hello guys new player here, so i started playing this game about three months ago and i am a federation human enginner, i am level 50 and i have completed all the story missions, so i need some help with the two ships i have the star cruiser and the corvette from the event. Also I have all the space traits and only one ground trait. So let's begin:
Star cruiser
Boffs:
lt tactical: fire at will 1, overload 2
commander enginnering: emergency power to shields 1, boarding party 1, eject warp plasma 1, aceton beam 3
lt commander enginnering: enginnering team 1, reverse shield polarity 1, directed energy modulation 2
lt science: tachyon beam 1, scramble sensors 1
ensign science: polarize hull 1
ship's equipment:
fore weapons: 2 nanite disruptor dual beam bank mk xi [acc][ctrd][dmg],
2 nanite disruptor dual beam bank mk xi [acc][ctrh][dmg]
deflector: positron deflector array mk xi [em][ins][gra]
impulse: jem'hadar combat impulse engines mk xi
warp: field stabilizing warp core mk xi [coi][sss]
shields: reman prototype covariant shield array mk xi
aft weapons: 2 disruptor beam array mk xi [ctrd][dmg]x2
disruptor beam array mk xii [ctrh]x2[dmg]
disruptor beam array mk xi [acc][dmg] rare
consoles:
enginnering consoles: nentronium alloy mk xi rare
ablative hull armor mk xi uncommon
plasma distribution manifold mk xi uncommon
tetraburnium hull armor mk xi
science consoles: emitter array mk xi uncommon
power insulator mk xi uncommon
photonic displacer
tactical consoles: disruptor induction coil mk xi uncommon
disruptor induction coil mk vii rare
Risian Corvette
Boffs:
lt uni enginnering: eng team 1, reverse shield polarity 1
com tactical: tactical team 1, cannon scatter volley 1, cannon rapid fire 2, attack pattern omega 2
lt tactical: fire at will 1, overload 2 (i don't have any other boff)
lt commander enginnering: emergency power to shields 1, boarding party 1, eject warp plasma 1
ensign science: polarize hull 1
ship's equipment:
fore weapons: 4 tetryon dual cannons mk xi [ctrd][ctrh][dmg]
deflector: positron array mk xi[inc][shds][subd]
impulse: prototype gravitic modulation mk xi
warp: field stabilizing mk xi [sep][e->s][sss] rare
shields: jem'hadar resilient mk xi
aft: 3 tetryon turret mk xi [acc][dmg]rare
consoles:
enginnering consoles: ablative hull armor mk xi
2 field emmiter mkxi
science consoles: emitter array mk xi uncommon,
2 shield emitter amplifier mk xi uncommon
tactical consoles: corvette's console,
prefire chamber mk xi,
prefire chamber mk x common
tetryon pulse generator mk ix uncommon
So that's all i have, i don't have zen since i am too poor to pay with real money, so right now i play ESTF's for the Omega rep and i am close to the second tier. from the games i have played i can say that i am not a complete noob, i die at most 3 times in a estf, sometimes i don't die at all but i have a problem with the corvette it's too fragile with a couple of hits the borg can kill me. So any advices you have about my boffs, my equipment etc are welcome, but if you can don't write abbreviations because i don't know most of them. Also one last thing since i didn't knew as i was leveling i made my skills like this
http://oi43.tinypic.com/5odt86.jpg And i think i messed up pretty good, can i do anything about them or i am doomed ? And one last thing, can i ask any questions here since i can't write yet in the academy section or i will get banned ?
Comments
Second Ability Abbreviations Anonymous - Help
Let's start with the Cruiser.
90 degree frontal arc, 270 degree rear arc. The ships pretty slow so broardsiding is the way to go and your out of luck there.
You've spent a lot of money on Nanite Dual Beams which aren't great for your ship.
Tac Team 1 is very important for ESTFs, it removes the Borg boarding parties and rebalance's your shields.
Try this on your tactical
TT1 > BFAW2
Boarding Party sucks, near useless power. You really want 2 EPtS1 or to go Aux2bat. Get an Aux2SIF in there. And Aceton Beam just doesn't help as much as you'd think. Your probably not doing enough DPS to get Agro.
EPtS1 > ET2 > EWP1 > Aux2SIF
EPtS1 > RSP1 > DEM2
ET2 is bad but you probably can't afford to get a single TT1 up all the time so it might work for you.
Tachyon Beam 3 with max Aux and plenty of Flow Capacitors on a Sci vessel is near useless especially in ESTFs. You've got Tachyon Beam 1 on Cruiser with very low Aux power. Scramble Sensors isn't going to be helping you that much either. Polarise Hull on the other hand is great.
