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Xindi-Olaen Plasma Doomfire

sharpie65sharpie65 Member Posts: 679 Arc User
edited June 2015 in Federation Discussion
Hi all, I'd like to pick your brains on this build for the Olaen.

Just a word of warning, I'm not looking to get the highest DPS possible - just to have fun, so I may end up not acting on any of the advice offered. All that said, I appreciate the time taken to read this thread. :)
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Post edited by sharpie65 on

Comments

  • baudlbaudl Member Posts: 4,060 Arc User
    edited June 2015
    fyi: the embassey plasma consoles do no longer add to plasma weapon dmg. In other words, worthless for a plasma build.

    but I guess since advice to increase dps isn't what you are after and I do not know what "fun" means for you, there is no advice anybody can give you.

    personally I think it is a horrible build for multiple reasons, one would be that you do not have a single hull heal.
    others are:
    nukara console for 2 beams and BO doesn't even profit from it.
    mixing cannons and beams.
    tac console slots are not filled with tac consoles
    hydrodynamic compensator console on a plasma build...why? that's for the disruptor or phaser set normaly.
    Beam overload is best used with a single DBB (best to have crtDx4 since it is a guaranteed crit) and not with multiple beam arrays.

    I'm aware that people are perfectly capable of having fun in totally gimped ships, but if you have fun, why even ask for advice?
    Or is it frustrating from time to time when you die or simply can't take down a ship on advanced on your own?
    Go pro or go home
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    I basically agree with baudl.

    The only slight note, the plasma explosion on the consoles still makes them worthwhile on Plasma Builds, especially considering there really isn't anything better to use the Science Consoles for. The +Flow is also giving a nice buff to the Plasmonic Leech.

    The Embassy Consoles and the Assimilated console are the only thing about the build I like. Other then that, I agree with baudl.

    I'm confused what you want from this thread, are you looking for suggestions on improvements? Do you just want to know what we think?

    What are you looking for here? The build will work for general story content, but I respectfully recommend you avoid taking that ship in any Advanced or harder mission que.

    Please understand, I'm saying this respectfully. I'm not trying to criticize, just trying to understand what you're going for here. :)
    Insert witty signature line here.
  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    Well it's a build for an engineer so the lack of hull healing can be neglected. The kobali warp core has a wicked hull heal as well so overall it's doable.

    Having said that, the build is all over the place.

    Cannons and beams can work together, but this setup is not optimal. When you want to combine cannons and beams then you use a single DBB and turrets/DHC. DBB with BO to take down shields and DHC to finish the job.

    In this case you're flying a pretty nimble ship with command and pilot seating. DHC can be fun but it can be difficult to keep them on target. Also, your most expensive gear is probably the omni plasma beam array so i would focus on beam arrays.

    With that out of the way we can look at the space gear. If you use the solanae warp coil you get the 3-piece set and structural integrity leech. Remember that the solonae set is pure shield tanking with a small hull bonus

    One of the other sets readily available is the kobali space set which has a main focus on hull tanking.
    It depends on which you prefer, but for a carrier I'd prefer the kobali due to the nanite screen.

    To optimize your console setup: put all tactical consoles in the tactical slots. Take out the neutronic and hydrodynamic consoles from the engineering slots and place the biomatter generator and the leech in those locations.

    IMO the plasma generating science consoles are worth more than the nukara console due to their sync with bioplasmatic weapons so remove the nukara console from the build. Again, this all comes down to personal preference.


    Replace CRF3 with APB3, replace BO3 with BFAW.
    If you have a certain voth doff then you can replace TSS with TBR. TSS is a viable choice with carrier pets though.

    Switch places for the Romulan hyper torpedo and emission torpedo.

    For everything else we'll need to know what doffs you have active and your skill point distribution.

