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feiqafeiqa Member Posts: 2,410 Arc User
http://skillplanner.stoacademy.com/5d3e4a8a9075361eb4e9dbaa71d33039

Took a bit to get all that into the planner. I am pretty happy with her, but if anyone has suggestions for modifications and can explain why please?

Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.

Comments

  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited July 2017
    Not bad, just a few questions and suggestions..

    I notice you don't use any Emergency powers, how are you keeping up power levels? Doesn't seem like the Leech alone would keep things up, are you running the Supremacy Trait or anything to boost power levels?

    Are you getting much out of the Proton Launcher? If you're just using it for the 4pc set bonus, that's cool.. but you might get more return if you swapped it for something like the Quantum Phase Converter that would give you a flat 20% damage increase. Temporal Destabilizer Probe is also very lackluster, you could probably get a boost by putting something like the Assimilated Module there if you have it.

    Overall, I'm not a fan of the Kelvin Consoles, but the best one in my opinion is the Broadside Emitters (Kelvin Intel Dreadnought) for the recharge bonus on BoFF powers.

    Don't get me wrong, if you like the console set then that's great.

    I also notice you have a Technician BoFF on your roster, they don't do anything if you don't have Aux2Batt slotted. Also, your Photonic Studies Scientist isn't doing anything either as you don't have any Photonic Abilities slotted.
    Insert witty signature line here.
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  • protoneousprotoneous Member Posts: 3,169 Arc User
    edited July 2017
    A few thoughts:

    Why not change that TT2 to TT1. Higher levels of tactical team don't provide any increased benefit. You'll need 2x vr conn officer doffs lacking any other means of cool down to keep it up all the time. BFAW has an increasing accuracy penalty as the lower it's rank so change BFAW 1 to 3. You can keep your torp and slot a LtC TS2 or drop the torp and use APB2.

    Consider changing the universal LtC from Sci to Eng. Slot an EptS1, Aux2Sif1, and EPtW3 and you have more power and a heal.
    You'll need 2 vr damage control engineers if you lack other means of cool downs for the 2 copies of EPtX

    Maybe try out some temporal powers on that Cmdr temp Eng? Channeled deconstruction 1 is a nice entropy builder, For the Lt eng slotting entropic redistribution or rapid decay (entropy consumers) might be worthwhile to try. You can keep your SIC3 since you paid for it but in the cmdr eng slot try recursive shearing or timeline collaspe instead of vent plasma.

    Most temporal powers need a decent dose of control X and EPG to increase their effectiveness, as well as auxiliary power.

    Your sci boff looks fine... PH1 or ST1, HE2, and GW1 to ball up the bad guys. TB1, scramble sensors, not really worth it.

    There's a lot of good builds for this ship on Reddit or youtube that a google search would find that would give you many things to try. These are just a few base level simple suggestions to experiment with.

    Nice ship btw. Have fun :smile:

  • startrekronstartrekron Member Posts: 231 Arc User
    I'd swap Beam Fire At Will and Torpedo Spread, which will increase your overall damage.
    "Live Long and Prosper but always carry a fully charged phaser, just in case!". Arrr'ow

    Co-Leader of Serenity's Grasp
  • feiqafeiqa Member Posts: 2,410 Arc User
    coldnapalm wrote: »
    Your boff layout is a bit of a mess. Why are you using a technian doff with no A2B? And why only one? You should be using three of those if you are going that route. Also why two dual beams in the front while doing all singles otherwise? You can never have more than 4 beams on an enemy at any given time. I mean it isn't the worst I have seen...but it's still on the low end. Like 3 of 10 area.

    Noted on Doffs and will look into it.
    And the build isn't a perfect mirror of my ship. They are all ToS twin beams not dual banks so all beam banks have 270 degree firing for broadsides.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • feiqafeiqa Member Posts: 2,410 Arc User
    My captain isn't showing. Argh.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • This content has been removed.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Is the sci ability mix working well for you?
    3 holds and 1 drain
    3 AOE and 1 single target

    I'd definitley think about that tractor beam, another area of effect ability would syngerize better with the other abilities, I'd go with Structural Analysis or Subspace Vortex from the exchange and fire those on top of a grav well or tykens. You've got temporal and command seats there so have about 40 different abilities that can be slotted in the LT Sci seats - experiment a bit.

    Do you have the high aux power to get useful longevity on the scramble sensors - is 5 seconds of it worth a slot?

    Regular photon over dyson photon? dyson photon torp spread into grav well has been powerful since release and got better this year. Also consider undine and kelvin photons, and any other fancy photons I've forgotten about.
    Regular tac console over fleet? fleet is just better
  • feiqafeiqa Member Posts: 2,410 Arc User
    coldnapalm wrote: »
    feiqa wrote: »
    coldnapalm wrote: »
    Your boff layout is a bit of a mess. Why are you using a technian doff with no A2B? And why only one? You should be using three of those if you are going that route. Also why two dual beams in the front while doing all singles otherwise? You can never have more than 4 beams on an enemy at any given time. I mean it isn't the worst I have seen...but it's still on the low end. Like 3 of 10 area.

