I've been reading up on some different cruiser builds, and I've come across an vague concept called "Aux2Bat" layout.
Couple questions:
1) How is it set up?
2) What are the advantages/disadvantages compared to standard tanking setup/tactics?
3) My main cruiser is the Galaxy-X (reluctantly being replaced by an Excelsior-R in the next ship sale, then the Fleet Excelsior-R immediately after that). How can I properly set up the Aux2Bat layout on that ship, and what BOFF/DOFF abilities do I need?
Thanks
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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Pretty much what it says on the label. The points in your Aux are spread out as points in weapon energy, shield energy and thruster energy. So if you have 30 AUX, you get 10/10/10. I use it on my Eng Escort when I am about to attack a boss, makes a big difference, does more damage, and gives me more defenses.
However there are big weaknesses to offset this newfound power. For one thing, using it requires a Lt engineering slot (or even run 2 of them, but 1 is usually sufficient), as well as 60% of your DOFF active-duty slots. Second, you will have your Aux power reduced to 4 or so, which means any abilities that depend on aux power (like Hazard Emitters or Transfer Shield Strength) are gimped while its active (1/3 of the time, plus recovery). You can partially offset this by using batteries or running Emergency To Auxiliary and making sure to activate it after A2B and get some of your juice back, but then you have to really pay attention to your timings, and on the common beam cruiser running Emergency To Weapons you can't really fit it in anyways. Third it shares cooldown with Aux To Structural, which means that half the time you can't use one of your best heals. Fourth if someone subnukes you (Breen, Hirogen, Jem Hadar, PVP science), you're even more screwed than normal as even once you get your powers back on normal cooldown, then you're still waiting beyond that to get everything buffed back up again. Fifth, you have to get your timing down and ensure that its always either active or on cooldown, or all the other abilities you've chained to it now have holes in their coverage, which can be a big problem when thats your Emergency To Shields. Keybinding everything important to spacebar helps a lot with #5.
Its a very powerful ability, and can do awesome things to cruisers (the Regent, Excelsior, and Fleet Tor'kaht in particular were just built for it) and engineering-heavy escorts (Steamrunner is unholy), giving you basically extra boff stations. But the price is you have to micro-manage and accept that anything Aux-dependant just became a lot less effective. Like everything else, its a tradeoff, but a damn fun one.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
http://www.youtube.com/watch?v=U1BFnEgpxCQ The video gives a good impression of the cooldown reductions.
The Galor is the perfect ship for Aux2Bat since it doesn't suffer from too many science BO slots.
Another fun build I used in October was a Trico Spam Chimera:
http://www.youtube.com/watch?v=aA9B3bXaZss
That design works well with the recent changes to tricobalt mines which match the CD of Dispersal Pattern Beta nowadays. The Jem'Hadar Heavy Escort Carrier has a decent BO layout for such a build btw. Escorts are quite hard to pilot with full engine power and AP:Omega...
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Galor is an awesome fit for A2B, and the Jem HEC is my current favorite for double A2B, despite the adverse effects on the hangar recharge.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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It certainly doesn't work like that for my Engineer.
At 76 Aux power, with Aux2Bat1, I get:
-71.3 Aux
+30.2 Weapons
+30.2 Shields
+30.2 Engines
That is with the Warp Theorist passive and max EPS skill (which also buffs EPtSh, EPtAux, and EPS transfer).
The point being, with a decent EPS skill bonus you gain a significant amount of power.
I run one copy of Aux2Bat on my tanking Odyssey, and it's extremely useful even without the Technicians. Nice damage boost for beams, hardens the shields, boosts regen, and improves mobility.
Here is a video where we are running two Aux2Batt Galxy-x builds, one has cannons the other has beams
I've begun testing Aux2Bat builds on my Galaxy-X, using a combination of the above poster's video and the green tech doff I could find. Although today's server seems really out of shape (lots of server D/C and rubberbanding), I have been able to test this in Kerrat, to some success. My increased power levels in... well, everything except Aux, have been phenomenal. I've been able to shield tank like never before - EPtS and Rotate Shield Freq. really likes this power. Of course, the severe lag issues have impeded my ability to really assess the build second-by-second, but it looks positive.
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Going solo against 3 to 5 enemy players: Incredible, I lasted longer than I usually do.
Going solo vs some guy in a BoP with Alpha Strike lined up: Not so good, but that's due to the fact that TT can't reallocate the shields fast enough. However, in a 1v1 with this guy, I lasted a bit longer than I would have, compared to using my old setup.
Going solo v some other guy in a BoP: Success, I was able to outlast the guy and keep my shields up while tearing into his hull. Took about two to three minutes to bring him down to 10% before he fled.
Overall, it's a promising build. I just need to find the better technician boffs to go alongside A2B, to reduce the CD on the second Tactical Team, and close the 5 second gap.
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Chaining TT will always leave you with a 5 second gap. Activating it will put your team skills into a 15 second global cooldown, so after it runs out you'll have to wait 5 seconds to start it again.
Aux2Bat can't reduce cooldowns below their global cooldown timer.
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CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
I skim read that, actually. I loved the detail and information
I'll be sure to start doing that soon.
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Certainly a poor setup for a cannon excelsior if you're planning on using 2x conn officers to reduce tac team cooldown.
It's all fine for PvE though.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Also, while flying in Ker'rat and enjoying my heightened power levels and slightly reduced cooldowns, I find I'm susceptible to burst damage. Although I activate Tactical Team and Rotate Shield Frequency right before an escort unloads on me, I find that the shields are quickly reduced, and other than EPtS, I have no other shield boosting power (other than the captain Miracle Worker, but that's more of my trick-up-the-sleeve). I then use RSP and activate the other Tactical Team, but we all know that lasts only so long, before the shields are drained again - and I'm all out of options.
I had hoped that with the increase in shield power levels, that the shields would be more effective. I'm currently running MACO XII shields. Any suggestions?
Addendum - Boff layout for Galaxy-X
B:O
TT1
TT1
EPtS
A2B
DEM
Extend Shields
Eng Team
RSP
Aux to SIF
TSS
HE2
This build is designed for two purposes: 1), survivability, 2) support of a team. It does 2) very well, I just need to work on 1).
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