Hello! I've been on hiatus for well over a year, and I've returned to find new Episodes and other content added to the game. I'm enjoying checking it all out.
So, I've recently acquired a new Fleet Avenger Battle Cruiser, and I was hoping to get some feedback from the community on my proposed build, as it's quite a costly setup (especially in terms of Dil). I've done some searching on the forums, and I've yet to find many builds I was particularly inclined to try, save one -which is what this build is sort of based on. Any constructive feedback would be most welcome. And thanks much in advance!
Some things to note:
1) I don't pvp
2) I'm not a min/max player (though I try/want to be an effective contributor to my team)
3) I enjoy variety and like to switch it up, so I try to build my skills such that I can switch between various types of ships and ship builds (I'm aware that with this build carriers/sci heavy ships are probably the least effective)
4) I'm aware some theory crafters hold the view that 9 points should not be put into any skill. Here, I chose to do so on some skills anyway.
5) On this ship build I currently/plan to use 2 Purple Con Doffs (for TT cd) and 3 Purple Projectile Weapon Doffs
Additionally, Some feedback on:
Boff layout would be welcome
placement (or even the use of) the experimental proton beam array
Skill point assignment suggestions will certainly be considered
Oh, btw...where can I acquire the trait: "Orbital Devastation"?
Edit: My apologies! I've completely neglected to post the link to my build...How silly of me! :P
Build:
http://skillplanner.stoacademy.com/?build=avengervsundine_7337
- Live long and prosper!
Comments
My PvE/PvP hybrid skill tree
http://skillplanner.stoacademy.com/?build=fleetbcdhc_6771
I am planning to use the Undine Deflector and the Adapted MACO Shields, just like you are doing as well.
Flow Caps....
I'm running a Plasmonic Leech console...My understanding is that Flow Capacitors improve energy drain. (While I'm working on acquiring the pieces for this build I'm running Polarized Disruptor DHCs, and the energy drain is nice...all systems are above 75 and it works well with my [amp] warp core).
With regard to the torps in the fore, the build (A.M.A.C.O. 2pc, Protonic Arsenal 2pc, and the Multi-Energy Relay console) gives significant increase to photon torpedo damage. I'm not familiar with the Experimental Proton Beam weapon, so feedback on it's effectiveness is welcome. I supposed that another DHC up front would be more beneficial. That was why I am using flow caps embassy console. Although, I would prefer a shield cap increase console, I don't believe one exists for the rom embassy consoles...or am I wrong?
Single copy of dem but no marion
No attack pattern
Two epts and one eptw but no damage control doffs
2 fore torpedoes
No kinetic cutting beam or assimilated module on a cannon build
1 crf and 1 csv
One torp spread
And skills need a fine tuning but actually aren't too shabby.
So..for the avenger, you either go aux2bat cannons or a beam array build.
What would you like/prefer?
Epte/eptw are pretty essential for cannons
My PvE/PvP hybrid skill tree
I never ran it with DHCs for long, so take anything I say about this with that in mind.
Without using 2 copies of Auxillary to battery skills in engineering and the 3 technicians to make it all work right, you are going feel like you run out of DOFF slots before you have everything setup right.
Without DOFFs to help with cooldowns, EPTx abilities should be run in pairs, for a total of 4 to get the cooldowns and buffs working right. 2 EPTE and 2 EPTW, for example.
With DOFFs, you can use 3 purple damage control engineers that redcue EPTx cooldowns and only use 2 EPTx abilities, one of each, such as 1 EPTE and 1 EPTW.
2 or 4 EPTx abilities are optimal, I'll focus toward using 2.
Because you have limited LT and LCDR level tac abilities, you will need either 2 energy weapon officers to reduce cannon special attacks so you only need 1 CRF ability, or 2 conn officers to reduce attack pattern recharge so you only need 1 attack pattern.
So far, that's 5 active duty space roster solts used up. If you've obtained the 6th one from a fleet spire, then you have 1 left.
Now it comes down to what you want, with what's left over in BO abilities.
If you slot 2 DEMs in (DEM2 and DEM3) in CDR Eng, you'll want a systems engineer (marion) to reduce power use with DEM. If you do that, then 1 hazard emitter may no seem to provide enough heals.