    Noted on Doffs and will look into it.
    And the build isn't a perfect mirror of my ship. They are all ToS twin beams not dual banks so all beam banks have 270 degree firing for broadsides.

    Okay...so having all 270 beams makes it a bit better...so 4 out of 10.

    Thank you I am trying.


    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • feiqafeiqa Member Posts: 2,410 Arc User
    postinggum wrote: »
    Is the sci ability mix working well for you?
    3 holds and 1 drain
    3 AOE and 1 single target

    I'd definitley think about that tractor beam, another area of effect ability would syngerize better with the other abilities, I'd go with Structural Analysis or Subspace Vortex from the exchange and fire those on top of a grav well or tykens. You've got temporal and command seats there so have about 40 different abilities that can be slotted in the LT Sci seats - experiment a bit.

    Do you have the high aux power to get useful longevity on the scramble sensors - is 5 seconds of it worth a slot?

    Regular photon over dyson photon? dyson photon torp spread into grav well has been powerful since release and got better this year. Also consider undine and kelvin photons, and any other fancy photons I've forgotten about.
    Regular tac console over fleet? fleet is just better

    I am still building my fleet up to even have the consoles. What kind do you suggest? Like the Spire consoles with +pha?

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited July 2017
    feiqa wrote: »

    I am still building my fleet up to even have the consoles. What kind do you suggest? Like the Spire consoles with +pha?

    The Consoles you are looking for are Locator consoles that you get from your Fleet Spire (The spire in the Dyson Sphere zone.) Specifially, for your ship you would get Console - Tactical - Vulnerability Locator Mk XII [Pha]. They come at Mark XII in Ultra Rare quality and each console adds 31.9% Phaser Damage and increase critical hit chance by 1.6%.

    I still think your top priority should be your BoFF powers taking some of the suggestions above. I also still don't see how you're getting any type of boost to your power levels, there is no way the Leech alone is keeping your levels high. A simple drake build or even Aux2Bat could give you a nice boost.

    Are you looking to do more damage? what is it you're going for here? Because if you're looking to improve damage output, there is quite a bit you could do to up your hitting power.
    Insert witty signature line here.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited July 2017
    I threw together an example build of what I am talking about.

    Before I post it, this is just a suggestion based on my personal preferences. It is in no way intended to imply it's the 'right' way to build this ship, just a template from which you might be able to draw some ideas. It's a simple layout based on the fact that I don't know what gear, traits, skills, etc you have access too. With that in mind, you can view my rough revamp by clicking here.

    It's more tactically focused and aimed at trying to keep moderate power levels to help you deal damage while keeping enough heals to survive prolonged battles. This is a simple drake style build, it's not using any Temporal or Command abilities, it's just simple, basic and effective. The Hydrodynamics Compensator isn't that great of a console, it's there because it combines with the tactical console to give you a 2pc bonus that gives you a 7.5% damage boost on all your phasers. The build chains Emergency Power to Weapons with Power to Aux, this is done because I added the Temporal Disentanglement Suite which gives you scaling bonuses based on your Aux Power. If you wanted more focus on tanking, you could swap Power to Aux for Emergency Power to Engines for the defense bonus.

    I filled your duty officer with mostly Rare officers since they're inexpensive. They should be replaced with Very Rare quality if/when possible.

    The consoles I used are all available through mission rewards, reputation, or recent give away events.

    I left your weapons and space set unchanged, you seem happy with those so far.

    Energy Syphon will help with your power levels, if you have access to the Greedy Emitters starship trait from the Ferengi Nandi Warship that was given away a while back, you should slot that. It will proc off your Siphon and help you even more with power levels.

    The Protomatter Field console is off the Lukari ship that was given way during the 7th anniversary. It's a great panic button heal that will keep you from exploding when things get rough.

    Again, this is just a starting point, I'm not saying it's the best.. it's just to give you some ideas. Use as much or as little of it as you wish.
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 3,169 Arc User
    Sea, it is a *temporal* light cruiser. snif :'(

    But yeah, without knowing what traits and other stuff somebody has access to a good starting point ;) Nice thing about the ship is there's so many ways to set it up.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Fleet tac console with +crit hit is the way to go for 99.9% of builds.

    Most people will load up with 6 tac/3 sci rather than 3 tac/6 sci. The important thing is to support that choice with doffs, traits, captain's skill tree etc.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    protoneous wrote: »
    Sea, it is a *temporal* light cruiser. snif :'(

    But yeah, without knowing what traits and other stuff somebody has access to a good starting point ;) Nice thing about the ship is there's so many ways to set it up.

