The build below I tested out in several STFs and FFAs to determine peak DPS and average DPS. I am normally an Assualt Cruiser person however I get 6000+ DPS out of them. So I would enjoy feedback from those more into escorts so that I can tweak the build and improve upon.
This is not a PVP build but PVE.
Due to the lack of tanking ability I choose to use the XII Borg space set to improve survivability. The built in tractor beam also allows me to hold in place more manueverable targets once every 3 mins as well as adding to the hull damage.
Devices:
Weapons Bats and Subspace field modulator
Eng Consoles:
Assimilated Module, Zero-Point Energy Conduit, One of 3 Kumari Consoles
Sci Consoles: The other Kumari Consoles
Tac: *currently*
4 Phaser Consoles *one XII blue the others XI blue*
1 Quantum Console *XI Purple*
BO Layout:
Lt Sci: HE TSS
Cmdr Tac: CRFIII, HYIII, APD, Tac Team
Lcdr Tac: APO, CSVI, Tac Team
LT Tac: TSII, TSI
EN Eng: EPtS
Doffs *All Purple*
1% to strip 3 buffs on a target
2 of the reduce AP cooldowns
2 of the chance to reduce Cannon cooldowns
In testing I was able to get up to 8300 DPS peak averaged about 5900dps highest shot I was able to get was a 30k hit from the overloaded cannon. Something else that is very nice. If you get a sci guy to gravwell a large group and then hit them with an overload you are going to do a ton of damage spreadout. The extra tank provided from the borg space set made up for the lack of tanking Boff spots. I was able to scoot out of a fight and recharge my shields very quickly and get back into a fight.
I've already dropped the Tactical Kumari console and just run the cannon buddies and the tachyon shield melter because the 3 piece bonus isn't really helpful. But the two piece bonus is bananas.
Can you get more DPS by replacing the turret on the back with the Romulan Experimental Plasma Beam Array? I have not tried it but I am thinking about it.
I have never been a fan of mixing weapons types. At the same time the turret benifits from the CRF and CSV a beam would not. Also you miss out on being about to add the turret to your forward fire. I have however considered adding a torp to the back. Either the cluster mine torp or if it will go in the back the wide angle torp pretty sure thats a foward only torp.
Can you get more DPS by replacing the turret on the back with the Romulan Experimental Plasma Beam Array? I have not tried it but I am thinking about it.
Because of the beam's targeting angle (standard 250'), you would lose all of that slot's DPS while attacking with your cannons.
If anyone is interested I have 2 builds for both the Fleet excel and the Assualt refit that get very good DPS for cruisers. The Excel is based on a plasma build and single point DPS over AOE. With that I have gotton BOIII hits for 60k. The Assualt cruiser build uses spiral disrupters and a combination of FAW and BOs. Each setup nets about 6000 peak raw DPS.
Sorry about the mess guys just coming by to drop a post and spread a new idea.
Heckle away if you like
(Whistles as I work)
Posed this in the Bug report link:
"lol this TRIBBLE child of DHC's is really a beam boat lol hahahahahahahahahaha I love it
Think about it, you can have free DHC's on this ship with its set bonus and then you can chose beam skills like Befaw, BO, or targeting and never miss a beat. My oh my oh my i actually think I will buy this thing now since I am major beam captain and this thing will be fun specially with my "Inertial Denial" Build.
How unorthodox, how interesting, how fun it will be, finally escorts have no choice atm but to be Beam boat DHC hybrids. I wonder if I will be credited with this discovery as I have done so many times in the past or if people will simple restate my own thoughts as theirs."
Can you imagine the quixhotic builds that could come from this? the three console set. 1-2 Dhc's in the front 1 torp 2 beams cutting beam in the back with another beam. Then you use the Ships sets and it puts all the cannon skills into cd but Cannons skills do not affect beam skills, correct? Correct. Then you can use befaw, spread, BO, or Target Shield or something. No nead to have Cannon skills when you get a set of them for free so technically you will have more tac slots for free right? While everyone else has LT Com and Lt tac slots you will be default have two LT comms and an LT slot. How op is that? and with a standard Patrol escort tank defense my god my god my god the pain we will rain down on our enemies. Think people think. You don;t let technicalities steal your game. You refine it to the rules they are forcing on you. While the world is playing checkers then we will play chess and you have to sacrifice a pawn to get a king. When you are given something bitter you do not cry over it, you rise above it and make lemonade. I will re-post this in another andorian build section and lets see what we can come up with. Maybe i will be heckled, maybe i will be lauded. Players will say Escorts shouldn't have beams. Why not? I have been running a patrol escort with beams since i started the game and i kill more players then I die to. You can try it or not i don't really care, changing the way the game is played, that sounds the most interesting to me. We'll just call it Ozifacation.