    Good luck.

    http://sto.gamepedia.com/Solanae_Hybrid_Technologies

    http://sto.gamepedia.com/Kobali_Regenerative_Circuitry

    http://sto.gamepedia.com/Ability:_Attack_Pattern_Beta
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    Put the proposed changes in skill planner so others can pick it apart.
    http://skillplanner.stoacademy.com/?build=olaenplasmaproposedchanges_0
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    questerius wrote: »
    Put the proposed changes in skill planner so others can pick it apart.
    http://skillplanner.stoacademy.com/?build=olaenplasmaproposedchanges_0


    Certainly a vast improvement.

    On your build, I would move the Romulan Torp from the aft to the front replacing the Particle Emission Torp and fill the aft slot with the Borg Kinetic Cutting Beam. This would keep the 2pc bonus with the Zero point, and give you the 2pc Bonus from the Cutting Beam and Console.

    I personally do my BoFF powers differently, but to each their own. Your version is significantly more viable then the original.
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  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    Certainly a vast improvement.

    On your build, I would move the Romulan Torp from the aft to the front replacing the Particle Emission Torp and fill the aft slot with the Borg Kinetic Cutting Beam. This would keep the 2pc bonus with the Zero point, and give you the 2pc Bonus from the Cutting Beam and Console.

    I personally do my BoFF powers differently, but to each their own. Your version is significantly more viable then the original.

    I opted for the romulan torpedo in the back since it's most a siege weapon. Those torpedoes are slow while the Xindi HEC is all about offensive and manoeuvrability. With that in mind i find the emission torpedo more useful in front.

    I sense that the OP intents on using the 3-piece romulan set because of the Hyperflux beam (the plasma burn attack) attack.

    The borg console and KCB is a trusted combo, but in this case i am not sure if it is worth giving up the emission or romulan hyper torpedo.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    questerius wrote: »
    I opted for the romulan torpedo in the back since it's most a siege weapon. Those torpedoes are slow while the Xindi HEC is all about offensive and manoeuvrability. With that in mind i find the emission torpedo more useful in front.

    I sense that the OP intents on using the 3-piece romulan set because of the Hyperflux beam (the plasma burn attack) attack.

    The borg console and KCB is a trusted combo, but in this case i am not sure if it is worth giving up the emission or romulan hyper torpedo.

    Makes sense.. thanks! :)

    I don't know jack about Torps.. I never use them myself. Thanks for the explanation. :cool:
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  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    One thing which can be changed is to replace polarize hull 1 with Hazard emitters. When you work with plasma torpedoes you run the risk of catching plasma burn yourself.

    Polarize hull counters tractor beams though.

    TSS can also be replaced by HE, but as i mentioned previously with carrier pets TSS also has its use and it'll boil down to what is the OP preference.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    As it stands, I'm running a little low on fleet credits so I won't be able to get the plasma locators for a while (or at least until the fleet projects are filled and completed).

    I have however replaced the cannons with beams, and my DOff active roster is Perthok (VR Shield Distribution Officer), Zdat (Rare Energy Weapons Officer, 30% chance for BO to gain 30% shield penetration), Exocomp (Maintenance Engineer), Emergency Engineering Hologram (Rare DCE, chance at reduction in recharge time of EPtX abilities), and Ruba (VR Astrometrics Scientist, +200% Transwarp CD Reduction).

    Here's a copy of my skilltree, bearing in mind that I have one respec token left from rank-up (note it only has space skills since they are the only relevant ones at this time).
    Post edited by sharpie65 on
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  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    sharpie65 wrote: »
    As it stands, I'm running a little low on fleet credits so I won't be able to get the plasma locators for a while (or at least until the fleet projects are filled and completed).

    I have however replaced the cannons with beams, and my DOff active roster is Perthok (VR Shield Distribution Officer), Zdat (Rare Energy Weapons Officer, 30% chance for BO to gain 30% shield penetration), Exocomp (Maintenance Engineer), Emergency Engineering Hologram (Rare DCE, chance at reduction in recharge time of EPtX abilities), and Ruba (VR Astrometrics Scientist, +200% Transwarp CD Reduction).