    Plus it helps that if we're being perfectly honest.. I don't know jack about Temporal Abilities. lol
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 3,169 Arc User
    protoneous wrote: »
    Sea, it is a *temporal* light cruiser. snif :'(

    But yeah, without knowing what traits and other stuff somebody has access to a good starting point ;) Nice thing about the ship is there's so many ways to set it up.

    Plus it helps that if we're being perfectly honest.. I don't know jack about Temporal Abilities. lol
    Since we're being honest, I fall into that category myself. When you do get them right though things sure go boom fast. Most of the abilities I use that seem to work well or in combination were thanks to reading posts and builds from the Science Channel guys.

    Your advice is always spot on though and always enjoy and learn from your posts. Great basic build for the OP and something he can experiment with. Cheers.
  • feiqafeiqa Member Posts: 2,410 Arc User
    I threw together an example build of what I am talking about.

    Before I post it, this is just a suggestion based on my personal preferences. It is in no way intended to imply it's the 'right' way to build this ship, just a template from which you might be able to draw some ideas. It's a simple layout based on the fact that I don't know what gear, traits, skills, etc you have access too. With that in mind, you can view my rough revamp by clicking here.

    It's more tactically focused and aimed at trying to keep moderate power levels to help you deal damage while keeping enough heals to survive prolonged battles. This is a simple drake style build, it's not using any Temporal or Command abilities, it's just simple, basic and effective. The Hydrodynamics Compensator isn't that great of a console, it's there because it combines with the tactical console to give you a 2pc bonus that gives you a 7.5% damage boost on all your phasers. The build chains Emergency Power to Weapons with Power to Aux, this is done because I added the Temporal Disentanglement Suite which gives you scaling bonuses based on your Aux Power. If you wanted more focus on tanking, you could swap Power to Aux for Emergency Power to Engines for the defense bonus.

    I filled your duty officer with mostly Rare officers since they're inexpensive. They should be replaced with Very Rare quality if/when possible.

    The consoles I used are all available through mission rewards, reputation, or recent give away events.

    I left your weapons and space set unchanged, you seem happy with those so far.

    Energy Syphon will help with your power levels, if you have access to the Greedy Emitters starship trait from the Ferengi Nandi Warship that was given away a while back, you should slot that. It will proc off your Siphon and help you even more with power levels.

    The Protomatter Field console is off the Lukari ship that was given way during the 7th anniversary. It's a great panic button heal that will keep you from exploding when things get rough.

    Again, this is just a starting point, I'm not saying it's the best.. it's just to give you some ideas. Use as much or as little of it as you wish.

    I copied the Doff plan and will look for them on the exchange.
    I would like to know what makes my sci consoles weak? Is it they just don't support high power? Too much of a gimmick?

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited July 2017
    feiqa wrote: »

    I copied the Doff plan and will look for them on the exchange.
    I would like to know what makes my sci consoles weak? Is it they just don't support high power? Too much of a gimmick?

    Well, 'weak' is a subjective term.

    Everyone has their own things that they like. I have things in my setup that min/max number crunchers would consider to be less then optimal, but I like it and it works for me, so I use it.

    Still, there are certain items in this game that have a high return on investment and others that have much less. For my personal taste, I look for items that can either up your damage input, help with Power levels, or just help you stay alive longer. They have changed things over the years in this game, but one thing has always remained the same and that is that the best defense in this game is a potent offense. The best way to stay alive has always been to take things down before they can take you down.

    Some of the consoles you had are what people usually call 'gimmick' consoles. They have powers that sound cool, but honestly do little to nothing to actually help you. Lets take that Temporal Destabilization Probe as an example. Sure, it sounds good, but look at what it really does. It gives you no passive ability at all, that means that when it's not activated, it sits there doing absolutely nothing. The consoles I suggested all have a passive power, so even when it's not 'clicked' it's still giving you something. Now lets look at it's 'clicky' power then. It slows enemies turn rate and firing cycles. The last part is an ok advantage, but it does it to one foe and any others within 3km range. That's basically right up against them.. you might get one or two with it then it goes on a couple minute cool down where once again.. it does absolutely nothing.

    Now lets look at what it's replaced with in the example build, the Quantum Phase Converter. This console while slotted will boost the damage of every weapon you're currently using by 20%. Just by sitting there, it's a 20% boost in your damage. It also will automatically repair your Aux system if it gets knocked offline, very helpful when fighting enemies like Tholians that like to disable subsystems. The Temporal Disentanglement Suite is another example, it boosts your Auxilary power and Shield Strength just as a passive. It also increases our Critical Hit and Damage based on your aux level, and since you're chaining Emergency Power to Aux with Power to Weapons, that should give you another huge boost. Now, lets say on top of that, when you're picking your space traits you pick Auxiliary Power Configuration Offense, and Auxiliary Power Configuration Defense. These two traits are unlocked from the Nukara Reputation, they're free. You don't need to buy anything to get them, and when slotted they boost your offense and defense based on Aux Power. Now that Aux you're getting from your bridge officer is giving you a flat damage bonus, a flat defense bonus, increasing your critical hit chance, as well as your critical damage. They all synergize together and maximize the slots you have available. Everything is actively giving you something back.