Try for Sci.
TSS1 > HE2
PH1
As for weapons I'm thinking 3 Beam Arrays and a Torpedo forward and rear. You'll be good for most things, the reason I don't suggest 8 Beams is you have a ton of Torpedo skills so you may as well use them. Also I don't think you can counter the drain. Use Disruptors and Quantum Torpedoes or Breen Transphasic Clusters.
Consoles: Without spending EC on Universals from the Exchange or grinding out the Rep ones there's not much you can do. The Borg Rep Assimilated Module, Romulan Rep Zero Point & Nukara Particle Converter will all help. The Photonic Displacer is pretty awful BTW.
A Plasmonic Leech is expensive but worth it.
I'm not going to go into Deflector, Engine, Warp Core or Shields. They are the least of your problems.
Your skills can be reset but that requires Zen or converting Dilithium.
Edit: I'm going to leave the Escort to somebody else. I will say Dual Cannons are not as good as Dual Heavy Cannons. And without proper DOFFs for your Corvette there's no point running it. So you need to expand your BOFF roster (again Zen) or simply retrain the Tac guy when you swap ships.
The more I think about it despite the fact I gave you Cruiser advice you'd bet better off with the Corvette.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
As far as spending money goes, really you can rock 97% of this game with the free ships and mission-drop gear. A lvl40 ship with Mk11 weapons can plow through ESTFs with the right build. The only things you really 'need' lockbox and fleet stuff for is No-Win Scenario and PVP (where it gets pretty ruthless), so for most people the fancier ships are for vanity or self-imposed competitiveness, not necessity. The only truly important thing you farm dil for is the EC-bank-cap increase so that you can buy and sell some of the truly expensive stuff. 10 million EC may seem like a lot at this stage, but if you stick with it eventually you'll find yourself looking at your 50-million balance as 'getting low.'
On your ships, mostly its your Bridge Officer (BOFF) layouts and your consoles killing you. You've got a lot of skills of questionable utility, and some important ones you're missing. First and most importantly for your cruiser, either get some Damage Control Officers, or get a second copy of Emergency Power To Shields (EPTS). Having EPTS active at all times will do more to enhance your survivability than anything else in this game, especially if you're driving a cruiser.
The next survivability thing is Tactical Team 1 (TT), for the way it balances your shields, but also for getting rid of boarding parties. Especially if you're running STFs, you need to carry TT. Change your Lt Tac officer to TT1 and either Fire At Will 2 (FAW) or Attack Pattern Beta (APB). But Tac Team is a must.
Next, on offense, good weapons layout, but you don't have anything to counter all that beam drain which is making your attacks pretty toothless. First thing you do find somewhere to add Emergency Power To Weapons 1 (EPTW). The extra energy and straight damage bonus will help your bite a lot. Plus it also works with the Damage Control Officers you get for EPTS, letting you have both powers always on with just one copy of each. Alternately you can run two copies of each power, (2 EPTW1, 2 EPTS2), but that wastes BOFF space just to save a few EC.
Additionally, since you're doing reputation, you've almost got a cruiser captain's best friend, the Kinetic Cutting Beam (KCB). The KCB plus the Assimilated Module give you a special ability that random activates fairly often to negate drain for a few seconds, making your beam broadsides that much nastier.
Lastly, the following powers on your ship need to die in a fire. Some of them seem kinda cool, but with your skill specs and the actual net effects of those powers, there are plenty of things that aren't as flashy but are much more helpful.
Aceton Beam: Not worth the slot, to long a cooldown, maybe Auxiliary To Structural 3 instead.
Boarding Party: Too easy to counter or miss, replace with Emergency Power To Shields 2
Tachyon Beam: Doesn't work enough to matter
Scramble Sensors: Has its uses actually, but you're missing other important things first, like Hazard Emitters, Transfer Shield Strength, or even Science Team.
Here's a quick cheap corvette.
Tetryon are considered the worst energy type for STF because of the large amount of unshielded targets. But all the gear is cheap.
[Dmg] is considered one of the worst modifers too. [Acc]x1 is enough for PVE [CrtH] next and [CrtD] 3rd. Ideally [Acc] [CrtH]x2 is the best combo for PVE.
I left the Deflector, Engine, Warp Core, Shields and devices blank. Throw the best you got in there.
Your going to need a Tac to train CRF3 for you.
Green XI gear is super cheap especially Tetryon since it's considered weak.
