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Fleet Galaxy R PvE PuG Brawler Season 9

paxdawnpaxdawn Member Posts: 767 Arc User
Here is a build to make PuG less painful but enjoy playing the Fleet Galaxy R the way it was built with your Eng Toon in Season 9 without dabbling to DPS too much.

http://www.stoacademy.com/tools/skillplanner/?build=fleetgalaxyrpvepugbrawler_0

Primary role is to aggro mob damage. Averages 70%-90% aggroing damage per Borg Infected mission. Variation of how much damage you will aggro depends on PuG. This is around an average of 800k-1M damage that your ship will take per ISE PuG or at least 4M base damage.

DPS varies on PuG. If PuG averages 1k-5k dps, DPs is around 8-9k dps. PuG 10k above, your ship will hit 10k dps on ISE PuG.

Hull is 70k (will increase if Aux increase)
Hull All resistance is at 43% (will increase if Aux increase)
Shields at 17k (will increase if Aux increase)

DoFF:
2 Conn Officer
2 Energy Weapons Officer
1 Space Warfare Specialist
1 Warp Core Engineer

Playstyle : broadside, mobs at around 0-1km range. Better to full stop vs certain mobs. Healing is mostly for yourself due to you soaking up almost all the damage. It is primarily a tank with self heals. Your priority is to get all the mobs to hit you majority of the time.

It is recommended for playing with PuG in PvE especially if grouped with casual players. The build gives you breathing space to cover for the mistakes or disorganization of the PuG.

Played the right way(clicking or mashing the right button at the right time):
- will solo lanes at Undine Assault Elite(you aggro while npc ally ships kills) especially if all your PuG left you
- Can take Donatra Thelaron repeated consistently as long as no one hits Viral Matrix on Donatra before you can setup at front of her ship.
- Can take multiple hits from Undine Assault Elite Planet Killer at 0-1km range.
- Survives Asteroids in Undine Assault Elite at around 40-50% hull from no damage.
Post edited by Unknown User on

Comments

  • edited May 2014
    This content has been removed.
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited May 2014
    Good solid build, nicely done, and good to see the Galaxy being built thoughtfully making the most of the pitiful design Cryptic have landed us with.

    Thank you. I am willing to share my experiences on the Galaxy R and help others willing to maximize their Galaxy R to the full potential using an Eng toon especially with the changes in Season 9.

    A couple of seasons ago, this type of build would have been impossible. Putting both traits of Auxiliary power buffs at the same time. 2 pc silent enemy set that gives dps, shield and hull hp bonus with a cannon that broadsides 180 deg arc. Fleet Spire consoles.

    The build really focuses on the strength of the Engineer toon which is power. Nowadays, you can convert that power into both tanking and dps stats. That means my plasmonic leech, red matter capacitor, eptx warp core engineer trigger, EPS power transfer will give my tanking buffs as well as dps buffs.

    I will answer anyones questions or clarifications about this build.
  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    Looks pretty good...what are the thoughts on getting a delta+doffs in there?

    Replacing tt1 with bfaw, swapping warp core engineer. Space warfare and conn doffs for threat doff for delta, 3 ap doffs?

    You seem like you have a handle on it so it's probably overkill
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited May 2014
    Looks pretty straightforward, an oldstyle Dragon build with some doffs to try to maintain uptime.

    Few catches:
    1. No attack pattern? This is going to hurt your pewpewpew a lot, especially if you find yourself carrying and have no one's beta to sponge off of.
    2. EXPENSIVE! Not a single one of those doffs is available anywhere, and so you're going to have to acquire them all off the Exchange, as there is no way to get any of the ones you propose.
    3. What's with the cannon? I can see you're trying to get the Disruptor boost, but it's just a base boost, not worth installing a completely wrong weapon to get. Should run Romuloid Plasma instead, as now you can get the beams for free, have the Experimental Beam for less drain, and get the same boost, only for Plasma, as you already have the Rom Console on there.

    If you're going to drop an arm and a leg on this gimmick ship, I'd suggest replacing the doffs with the following:
    2x PewPewPew
    3x AP
    1x Aux2Damp

    And replace your Sci consoles with Embassy [Pla] [+Th] Flowcaps for more leechage, plasma damage, and aggro pull. Consider optional inclusion of Galaxy Decapitator Console in place of an Armor. And I'm just going to assume you meant to get the real XII armor, and that X is just there because you were lazy in filling out the form, seeing as you have a mismatched XII Borg deflector with an X Engine, which doesn't even exist anymore, as X is garbage and a waste of provisions, and the fact that you've already put this much expensive TRIBBLE on your ship shows you're probably either just theorycrafting this, or richer than Jedinikon anyway.