    Here's a copy of my skilltree, bearing in mind that I have one respec token left from rank-up (note it only has space skills since they are the only relevant ones at this time).

    Do you intend to keep using BO or do you wish to go with the more commonly used BFAW?
    If it is the latter then i advise you to search for a Energy Weapon Officer with the Beam Weapon variant to reduce recharge time.

    If you want an Astrometrics scientist then i'd say use the mirror haakiiv (name?) from the mirror event a while ago. Use it with HE for extra healing.

    Instead of using a Shield Distribution Officer you may consider a Damage Control Engineer http://sto.gamepedia.com/Specialization:_Damage_Control_Engineer#Emergency_Power_variant

    Perhaps othres have suggestions at this time, but close to tumbling over from sleep so crash time.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    I do in fact have the Mirror Hakeev DOff, as well as a UR Xindi DOff (Cellijo Settra, Advisor; 25% chance to reduce CD on hull heals by 5 seconds). I also recently bought 2 VR EWOs (BO Penetration variant, 35% chance), as well as a Marcel DCE DOff.

    EDIT: I won't be changing the console setup until I can get the other three Locators that I need.
    MXeSfqV.jpg
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    I've rebuilt the ship to better match your suggestions, with a personal touch (I managed to get a hold of two more locators, the Nukara console is there as a placeholder for the last one). I also have the Nusuti Heavy Fighters if you'd recommend changing the Castroi fighters for those.
    Post edited by sharpie65 on
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    sharpie65 wrote: »
    I've rebuilt the ship to better match your suggestions, with a personal touch (I managed to get a hold of two more locators, the Nukara console is there as a placeholder for the last one). I also have the Nusuti Heavy Fighters if you'd recommend changing the Castroi fighters for those.

    Wow, that's a massive improvement. I'm sure you'll see drastically improved performance over your original build.

    Personally, I would still recommend Beam Fire At Will III instead of Overload, but if you don't want that, then I get it. I would use one of the Tactical/Pilot slots for Overload and move FAW III where Overload currently is. That would help you a lot with large groups and let you spread your damage around better. You might also want to consider swapping out one engineering ability for Emergency Power to Weapons, just an idea.

    I took a shot at the Skill tree for you, you can see my suggestion here. I took the liberty of filing it out fully, including ground skills. This should give you a well rounded build that makes you good at everything and doesn't leave you lacking in any areas. If you have any questions about any of my skill choices, please feel free to ask.

    Overall, looking much better! :cool:
    Insert witty signature line here.
  • questeriusquesterius Member Posts: 8,511 Arc User
    edited June 2015
    sharpie65 wrote: »
    I've rebuilt the ship to better match your suggestions, with a personal touch (I managed to get a hold of two more locators, the Nukara console is there as a placeholder for the last one). I also have the Nusuti Heavy Fighters if you'd recommend changing the Castroi fighters for those.

    I hope you'll have lots of fun with the suggested build.

    As for the fighters, going from the stats in the blog link the heavy fighters seem to be the better choice for survival and fire power (scratch the paint, 2 beam arrays and jam sensors).

    Having said that, i don't own them so if anybody who does own them wants to pitch in and give advice..
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    I took a shot at the Skill tree for you, you can see my suggestion here. I took the liberty of filing it out fully, including ground skills. This should give you a well rounded build that makes you good at everything and doesn't leave you lacking in any areas. If you have any questions about any of my skill choices, please feel free to ask.

    Overall, looking much better! :cool:

    I'm curious as to why there's nothing in Gravigens or Partigens, unless the plasma explosions aren't boosted* by that whatsoever?

    *I know they wouldn't be boosted by Gravigens, but GW still would. Or is the given bonus negligible at this point?

    For the record, my power levels are (in Terran Empire Incursion, with the changes made) 125/100 - 62/15 - 86/70 - 54/15.
    MXeSfqV.jpg
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    sharpie65 wrote: »
    I'm curious as to why there's nothing in Gravigens or Partigens, unless the plasma explosions aren't boosted* by that whatsoever?

