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My Guardian Cruiser Build (U.S.S. Victory Omega)

lighte007lighte007 Member Posts: 390 Arc User
edited February 2015 in Federation Discussion
I have a Guardian Cruiser I am using on a Level 56 Alt of mine, called the U.S.S. Victory Omega; it is quite under geared from the onset I haven't really gave this alt any attention since I am been working on making my main better aka my Tact Officer.

http://www.stoacademy.com/tools/skillplanner/?build=ussvictoryomega_7303

The Omni-Directional Beam Array, is the Ancient Omni-Directional Beam Array Mk XII from Sphere of Influence. >.<

I would like some advice in what gear I should work towards afterwards, at least I got all the Starship traits from the Delta Operations Pack. :)

Also the empty device slot is the Nimbus Pirate Distress Call, but the STO academy has no option for that one...
Post edited by lighte007 on
The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)

Comments

  • westmetalswestmetals Member Posts: 7,493 Arc User
    edited February 2015
    There's no option for the device because the Nimbus Pirate does not need to be slotted in order to be placed in your power tray; you can power tray it from inventory.

    I personally would do the following, equipment-wise:

    - Keep the science consoles, deflector, engines and shield that you have.
    - Replace all of the tac consoles with the fleet ones with +crit hit chance, if possible (these also have the equal damage boost, so you lose nothing).
    - Replace your two neutronium armor engineering consoles with fleet ones with [+Turn], if possible (this will replace the benefit of your RCS console, allowing you to remove it without sacrificing any benefits). Gain a console slot by removing the now-unnecessary RCS console.
    - Move the Guardian console to the vacant engineering console slot (created in the previous note), if necessary, and fill the vacant console slot with the Hydrodynamic console (which is from the same rep as your torpedo and will therefore activate a 2-pc set bonus as well)
    - Replace one of your aft single beams with a second omni antiproton beam (the mission one you have is one per ship, but player-crafted ones, which also say that, are a separate category). Last I checked, the beam you would need was running about 3-4 million EC on Exchange.
    - Consider replacing another aft single beam and your monotanium armor console with the Assimilated Console and the Kinetic Cutting Beam (from the Omega reputation). This will give you 3 omni beams (enhancing forward firepower) and the console and 2-pc set bonus will benefit you in other ways as well. However, if your fighting style is more circling-broadside oriented, this may not prove to be an improvement, as you will be sacrificing a beam that is boosted by your tac consoles for one that is not.
    - Replace your remaining single beams with ones with multiple [CrtD] mods each. (x3, or upgraded to ultra with x4, is quite popular, though if you have easier access to x2 with one other mod, and it's a useful one, that would also be acceptable). This can be done independently, but will really shine in combination with the tac consoles mentioned above. If you are comfortable with the ship's turn rate allowing you to keep it on target, you could even replace one (or perhaps two) of the forward beams with duals for additional firepower (though remember that we're also adding at least one and possibly two omni beams, so your forward firepower is already increasing here).

    Other than replacing the leftover beam weapons, and the one crafted omni, all of that is via fleet and reputation items, so EC cost should be very low.

    In terms of BOFFs, your tac skills and science skills are acceptable (though I personally would think about Polarize Hull instead of Science Team, either can work depending on your style). I really don't like that engineering lineup though; I would go more for something like:

    Lt Intel/Eng: Engineering Team I, Override Subsystem Safeties II
    Cmdr Eng: Engineering Team I, Emergency to Weapons II, Reverse Shield Polarity II, Directed Energy Modulation III
  • lighte007lighte007 Member Posts: 390 Arc User
    edited February 2015
    Thanks for the advice, Westmetals.

    I edited the BOFF assignments to your liking, though kind a sucks that the Intelligence Specialists are bugged from the Delta Operations Pack/Delta Rising Boff Pack really.

    However, the Isomorphic Injections are going to be a pain to get unless I do the Undine Battlezone or Undine Advanced, and atm this character is definitely not ready for that... mainly for advanced difficulty.

    But with all these changes I will be doing better, I guess? Also that Bio-Molecular Torpedo isn't the Enhanced one, since both of those are gotten from the Undine Rep, that I got from a random box from grinding up from 0 - 5 in the Undine Rep. I guess that means it'll be a good idea to get the Enhanced Bio-Molecular Torpedo.

    How much turn rate do those Fleet ones give?