    Then slap in 2xAux2Damp, drop the TT entirely, drop FAW down, and add Beta. Swap your LtEngis with 2xAux2Damp. That'll (very expensively) let you cycle an attack pattern, fire your guns (when it actually works, it usually won't, but what can ya do?), tank like a brick with those Aux2Damped resists, and fly pretty damn fast, useful when you need to get around.

    All this should let you hit harder, the lack of TT can be made up for by your increased ability to turn and evade fire as needed through Aux2Damp and Headlessness, as well as the Engineer's innate durability, and thus you have a Failaxy that can mostly meet the requirements of modern DPS (2x Weapon Skill, 2xAP). Just don't take it into PvP, you'll get chewed alive without TT.

    It also costs a ludicrous sum of money and it's still the Failaxy...but you were already slapping in a ****ton of expensive, non-available-anywhere doffs anyway...what's a few more millions to a man who clearly fancies himself richer than Jedinikon? And hey, with my setup, you only have *5* outlandishly overpriced, not-available-anywhere doffs, as the Aux2Damp doff is available free from Cellship.
    [SIGPIC][/SIGPIC]
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited May 2014
    I'm just wondering why an aggro-puller is going without +Th embassy consoles.
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited May 2014
    dahminus wrote: »
    Looks pretty good...what are the thoughts on getting a delta+doffs in there?

    Replacing tt1 with bfaw, swapping warp core engineer. Space warfare and conn doffs for threat doff for delta, 3 ap doffs?

    You seem like you have a handle on it so it's probably overkill

    For Borg missions, not advisable to get AP at the expense of TT due to the NPC Borg Assimilation ability which will TRIBBLE up a lot of your chains and abilities. On any other non Borg mission, yes BFAW1 plus APD1 plus replacement of doffs is good. Reason why the skills in the toon have Starship AP at max to accommodate non Borg missions.
    And replace your Sci consoles with Embassy [Pla] [+Th] Flowcaps for more leechage, plasma damage, and aggro pull.
    orangeitis wrote: »
    I'm just wondering why an aggro-puller is going without +Th embassy consoles.

    In my experience, Getting more threat will not help you in a PuG. Tac dps toons like Scimitar APB/BFAW will only drop your aggro efficiency from 90% to 70% of getting the total damage from all the mobs per Borg ISE mission.

    If you are grouping all the time with dps Tac toons like Scimitar builds, yes flow sci consoles are needed to increase your efficiency. Otherwise, for a PuG, Field generator is better since 6 threat skillpoints, attract fire cruiser command and 10k dps are sufficient for PuGs. Evem with dps toon presence, 70% is still a large chunk of soaked damage even at the presence of well built 20k and above dps toons/builds in the PUG.
    3. What's with the cannon? I can see you're trying to get the Disruptor boost, but it's just a base boost, not worth installing a completely wrong weapon to get. Should run Romuloid Plasma instead, as now you can get the beams for free, have the Experimental Beam for less drain, and get the same boost, only for Plasma, as you already have the Rom Console on there.

    The 2 pc set is there because of its set bonus and abilities. A broadsiding cannon with the set giving shield hp and hull hp bonuses along with dps bonus. Changing the set with the another beam array and another console will not increase your dps but will definitely decrease your shield and hull hp.
    2x PewPewPew
    3x AP
    1x Aux2Damp

    When your doing 8-10k dps in ISE PuG, there is not point in obssessing with more DPS on Fleet Galaxy R on Eng toon. I know the limitations of the ship and Eng toon when it comes to dps. I am not ambitious to bring Fleet Galaxy R to 15k dps on an Eng toon.

    When playing vs the Borg, tactical team is better than any attack pattern. NPC assimilation borg boarding party will kill your dps, your tank, your eptx chains, your heals. Unless you are not gathering aggro or used to not gathering aggro and far away from the Borg mobs, tactical team is not needed which defeats the purpose of this build and ship. For the other missions, AP is good since the build accommodates for APs via max Skillpoints on AP.

    With regards to Aux to damp, this build should not be played like an agile ship. In a mission, you choose a nice spot for broadside, stop your ship, brawl your way through. Move only when necessary. Thats what those very high hull hp, high shield hp, high damage reduction abilities and heals are for. Otherwise, if you force the issue of making Galaxy R agile, you lose the strength and purpose of this build as well as losing dps due to your ship is moving away from the mob instead of stopping and broadsiding 0-1km of it.
    And I'm just going to assume you meant to get the real XII armor, and that X is just there because you were lazy in filling out the form, seeing as you have a mismatched XII Borg deflector with an X Engine, which doesn't even exist anymore, as X is garbage and a waste of provisions, and the fact that you've already put this much expensive TRIBBLE on your ship shows you're probably either just theorycrafting this, or richer than Jedinikon anyway
    I apologize for the mistake. Yes, it is suppose to be XII.