    *I know they wouldn't be boosted by Gravigens, but GW still would. Or is the given bonus negligible at this point?

    For the record, my power levels are (w/W - s/S - e/E - a/A format) 125/100 - 60/15 - 84/70 - 51/15

    The damage over time proc from Embassy Consoles is not boosted by Particle Generators, you would receive no benefit from that skill. That only works for things like the Plasma Shockwave from Romulan Singularity abilities.

    Graviton Generators would provide a very small bonus to the pull effect of your Gravity Well. To be honest, the bonus is so small it's simply not worth taking points out of a skill you would use all the time just to get this very small and negligible boost. You should generally always skip this ability if you're not a Science Captain.

    Particle Generators would provide a damage bonus to your Gravity Well, but again it's about cost vs Benefit. Simply put, you can't max everything, so you have to put points where they will do you the most good. While the points would give your Gravity Well a damage boost you would have to remove points from something like Energy Weapons or Warp Core power levels that you use all the time.

    My logic in leaving the Particle Generator skills empty is that Gravity Well on your build will only be available every minute and a half or so and the points were better used in things that would benefit you all the time. There is however, always room to adjust. If you feel you would benefit from Particle Generators then feel free to move some points around. Just remember, that skill is 2k skill points per rank, so it's expensive.

    Skill points are about weighing the cost vs the benefits. That's the logic I used in determining how to distribute them. As always, it can be adapted to personal taste and your specific needs. Also remember, your Gravity Well will be boosted by your Aux power level, so you can accomplish the same effect by popping an aux battery before your gravity well and saving yourself the skill points. :cool:

    With a Plasmonic leech, maxed out flow capacitors and 2 +Flow Embassy Consoles, and properly allocated skill points you can pretty much just run full power to Weapons and never worry about power levels. That is what I run with a skill layout very similar to what I suggested to you and I always have very high power levels across the board.
    Insert witty signature line here.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    Ah, thanks for the Embassy Console Users Guide for Dummies! :P I've respec'd to the earlier suggestion, hopefully I'll be aiming high and hitting higher very soon! :D

    EDIT: I've decided to run a copy of CF3* in place of GW1, and Hold Together 1 instead of Reinforcements Squadron. I've also swapped AtD with EPtW2, and EPtE1 with ET1. Thoughts? This is the build.

    *My reasoning for this because the Castroi fighters don't have any torpedo skills, and it would be somewhat risky for me to try anything like that. Also, the Nusuti fighters get torpedo spread, which would be enough for ISA when used with GW and a spread of PEP torpedoes.
    MXeSfqV.jpg
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2015
    This is the final build for this ship, impressively I broke 10k DPS in a recent ISA run (results below).

    CombatLogReader—Infected Space[11:08]— Dmg(DPS) —Klivox Voy 12,728,570(21,870) Oaraur 8,430,930(14,145) George Aub 7,751,950(13,072) philip 5,819,179(12,225) Gina 4,229,521(7,662)
    Post edited by sharpie65 on
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited June 2015
    sharpie65 wrote: »
    This is the final build for this ship, impressively I broke 10k DPS in a recent ISA run (results below).

    CombatLogReader—Infected Space[11:08]— Dmg(DPS) —Klivox Voy 12,728,570(21,870) Oaraur 8,430,930(14,145) George Aub 7,751,950(13,072) philip 5,819,179(12,225) Gina 4,229,521(7,662)

    I'm glad you found a build you enjoy that you can be effective with. Yes, it's nice to hit 'big DPS' numbers, but the honest truth is that if you can contribute at least 10k you'll help whatever team you're on. I usually advise that people try to hit that 10k barrier, the rest is just bonus.

    I hope you enjoy the new build :smiley:
    Insert witty signature line here.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    Well, with pets as well the total was in fact a little over 20k :relaxed:, now all I need to to do is work on getting my FPER T5-U up to a similar level (other ships can come later).
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