    Also the crtDx3 is ridiculously expensive from the Exchange, 12m for the Dual ones and 7 million for the non-dual ones.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • westmetalswestmetals Member Posts: 7,493 Arc User
    edited February 2015
    lighte007 wrote: »
    Thanks for the advice, Westmetals.

    I edited the BOFF assignments to your liking, though kind a sucks that the Intelligence Specialists are bugged from the Delta Operations Pack/Delta Rising Boff Pack really.

    However, the Isomorphic Injections are going to be a pain to get unless I do the Undine Battlezone or Undine Advanced, and atm this character is definitely not ready for that... mainly for advanced difficulty.

    But with all these changes I will be doing better, I guess? Also that Bio-Molecular Torpedo isn't the Enhanced one, since both of those are gotten from the Undine Rep, that I got from a random box from grinding up from 0 - 5 in the Undine Rep. I guess that means it'll be a good idea to get the Enhanced Bio-Molecular Torpedo.

    How much turn rate do those Fleet ones give?

    Also the crtDx3 is ridiculously expensive from the Exchange, 12m for the Dual ones and 7 million for the non-dual ones.

    The fleet neutroniums with [+Turn] give exactly one-half of the turn bonus of an equivalent RCS console. So by having two of those consoles, it gives exactly the same bonus that you would get from an equivalent RCS. There is also another option; there are Fleet RCS with [+AllRes] which are an RCS with half of a Neutronium added. I had suggested the 2 neutronium [+Turn]s as an attempt to mimic the bonuses you already have (while reducing the number of console slots used from 3 to 2), but if you want more turn and less resists, you could go with one of each or even two of the RCS's.

    I would definitely go Battlezone (or UIA if you have a good captain ground build) for the isomorphics; other than perhaps the Voth ones, they are the easiest collectibles to get. The Battlezone is actually very easy, since it's open instance and you just need to be participating to earn the isomorphics; you don't even really have to be able to pull your own weight.

    As for the torpedo - I had assumed it was the rep-project one. It does slightly change things - although the Undine ones would still be easiest to get, and the Hydro does have some useful boosts for this type of build, the fact that you are not started on it already does make a couple of alternatives more attractive than they might be otherwise. The Dyson or Delta reps might have something that would benefit as well; just takes some research. Or you could use the Omega Plasma to go for the 3-pc bonus with the KCB....

    If CrtDx3 is too expensive, you could look at a good CrtDx2... perhaps with Pen, Thrust, or Snare. I'm running CrtDx2 Snare on my newest toon, actually. Also, this change is really only to take full advantage of the tac console crit hit chance, and could be left to last if the funds are an issue, and in the meantime you would still get partial benefit from what you currently have.

    And yes, the intel BOFF training thing sucks; hopefully it will be fixed soon. Until then, you can use an intel skill there and just not have the dual ET's; I didn't suggest that before simply because a) I was unaware of the bug, and b) the ET will come in more handy than any of the intel skills.

    But yes, these changes should be a large improvement. On the console side (not including the rep ones) you will simply be improving the efficiency of what you currently have in order to free up one slot, and adding crit hit chance. The CrtD weapons will take advantage of that crit hit to give you an overall increase in firepower (base damage will remain the same but you will land crits more often, and with more CrtD, those crits will be stronger). The omni(s) will direct more of that firepower forward. The rep stuff will get you extra bonuses that will help you in several smaller ways. And the BOFF changes will increase both your survivability and your firepower, while also improving efficient use by eliminating anything that cannot be used on yourself (Extend Shields) and avoiding shared cooldowns (the Emergency Power skills) (aside from, later, the dual ETs which can be rotated).

    Ultimately, you might find better results through a variety of other changes (swapping out the shield/deflector/impulse set for example), but this set of changes will definitely bring the ship up to "above-average" at least.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited February 2015
    Thanks..

    So what should I be focusing on for the Fleet stuff, should I get the Fleet Neutroniums first or the Fleet Tac Consoles since they will equal 250,000 Fleet Credits by the end of it anyway. My alt isn't that rich in terms of fleet credits.. lol

    I'll be gaining a pretty big boost on my DPS with three of those since they are 1.6% better than Purple Mark XII non-fleet variants aka the Tactical Consoles with CritH.