Horatio Oz; Proud and only member of the KittyMomo Brigade. Meh, we are taking apps atm for membership MEow!
Thank you ladies and gents for your time... time to wake up, it's later then you think
I bet you would get more dps if you dropped that torpedo console and got another phaser console.
Why add 30% damage to 1 weapon when you can add it to 5?
Sound advice. I took it!! Just did a starbase fleet defense and had a crit wing overload hit for 160k I have not run the numbers yet but there is a moderate increase in overall DPS as a whole. Thank you.
Thanks Markusbarak for starting this thread - the Andorian Ship is a lot of fun but I think I've spent more time working on this ships load out than any other ship previously released!
I wanted to share some of what I've found as well to keep the conversation going.
Disclaimer - I've been waiting for this ship since seeing it in ST:ENT all those many moons ago so I'm a bit biased in loving its potential. I also typically fly w/ fleet groups that benefit from coordinated play on team speak, complimentary ships/classes helping each other, etc.
Initial Thoughts on the Andorian Ships:
I feel like this ship is most like being with two different girlfriends, in this case PVE and PVP - each are pulling you in different directions and you know if you focus on one you'll suffer, but not compared to as much suffering you'll face if you get caught.
Case in point - the Kumari class feels perfect for PVP with its 5 fore slots and 5 tactical slots, but the consoles themselves that are totally OP in PVE are (arguably) a joke in PVP. To the point where I?m considering not using any of the console pieces in PVP despite the two piece passive to ACC (I've already dropped the wing cannon platforms for PVP).
Another concern is that this ship isn't really designed for STO as it is today - in maximizing the pew pew up front you lose the ability (to a degree) of dishing out flack on all those dang fighter pets everyone is spawning. You also run the risk of getting eaten alive by all the plasma torps and of course getting restrained thanks to tractor beams and the such. So it appears to be perfect for PVP...but is it? TBD IMHO.
I did try the Andorian Phasers and I do like them, but at the end of the day I already had a great set of gear that boasted better stats so I haven't used them a whole lot.
This ship is great, but in my opinion it is TOTALLY a single mission profile type of ship.
I also feel like an engineering captain, maybe even more so than a tactical captain, could benefit from this ship because of their ability to throw out heals/resists like miracle worker and nadion inversion
Notes on the Character (Shelana):
Shelana is a science captain, but I originally went science more for running ground STFs. In space, I normally fly the MVAE just like a tactical captain would, albeit without the spike damage.
This particular character was created when I started playing over a year ago, so it's to my everlasting regret that I picked relatively horrible traits for an escort captain - Astrophysicist, Techie and Warp Theorist. Needless to say I'm waiting eagerly for re-trait tokens.
The skills on this character is in line w/ piloting an escort, although due to my PVP build I have nothing in Starship Projectile Weapon Specializations, which I'm sure impacts the DPS numbers from this PVE build. Reputation passives include the Omega Weapons Training and Superior Shield Repair; I have yet to do the Romulan Reputation system on this character.
PVE Build #1:
Andorian Kumari Escort
Fore:
x2 Phaser Dual Heavy Cannons Mk XII [ACC]x3
x2 Quantum Torpedo Launchers Mk XII [ACC]x3
x1 Andorian Phaser Wing Cannons [DMG]x4
Aft:
x2 Phaser Turret Mk XII [ACC] [CRTH] [Borg]
(Wasn't feeling the look and energy drain of the cutting beam even with the small chance of that two piece set bonus hitting)
Three piece Omega Space Set Mk XII
Three piece Andorian console set
Assimilated Module
Field Generator Mk XII VR
x3 Phaser Relay Mk XII VR
x2 Zero-Point Quantum Chamber Mk XII VR
I did three runs of Infected Space Elite today to see how this build faired. I actually pugged it (albeit with one to two fleeties along for the ride) so as to not gain all of the benefits...of...well...you know...not dying as much courtesy team play
I think the OP and I are using different combat parsers - I used the ACT combat parser w/ STO plug in. The screen shots are linked above (I'm @wmcarson).