So, try this first....
TT1, APB1/CRF1
TT1, CRF1, APB2
THY1
EPTE1, EPTW2, DEM2, DEM3
HE1, HE2
3 purple DCE's for EPTx abilities
2 Energy weapon officers for CRF recharge or 2 Conn officers to reduce attack patterns
1 Systems Engineer
If you can't keep shields up and can stand to get a little slower, change EPTE1 to EPTS1.
Not enough hull healing? Drop DEM, replace with ET3 and Aux to SIF3, add a maintenance engineer to reduce ET cooldowns.
Not enough shield heals, swap EPTW and EPTS to get EPTS3 and EPTW1.
Still not enough shield healing? Take one HE1 and replace it with ST1.
I hope something in there helps you.
I THINK its in a "Career Specific" Ground Trait box, so searching for specifically Orbital Devastation won't help. Might need an Exchange Guru to confirm.
normal text = me speaking as fellow formite
colored text = mod mode
dahminus,
Thanks for the reply. Though, it would be nice to have some elaboration on your suggestions, if you're willing to provide it. Please see my requests below:
I'm not particularly interested in an Aux2Bat beam array build on a 5/3 ship. I use that build with my FAC. I'm interested in a cannon build, and would prefer a non-Aux2Bat build...I don't have issues keeping energy levels high, and it tends to interfere with my desire to use Aux-based powers.
I'm somewhat thinking of playing this ship as a "siege" vessel (park and shoot). That being said, I don't seem to have any issues bringing cannons to bear on a target, and I'm still missing the Hyrdrodynamics Compensator. So, what sort of turn rate "should" I have (that's reasonably achievable? It seems 3 consoles that give bonus turn rate may be sufficient.)
I don't have Marion. I'm not particularly interested in purchasing that Doff, as she's so expensive. But, in time I may. I'll keep an eye on it. So, if I don't have Marion, what should I use in place of DEM 3 (or do I need to run more than one copy of DEM at some other tier)?
What would be your suggested Doff setup? If I run attack patterns, then it seems I would need to change the universal Doff station to a Tac. Also, I forgot to point out that I have points into attack patterns as I fly escorts (i.e. JHEC) that use them.
What are your suggestions on skill clean-up?
Would you mind explaining the use of Damage Control Doffs into this build? I think I'm just not all that familiar with them, so some explanation in their use would be helpful. Thanks.
I've considered the KCB and assimilated module. I'm not particularly impressed with the 2pc bonus, but that module is very nice. I'm not really looking to build something close to a glass cannon, so I opted for more survivability (which is why I was thinking of using the Neutronium console...but maybe I can replace something else to use the assimilated module?).
CRV, CSV: I could use some insight into what you are actually suggesting here. Are you recommending using only one of these powers? Or, two copies of one of these powers? Or...something else?
Should one of the torpedo launcher be aft? Considering the synergy from the set pieces on the increase to photon projectile weapon damage, it seems reasonable to me to run 2 fore torp launchers on a 5/3 ship. But, I'm interested to see some numbers on running only one fore.
I've seen alot of back-and-forth on the use of Torp skills. Would you mind providing an explanation on your view of what and how many torp skills should be used?
Looking forward to your response. Thanks!
ryakidrys,
Thanks for the input. I shall have to consider this. After I've given some things a try, I may com back with more questions.
And the question was aux2bat cannons or non aux2bat beams.
To make the cannon build work without aux2bat, you would need the attack pattern doffs
The line of thought follows ryakidrys' post
My PvE/PvP hybrid skill tree
This is my current set up skills/doffs/traits all in there
That's min/maxed....do you have any other questions?
My PvE/PvP hybrid skill tree
Just one. Why the Beam FAW?
My PvE/PvP hybrid skill tree
You don't know if he has these traits. And even if he does, his torp spread works to the same effect. Why ditch the torp he likes, then change his torp skill to faw that has no weapon to go with? And what's with that nonheavy dual cannons?;)
My fit is much more reasonable. All the min/maxing that's within reason, without changing the basic characteristics of OP's existing build/playstyle. OP specifically stated he's not a min/maxer.
The dual cannon is there to avoid the "trip" effect 5 dual heavy cannons have when firing.