    In the end, it's about return on investment. If you have one of those consoles that does something you really feel helps you, something you really like and don't want to get rid of, then absolutely keep it. My suggestion build is exaclty that, suggestion, if you wish to copy it, that's fine.. but you certainly don't have to. Feel free to mix and match with what you have and find a combination you like. The consoles I used are consoles that are obtainable without spending money and give a good return for having them slotted. The only rational used to determine what console to use was 'will this help the pilot kill things, or help them stay alive?,' and 'is it fairly easy to obtain?' Nothing more, nothing less.

    In the end, it's about finding what works for you. There is no 'right' or 'wrong,' so don't worry about that. It's about finding what works for you.

    If there is anything else I can answer about consoles, powers, your traits.. anything like that, please feel free to ask and I'll help if I can. :)
    Insert witty signature line here.
  • feiqafeiqa Member Posts: 2,410 Arc User
    I copied the Doff plan and will look for them on the exchange.
    Quantum Phase Converter. :)

    Okay I picked up very rare versions of the doffs you mentioned. Ran Sunrise again to get the quantum Phase converter. Boosted it to 14 epic to replace the temporal destabilizer probe.
    But the three consoles in science have damage boosts as well as hull or power boost for passives. And the proton launcher and mining laser have a synergy passive boost.

    Sadly I can't see the stats/boosts from the academy planner to compare them to your suggestions.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    feiqa wrote: »
    I copied the Doff plan and will look for them on the exchange.
    Quantum Phase Converter. :)

    Okay I picked up very rare versions of the doffs you mentioned. Ran Sunrise again to get the quantum Phase converter. Boosted it to 14 epic to replace the temporal destabilizer probe.
    But the three consoles in science have damage boosts as well as hull or power boost for passives. And the proton launcher and mining laser have a synergy passive boost.

    Sadly I can't see the stats/boosts from the academy planner to compare them to your suggestions.

    Well, like I said.. there is no right or wrong answer here.

    Prior to season 13, it was really cut and dry. Locators were the best Tactical Consoles, and Embassy Plasma Consoles were the best Science Consoles. While the previous is still true, the latter is certainly not. You will find that people use any number of different consoles now, there is no absolute right or wrong.

    You can find the stats on all the consoles I used on the STO Wiki Page and see how they compare to what you're using. If you feel that some of your consoles are a better fit, then by all means, use those.

    What's best for me, won't necessarily be best for you.
    Insert witty signature line here.
  • feiqafeiqa Member Posts: 2,410 Arc User
    feiqa wrote: »
    I copied the Doff plan and will look for them on the exchange.
    Quantum Phase Converter. :)

    Okay I picked up very rare versions of the doffs you mentioned. Ran Sunrise again to get the quantum Phase converter. Boosted it to 14 epic to replace the temporal destabilizer probe.
    But the three consoles in science have damage boosts as well as hull or power boost for passives. And the proton launcher and mining laser have a synergy passive boost.

    Sadly I can't see the stats/boosts from the academy planner to compare them to your suggestions.

    Well, like I said.. there is no right or wrong answer here.

    Prior to season 13, it was really cut and dry. Locators were the best Tactical Consoles, and Embassy Plasma Consoles were the best Science Consoles. While the previous is still true, the latter is certainly not. You will find that people use any number of different consoles now, there is no absolute right or wrong.

    You can find the stats on all the consoles I used on the STO Wiki Page and see how they compare to what you're using. If you feel that some of your consoles are a better fit, then by all means, use those.

    What's best for me, won't necessarily be best for you.

    Did a borg alert to test, and damage output feels back to where it was prior to the last balance pass. And I saw numbers usually in the 30's up around the mid 50's or 60's.
    I need to make one more change to make the slotted doffs worth it. . . Actually put the auxtobat on my boffs.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    feiqa wrote: »
    I need to make one more change to make the slotted doffs worth it. . . Actually put the auxtobat on my boffs.

    Not sure exactly what you mean here, but if you mean you put the Technician Duty Officer back in your active space roster, I would recommend you remove it. Those don't do anything unless you use the bridge officer power Auxiliary Power to Emergency Battery (Aux2Bat) and neither your original build, or my suggested build use it. Therefore, that officer is doing nothing.

    Overall though, sounds like you have improved your performance which is a great thing. Hope your experimentation continues to go well and you find a solid build that you enjoy playing. :)
    Insert witty signature line here.
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