PVE Build #2:
I plan on switching to the Charal class next to see if adding engineering abilities like emergency power to weapons will make up for the loss of the tactical console and the added survivability of chaining two EPS1 (for the resists) will keep me alive. If the build is actually viable and I dish out more DPS then the above I'll post it here to the forums.
Thanks STO for the fun ship! Again if I ended up getting more DPS out of here I'll definitely post and I'll also keep an eye out for any comments/questions/suggestions.
OK made some changes. Replaced the quantum console with another phaser console. I also replaced the Quantum itself with the Omega torp launcher. As you will see below the DPS jumped 2k at peak burst DPS average dps also went up A LOT. Also you will see that out of the 20 member group I accounted for 36% of ALL damage 39% when you add the HY plasma balls. This was tested in a Star Fleet defense.
So Markusbarak you got me curious - I went ahead and downloaded the STOICS and here are my numbers using the same build I posted above.
I guess my thing with combat parcers is (A) this are way to many different ways to read the numbers lol, we could be dealing the same DPS but because we're using different loggers it doesn't look like it, (B) that there are limited ways to measure a 'controlled' DPS.
Please don't take this the wrong way but I hard time reading to much into numbers gained form a 20-man fleet defense.
Everytime the mission is different
More players adding AOE DPS to the mis
The enemies are WAY weaker
There are way more 'choice' targets for AOE, etc.
Plus, how is the dead time out of combat calculated?
Heck if non-combat time is factored in you could be dealing higher DPS and not even know it. Lastly, most if not all of these programs ONLY log DPS if in 'range'. So for example in KA Space Elite the game doesnt log the DPS of the person on the other side of the map dealing with the probes.
QUESTION - Can you run an Infected Space Elite and post those numbers? My fleeties and I always use that map as a 'control mission' to determine DPS as its fast, contained in an area where the DPS parcer can pick up everyone on the team and for the most part the average DPS will be consistent. If you want a wingman feel free to pm me in game @wmcarson.
I would very much appreciate it; this isn't some attempt to call you out or call your numbers into question - rather I just want to field the best ship possible
My Numbers w/ ACT: 6157.42 averaged DPS w/ no deaths.
My Numbers w/ STOICS:
This is my first time using the program so even though i started and ended the log at the appropriate times who knows if i'm pulling the right info
This was infected. Ran close to 7k peak but averaged 6k. Dont forget to add my 2.8% for plasma torps which brings me to almost 30% nearly 8% more than the next guy who was also in a kumari. You are right the other map mission I posted is not good to use to see how much damage I did vs others. However the DPS fighting large numbers is accurate.
I was editing my post when you responded...i've added this
'I would very much appreciate it; this isn't some attempt to call you out or call your numbers into question - rather I just want to field the best ship possible '
Special thanks Markusbarak for running that infected... Solid numbers for sure proving that this ship is pretty BAMF!
Like I said I still have some work that needs to be done on my build...buttttt I'm actually enjoying it. It's been awhile since i've been challenged by something in this game ;P
Also, thanks for the tip on STOICS...I'm liking some of the charting ability it uses, especially on seeing my frequency of crits.
omega torp, three phaser DHC, kumari wing cannons
phaser turret, cutting beam
adapted maco set
wing cannon, borg console for eng consoles
the other two kumari consoles, two field gens in sci
four rare mkXI phaser consoles in tac
BOFFs
comm tac: tac team, cannon scatter volley, torpedo spread 3, attack pattern beta 3
ltcomm tac: torpedo spread 1, cannon scatter volley, attack pattern beta 2
sci lt: hazard emitter, transfer shield strength
eng lt: epts1, eptw2
eng ens: epts1
two tac team doffs, two brace for impact, and sensor scan doff (sci toon...:cool:)
OK I went a little crazy here bear with me. The shield proc and borg tractor beam really do not add a whole lot to the setup so I have been looking at other space set pieces I can toss in there. I experimented with a few and think I found the perfect one. The Romulan XII engine *not reman* provides a 26 point bonus to attack patterns.
APD I goes from:
Offence and resist 30 to 32%
APO I goes from:
15 to 16.3 offense
22.5 to 24.5 resist
157 to 170.7 on speed and turn
27 to 29.4 on defense
APA goes from:
49.8 to 54.2 damage
5 to 5.4 crit
49.8 to 54.3 crit severity
120 to 130.5 turn
This is a big difference IMO. With so much going to attack patterns I may play around with the bridge officers get the higher Attack patterns and run the numbers.