It may just be a graphics error, but with 5 dhcs going the fifth can sometimes skip it's cycle...it's rather odd
My PvE/PvP hybrid skill tree
It seems this can be checked through a parser?
....Speaking of, I've heard of parsers being used, but I don't run one. Would anyone be willing to suggest one for me to use? Thanks!
http://sto-forum.perfectworld.com/showthread.php?t=584871
This is the one I prefer: http://sto-forum.perfectworld.com/showthread.php?p=14042121
I tried ACT, but it seemed to have problems with the newer content and is is not been kept up-to-date. It does need the latest Java JRE to run and there is an update to the program after you install it. Or at least there was with me when I installed it a couple of months ago.
Did you have any thoughts on my suggested build on the first page, since it is very similar to your current build?
Doffs: 3x dmg controle doffs, marion doff for DEM and 2 others you like, maybe 2 to reduce engi team CD.
About a year ago, A fleet admiral in our fleet went all spreadsheet on the log file and compared the results of an STF using ACT. Then he installed combatlogreader, which can parse the log and show results of previously logged STF runs. After some tweaking of ACT, he found both ACT and combatlogreader can both show the same results. The issue, is that ACT is not setup properly when you install it for STO, nor does the plug-in alone correct the issue. Further complicating matters is there are several plug-ins available. The allhecumus plug-in was the one that was found to be the most accurate at the time for PvE. Combatlogreader, when it installs, just works. So, your first choice should be combatlogreader. It's got the ability to upload to the DPS league, copy and paste DPS results into chat, and a lot of other goodies. I say "when it installs" because some fleetmates were unable to install combatlogreader even with the latest JRE installed and had to fall back to ACT.
Personally, since I tend to tank, I prefer to use ACT since I can easily set the items I want to see in the same readout with DPS like HPS, base damage taken, "actual" damage taken, etc. ACT also cleans up the log file by saving old logged info to a new log file after certain conditions are met, which keeps the combatlog file from getting too large and easy to load.
It's still possible that changes in the game have made ACT less accurate since it may not calculate something properly. Well, if you can't install combatlogreader, ACT does function and can still be useful in giving you some information you can utilize to help you determine if some change you made helped or not.
Is that the build you're actually running now? If so, how do you like it?
Thanks for the suggestions on the parsers, all.
The link has been updated: http://www.stoacademy.com/tools/skillplanner/?build=fleetbcdhc_6771
I typically get 11K-12K in ICE. I use the following Doffs:
1x Blue Energy Weapons to reduce cooldown on cannon attack abilities
1x Purple Torpedo Officer to reduce cooldown on torpedo attack
1x Purple Conn Officers to reduce TT cooldown
1x Blue Damage Control to reduce time on EPtX
1x Purple Damage Control to reduce time on EPtX
1x Purple Warp Core Engineer to get the chance to get +25 when using EPtX
That is very high for such a TRIBBLE fit. It sounds like I'm bashing your fit, which is true, but I'm mostly praising your godlike flying skills. Most people can only get 20k in dhc boat even with a decent fit, and maybe... 5k with that abomination. Very impressive. :P
Flow Caps are like Whistle Tips. They only work if you're Bub Rubb or Lil Sis.
Woooo WOOOOOOO!
I do not know if I should feel honored or insulted. I think I will go with insulted for the moment. I can tell you that those are real numbers from the Combatlog Reader and it has been pretty consistent. I was at about 5.5K until I made the changes laid out above.
The numbers seem to correspond to game play in other PVE battles as well. I have noticed in Gorn Minefield that I am going through the cruiser/frigates defenders in the early stage much quicker than I did before.
Perhaps there are other ways to play this game than to just play a A2B BFAW clone that everyone else runs.
Additionally, I'm currently running the Assimilated Module and the KCB. Is it worth swapping it out to use the Protonic Arsenal for the set bonuses to boost the effectiveness of these torps? For this build, I'm thinking "yes" but I am unsure of the effectiveness of the Proton weapon. It sounds appealing, being that it's equally effective against hull and shields, but only has a 180 deg. firing arc and then there's the loss of the assimilated module. Trade-offs.... <- perhaps this is the answer to my question...
Anyway, thanks for any input.