I am getting good results with this but am not good at math and maxing out DPS.
Thanks for any tips. NOTE its not filled out right, everything is very rare
I wouldn't even know where to begin in order to provide useful advice to you. What are you trying to accomplish? What problem are you having? What play style do you favor?
Messy. Not to be rude, but you asked, and the answer is that it looks like a flying garage sale.
You can't run 3 Emergency Power To Shields abilities, as overlapping cooldowns means at most you can ever only use 2 copies, and with doffs you can actually get by with 1.
You have 4 different classes of weapons on one ship (cannons, beams, torpedoes, mines). I"ve never seen anyone make that work well, as it means you're spending boff powers to buff at most 2 weapons at a time. Moreover since they all fire in different arcs you don't really have a kill zone where you're especially dangerous to your target. I'd narrow it down to pick one class to be your main focus (probably beams or cannons), then pick one maaaaaaybe 2 more for specific function. An example would be a cannon-based loadout with a dual-beam for Overload and a torpedo for High Yield, or alternately 6 beam arrays and a kinetic cutting beam while running Fire At Will and some attack patterns. But right now you're doing lots of things and none of them well.
You have no cleanses. If anyone debuffs you, you just have to suck it up, and that makes you way more vulnerable than you should be. Tactical Team 1 for shield balancing and to clear boarding parties. Science Team as a shield heal and when you get subnuced (all your cooldowns doubled). Hazard Emitters for putting out plasma fires (and lots of other things) and providing a hull heal. Polarize Hull or Attack Pattern Omega to get out of tractor beams. With every new update the enemies have more dirty tricks at their disposal, and you have to be able to counter them.
Your engineering consoles, all of them can go. Try a Neutronium Armor for both energy and kinetic resistances (kinetic is what really kills you in PVE), an RCS Accelerator for maneuverability, your Chimera's Dynamic Tactical System console, and a space left for either a clicky or an extra set-bonus console for whatever weapons you end up using. Note these aren't even the absolute super best consoles I'm recommending, but rather a fairly standard setup that you can grab easily and would give you an improvement over what you're currently running.
Okay, I am not a advanced or expert builder, but I can try and give simple and basic advice to get you started.
I saw you build and thought what you need is focus.
Weapons-
Good to stick to one energy type, which you've tried to do. However, you should try to focus on a weapon type too. You've got beams, cannons, torps, turret and mines. Try focusing on beams or cannons. If your trying to torp boat I can't help with that.
What I would do is one beam array front and back, two dual beam banks front and a single torp front and back, with the third slot rear could be another beam array, mine or the kinetic beam from omega rep if you willing to grind that out it is good to have. For cannons, try one torp front and aft with dual heavys front and turrets aft.
You could adjust from that. I suggest torps because they don't usually take weapon power from the main weapons.
Consoles-
Tact is fine, Sci can work, but your Engi ones are kinda bad.
Many people like neutronium try 2 of those. I personally would move assimilated console to engi and replace with another shield console. Electroceramic could stay or replace with another universal from store or a rep.
The tact ambiplasma is fine for plasma projectiles, but make all you projectile plasma for best advantage or replace the another phaser relay.
Boff powers-
Science- try using hazard emitters and transfer shield strength. For some reason science powers are sometimes better at space healing.
Tactical- again try to focus you powers good choices to consider attack beta and omega, beam: overload and fire at will, torp: high yield and scatter volley, cannon: rapid fire and scatter volley.
depends on you taste of weapon style.
Engi- keep one copy of engi team and power to shield, for beams add second Dem and many also like one or two aux to batt. I don't know those two work for cannons though cause I don't use cannons.
May not fix everything but should set you up to tweek it till it works.
Here is the update to Beam/Torpedo Boat
added tactical team I
switched Elctro Ceramic to Neutronium XIII and removed EPS transfer console
I don't know what a clicky console is, so I left the plasma console in there.
The Cryo Warp core replaces the EPS transfer rate.
Here is the update to Beam/Torpedo Boat
added tactical team I
switched Elctro Ceramic to Neutronium XIII and removed EPS transfer console
I don't know what a clicky console is, so I left the plasma console in there.
The Cryo Warp core replaces the EPS transfer rate.
Now this is assuming you wish to stick with phasers. You could switch to Antiproton and have 3 Omnis on the rear for 7 forward fire beams and that would free up another console slot by not using the chimera console.
Here is the update to Beam/Torpedo Boat
added tactical team I
switched Elctro Ceramic to Neutronium XIII and removed EPS transfer console
I don't know what a clicky console is, so I left the plasma console in there.
The Cryo Warp core replaces the EPS transfer rate.
I won't say perfect, but thats a significant improvement. Probably still drop down to just one torpedo though, then add another beam array fore, and aft either another array or omni-array or the Kinetic Cutting Beam from the Omega Reputation.
A 'clicky' is shorthand for a click-to-use special ability console, things like the aceton assimilator or isometric charge, that arent usually all that powerful (occasionally, but not often) but a lot of people like having one because they're fun and add some tricks to your arsenal. Alternately, a lot of reputation sets include a universal console that is both good on its own via passive stat boost, but also combines with two other pieces (usually weapons) to provide additional bonuses. Popular combinations include the Omega rep Kinetic Cutting Beam + Assimilated Module to moderately boost crits and reduce weapon drain, the Dyson rep Gravimetric Photon Torpedo + Proton Particle Stabilizer for crowd-control torps and +3% crit chance, or the Delta rep Neutronic Quantum Torpedo + Bio-Neural Gel Pack for slight cooldown reductions and slow-firing hard-hitting torpedo volleys. The idea was to leave a slot open for either a clicky or one of those set-piece universal consoles.