I have a Build very similar to the ones Posted here. But i have taken out all three Andorian Consoles and the Wing Cannon.
Now i can use all my Crit Consoles for my Antiproton Weapons (Assimilated Console, Zero Point) and EPS etc. With the Aggro reduce Console my Surviving is much easier in an STF. And the Damage is even Higher. Because of the better Power Transfer and the higher Crits.
Think about it. Test it and let me now your results.
Fore:
x2 Phaser Dual Heavy Cannons Mk XII [ACC]x3
x2 Quantum Torpedo Launchers Mk XII [ACC]x3
x1 Andorian Phaser Wing Cannons [DMG]x4
Aft:
x2 Phaser Turret Mk XII [ACC] [CRTH] [Borg]
(Wasn't feeling the look and energy drain of the cutting beam even with the small chance of that two piece set bonus hitting)
Three piece Omega Space Set Mk XII
Three piece Andorian console set
Assimilated Module
Field Generator Mk XII VR
x3 Phaser Relay Mk XII VR
x2 Zero-Point Quantum Chamber Mk XII VR
Hey, just a note on your build. and the low dps numbers as a result. With so many boff tac slots (hard to fill them all) you definitely do not need 2 tac team conn officer doffs. you alread have 2x TT1, actually filling the 3rd ensign tac slot is a challenge. If you chose to use torps, the projectile doffs are a no brainer, but I think with the limited engi slots two damage control doffs would serve you much better then the TT doffs. Damage control doffs reduce CD on your epts1 allowing to chain essentially 2xepts1 ensuring you shield power (and resist) stays up, making you more tanky.
Ive tested my own kumari with torps (single quantum no consoles, all energy weap consoles are usually better, why boost weapon when you can boost 4 dhcs +turrets etc) as such it was nice but I got more useability (pvp and pve) and surviveablilty out of all cannon build as ill detail below.
I will admit im not fully spec'd in projectiles on this toon, but in other tests with torp v cannon builds on toons that are, im still of the opinion that all cannons are more dps ( and more versality between pve and pvp) as with the right cannons, in my case mk xii acc crtdx2 (energy type i find irrelevant, procs dont kill people crits do) my cannon bolts can will and have crit'd on a regular occasion for the same as a torp might. and in general each BOLT can pump out the same damage as a Q torp may. freeing up skill tree points from projectiles into more stuff to keep you alive.
Build is as follows:
ComTac: TT1, BO2, APB2, APB3
LTCOm TAC: TT1, CRF1,CRF2
LTTAC: TT1, BO2 ( APO1, APO3) skills in brackets are for ease of switchin to ComTac for PVP
EnsignEngi: EPTS1
SCI: HE1, TSS"
Weapons:
5 fore DHC purple mk xii acc crtdx2 (we'll leave the accx3 to another thread =D) of whatever energy type
cutting beam + beam array
borg console, zero point, 3/4 leadership boffs human, neutro mk xi blue, rcs blue mk xii, mk xii blue field gen.
2piece borg, maco shield. 5x blue mk xii energy weap consoles(energy type of your choosing)
DOffs: 2x purple Damagecontrol doffs (EPTS CD reduction)
Warp Core Engi (or evasive doff depending on mood)
2x purple shield distro doffs (shield heal on BFI)
AS you can see above the 3rd ensign tac slot is wasted with a 3rd TT, even with a torp build this would be the case (2x thy2 in place of BO2) I run the TRIBBLE array simply to make use of the LT tac slots, and comes in handy actually in pvp where you're more likely to BO2 a target whizzing around behind you while manoeuvring to bring DHC in arc.
that being said a turret in the rear works fine also(leading to wasted 2x wasted lt tac slots admittedly) if you are determined to run a torp, wouldnt 2x crf1 and ty2&3 be better? or whatever variety of crf/csv v thy/tsv you chose.
If you like the safety of an apo option in stf to get out of borg tractors and avoid a plasma high torp to the face, (2x apb being preferable in pve in general imho) could easily run
2x TT1, 2x CRF1 (in BO2 positions above) APB2&3 on the ComTAc and APO1 on the LTCom.
