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Build Advice for Returning Player

havocspherehavocsphere Member Posts: 15 Arc User
edited July 2014 in Federation Discussion
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! ;)
Post edited by havocsphere on
«1

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Post a build on stoacademy.com and let's see what your rocking
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    Please provide your current setup, or how you would set it up, your BOFF layout, active duty space roster DOFFs, etc. You can use STO Academy's tools to provide a link to this without too much fuss.
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    Ok, now I just feel plain silly. I've posted a link to the build as an edit in the OP. :(:confused:
  • neos472neos472 Member Posts: 580 Arc User
    edited July 2014
    looks sturdy although i question why you have the proton weapon in the rear and two torps forward. also whats with the flow caps console other than those gripes it looks solid
    manipulator of time and long time space traveler
  • arkatdtarkatdt Member Posts: 91 Arc User
    edited July 2014
    This is what I use, it is very similar to what you proposed:

    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.
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    neos472 wrote: »
    looks sturdy although i question why you have the proton weapon in the rear and two torps forward. also whats with the flow caps console other than those gripes it looks solid

    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?
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Alrighty, you have a ton of issues that are holding you back, like a sumo on a pony...

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    Personally, this ship felt right with beam arrays. With DHCs it felt like something was sacrificed along the way.....
    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.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,673 Community Moderator
    edited July 2014
    If nobody has mentioned it yet, Orbital Devastation can be found on the Exchange. Probably for 1 mil at least. Its also in one of the lockboxes. Can't remember which.
    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.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
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  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    dahminus wrote: »
    Alrighty, you have a ton of issues that are holding you back, like a sumo on a pony...

    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

    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!
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    ryakidrys wrote: »
    Personally, this ship felt right with beam arrays. With DHCs it felt like something was sacrificed along the way.....
    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.

    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.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Oh, they weren't suggestions just a list of problematic choices your build has.

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=dahmscannonpveavenger_0

    This is my current set up skills/doffs/traits all in there

    That's min/maxed....do you have any other questions?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    dahminus wrote: »
    http://skillplanner.stoacademy.com/?build=dahmscannonpveavenger_0

    This is my current set up skills/doffs/traits all in there

    That's min/maxed....do you have any other questions?

    Just one. Why the Beam FAW?
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Additional trigger for inspirational leader and the undine tactical precision trait
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • nobletnoblet Member Posts: 0 Arc User
    edited July 2014
    dahminus wrote: »
    Additional trigger for inspirational leader and the undine tactical precision trait

    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.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    I was using my own build as an example of an aux2bat cannon avenger

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    noblet wrote: »
    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.
    ^ This. Essentially, any build I attempt will need to align with my current skill build, as I'm reluctant to respec (more than once more), and I've made some effort for versatility across various types of ships (the ones I enjoy flying).
    dahminus wrote: »
    I was using my own build as an example of an aux2bat cannon avenger

    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

    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!
  • nobletnoblet Member Posts: 0 Arc User
    edited July 2014
    ^ This. Essentially, any build I attempt will need to align with my current skill build, as I'm reluctant to respec (more than once more), and I've made some effort for versatility across various types of ships (the ones I enjoy flying).



    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
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    Thank you! I'll take a look at it.
  • arkatdtarkatdt Member Posts: 91 Arc User
    edited July 2014
    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!

    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?
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2014
    my suggestion http://skillplanner.stoacademy.com/?build=suggestionaaa_0

    Doffs: 3x dmg controle doffs, marion doff for DEM and 2 others you like, maybe 2 to reduce engi team CD.
    Go pro or go home
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    arkatdt wrote: »
    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?

    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.
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    arkatdt wrote: »
    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?

    Is that the build you're actually running now? If so, how do you like it?

    Thanks for the suggestions on the parsers, all.
  • arkatdtarkatdt Member Posts: 91 Arc User
    edited July 2014
    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
  • nobletnoblet Member Posts: 0 Arc User
    edited July 2014
    arkatdt wrote: »
    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
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited July 2014
    Flow Caps....

    Flow Caps are like Whistle Tips. They only work if you're Bub Rubb or Lil Sis.

    Woooo WOOOOOOO!
    [SIGPIC][/SIGPIC]
  • arkatdtarkatdt Member Posts: 91 Arc User
    edited July 2014
    noblet wrote: »
    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

    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.
  • havocspherehavocsphere Member Posts: 15 Arc User
    edited July 2014
    So, If anyone's willing, and has tried it out, I'd like some feedback on the use of the experimental proton weapon. Should I even use it? And if so, some builds suggest placing it fore, while still others suggest using it aft...should I swap a torp launcher to aft and place it fore, or should I keep it aft? The 2pc bonus from the Protonic Arsenal is highly attractive in running these torps, but the 3pc bonus would suggest to me to run both of those torps fore.

    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.
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