambassador Retro-fit, and their respective fleet versions, are great cruisers to try out cannon builds on if you want to go that route, same goes for the Excelsior, which seems to be one of the few ships that always remains reliable no matter how many lockbox ships, patches and expansions come out.
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