Also from the rest of the build namely borg 2 piece, leadership boffs, damage control doffs, bfi doffs ( any heal is a heal) help with tanking on a ship with very limited heals. The andorian consoles take up spots that will cost you survivability on an already squish and heal lacking ship. Also omega set little use in stfs (no shields for glider) where a hull heal proc of borg 2 piece much more useful (plasma fires! oh no!)
The set up lends itself well to both my pve and pvp needs with little need to change stuff, bar switching my ComTac and LT Tac to run my 2x APO in PVP.
Screen shot below of DPS in an ISE i believe. before i started running the TRIBBLE array so turret in rear in this case. Screen is all inclusive ISE from start to finish not just a log of the Tac cube and gate.
Overall liking the Kumari, yes its a bit squish, but i like the challenge keeping it alive even in pvp, with a good healer on your back you'll rack up some big game.
Here is my build for anyone that wants to do insane DPS in a Charal:
Equipment:
MACO Mk XII Shields
Borg Mk XI Deflector + Engines (Will upgrade to Mk XII when I can)
Fore Weapons: 5x Disruptor Dual Heavy Cannons Mk XII [CrtD]x3
Aft Weapons: 1x Kinetic Cutting Beam; 1x Disruptor Turret Mk XII [CrtD]x3
Devices: Dmg Resist device (forgot name); Red Matter Capacitor
Engineering Consoles: Tachyokinetic Convertor; Zero Point; Assimilated; Mk XII purple Neutronium
Science Consoles: Mk XII purple field gen; Romulan Embassy Sci Console (-Threat, Hull Heal Proc, +Shield emitters)
Tactical Consoles: 3x Mk XII purple disruptor dmg console, 1x Mk XI blue disruptor dmg console (will upgrade when can)
Doffs: 3x purple Attack Pattern doffs; 2x purple shield distribution doffs
Boffs: 2x Blue Romulan Male Tactical Boffs (+2% crit each); 3x human (leadership x3)
Commander Tactical: TT1; CSV I; CRF II; AP:B III
Lt. Commander Tactical: TT1; CSV I; CRF II
Lt. Engineering: EPtS I; RSP I
Ensign Engineering: EPtSI
Lt. Universal (Used as Science): HE I; TSS II;
Skill build is pretty standard! Any questions, let me know!
____________________________________________________
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
I'm not how you guys run stf's without APO? You have plenty of tactical boff slots try out APO. I'm not sure if you guys heard but it also increases damage. Try this for a total cannon build:
I'm not how you guys run stf's without APO? You have plenty of tactical boff slots try out APO. I'm not sure if you guys heard but it also increases damage. Try this for a total cannon build:
TT1/CSV1/APO1/CRF3
TT1/CSV1/APO1
Kumari
TT1/CSV1/APO1/CRF3
TT1/CSV1/APO1
n/a/CRF1
Don't need it! And AP:B III with CRF2 is higher net damage. Also Attack Pattern doffs are guaraunteed cooldown reduction on attack patterns, whereas cannon doffs are a chance to proc, making it more random if you get CRF3 up all the time or not. Whereas I guarauntee to have AP:B III and CRF2 up all the time.
AP:O has a long CD and it won't be up all the time. Also it doesn't increase team damage like AP:B III does, as it reduces dmg resist on target. Don't need APO, and it reduces your damage in your above linked build. Ill use polarize hull if I NEED to eliminate a tractor, but usually I just use evasive manuevers if its a problem. More often though I dont care about the tractor.
____________________________________________________
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
Grinding Romulan rep, fighting Tholians, I find I need the release from tractors that it also provides. That's just me though. Others' mileage definitely varies.
Grinding Romulan rep, fighting Tholians, I find I need the release from tractors that it also provides. That's just me though. Others' mileage definitely varies.
Yeah, I guess I find that im mostly already facing the correct way when they tractor me (i.e. towards the enemy) and just keep right on fighting. What really annoys me as an escort are those spheres of shield screens. GRRRR! As a cruiser with FAW, those are nothing, but in an escort I'm rammed halfway through one screen before I know it and I have to baaaaack out slooooowly, shoot a node, and escape, meanwhile the thing that made it is already dead from my team mates. NO FUN!
____________________________________________________
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
Yeah, those are becoming a pain in the butt. Heh. I do at least appreciate how much easier it is to fly out of them after I get the nodes, as opposed to my other character who's in an assault cruiser. But yeah, I get annoyed with having to back out of those things.
