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Steamrunner build advice

scotty1967scotty1967 Member Posts: 18 Arc User
edited January 2013 in Federation Discussion
So I purchased the Steamrunner pack just after season 7 when it was still on sale. I figured why not as it looked like a great deal, very tanky escort with fleet ship stats, special console and its account wide.

I'd really appreciate some advice for my steamrunner build.

I'm an Engineer.

Fore: 4xPolaron Dual Heavy Cannons MK XI [Acc]x2 [Dmg]
Aft: 3xPolaron Turrets MK XI [CrtH]x3

Deflector: Omega MK XII
Engines: Omega MK XII
Shield: MACO MK XII

Devices: Red Matter Capacitor, Subspace Module

Eng Consoles: Resonance Cascade Modulator, Assimilated Module, Zero-Point Energy Conduit, Neutronium Alloy Mk XI
Sci Consoles: 2xField Generator Mk XI
Tac Consoles: 4xPolaron Phase Modulator Mk XI

Bridge Officer set up:
Com Tac: TT1, APB1, CRF2, APO3
Lt Com Tac: TT1, APB1, CRF2
Lt Eng: EPtS1, AtSIF1
Lt Eng: EPtS1, RSP1
Ensign Sci: HE1

Duty Officers:
3xShield Distribution Officer
1xSpace Warfare (+10% Vs Borg)
1xConn Officer (Evasive Moneuvers)

Thanks.
Post edited by scotty1967 on

Comments

  • shar487ashar487a Member Posts: 1,292 Arc User
    edited December 2012
    So long as you're running a Borg Assimilated Universal Module, why not replace one of the aft turrets with a cutting beam? The Omega Weapons 2-set procs Omega Weapon Amplifier, basically allowing you to get a Nadion Inversion proc every few seconds instead of waiting 2 minutes for your captain ability cooldown. This also grants some kinetic damage (deals 2x normal damage vs. exposed hulls).
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited December 2012
    Other than getting better gear I can't see anything wrong with this build

    /\
  • red01999red01999 Member Posts: 0 Arc User
    edited December 2012
    Off the top of my head, everything I've read in the forums indicates that dual heavy cannons are better than dual cannons, and as such I would recommend that you go with those when you upgrade.

    If I were you I would also consider rotating Cannon Rapid Fire to up your attack output. Personally on my escorts, I attempt to rotate CRF2 constantly if possible, although when I use an MVAE I use a CRF1/CRF2 mix. I don't think it works as well as I'd like it to, but it's better than just using the defaults.
  • arleonenisarleonenis Member Posts: 9 Arc User
    edited December 2012
    scotty1967 wrote: »
    Lt Eng: EPtS1, AtSIF1
    Lt Eng: EPtS1, RSP1

    Dual canons work on steamrunner but only if you have weapon power far above 125 (yes it doesnt show and do not improve dmg directly above 125 but it is there and when you fire your weapons they take energy from this invisible to you pool first).

    so for engineering you should go like:

    eptw1 epts2
    eptw1 epts2

    and chain them in rotation same way as cruisers do: eptw1 epts2 eptw1 epts2, this is the strength of steamrunner

    creating macro if you have mouse or keyboard capable of doing it will help, best way to macro is: tt1 tt1 eptw1 epts2 eptw1 epts2 and hit your macro key each 15 seconds and here you have all mandatory self buffs and tt1 shield redistribution under one key. Enjoy. Using the rest is more or less situational.

    If you use new embassy -threat consoles swap eptw1 for eptw2 and shields from epts2 to epts1 as you need less survivability and more damage.

    Ps. Your doffs setup is horrible for escort but this figure yourself ;) Hint: go for doffs that help you do your job: dmg with -threat consoles you shouldnt be tanking even with randoms...

    Ps2. Look at your tactical boffs stations too they require some tweaking (hint2: choose doffs to create synergy between boffs power and doff bonuses). Science is OK.

    Live long and profffit ;)
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited December 2012
    arleonenis wrote: »
    Dual canons work on steamrunner but only if you have weapon power far above 125 (yes it doesnt show and do not improve dmg directly above 125 but it is there and when you fire your weapons they take energy from this invisible to you pool first).

    so for engineering you should go like:

    eptw1 epts2
    eptw1 epts2

    and chain them in rotation same way as cruisers do: eptw1 epts2 eptw1 epts2, this is the strength of steamrunner

    creating macro if you have mouse or keyboard capable of doing it will help, best way to macro is: tt1 tt1 eptw1 epts2 eptw1 epts2 and hit your macro key each 15 seconds and here you have all mandatory self buffs and tt1 shield redistribution under one key. Enjoy. Using the rest is more or less situational.