Comments
I wouldn't even know where to begin in order to provide useful advice to you. What are you trying to accomplish? What problem are you having? What play style do you favor?
You can't run 3 Emergency Power To Shields abilities, as overlapping cooldowns means at most you can ever only use 2 copies, and with doffs you can actually get by with 1.
You have 4 different classes of weapons on one ship (cannons, beams, torpedoes, mines). I"ve never seen anyone make that work well, as it means you're spending boff powers to buff at most 2 weapons at a time. Moreover since they all fire in different arcs you don't really have a kill zone where you're especially dangerous to your target. I'd narrow it down to pick one class to be your main focus (probably beams or cannons), then pick one maaaaaaybe 2 more for specific function. An example would be a cannon-based loadout with a dual-beam for Overload and a torpedo for High Yield, or alternately 6 beam arrays and a kinetic cutting beam while running Fire At Will and some attack patterns. But right now you're doing lots of things and none of them well.
You have no cleanses. If anyone debuffs you, you just have to suck it up, and that makes you way more vulnerable than you should be. Tactical Team 1 for shield balancing and to clear boarding parties. Science Team as a shield heal and when you get subnuced (all your cooldowns doubled). Hazard Emitters for putting out plasma fires (and lots of other things) and providing a hull heal. Polarize Hull or Attack Pattern Omega to get out of tractor beams. With every new update the enemies have more dirty tricks at their disposal, and you have to be able to counter them.
Your engineering consoles, all of them can go. Try a Neutronium Armor for both energy and kinetic resistances (kinetic is what really kills you in PVE), an RCS Accelerator for maneuverability, your Chimera's Dynamic Tactical System console, and a space left for either a clicky or an extra set-bonus console for whatever weapons you end up using. Note these aren't even the absolute super best consoles I'm recommending, but rather a fairly standard setup that you can grab easily and would give you an improvement over what you're currently running.
I saw you build and thought what you need is focus.
Weapons-
Good to stick to one energy type, which you've tried to do. However, you should try to focus on a weapon type too. You've got beams, cannons, torps, turret and mines. Try focusing on beams or cannons. If your trying to torp boat I can't help with that.
What I would do is one beam array front and back, two dual beam banks front and a single torp front and back, with the third slot rear could be another beam array, mine or the kinetic beam from omega rep if you willing to grind that out it is good to have. For cannons, try one torp front and aft with dual heavys front and turrets aft.
You could adjust from that. I suggest torps because they don't usually take weapon power from the main weapons.
Consoles-
Tact is fine, Sci can work, but your Engi ones are kinda bad.
Many people like neutronium try 2 of those. I personally would move assimilated console to engi and replace with another shield console. Electroceramic could stay or replace with another universal from store or a rep.
The tact ambiplasma is fine for plasma projectiles, but make all you projectile plasma for best advantage or replace the another phaser relay.
Boff powers-
Science- try using hazard emitters and transfer shield strength. For some reason science powers are sometimes better at space healing.
Tactical- again try to focus you powers good choices to consider attack beta and omega, beam: overload and fire at will, torp: high yield and scatter volley, cannon: rapid fire and scatter volley.
depends on you taste of weapon style.
Engi- keep one copy of engi team and power to shield, for beams add second Dem and many also like one or two aux to batt. I don't know those two work for cannons though cause I don't use cannons.
May not fix everything but should set you up to tweek it till it works.
Here is the update to Beam/Torpedo Boat
added tactical team I
switched Elctro Ceramic to Neutronium XIII and removed EPS transfer console
I don't know what a clicky console is, so I left the plasma console in there.
The Cryo Warp core replaces the EPS transfer rate.
http://skillplanner.stoacademy.com/?build=ussarieschimera_9895
http://skillplanner.stoacademy.com/?build=chimera2312_0 this is what i would change as a start.
then i'd work towards this: http://skillplanner.stoacademy.com/?build=chimera23125_0
Now this is assuming you wish to stick with phasers. You could switch to Antiproton and have 3 Omnis on the rear for 7 forward fire beams and that would free up another console slot by not using the chimera console.
I won't say perfect, but thats a significant improvement. Probably still drop down to just one torpedo though, then add another beam array fore, and aft either another array or omni-array or the Kinetic Cutting Beam from the Omega Reputation.
A 'clicky' is shorthand for a click-to-use special ability console, things like the aceton assimilator or isometric charge, that arent usually all that powerful (occasionally, but not often) but a lot of people like having one because they're fun and add some tricks to your arsenal. Alternately, a lot of reputation sets include a universal console that is both good on its own via passive stat boost, but also combines with two other pieces (usually weapons) to provide additional bonuses. Popular combinations include the Omega rep Kinetic Cutting Beam + Assimilated Module to moderately boost crits and reduce weapon drain, the Dyson rep Gravimetric Photon Torpedo + Proton Particle Stabilizer for crowd-control torps and +3% crit chance, or the Delta rep Neutronic Quantum Torpedo + Bio-Neural Gel Pack for slight cooldown reductions and slow-firing hard-hitting torpedo volleys. The idea was to leave a slot open for either a clicky or one of those set-piece universal consoles.
Still, moving in the right direction.