Comments
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STOICS V8.2 GRAPH STATS
"Combatlog.Log"
13:02:21:16:33:59.3 SPACE PvE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GIVER] "Markus Barak"
[TYPE] !AllDamage
[SUBTYPE] !None
[RECEIVER] "!All"
RAW DAMAGE
MIN: 0
MAX: 21664
AVG: 1553
DPS: 5992 (8383peak)
NET DAMAGE
MIN: 0
MAX: 38628
AVG: 998
DPS: 3851 (5423peak)
RATE: 3.86 per sec
TARGET RESIST: 36%
EVENTS: 1821
<<Total Time: 7.87 Minutes>>
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
STOICS V8.2 PIECHART STATS
"Combatlog.Log"
13:02:21:16:33:59.3 SPACE PvE
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[GIVER] "!All!Players"
[TYPE] !AllDamage
[RECEIVER] !All
NET TOTAL DAMAGE
38.4% 1356460 Markus Barak
20.7% 729708 Danutz
18.4% 649264 Tarh Vue
10.4% 367249 Max
4.7% 165552 Jason
2.2% 79298 Danutz:Advanced Delta Flyer
2.0% 69994 Max:Danube Runabout
1.9% 67767 Danutz:Advanced Peregrine Fighter
0.9% 30072 Tarh Vue:Brigand Cruiser
0.4% 14370 Max:Plasma Energy Bolt
0.0% 134 Tarh Vue:Kolari
<<Total Time: 7.87 Minutes>>
Because of the beam's targeting angle (standard 250'), you would lose all of that slot's DPS while attacking with your cannons.
Why add 30% damage to 1 weapon when you can add it to 5?
Sorry about the mess guys just coming by to drop a post and spread a new idea.
Heckle away if you like
(Whistles as I work)
Posed this in the Bug report link:
"lol this TRIBBLE child of DHC's is really a beam boat lol hahahahahahahahahaha I love it
Think about it, you can have free DHC's on this ship with its set bonus and then you can chose beam skills like Befaw, BO, or targeting and never miss a beat. My oh my oh my i actually think I will buy this thing now since I am major beam captain and this thing will be fun specially with my "Inertial Denial" Build.
How unorthodox, how interesting, how fun it will be, finally escorts have no choice atm but to be Beam boat DHC hybrids. I wonder if I will be credited with this discovery as I have done so many times in the past or if people will simple restate my own thoughts as theirs."
Can you imagine the quixhotic builds that could come from this? the three console set. 1-2 Dhc's in the front 1 torp 2 beams cutting beam in the back with another beam. Then you use the Ships sets and it puts all the cannon skills into cd but Cannons skills do not affect beam skills, correct? Correct. Then you can use befaw, spread, BO, or Target Shield or something. No nead to have Cannon skills when you get a set of them for free so technically you will have more tac slots for free right? While everyone else has LT Com and Lt tac slots you will be default have two LT comms and an LT slot. How op is that? and with a standard Patrol escort tank defense my god my god my god the pain we will rain down on our enemies. Think people think. You don;t let technicalities steal your game. You refine it to the rules they are forcing on you. While the world is playing checkers then we will play chess and you have to sacrifice a pawn to get a king. When you are given something bitter you do not cry over it, you rise above it and make lemonade. I will re-post this in another andorian build section and lets see what we can come up with. Maybe i will be heckled, maybe i will be lauded. Players will say Escorts shouldn't have beams. Why not? I have been running a patrol escort with beams since i started the game and i kill more players then I die to. You can try it or not i don't really care, changing the way the game is played, that sounds the most interesting to me. We'll just call it Ozifacation.
Horatio Oz; Proud and only member of the KittyMomo Brigade. Meh, we are taking apps atm for membership MEow!
Thank you ladies and gents for your time... time to wake up, it's later then you think
Sound advice. I took it!! Just did a starbase fleet defense and had a crit wing overload hit for 160k I have not run the numbers yet but there is a moderate increase in overall DPS as a whole. Thank you.
I wanted to share some of what I've found as well to keep the conversation going.
Disclaimer - I've been waiting for this ship since seeing it in ST:ENT all those many moons ago so I'm a bit biased in loving its potential. I also typically fly w/ fleet groups that benefit from coordinated play on team speak, complimentary ships/classes helping each other, etc.
Initial Thoughts on the Andorian Ships:
I feel like this ship is most like being with two different girlfriends, in this case PVE and PVP - each are pulling you in different directions and you know if you focus on one you'll suffer, but not compared to as much suffering you'll face if you get caught.
