Howdy all,
I've been playing a long time, but I'm not inclined to get a PhD in STO ship stats. To that end, I've put together my build and would like to invite comment from people who are. The missing aft weapon is the new Crystalline torpedo.
http://www.stoacademy.com/tools/skillplanner/?build=ussirishrovervii_0
Thanks for the feedback in advance!
Comments
The higher levels of Tac Team really aren't doing much for you. TT1 will clear debuffs and do shield balancing just the same, so probably best to drop those down and use the higher ranks for something else.
You have Reciprocity, so why Surgical Strikes and CRF both? One or the other, replace the open slot with Override Subsystem Safeties for extra punch. Total tac/intel setup something like:
Cmdr Tac/Intel: ETL1/OSS2/Ionic2/Surgical2-3
LtCmdr Tac: TT1/APB1/APO1
Something along those lines to combine a bunch of buffs and debuffs to use together?
DEM1 I'm not sure that'll do much for you, a little penetration but eh just blow their shields down and not worry about it? Swap that for an EPTW then throw on a pair of Damage Control Engineer doffs to keep them both up will make you more durable and punch harder.
Phaser lance on an Antiproton build? While its not something I've ever tried personally, I'm guessing it doesn't hit all that hard since all your consoles aren't phaser? Maybe drop that for another tac console unless you REALLY REALLY like the Intel exploit thing.
Dual aft torps? Multi-torps aren't really my thing I admit, but wouldn't it work better with just one if you were going to do that? Just seems odd to me.
Some simple ideas, anyways.
I'll look into dropping the high level Tac teams when I get home tonight.
Thank you to those who have commented. I'm grateful for the time.
The idea is that override subsystem safeties, surgical strikes, tactical team, attack pattern beta, emergency power to X and engineering team should be activated as soon as they come off cooldown (engineering team should be used 3 seconds before override subsystem safeties so as to protect you from the subsystem offline) as this allows for maximum uptime on everything.
A keybind can help you arrange this.
I dropped the Omega torp for the Ancient Omni Beam. I have acquired a crafted Omni, but haven't decided whether or not I want to use it. I have basically realigned to the build suggested directly above (in addition to making use of the keybind - thank you so much for that!). On the keybind, there seems to be a progressive delay - one power at a time; is that how it is supposed to work?
I had a purple Damage Control Doff and bought a blue one of the correct benefit. They're both on active space duty now.
I was happily able to take my new build out and place first against the Entity. I do find myself a little squishier than before, though it could be because my chosen prey tends to be Cubes who strip my shields.
Edit: I did get the fleet shields, but haven't taken them up against a Cube yet.
The progressive delay is a 'feature' of the UI itself, it's designed to stop people triggering lots of powers at once, keybinds such as this do however show this up a lot, if you have a keyboard or a mouse with a macro function you can reduce this effect by splitting the keybind into it's two functions, one for boff skills and one for weapons and shield distribution.
This is likely in part due to the recent tachyon beam buff which sadly fleet shields don't build a resistance to, what can help is increasing your base shield power I set my base levels to 100/40/35/35 on my escorts now, my FPER runs at 125+/100/XX/XX after mods. It survives most things but unless they make NPC health reasonable NPC tachyon beams will remain ridiculous.