Hello captains, engineers and science officers:
Here is a My Fleet Avenger Battle Cruiser build. My goal is to make this a very high DPS ship. I have clocked on this ship between 16k to 22.8k in DPS. Please feel free to give me any suggestions on what to change to get more DPS.
Thank you,
Captain Ivanov Sergey Stolichnaya
http://www.stoacademy.com/tools/skillplanner/?build=usstransamericacompletebuild_8488
Comments
Theoretically you could also add TBR in their, but you'd be very glassy.
I believe that FAW3 with APB1 is going to yield higher DPS than FAW2 and APO1.
So, activate tac team, aux to battery, emergency power to weapons and emergency power to shields as often as possible and you should improve DPS in PvE. I was hitting around 25k DPS prior to DR in a Mogh using the A2B setup, which is virtually the same ship. With the new specializations and traits, you should be able to surpass that easily with A2B.
I hope that helps
second TT is a little wasted, would have taken a torp launcher (dyson torp to have the 2 piece set 3 crtH bonus) and use torp spread 1 in that tac ensign slot.
The experimental proton weapon is really crappy. The combo with the torp yields much more dmg.
elite fleet shield would also be an improvement in your setup.
Do you have a Rom BOff with SRO, or two?
I'm not sure how much more DPS you can get out of the build. Although I second the Grav Torp to get the Protonic Arsenal 3-pc bonus. Most DPS increases will come from piloting I think.
EDIT - Unless you figt Borg exclusively, I'd switch out Dylerene DOff with ... something else. Because against non-Borg he is wasting space. Actually, if you go for the Torp, get "Law", then switch out DOffs when going against Borg.
Also, why is the Experimental gun "crappy"?
Using 2x tac team may not be a waste at all, even in a A2B setup. Tac team has a minimum of 15 seconds that it can be brought to before it can be activated again. With A2B, it only brings it down to about 20 seconds. So, either a single blue or purple conn officer that reduces tac team recharge is needed in the active duty space roster to bring it down further to the minimum of 15 seconds, or a second tac team can be used instead. So, the OP's setup of 2x TT1 is valid even when wanting to run tac team as often as possible on an beam boat A2B setup.
As for using torpedoes, they are currently outclassed in overall DPS by energy weapons. The instant damage of a torpedo attack can be devastating, but energy weapons are able to provide more damage over a long period of time. When going for max DPS, even 1 torpedo can lower DPS.
I hope that helps.
So, have the Protonic Arsenal 3-pc available means having the +10% CrtD available for every shot with the beams until you cough out the Torp, which then benefits with a +10% CrtH.
All this rests on piloting skills and active awareness of target location. Otherwise, all beam boat FTW.
Switch to APB 1 and BFAW 3 - With A2B you'll have way more uptime with APB1 and FAW 3 than APO 1
Drop a Tact tm for either BO1 or TS 1 and drop the Proton Weapon for the Gravimetric Torpedo.
Pick up 2 SRO BoFFs from the Embassy, Heirarchy Sci BoFF (Pirate Trait) and a Couple of Naussicaan Engineers from Diplomacy (Pirate Trait) Pirate Trait adds 1.5% to all damage.
He'll lose DPS going with the 3 piece because he'll be down to 5 AP Arrays. There are other ways to get the severity up. I would recommend no less than 6 BAs.
Also, the 2 piece Dyson gives 22.9% damage increase to Photon torpedos and is a better option to the Proton weapon. Plus it doesn't drain weapon power.
It is...verified by Mimey
2) Is the Dyson 2-pc better for the Proton gun because of BFAW use?
the Zemok doff is a waste though...with 3 purple technicians and 2x A2B anyt ability reaches dublicate cooldown.
The Torpedo is better IMO. The rift damage bypasses shields and with TS, each torpedo has a chance to cause a rift. I think it's a 33% chance per crit to trigger. I tried the 3 piece, but lost dps on my Avenger which is a similar build to the OPs.
I do use the 3 piece on my Science CPT in his Photon Boat and it's pretty amazing. Plus with a Sci ship, the Experimental Proton Weapon can use subsystem attacks.