Case in point - the Kumari class feels perfect for PVP with its 5 fore slots and 5 tactical slots, but the consoles themselves that are totally OP in PVE are (arguably) a joke in PVP. To the point where I?m considering not using any of the console pieces in PVP despite the two piece passive to ACC (I've already dropped the wing cannon platforms for PVP).
Another concern is that this ship isn't really designed for STO as it is today - in maximizing the pew pew up front you lose the ability (to a degree) of dishing out flack on all those dang fighter pets everyone is spawning. You also run the risk of getting eaten alive by all the plasma torps and of course getting restrained thanks to tractor beams and the such. So it appears to be perfect for PVP...but is it? TBD IMHO.
I did try the Andorian Phasers and I do like them, but at the end of the day I already had a great set of gear that boasted better stats so I haven't used them a whole lot.
This ship is great, but in my opinion it is TOTALLY a single mission profile type of ship.
I also feel like an engineering captain, maybe even more so than a tactical captain, could benefit from this ship because of their ability to throw out heals/resists like miracle worker and nadion inversion
Notes on the Character (Shelana):
Shelana is a science captain, but I originally went science more for running ground STFs. In space, I normally fly the MVAE just like a tactical captain would, albeit without the spike damage.
This particular character was created when I started playing over a year ago, so it's to my everlasting regret that I picked relatively horrible traits for an escort captain - Astrophysicist, Techie and Warp Theorist. Needless to say I'm waiting eagerly for re-trait tokens.
The skills on this character is in line w/ piloting an escort, although due to my PVP build I have nothing in Starship Projectile Weapon Specializations, which I'm sure impacts the DPS numbers from this PVE build. Reputation passives include the Omega Weapons Training and Superior Shield Repair; I have yet to do the Romulan Reputation system on this character.
PVE Build #1:
Andorian Kumari Escort
Fore:
x2 Phaser Dual Heavy Cannons Mk XII [ACC]x3
x2 Quantum Torpedo Launchers Mk XII [ACC]x3
x1 Andorian Phaser Wing Cannons [DMG]x4
Aft:
x2 Phaser Turret Mk XII [ACC] [CRTH] [Borg]
(Wasn't feeling the look and energy drain of the cutting beam even with the small chance of that two piece set bonus hitting)
Three piece Omega Space Set Mk XII
Three piece Andorian console set
Assimilated Module
Field Generator Mk XII VR
x3 Phaser Relay Mk XII VR
x2 Zero-Point Quantum Chamber Mk XII VR
DOFS - Active Space:
x3 Projectile Weapons Officers
x2 Conn Officers (Tac Team)
BOF Layout:
CMD Tac: TT1-CSV1-TS3-APB3
LC Tac: TT1-CSV1-APO1
LT Tac: TS1-APB1
LT Sci (Universal): PH1-HE1
EN Eng: EPS1
Results:
I did three runs of Infected Space Elite today to see how this build faired. I actually pugged it (albeit with one to two fleeties along for the ride) so as to not gain all of the benefits...of...well...you know...not dying as much courtesy team play
The first run averaged 5,079 DPS w/ no deaths
The second run averaged was 4,753 DPS w/ one death
The third run average 4,650 DPS w/ a whopping thee deaths
I think the OP and I are using different combat parsers - I used the ACT combat parser w/ STO plug in. The screen shots are linked above (I'm @wmcarson).
PVE Build #2:
I plan on switching to the Charal class next to see if adding engineering abilities like emergency power to weapons will make up for the loss of the tactical console and the added survivability of chaining two EPS1 (for the resists) will keep me alive. If the build is actually viable and I dish out more DPS then the above I'll post it here to the forums.
Thanks STO for the fun ship! Again if I ended up getting more DPS out of here I'll definitely post and I'll also keep an eye out for any comments/questions/suggestions.