    If you use new embassy -threat consoles swap eptw1 for eptw2 and shields from epts2 to epts1 as you need less survivability and more damage.

    Ps. Your doffs setup is horrible for escort but this figure yourself ;) Hint: go for doffs that help you do your job: dmg with -threat consoles you shouldnt be tanking even with randoms...

    Ps2. Look at your tactical boffs stations too they require some tweaking (hint2: choose doffs to create synergy between boffs power and doff bonuses). Science is OK.

    Live long and profffit ;)

    Urgh, IMO, the EP chaining is a bad idea. Removing AtS1 would render his only hull heal HE1, which is sadly insufficient without support from a healer. If he runs premades with healer support often, then your EPt cycle would work fine, but I don't think he has that luxury. Furthermore, I don't believe that additional weapon power above 125 is completely necessary for running dual cannons. It can give you a tiny extra edge in PvP, but the hit to survivability usually removes that edge.

    As for doffs, 3 SDOs is actually a commonly recommended configuration. I don't see how he could go wrong with that as a base. Just check the PvP build thread :) The Exocomp, on the other hand, I could do without, unless he uses batteries fairly frequently. The new AtS HoT doff may be nice, if you can afford it. Otherwise, go with the Doffs that reduce cooldowns on emergency power abilities (Damage Control Engineer IIRC).

    CSV is fine in STFs, but you can consider CRF for added single-target damage. Also, you could consider running APO3 in place of APB3 to escape pesky Borg tractors more easily, but that's just personal preference.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited December 2012
    scotty1967 wrote: »
    Bridge Officer set up:
    Com Tac: TT1, x, x, APO3
    Lt Com Tac: TT1, x, x
    Lt Eng: EPtS1, AtSIF1
    Lt Eng: EPtS1, RSP1
    Ensign Sci: HE1
    ...
    I have this BO layout on my Steamrunner. In place of the Xs I have an awful mix of CRF/CSV and FAW/BO, which I was experimenting with, don't like, and I'll be rearranging (probably go with cycling CRF and APB).
    scurry5 wrote: »
    ...Removing AtS1 would render his only hull heal HE1, which is sadly insufficient without support from a healer... ...consider running APO3 in place of APB3 to escape pesky Borg tractors more easily, but that's just personal preference.
    I have to agree with Scurry. Unless you have a dedicated healer, HE1 alone won't do. I'd keep the AtS as it can be cycled and IIRC, doesn't it add a small hull resist, too?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • ehrlehnehrlehn Member Posts: 137 Arc User
    edited December 2012
    I'm also an eng running the steam runner and the following build has been working very well for me. ymmv, but so far i'm liking it. i do not have any of the special stf or aegis sets, so take it for what it is worth. when I hit T5 rep I will.

    fore weapons:
    3 phased tetryon dhc, mkx xi crtd crth
    1 mk xi quantum torp acc crtd

    rear weapons:
    3 blue mk xii tet turrets accX2

    Deflector:
    blue mk xii positron em sif

    engine:
    Jem hadar

    shields:
    purple mk Xii resilient capX3

    devices:
    SFM
    shield batts

    Eng consoles:
    borg
    resonance console (the one you get with the ship)
    mk xi blue neutronium
    mk xi blue monotanium
    sometimes I swap the mono for isometric charge... its fun.

    sci consoles:
    2 field gen mk xi blue

    Tac consoles
    4 blue mk xii tetryon

    boff:
    com tac - tt1, crf1, ts3, apo2
    ltc tac- tt1, csv1, crf2
    lt eng - eptw1, epts2
    lt eng - et1, epts2
    sci - he1

    doffs:
    2x blue energy weapons officer - cannons
    2x blue shield distribution officers
    1x blue warp core engineer

    alternatively I run an aoe build which is way fun:
    com tac: tt1, crf1, ts3, csv3
    lt tac: tt1, csv1, ts2

    2x blue cannon doffs,
    2x blue torp doffs,
    1x blue wce

    once again ymmv

    Derrick - Fed Eng
  • scotty1967scotty1967 Member Posts: 18 Arc User
    edited December 2012
    Thanks everyone for the great feedback.

    I've edited the OP with how my build is looking now, any thoughts of it would be much appreciate.


