I am looking for advice to improve my T6 tactical command cruiser build. I am an engineer and have always favoured survivability over DPS (I hate getting blown up!). All my builds have centered around hull HP and healing with damage taking a back seat.
I have recently swapped out my borg deflector and engines that I have had forever in favour of the MACO for the extra shield strength. With these upgraded to MK XIV and my elite fleet shield upgraded to MK XIV also, my shields are lasting a lot longer than they did and I am not using half of my usual hull heals, even on advanced STFs. Im beginning to think I have overdone it a bit with the defense.
My DPS is currently around 7K, which I know is very poor by some standards and I want to increase it (particularly my crit chance), without sacrificing too much survivability. I have just upgraded all my tac locators to MK XIV and put epic MK XIV CrtDx2 [pen] AP beams on the front which has helped. (Cant afford the CrtDx3 [pen] just yet).
I am looking for suggestions on my equipment, traits, skills etc. I have most rep stuff and resources are not normally a problem. Any and all help appreciated. The link to my build is below and I have also added a few of my current stats also.
http://skillplanner.stoacademy.com/?build=t6commandcruiser_0
Crew Recovery Rate: 50% Per Minute
Power Transfer Rate: 204% (10.2 Per Second)
Hull: 90,336
Hull Repair Rate: 145.4% Per Minute.
Shield Regen: 180.5 Per 6 Seconds.
Shield Facings: 13,538 each.
Kinetic Resist: 49.6%
All Energy Type Resist: 50%
Bonus Accuracy: 25%
Crit Chance: 12.8%
Crit Severity: 90.2%
Thanks.
Comments
The thing that hurt the most to see where IMHO those fleet AP weapons. [DMG]x 3 is pretty much the worst thing you can use, except the KBC of course since that is pretty much in it's own league.
Not sure why the DPS isnt higher. Been using ACT to moniter the DPS and thats what its telling me. I am higher than most people I play with however but it usualy says DPS is around 7k.
1. Go to a Nukara shield and deflector.
2. Run 4 tact consoles
3. Add 2 omni beams in back
4. Buy some ctrdx2 pen and other random mod beam cheap and upgrade them
5. Drop the Neutrino and special consoles for the lobi ones. Console - Bioneural Infusion Circuits, Console - Tachyokinetic Converter, Console - Universal - Bounty Hunter's Friend
6. Drop APO I for ATB II
7. Drop BO I for FAW I
8. Too many points in Hull Plating and Armor Reinforcement.
9. Trait and Space rep changes would help a lot also.
10. Make sure your 2 Tact Boffs are Fleet blue male Romulan SRO's
That should put in the 15-20k range.
I'd put Emergency power to Weapons III in place of ET3.
If I HAD to use a torp, then Id go: (With 2 Conn Officers Dropping TT Global)
Torp Spread I, FAW II
TT, Beta, FAW III.
Sadly the Torp alone is taking DPS away from you. Without it:
FAW I, FAW II
TT, Beta, Omega(Or Beta II)
or
FAW I, Beta I
TT, Beta I, FAW III
Traits I'd go get Intense Focus if Possible. It's a nice DPS boost and one of the fairly Resonable to buy Traits.
That second Nuetronium would have to go for Plasmonic leech. Get a 4th Tac console.
I also use the 2 Piece Command set your using.
here's my Build, also an Engineer. And I can take Agro while standing still in ISA and tank it all doing 28-34k. So yeah your over tanking it. lol.
https://www.reddit.com/r/stobuilds/comments/2xrc3x/eveready_engie_tank_presidio/
EDIT: Sorry just noticed your using the Command Tree. The Intel Tree also is a DPS boost. IMO its the best of DPS/Survivability. So prob Ignore most my Advice, I don't have a dlue when a Torps involved. And I see your really wanting to make that work. Listen to the other people. lol
1) move the leech and get a 4th tac console.
2) swap the arrays up front for dual banks.
3) swap the rear weapons for 360 beams, crafted, omni quested, and kinetic. The 4th can be a turret, or a mine launcher, or whatever you like.
4) get a better torp. Crafted plasma or one of the unique oddballs like dyson grav, etc. Better, do the crystal for the AP torp reward (?) which might be a great fit here.
5) use the undine deflector.
6) slot a second copy of FAW
7) replace omega with beta (maybe?). If you rely on omega for something specific, leave it be.
8) earn and slot pedal to the metal. *consider* using a very slow engine. Moving at 15-20 impulse is about right to max/min pedal to the metal.
He doesn't have anywhere near enough turn for dual banks. The wide spread torp is key to that too I'd say. Not the biggest DPS torp but he can shoot way more often.
A base of 8 is more than enough for DBBs, and there's an RCS in that build too.
If he follows what I said he will have a bunch of turn rate from the pilot tree spec, on top of his RCS... and there are other ways to get turn as well if the ship still feels sluggish.
I don't get this concept/flawed logic anyway. The angle of broadside is 70 degrees. Then angle of DBB up front is 90. Turn rate aside, its easier to keep your targets in a 90 arc than a 70. Broadsiding makes zero sense period on any ship. All you can say for arrays is that 1/2 your weapons are always on a target. Whoopity do ... 4 aft weak weapons are on the target doing meh dps. Its kinda neat for killing really weak stuff fast with faw, but for focused firepower frontal arc is going to be easier to keep on target (wider arc) and hitting harder (better weapon base damage on DBB).