    No, it aint theory crafting. When you love the ship, you buy stuff to build it. if you have been playing for years, that is a lot of free daily dili and and occasional free daily lobi crystals.

    Otherwise, the new ability to have 2 preset loadout per ship can have you share your stuff from different ships you have with a click of a button. If you dont like sharing the stuff from your other ships, no point of complaining that this is expensive. You can actually have this build for free as long as you got all the stuff already before season 9.

    I have actually have more expensive ship builds than my Fleet Galaxy R- lobi ships, Marion and Mk XII (acc)x3 weapons, APB/BFAW builds comes to mind.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited May 2014
    paxdawn wrote: »
    The 2 pc set is there because of its set bonus and abilities. A broadsiding cannon with the set giving shield hp and hull hp bonuses along with dps bonus. Changing the set with the another beam array and another console will not increase your dps but will definitely decrease your shield and hull hp.
    Well, it certainly would, in the sense that you're still getting a set bonus, only it's a Romulan Plasma Boost instead of the Elachi Disruptor Boost, and you'd gain a gun that is draining no power while benefitting from your beam skills, instead of an inert cannon that you have no skills to operate, so it does nothing. The shield loss is only -15 SSS, you keep everything else.
    paxdawn wrote: »
    With regards to Aux to damp, this build should not be played like an agile ship. In a mission, you choose a nice spot for broadside, stop your ship, brawl your way through. Move only when necessary. Thats what those very high hull hp, high shield hp, high damage reduction abilities and heals are for.
    Ah, but you see, Aux2Damp gives you a fairly large chunk of damage reduction, too! And staying mobile helps you get from place to place faster, rather than being left behind, and ups your defense, tanking you better. Being able to easily spin the ship around lets you maintain your broadside without having to sacrifice your defense.
    paxdawn wrote: »
    No, it aint theory crafting. When you love the ship, you buy stuff to build it. if you have been playing for years, that is a lot of free daily dili and and occasional free daily lobi crystals.
    Maybe, but none of this actually increases your daily income, as these things don't actually generate interest: The amount you have doesn't increase merely because you have it, and so your income, and therefore, ability to afford things, doesn't change.
    [SIGPIC][/SIGPIC]
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited May 2014
    Well, it certainly would, in the sense that you're still getting a set bonus, only it's a Romulan Plasma Boost instead of the Elachi Disruptor Boost, and you'd gain a gun that is draining no power while benefitting from your beam skills, instead of an inert cannon that you have no skills to operate, so it does nothing. The shield loss is only -15 SSS, you keep everything else.

    Not much dps difference unless I add the flow cap sci +plasma consoles. It is probably due to Eng toons speciality on power management. The shield loss is around 500 hp when you take out the cannon. So it is basically comes down to the player, if want slight dps boost at expense of slight tank decrease. If player wants more dps, can take out the field generators, thats around 3k+ shield hp for the +plasma +threat sci consoles which will add more dps.

    So, if you are with well built DPS tac toon group, better to bring more dps, more threat less tank to maintain aggro of around 90% all the groups received damage. You will be able to reach 12k+ dps on this ship if that were the case due the groups debuffing and your additional damage bonuses.

    For this build, i sacrificed the sci consoles to receive more buffer tank to make it more easier in a PuG as tanking will be more forgiving and needed than with dps expert veteran groups.
    Ah, but you see, Aux2Damp gives you a fairly large chunk of damage reduction, too! And staying mobile helps you get from place to place faster, rather than being left behind, and ups your defense, tanking you better. Being able to easily spin the ship around lets you maintain your broadside without having to sacrifice your defense.

    Higher resistance is true on the Aux2Damp. Whenever cycle 2 aux2damp using 1 purple aux2damp doff, when 2 doff trigger stacks get around an additional 12% increase at 130 aux power, 14% at half that power if add in this build. This of course at the expense of 2 burst heals and 1 warp core engineer doff/warfare space specialist doff.

    So it totally depends on the player if want to play moving vs brawling or with more burst heals vs more hull resistance. The burst heals are at 10k hull eng2. rsp can auto heal your shield 17k hp from no shields in all sides. if you retain rsp at com slot, you lose aux2sif which basically adds almost same amount of hull resistance as aux2damp. of course the difference between the 2 would be 7k burst heal vs movement/turn bonus.

    If you asked me to play Storming the spire or PVP with this ship, i will probably recommend Aux2damp than using burst heals on those slots. Storming the spire is one of those missions that requires speed and agility to actually kill those transports on different spots.
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