The Console with no image is the Corvette console.
And to anybody who says it's a weak build and it should have a bunch of Universal Consoles, consider the player hasn't got the Rep for these and little EC.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
In PVE, the difference between energy types is completely marginal, up to the point where it can be considered negligible.
The only exception is, when you're using a certain set-bonus to boost a certain energy type in addition to the usual tac consoles. (Jem set & polarons, Romulan set & plasmas etc...).
For STF Antiproton is the best, no proc just straight up bonus [CrtD] mod.
Also you quoted me out of context cutting out what I consider Tetryon's best feature.
"Green XI gear is super cheap especially Tetryon since it's considered weak."
Price is a huge boost for Tetryon IMO. I think Blue XI [Acc][CrtH] Dual Heavies can be purchased for a less money than selling the Dual XI [Ctrd][Ctrh][Dmg] to a Vendor.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
i think you are wrong on the antiproton thing. Disruptors are superior, since the proc allows the whole grp to deal slightly more dmg, not only yourself. That fact most definately outperforms any other weapon type in group content.
also one needs a fairly high crit chance to make the critseverity bonus even count. which might make it preferable for tac captains. But for the other 2 classes which creap around 10-16% crit chance (depending on mods and rom embassy doffs), i wouldn't consider them a better choice than disruptors.
however, for solo play AP is real good if you have the critchance. Anything bellow 20% crit chance is not even worth thinking about.
also for the price issue i'd go for polarons, simply because they are only slightly more expensive, there is a set to boost their dmg (a quite good starter set and for free) and flow caps imprves the proc and a variaty of very good low tier sci abilities and last but not least the leech console.
granted, tetryons would do that aswell, but polarons have the set and the moer universaly applyable proc.
Depending on who you ask Antiproton or Disruptor is the best with the other being number 2.
Despite the hideous Expense I think the new Elachi weapons (Disruptors sort of) are the best for Solo but out of most peoples price range.
For a bit more expense than Tetryon and that's mainly on the Polaron Tac consoles I think Polarons are far better than Phasers or Tetryons.
Plasma beats Polarons IMO because it is boosted by so many other things these days. Embassy Sci consoles, Zero Point set.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Yes, the great thing about Polarons and Tetryons is their price, especially the higher the Tier gets.
Prices for 4 DHCs [Acc]x2, 3 Turrets [Acc]x2, 4 consoles, (typical escort setup) all Very Rare, at current exchange rates
Mk X:
Disruptor: 4.200.000
Phaser: 2.400.000
Plasma: 2.250.000
Polaron: 2.200.000
Tetryon: 800.000
Mk XI:
Disruptor: 29.400.000
Plasma: 25.600.000
Phaser: 15.800.000
Polaron: 4.000.000
Tetryon: 3.000.000
Mk XII:
Phaser: 182.000.000
Disruptor: 169.000.000
Plasma: 132.000.000
Polaron: 77.000.000
Tetryon: 44.000.000
Also you can get Jem'Hadar MK XI set that helps boost Polaron damage by just completing the Dominion story missions.
I'd take the free ship you get when hitting level 40, gear it out, play with it and decide for yourself if the ships you've mentioned are worth getting, when you've seen and used certain skills and setups in action. As far as MMOs go, STOs endgame is very, very easy to understand and master.
The free ship without any rep gear can be set up to tackle 99% of STOs endgame content and outperform 99% of all teammates you'll ever meet with very low effort and very low investment.
If you buy the wrong ship, there are cheap mirror versions of them on the exchange.
Asking if the Vesta is better than the Kumari, the Defiant, a Jem'Hadar carrier or any other Fed ship, will usually just result in 100 different people posting 100 different ships, explaining why their chioce is the "best ship ever!!!!"
At 8 Million or more EC for a single Elachi Dual Heavy with good procs ([Acc]x2) and 500,000 EC for a Blue Mk XI Disruptor Coil, I honestly don't think your going to be able to afford it.
Let's talk about the drop on your weapons, what power is your Weapons Subsystem at? Make sure you take the reading in space while not firing.
Making EC can be hard, It's a combination of Luck and farming. As for converting Dil to Zen, at the current rate of 125 to 1 it will take 40 days if you convert 8000 a day. Your better off getting into a good fleet and using it to get the Fleet Gear. The next free ship is a Carrier coming in Season 8 I say wait for that. You don't need a Zen or Lobi/Lockbox ship to have fun in this game.