    Thanks.
  • gazeofdragongazeofdragon Member Posts: 0 Arc User
    edited December 2012
    Get the Aegis Set ASAP...

    Jem hadar is fairly weak, you will find a huge increase in survivability and shield with the Aegis Set... current price for all pieces is 9mil, or you can craft the whole set for around 54k dilithium yourself.

    edit: the aegis set will also get better when they increase the level cap to 60 seeing as how it scales by level
    Edit2: currently the aegis set is preferred over Maco/Omega/Borg by me.... also use the universal borg module with the cutting beam in the aft. The omega weapon amplifier amplifies ALL weapons and will give you about a 30% increase to DPS
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited December 2012
    Seems A-OK to me. The Aegis is a good set, but it costs a lot for a stopgap till T5, and is not really necessary IMO. Cutting beam is good when fitted along with the borg console, but I wouldn't say the damage increase is 30%. More like 10%.
  • xigbargxigbarg Member Posts: 0 Arc User
    edited December 2012
    Wooo, VA Steamrunner. Not sure if what I have going is good or not. What I do know is that its all over the place. So hopefully someone will help keep me from doing it wrong. Im will attempt to get the Aegis set sometime in the future so no worries about that.

    Tactical Captain

    Fore: 2x Polariazed Disruptor DHC XI [CrtH/CrtD] [Dmg] , Polariazed Disruptor DBB XII [CrtH] x2, and Quantum Torpedo Launcher XI [CrtH]
    Aft: 2x Polarized Disruptor Beam Arrays XII [CrtH] x2 + [CrtH] [Dmg], and Quantum Mines XII [CrtH] x3

    Deflector: Positron Deflector Array Mk XI [PrtG] [FlwC] [SubD]
    Engines: Efficient Impulse Engines Mk VI
    Shield: Numiri Regenerative Shield Array Mk XI

    Devices: Red Matter Capacitor, Subspace Module

    Eng Console: Resonance Cascade Modulator, Diburnium Hull Plating Mk XII, Plasma Distribution Manifold Mk XI, Injector Assembly Mk XI
    Sci Console: Isometric Charge, Particle Generator Mk XI
    Tac Console: Prefire Chamber Mk XI, Directed Energy Distribution Manifold Mk XII, Disruptor Induction Coil Mk X, Zero Point Quantum Chamber Mk XI

    BOFF Setup:
    Com Tac: TT1, CRF1, TSSIII, DPBIII
    Lt Com Tac: TT1, APB1, THY1
    Lt Eng: EPW1, RSP1
    Lt Eng: EPW1, ETII
    En Sci: HE1
    [SIGPIC][/SIGPIC]
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited December 2012
    @xigbar:
    Switch the fore Dual Beam Bank for a DHC, since you don't seem to be using Beam Overload 3, which is the top reason to have one on an escort. A Plain or Fleet Disruptor would work well, since DHCs don't proc that often.

    Rear beam arrays aren't that great on an escort, as most of it's firepower is facing forward and beam arrays only shoot 250 degrees from the rear. If you go with turrets -- probably Polarized Disruptor for your case-- you can shot things in front of you using them, and their fire is effected by Cannon abilities.

    I'd go with Jem'Hadar MK XI Deflector, Engines, Shield and until you can get a Reputation set. (Just replaying the missions at 50 will net you them at MK XI) I'm with the people thinking Aegis is a bit expensive for a stopgap, and each peice of the Mk XI Jem set can be sold to a vendor for 100K EC, making it an EC positive venture. Before they made crafting so expensive with unreplicatable materials requiring Dilithium, Aegis was a much more tempting route.

    You shouldn't need the Plasma Dist Manifold in Eng consoles if you drop the fore DBB, I'd replace it with a Nuetronium armor.

    I like the Shield capacity consoles to help boost the shields, those are already a bit higher than an average escort and amping them up make them that much better.

    Tac Consoles don't have diminishing returns, so three Disruptor Coils of a high mark and rarity, and your Quantum Chamber would be much better.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited December 2012
    xigbarg wrote: »

    *snip*

    Bwah.

    Drop the beams and replace them with turrets. Steamrunner is an escort, and you don't even get the benefit of subsystem targeting to use them with. If you're concerned that you can't get enough Polarized Disruptor turrets, just replace them with standard disruptors, you won't suffer the power penalty.

    Like the other guy said, a set is preferable, and until you grind your reputation the only decent ones are Aegis (which is now expensive) and the Jammie set, which is free and actually good, even if you aren't running polaron weapons.