    I had to buy a common intelligence/engineer boff just to get it to work. >.<

    Cruisers are a lot more tanky than what I usually use on my Tactical Officer aka the Fleet Chimera Heavy Destroyer T5U variant. >.>

    It would probably be cheaper to make myself some beam arrays for my alt, on my main with CrtDx2 modifiers or modifier x3. It'll probably be better to stick with regular beam arrays instead of Dual Beam Banks, even though they do pack more of a punch since I like to broadside a lot more than forward face in the cruiser, though I do the opposite in my Fleet Chimera.

    Edit: What traits should I be running on a Engineering Captain? Mainly the personal kind, also I picked an Alien Character for my Captain, most of my captains are aliens mainly for that unique ability to have multiple good traits.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • westmetalswestmetals Member Posts: 7,493 Arc User
    edited February 2015
    I'd get the tac consoles first. The engineering consoles are just streamlining your current bonuses into less console slots. With the tac consoles, you will actually gain (the CrtH bonus).

    Since all of the fleet consoles (as well as the ones you are replacing with them) are upgradeable, i wasn't too worried about the actual numbers, but you're correct that the damage will also increase slightly, simply because the fleet ones are one rarity higher (both types of consoles are actually on the same damage scale).

    And yes, if you can craft the beams on your other character, that would be a far cheaper option than buying them. It would be best to mass prod mk II's and then upgrade the desirable ones. Something similar would also be the case with the second AP omni beam; though for that you will need a beam weapon crafting doff. (Since the doff doesn't get consumed or bound, you could use a white one and resell it afterward, which would actually cost you nothing unless the price fluctuates, although you would need to have the EC on hand to do so.)

    If you prefer circling broadsides, then yes, stick with single beams for your non-special weapons. I would still advise getting the 2nd AP omni though, since it would help in forward situations while only sacrificing a small percentage everywhere else. The KCB/Assimilated would be a bit less attractive but still potentially useful.

    Of the base personal traits, Warp Theorist, Efficient Captain are good for power boosts; Accurate, Elusive, and Techie for other space combat boosts. The R&D trait Give Your All and the Engineer trait Grace Under Fire are also rather useful.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited February 2015
    lighte007 wrote: »
    I have a Guardian Cruiser I am using on a Level 56 Alt of mine, called the U.S.S. Victory Omega; it is quite under geared from the onset I haven't really gave this alt any attention since I am been working on making my main better aka my Tact Officer.

    You think that's underpowered... My level 60 engineer is simply flying the Guardian with the Retrofit Phasers Mk XI from "Everything Old is New" because I kinda miss using them. I also decided to only use green Phaser Relay Mk XII that I simply had lying around...

    I'll drop in some ultra rare Mk XIV beam arrays and tactical consoles once I am done crafting them.
  • westmetalswestmetals Member Posts: 7,493 Arc User
    edited February 2015
    jaguarskx wrote: »
    You think that's underpowered... My level 60 engineer is simply flying the Guardian with the Retrofit Phasers Mk XI from "Everything Old is New" because I kinda miss using them. I also decided to only use green Phaser Relay Mk XII that I simply had lying around...

    I'll drop in some ultra rare Mk XIV beam arrays and tactical consoles once I am done crafting them.

    For consoles, you're better off with Fleet rather than crafted; they offer additional boosts in addition to those available on the "stock" consoles while keeping the "stock" bonuses equal.

    Although, for a temporary build, crafted consoles have an interesting advantage over looted ones: they are bound to account, not bound to character, upon equip. (I have three upgraded Mk XIV phaser relays laying around somewhere for exactly this reason; back when I was working on earning all the T6 starship traits, I was flipping those relays from one toon to another along with some of those purple XII Accx3 phaser arrays that a bunch of the Delta patrol missions were giving out before they nerfed them.)

    I have myself flown quite a few ships with the retro phasers. (I have the self-scaling ones off the Connie, and tend to use them on any new toon until reaching T5, except that I did my newest toon with AP CrtDx2 Snare weapons that I was upgrading as I went).

    I in fact, once took back to back 1st places in CCA with an Aelahl armed solely with retro phasers. They're not horrible weapons, actually. Average for their rarity/mark, I would say.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited February 2015
    westmetals wrote: »
    For consoles, you're better off with Fleet rather than crafted; they offer additional boosts in addition to those available on the "stock" consoles while keeping the "stock" bonuses equal.


    Fleet gear is not an option since I am not in a fleet and currently do not have an interest in joining one.
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