But your advise goes beyond the basics. 20 spec points don't just grow on trees. When giving advice to people I generally try to offer tweaks. Changes to a console or a Boff power. Smaller things that modify the basis of what they are going for. I could strip his entire build and give him a 30k dps cruiser but I don't take that as what he wants. He wants some tips that'll help him keep a tankie cruiser with a torp and squeeze some more dps out of it. Maybe I'm wrong but that was my impression.
And if you don't get broadsiding I'm guessing you don't get circle strafing either. It's much easier to circle and opponent and keep weapons on target (plus it keeps your def up in STO) then to always be nose on to them (which requires a lot of engine cutting and reversing). Certainly in a cruiser.
Yes, its beyond the basics. Yes, spec points take time. But now he can consider my advice and take it in whole or in part, and do as much or as little of it as he likes.
Yes, you will have some choices to make for immobile targets like planet killer, or gates, etc. Park and shoot is one. Flyby turn around is another (lowers dps considerably). Use a slow engine and impulse speed works too. Its not much of an issue on ships, but a strategy for immobile targets is needed.... I use the park and shoot usually; it costs me p2m bonus but that is the way it goes sometimes... no build is without some minor drawbacks.
broadsiding is fine. The flawed logic is that an 8 turn rate can't keep a target in a 90 arc but somehow magically CAN keep it in a 70 degree arc. Its going to take some piloting / planning/practice with both setups to keep the targets in the arc. Arrays are a little easier if you are using 3 omni out of 8... yes. But they hit softer.
Yes, you do have to park for immobile targets that have massive health. Or if not park, do the 1 click forward/reverse dance like a cannon escort. Anything flying, you can generally kill it before it can escape the forward arc.
its a choice. Both builds are plenty effective. DBB will do a little more dps ... here is why...
You gloss over the loss of dps between 4 arrays vs 4 banks to make it sound "almost as good". But it is not. A parked DBB build and a circle strafing broadside boat, both with P2M but the DBB losing it when parked probably cancel each other out, but the DBB ship can use P2M on any nonstationary target -- which is most of em. (cubes are effectively stationary too, so stationary is a loosely defined as moving too slowly and having too much health to en passant). So the DBB ship will do more dps most of the time, and at the worst, it will be about equal. And that *ignores* the sometimes unsafe nose touching full impulse approach (this depends on the target but its not safe on some enemy). You still get the P2M bonus if you just ram into the target and blast away, stuck on it... works great for about half of the few stationary targets out there. (obviously or not, it does not work too well on the planet killer... lol). You only lose P2M on a very small number of specific targets.
I did think outside the box. My very, very carefully selected engine is efficent at the wrong power level, has full x 3 so I can move decently at full impulse, yet with 75 power I still only move at 16 or so impulse. That allows me to P2M anything non "stationary" with a frontal ship without any real problems. People that want to move at 150 impulse will find broadsides to work better.
But at the end of the day its a choice. If he likes broadsides, then broadside. Broadsiding is unarguably effective and fine.
Broadsiding allows you to stay at full impulse at all times taking advantage of the Pedal To The Medal trait which one of the easier traits to acquire (15 Skill Points.) Broadsiding also allows you to keep your defense rating as high as possible taking advantage of Reciprocity where applicable.
DBB's to more damage, obviously. But the idea that DBB's are as easy or easier to keep on target then Single Beams is highly inaccurate. In most cases, single beam arrays will out DPS DBB's because while they do less damage per hit, they're firing more often. Note this is 'in most cases.' There are players that are highly adept at a certain play style and have learned to take full advantage, but for the average player looking to increase DPS single beam arrays are a superior options to DBB's on a large cruiser.
You should to 10k+ easily with that loadout. So my first quess would be power settings. Put weapon power to 100 leave it there. No reason to ever change that.
Next bride officers:
Drop bo1. You could ge another faw if you like but bo1 is rather useless
Consider getting a better eptw. I would switch eptw and et. An et1 should be enough, no reason to pass on the additional dmg from eptw3
Gear:
I usually go for borg deflector/engine. But you can use whatever you like I guess.
I am not sure if the gel pack makes much of a difference, you could repalce it with something to increase dmg if you like.
As others have mentioned, move the leech and get another tac console.
You could kick the neutroniums and the rcs I think without too much trouble. There are some nice lobi consoles, like bounty hunter, tachyokinetic and the bioneural if you can afford them.
You could consider a crafted omni beam in the back if you loose your rear weapons too often while firing the torpedo.
Traits:
I would use eps manifold. If you cycle 2 epts you can keep the power bonus always up.
For space rep I would use the the offensive buff for aux power. As an engi you should have pretty good power lvls.
Doffs:
No idea what doffs you are using. I would guess 3 purple dmg control to keep the eptx going. If you are not doing that already you should do it
Piloting:
Make sure to keep firing all your beams, meaning broadsiding. You have a wide angle torp that should help. Also if you point your nose at something try to use faw and have targets for your rear beams.
Also you can always drop the torp. It would be more efficient but I can understand if you want to keep it. Having a torp gives the ship more of a star trek feeling.
These are my thoughts, I hope they help a bit
My stomach is clear and my mind is full of bacon!
But anyway, as far as the build and 7k DPS...
I guess I find piloting easier than most players then. I have no frame of reference to comment on that, but it seems awfully easy to fly in a (effectively) 2-d setting. But I grew up on 3-d fighter games and moving to 2-d flying here seems childish, really.
As for shield facings and the circle strafe, getting "above" or "below" a target has funny behavior and can help solve the problem. Just like you can "flank" in a raider from a very forgiving approach vector from above, you can focus on one facing as well. You can also drive a figure 8 and bang on one facing, if you have buffed your turn rate to a reasonable level.