    Replace your hull plating with Neutronium or Ablative (Neut is all-purpose but Ablative helps better against Borg which you'll be fighting a lot for your rep sets). Drop the plasma distribution manifold and injector assembly for more armor, or use the engineering slots for your extra universal consoles.

    For science get yourself Field Generators ASAP. Craft them if you must. Until then use Shield Emitter consoles. The Steamrunner will never be a great science ship so your Particle generator boost is going to waste.

    For tactical, just go whole-hog with consoles that boost your weapon damage (in this case disruptor coils). Yes, drop even the quantum chamber. You'll be doing most of your damage with the cannons, so the torps and mines are just icing on the cake.

    Fix your Boff setup, too. You're running 2 Tac Teams, so your Eng team will TRIBBLE the cooldown. Instead switch your ET with EPTS2 and one of your EPW with EPTS I. Keep those on constant rotation and just use the RSP as a panic button. Since you have the Resonance Cascade console your prime survivability measure will be keeping your shields up, not repairing your hull.

    Keep the Hazard emitters, you'll need them to clear plasma fire and borg assimilation.

    For tac, do you really want to insist on so many Torpedo/Mine skills? You're mounting cannons, not trying to run a torp boat. Either get a second CRF or add Scatter Volley somewhere there. Do these things by replacing the DPB and THY. Think about replacing APB with AP Omega to boost your maneuverability and get you out of Borg tractors.
  • xigbargxigbarg Member Posts: 0 Arc User
    edited December 2012
    Many thanks, doods! I'll give the advice a go. A shame I can't get more than one Jem'hadar set for other ships.
    [SIGPIC][/SIGPIC]
  • wunjeewunjee Member Posts: 0 Arc User
    edited December 2012
    I run mine, very successfully, as a torp boat.

    Beam Overload on both tacs to bring down shields
    Two copies of HY3
    3 forward, 2 rear photons
    3 projectile officer doffs

    A torp every 1.5 seconds, front or rear, which means I can still deal good DPS from 9.99k out while drawing minimal agro.

    It's massively effective against all the unshielded targets you'll find in STFs, and honestly is my favortie Fed boat to date.
  • scotty1967scotty1967 Member Posts: 18 Arc User
    edited January 2013
    scotty1967 wrote: »
    So I purchased the Steamrunner pack just after season 7 when it was still on sale. I figured why not as it looked like a great deal, very tanky escort with fleet ship stats, special console and its account wide.

    I'd really appreciate some advice for my steamrunner build.

    I'm an Engineer.

    Fore: 4xPolaron Dual Heavy Cannons MK XI [Acc]x2 [Dmg]
    Aft: 3xPolaron Turrets MK XI [CrtH]x3

    Deflector: Omega MK XII
    Engines: Omega MK XII
    Shield: MACO MK XII

    Devices: Red Matter Capacitor, Subspace Module

    Eng Consoles: Resonance Cascade Modulator, Assimilated Module, Zero-Point Energy Conduit, Neutronium Alloy Mk XI
    Sci Consoles: 2xField Generator Mk XI
    Tac Consoles: 4xPolaron Phase Modulator Mk XI

    Bridge Officer set up:
    Com Tac: TT1, APB1, CRF2, APO3
    Lt Com Tac: TT1, APB1, CRF2
    Lt Eng: EPtS1, AtSIF1
    Lt Eng: EPtS1, RSP1
    Ensign Sci: HE1

    Duty Officers:
    3xShield Distribution Officer
    1xSpace Warfare (+10% Vs Borg)
    1xConn Officer (Evasive Moneuvers)

    Thanks.

    This is how my build looks now after hitting T5 Omega
  • corbinwolf#9797 corbinwolf Member Posts: 565 Arc User
    edited January 2013
    xigbarg wrote: »
    Many thanks, doods! I'll give the advice a go. A shame I can't get more than one Jem'hadar set for other ships.

    You can at the moment via featured rerun episodes! Set the level to normal and just repeat until whole set is obtained.

    Its a set I have yet to properly use myself as I have been on the Borg set on a Breen Warship. The Breen set is also nice imo.

    Based on all the positive feedback for the steamrunner I decided to buy one today. The sell price and stats being better than the Tier III equivalent was too good to pass up. Unfortunately I also had to download a new STO altogether in order to access it via http://store.steampowered.com/app/9900/, but no big deal.

    This has been a great thread, I am looking forward to building my new ship once the game is downloaded again. Just in time for PVP boot camp! ;-)
    "The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
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