test content
What is the Arc Client?
Install Arc

build suggestions please

2»

Comments

  • gchewitt#2784 gchewitt Member Posts: 39 Arc User
    Thanks for these comments. As I said earlier, I'm happy with the way the ship performs as is, so I wasn't looking for more help. Maybe the build is not perfect; but is there really such a thing as a perfect build? That doesn't mean I won't at least look at some of the options suggested. Thanks again. Don't bother to post anything new because I probably won't be back to check.

    As for the multiple posts, when I posted the first time, the post didn't show up for me so I immediately tried again. The second didn't show up either so I logged out thinking the posts didn't take. I came back in later when I had time and re-posted without realizing the others had shown up. Sorry.
  • carolyn002#6486 carolyn002 Member Posts: 6 Arc User
    edited March 2022
    I like to have a lot of boosts to regen, damage, hull & shield cap, and flight speed & turn rate.
    For example both full Lukari sets, assimilated plasma weapons, protomatter infusers, advanced RCS consoles.
    Also I have a Lukari and Kentari boff, which add bonuses to healing and stacking damage bonuses upon a kill, respectively.
    Tenye wa chesh gut!
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    westmetals wrote: »
    vedauwoo wrote: »
    Been following along and reading this thread.....one question:

    I had been told (somewhere) to make sure ALL of my weapons slotted had at least one [ACC] mod......which seems to make sense to me...but, is that not a hard and fast rule?

    Is there an [ACC] cap where I should stop and focus on other mods?

    Absolutely not a hard and fast rule; in fact I do not use ACC mods at all.

    In fact, I've seen several experiments run where ACC parsed out as the worst of the four standard weapons mods. (CrtH is usually fairly close, both are far behind CrtD and Dmg).

    Here's what is going on there.... the chance-to-hit in STO defaults at 100%. Then the target's defense rating is subtracted, and then the shooter's accuracy added.

    So you only miss if your accuracy is less than the target's defense rating. Excess accuracy overflows into critical hit chance and severity (but not at an advantageous ratio, compared to getting those stats directly).

    (Note though that Beam Fire at Will and Cannon Scatter Volley have temporary accuracy penalties.)

    Now, of course, if you are actively seeing misses, you may need more accuracy. And if you can't find another way to get it elsewhere, you may need to get it from your weapons, but it should be the last resort. (Particularly because weapons mods only affect that specific weapon).

    If you can get sufficient accuracy from other sources - traits, set bonuses, etc. - you don't need to waste a weapons mod on it.

    For example.... my TOS Recruit's current (phaser) build has 65 Accuracy without having any on weapons. +15 from skills training (tactical, 2nd level, left column), +15 from Superior Accurate (fleet K13 vendor trait, which replaced a default trait that gives +10), +15 from the 2pc Quantum Phase set bonus (I'm using the console and torpedo), +20 from the DOMINO console.

    I personally recommend that all weapons mods be CrtD, because it overtakes Dmg once your critical hit chance exceeds about 17-20%, which most modern builds do (that number is a bit higher and fuzzier if you are tac, due to interactions with AP Alpha and Tactical Fleet that boost Dmg, but even in cases where Dmg is better, the difference is small).

    what is the magic number for accuracy? your example is 65, but is that low? high? where it needs to be? I'm talking PVE here
    We Want Vic Fontaine
  • edited March 2022
    This content has been removed.
  • protoneousprotoneous Member Posts: 3,169 Arc User
    Build Suggestions Please
    Here's a quick recap and summary of what's working for me -
    • Skill Tree - The Tactical Template seems to have a nice balance of skill points that goes well with a variety of commonly used storyline and reputation consoles when used for energy weapon builds like beams or cannons. If using a torpedo take one point off targeting and two points off defense and put those into projectile weapon training.
    • Bridge Officer Cooldown Reduction - taking care that boff abilities can be used as often as possible really seems to help with things like durability and damage. 2 copies of Aux to Batt 1 combined with 3 very rare Technicians or a single copy of Photonic Officer 2 both seem to work very well. If just starting out using two copies of abilities also works. The technicians can be gotten for free from doffing in the B'Tran Cluster if you don't mind camping out for a while. When it comes to boff abilities don't forget Attack Pattern Beta!
    • Execution - when doing missions or TFO's being able to execute regular and repeating bridge officer ability chains easily and without frantically clicking on things sure seems to help. Setting up a simple keybind can allow for a large increase in focus. Tapping one key versus clicking on up to 8 different keys is simply less work. This method is an easy way to get started.
    • Favorite Consoles - when there's console slots to fill on a ship it's hard to beat anything that adds CrtH after filling tactical slots with energy specific consoles. The first four consoles in the list from the storyline and reputation really seem to add some bite to things. The Lorca Console works great in a final tactical or T-6X slot. If there's room left over the House Martok Defensive Configuration and Reinforced Armaments are 2 consoles that do 8 different things to make a ship work better. They can often be a better choice than damage resist consoles which really don't seem to add much.
    • A Sample Build - Link
Sign In or Register to comment.