So I've been starting to play some of my older characters again, theyre level 50s with pretty decent equipment (mako/assimilated sets etc), but doing the infected conduit and khitomer vortex stfs ill find myself going from full hull and shields to dead in a matter of seconds with no time to react, and i don't recall this kind of thing ever happening on those characters when i played them a few years back.
With no combat log or anything im unable to figure out what is killing me so quickly. The ships aren't glass cannons by any means - one is a vesta multi mission science vessel, one is a armitage heavy escort carrier, and one is a valdore warbird. All have purple or better quality gear and skills filled out.
Any ideas here? Survivability was never really a problem for me in the past so I'm confused why im taking so much damage now.
0
Comments
If your Lvl 65 you probably better having mk 14 gear on your ship.At lvl 60 you could get by with mk12.
https://imgur.com/a/pVuSKUG
An Example Loadout using the Bajoran Set and All the Phaser stuff I have on a T6 Multimission using the Alliance Multimission Weapon set and the Quantum Feild focuser from a t5 Vesta..(Terran(2) Quantum Phase (3) Prolonged Engagement (2))
Keep in mind..Borg have a Tachyon beam thats unresistable and you will need to hull tank (hull heals)
Rouge Sto Wiki Editor.
I disagree about needing Neutronium..If your not running A2B, the Nukara Defense trait(Teir 2 nukara rep?)..Honored Dead (1m ec on the exchange ) and Oblique shielding (4m ec exchange) are much better replacements..You can absolutely run a ship with out Neutroniums.
Rouge Sto Wiki Editor.
Good points if you have the EC, which is pretty easy to get these days thanks to Endeavors and Admiralty. I haven't paid enough attention to the lock box traits since I never open the boxes and don't min-max.
I also have several account-bound UR and Epic neutroniums from way back that go to new captains as their present for reaching 60 so haven't looked hard for something better.
Some very nice stuff out there..
Rouge Sto Wiki Editor.
The vesta is on an engineer captain using maco and the vesta 3 piece set, plus the assimilated console. Its set up with 3x aux cannons, 2x phaser turrets, and the kinetic cutting beam, and runs a gravity well/scatter volley build for offense.
The Armitage carrier is a tactical captain and is set up more offensively, using the assimilated set, point defense and torpedo point defense consoles, advanced peregrine fighters, etc.
The mogai/valdore is a rom fed sci officer and using the assimilated set, valdore set, and plasmonic leech with the romulan rep shield and plasma torps
You might have a bit better luck with diversifying your hull heals a bit more as having copies means they share a global cooldown. Having a copy of Engie Team rather than 2 of A2S might be a bit more flexable as they don't share a cooldown.
Probably a good idea to look at your resistance numbers as well as maybe taking a look at your skill distribution.
I know not having a couple points in shield hardness makes my shields feel like tissue paper.
As for the Armitage and Mogai... probably look into a different set. Assimilated is more regeneration than resistance I believe. Some of the other sets out there might be a better fit for the build. MACO is still a relatively decent survivability set, but does suffer from lack of a warp core compared to some of the newer sets.
So right now I think it would take an in-depth look at your build for each ship, and maybe some time to account for available resources before we can really tell you "This might be what's wrong."
Also just to clarify... we are talking T5 or T6 versions?
normal text = me speaking as fellow formite
colored text = mod mode
Sometimes when on a junior toon (less developed) in an advanced borg STF and finding myself taking more aggro than usual it's either my piloting or because some of the other team members are coming up a bit short damage wise. There's seems to be a lot of new players in the game atm who are still learning and gearing up.
Parsers can be a good tool for self improvement (i.e. nothing to do with leader boards or what some term min-max'ing).
https://sto-league.com/combatlogreader/
https://dps.shivtr.com/pages/STOSCM
Max your Hull capacity and put 1 point in hull restoration in your skill tree.
Ablative shell in your personal space trait.
Improved Temporal Insight, Honored dead (fed) and tactical retreat (fed/kdf) in your Starship trait.
Captain Specialization Temporal Operative skills - Continuity.
Try on one character first then adjust accordingly. This should help you survive enough so you can see where the weakness is.
2x TT because you don't have any other means of keeping TT up full time? 2x EPtS is on your Vesta with aux cannons or is this on another ship where weapons power is actually needed?
Really need more details about your build prior to anybody offering suggestions on bringing it up from 'way back when'. Various set pieces and practices may have changed a bit since that time. STOacademy has a really good skill planner where you can post it if you like. Screenshots work good as well.
coldnapalm made a really good point about the way torpedoes have been known to hit at times as of late. Possibly a cause of what you're experiencing. What is your respawn button telling you?
What is a bit hard to comprehend in STO is that the game perfectly lets you get away with builds that are centered to 95% around dmg dealing. Builds that are "only" centered around dmg dealing up to 80% are already considered PvE tanks. This works due to a few, one might call them almost OP, key elements.
If you like I can display two of those “tanks’” which I use just as an example:
K’ris’ Vengeance
Halo’s Miracle Worker cruiser
If one has trouble to stay alive one could for example just try to garb as many of the most potent self-sustain stuff without the means of aggro generation that PvE tanks have.
Cornerstones that often repeat here are:
- Dynamic Power Redistributor console X X X
- Reiterative Structural Capacitor console X
- Protomatter Field console X X
- Fleet Colony Tac consoles with duplicate means to trigger them X X X
- Reverse Shield Polarity boff ability with the doff that extends its duration X X X
- Shield distribution Officer that heals one when using AP Beta X
- Honored Dead Starship trait X X X
- Invincible Starship trait X X
- Repair Crews personal trait X
- Context is for Kings personal trait X
- Energy Refrequencer Reputation trait X X
The numberof X at the end I placed there to compare a bit the “felt” impact the respective stuff has on my builds. Getting all of the above stuff would turn you into a flying PvE fortress and is surely overkill so I’d suggest to see which of the cheaper stuff from that list you can muster as a start and take it from there.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I guess I need to focus on leveling up and getting some tier 6 ships or upgrading mine first, then look into redoing my build.
Is double copies of abilities really not a thing anymore? That was like a major thing back when I played before, though granted that was before a lot of the duty officer stuff was in that could change cooldowns and such. I guess I just got used to it and figured it was still viable, since it used to be that running two copies of an ability would cause one to have half cooldown, so you could get 100% uptime easily on things like tactical team, epts, weapon abilities, etc.
Hazard Emitters clears the borg shield neutralizer debuff.
Tanking with shield hardness and multiple copies of EPTS got nerfed pretty hard since you played.
Tier 5 ships are where Tier 4 ships were when you were playing: still functional, but hugely outclassed by the new hotness.
Some may be T-5U (upgrade - 1 additional console + 4 tiers of ship mastery) or T-5FU (fleet /upgrade - yet another console + extra hull).
I don't think I'd currently buy a T5 ship though as it's a bit of a dead end... lacking a 'Tier 5 ship mastery trait' , an extra boff ability seat which can be a specialist seat, the extra console slot as well as the extra hull, etc.
Well said. Also of note is the mark of your gear. Upon reaching level 50 Mk 12 is the norm and what you'll receive from completing most story line missions. Things begin to hit harder starting at level 60 where Mk 14 is preferable. Weapon damage scales quite steeply with mark and getting to 14+ really gives you a leg up.
All this plus a well chosen T6 ship trait(s), other traits, reputation traits and abilities, specialization points, and focusing on cool downs without duplication are all additive and really help.