I never bothered unlocking the Mk XI gear. But buying a Mk X Borg set is a good idea. You can always put it on your shuttle when you upgrade.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
as for the weapons for my corvette then should i go polaron or plasma ?
i was in a fleet since i began the game someone invited me but the fleet was struggling to make it to tier 3 and it had about 350 players so i left it (bad move or not i don't know) but i gathered 120000 fleet credits.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
When you're working on a budget, Polaron plus the Jem set is probably the best non-fleet/rep setup around. Its not the fanciest but its solid, reliable, and available, and will certainly last until/if you do decide to sink money into fancier stuff.
Once you get your build sorted, and your skills and everything in order it's a simple matter to start upgrading weapons.
Knowing what to do and being able to handle your role (Guarding Kang, Killing Probes) is more important than if your packing Mk XI Green or Elite Fleet Mk XII.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I can vouch for this. I recently bought a Mirror Patrol Escort on the Exchange, because it looks like the MVAE, and I liked the design. I swapped my old escort set on to it, but it still died kind of easy. That set is this here in the link.
http://skillplanner.stoacademy.com/?build=ussdirgeofwinter_4626
It got the job done, but it wasn't near as awesome as what I've seen long term players fly. There is some tweaking yet to do to it. RCS consoles in engineering, because I coudn't think of anything better to put there. Like the Thread's OP, I also am a bit limited on resources. My one big cash purchase was the Galaxy Dreadnought, but that's for a separate thread.
This is my newer Escort build, for the Mirror Patrol Escort.
http://skillplanner.stoacademy.com/?build=ussswordofrage_4626
This thing is pretty stout now. Could be better, yes, I know, I need to work on my Tac Boff skills...
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
3 Torpedo skills, no Torpedoes.
No Tac Teams
Polarise Hull 2 and Transfer Shield Strength 1
Here's my cheap Corvette again look at the basics of the build. You got an extra Tac ability. Get a Torpedo and Try High Yield 3
I suggest a pair of Emergency Power to Shields 1, with a Aux 2 SIF 1. For your Engineering and for Science, Polarise Hull 1 and Hazard Emitters 2.
2 Shield heals available every 30s, 2 Hull Heals 1 on 15s, 1 on 45s.
Copy the Tac BOFFs from the Corvetter, and try a Torpedo skill on the Lt.Com. If you don't want a Torpedo get Omega or Delta patterns.
And really the beams aren't helping you as much as another DHC would. The Back one just ignore until you can get a Kinetic Cutting Beam in there and an Assimilated Module.
Side on fire power doesn't matter in an escort, just hit evasive and come in for another pass.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
That was an experiment, and it failed. Put a Chroniton Torp back on it.
Also, yeah, I know, too many Torp skills, I keep forgetting to fix that, replacing Torp Spread 1 with TT 1.
Kinda forgot to update that.
What about Polarize Hull 2 and TSS1? My Boffs nees work, I know, problem is I need more of them, because I run cruisers too. I'm already at my Boff Max...
Great time for some of my fleet members to evaporate, was handy knowing a Science and Engineer Cap. Sci Cap is still around, though. She's cool.
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
Those are Disruptor powered and give you the Plasma and Disruptor Proc. They aren't bad but I think your better off working on the Romulan Plasma rep system because they come with the Mods you want in Very Rare Mk XII vs the Mk XI Blues with the Mods they give you.
And Yes both weapons give the same procs but the freebies are Disruptor powered and the Romulan ones Plasma powered. Plasma is easier to boost than Disruptor.
The Problem is Polarise Hull 1 and TSS2 or HE2 is better for Cruisers as well as Escorts, even Sci vessels. I can not think of a ship that would benefit more from HE1/TSS1 & PH2 than PH1 & HE2/TSS2.
Short answer, PH1 is a reactive power, generally saved for Tractor Beam (or other holds) escape (99%) or because you need more damage resist (1%). HE & TSS are both powers that can be used proactively, helpfully (others) and re-actively.
PH1, HE2 is used on many of my Sci ships, Cruisers and Escorts across multiple Characters, combines with either EPtS1 and/or TSS1 depending on the ship.
Also PH1 & HE2 or TSS2 are available fromt he guy on Earth Space Dock. It's not a hard change.
It's usually only the level 3 powers you need another captain to help you train. eg BFAW3, EPtX3, CRF3, Eject Warp Plasma 3, Gravity Well 3.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I don't fly the Nebula because when the shields go down, so does the ship. The hull strength is okay, but both my escorts and cruisers handle damage better when the shields go down. And that's saying something with my Escorts...
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.