Nope, Feds have access through Diplomacy. Once you hit T4 Diplomacy, you can get one. If you want more, you'll either have to find someone willing to sell one or level another Fed alt in Diplomacy. It's fairly easy, might take a few weeks bouncing from sector block to sector block to get the missions. Just make sure you have plenty of Diplomats, Advisors and security officers. Best thing is is that they're trade-able so you can get DEM3 or EPtX3.
On DoFFs - 3 VR Technicians that provide 10% chance to reduce the time on BoFF abilities on use of A2B. 1 Warp Core Engineer, that provides power boost on use of EPtX, If you use DEM3, Marion Frances Dulmer, Systems Engineer (nice but not Necessary). Then I use the one that provides a power boost on the use of ET. The Tecnicians can be gotten doing BTran DoFF missions. Crit gets a purple.
I see, There are a lot of versions of Warp Core Engineer, the most popular I see is Keel'el "chance to remove all debuffs on the use of any EP ability. The most inexpensive Keel'el of purple quality is around 16.5M EC's. Would that be worth buying??? and should I buy 2 of them??? I have 3 Horatios. 1 Zemok Jenro, 1 Marion Frances Dulmer and 1 Dlyrene. In an earlier post I was suggested to get rid off Zemok and Dlyrene and substitute them with other officers...
Unless things changed recently, for a few activations of tac team, if you have also activated tactical initiative, you are correct. Tac initiative will not work forever, though, and you will have some activations of tac team that will extend out to 20 seconds unless you use something like conn officers. Conn officers offer a guaranteed reduction everytime. I guess it depends on whether you are comfortable with the gaps where it extends out to 20 seconds. If you are expecting to constantly take return fire, those times when you get 10 seconds of automatic shield re-orientation and 10 seconds before it can start again, might just be too much time before help can come from the next tac team activation.
I see Admiral Lowy1, There are a lot of versions of Warp Core Engineer, the most popular I see is Keel'el "chance to remove all debuffs on the use of any EP ability. The most inexpensive Keel'el of purple quality is around 16.5M EC's. Would that be worth buying??? and should I buy 2 of them??? I have 3 Horatios. 1 Zemok Jenro, 1 Marion Frances Dulmer and 1 Dlyrene. In an earlier post I was suggested to get rid off Zemok and Dlyrene and substitute them with other officers...
You want Gerrato. He gives the chance to increase power by 25. Also, you can only equip 1 WCE.
This is the one I use in my 6th Slot. A Maintenance Engineer with the ET reduction.
this is true i use faw 3 and 2 and 1 i cycle thru them ill post a build for you
i am currently working on a benthan Cruiser build this is what i got on it thus far
http://www.stoacademy.com/tools/skillplanner/?build=casperbenthan_0
I do have a couple of questions for Admiral Edalgo:
1- You made a comment and I quote Can you elaborate more on that comment because I do not have any Nakura equipment on this build and should I add them?
http://www.stoacademy.com/tools/skillplanner/?build=usstransamericacompletebuild_0
2- You also commented I am a Tactical Captain not an Engineer Captain on this character, would that make a difference based on your 2nd comment.
I also have a question for everyone, Is there anything that needs to be adjusted on my Space Skills Tree for this character to get more DPS out of this build? Admiral Ivanov Sergey Stolichnaya (Character Captain of this Fleet Avenger Battle Cruiser) is in space most of the time and rarely does any Ground PVE's?
Once again thank you for all of your input,
Admiral Stolichnaya - U.S.S. TRANSAMERICA
P.S. I will be making the changes you all suggested as soon as I can acquire some EC's and purchase equipment, DOFF's etc, etc, etc... I will post a Skill Planner link once the personnel and equipment modifications are made and will post the new stats in the comment sections. Once again thank you...
and about the Skill Tree, I did not know about the minimum of the Ground Skills tree, I could then reduce the Ground Skills to the bare bone minimum of 66000 since I currently have it at 283,500 Space Skills and 82,500 on Ground Skills. Any suggestions for the Space Skill tree??
Admiral Stolichnaya - U.S.S. TRANSAMERICA