10k DPS!!!!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STOICS V8.2 GRAPH STATS
"Combatlog.Log"
13:02:23:16:09:02.9 SPACE PvE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GIVER] "Markus Barak"
[TYPE] !All&Minions
[SUBTYPE] !None
[RECEIVER] "!All"
RAW DAMAGE
MIN: 0
MAX: 67757
AVG: 1515
DPS: 7429 (10505peak)
NET DAMAGE
MIN: 0
MAX: 56972
AVG: 842
DPS: 4130 (5855peak)
RATE: 4.90 per sec
TARGET RESIST: 44%
EVENTS: 5927
<<Total Time: 20.15 Minutes>>
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
STOICS V8.2 PIECHART STATS
"Combatlog.Log"
13:02:23:16:09:02.9 SPACE PvE
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[GIVER] "!All!Players"
[TYPE] !AllDamage
[RECEIVER] !All
NET TOTAL DAMAGE
36.5% 3960461 Markus Barak
9.6% 1045723 Vishala
8.5% 917929 Yranis
6.0% 656370 Wraith
4.9% 533701 Thoradin
4.5% 484750 Syriusz
3.7% 397628 Allen- Golden
2.7% 296352 Markus Barak:Plasma Energy Bolt
2.6% 284886 Romot
2.6% 279625 ColdStu
2.6% 279040 tom marsh
1.8% 194693 Damrai
1.8% 192092 Radec
1.7% 186603 Astaria Dodfurstinna
1.2% 133457 Meow
1.2% 127810 Morgan
0.8% 91629 Slippyfish
0.8% 84641 Slippyfish:Balaur Dreadnought
0.8% 83380 Radec:Typhoon Class Battleship
0.8% 82119 tom marsh:Hvy Tricobalt Device II
0.6% 61833 Damrai:Balaur Dreadnought
0.5% 59016 T'Luk
0.5% 58636 Allen- Golden:Danube Runabout
0.5% 56013 Leo
0.4% 45130 Wraith:Destiny Class Science Vessel
0.4% 42611 Amber
0.3% 33822 Vishala:Peregrine Fighter
0.3% 31759 Ho'peck Morentok:Tuatara Cruiser
0.2% 26992 Damrai:Zilant Battleship
0.2% 23921 Damrai:Advanced Delta Flyer
0.2% 18428 Ho'peck Morentok
0.2% 17458 tom marsh:Scorpion Fighter
0.1% 13540 Slippyfish:Phalanx Science Vessel
0.1% 13439 Morgan:Zilant Battleship
0.1% 12621 Morgan:Jem'Hadar Fighter
0.1% 12174 Markus Barak:Federation Frigate
0.1% 7712 Thoradin:U.S.S. DeathStar
0.0% 5056 Slippyfish:Balaur Siege Dreadnought
0.0% 4467 Ho'peck Morentok:Zilant Battleship
0.0% 1937 Damrai:Tuatara Cruiser
0.0% 755 tom marsh:Tricobalt Device
0.0% 662 Ho'peck Morentok:Vishap Frigate
<<Total Time: 20.15 Minutes>>
I guess my thing with combat parcers is (A) this are way to many different ways to read the numbers lol, we could be dealing the same DPS but because we're using different loggers it doesn't look like it, (B) that there are limited ways to measure a 'controlled' DPS.
Please don't take this the wrong way but I hard time reading to much into numbers gained form a 20-man fleet defense.
Heck if non-combat time is factored in you could be dealing higher DPS and not even know it. Lastly, most if not all of these programs ONLY log DPS if in 'range'. So for example in KA Space Elite the game doesnt log the DPS of the person on the other side of the map dealing with the probes.
QUESTION - Can you run an Infected Space Elite and post those numbers? My fleeties and I always use that map as a 'control mission' to determine DPS as its fast, contained in an area where the DPS parcer can pick up everyone on the team and for the most part the average DPS will be consistent. If you want a wingman feel free to pm me in game @wmcarson.
I would very much appreciate it; this isn't some attempt to call you out or call your numbers into question - rather I just want to field the best ship possible
My Numbers w/ ACT: 6157.42 averaged DPS w/ no deaths.
My Numbers w/ STOICS:
This is my first time using the program so even though i started and ended the log at the appropriate times who knows if i'm pulling the right info
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STOICS V8.2 GRAPH STATS
"Combatlog.Log"
13:02:23:21:31:06.2 SPACE PvE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GIVER] "Shelana"
[TYPE] !AllDamage
[SUBTYPE] !None
[RECEIVER] "!All"
RAW DAMAGE
MIN: 0
MAX: 13233
AVG: 1210
DPS: 3510 (4690peak)
NET DAMAGE
MIN: 0
MAX: 25734
AVG: 1705
DPS: 4943 (6604peak)
RATE: 2.90 per sec
TARGET RESIST: 0%
EVENTS: 1537
<<Total Time: 8.83 Minutes>>
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
STOICS V8.2 PIECHART STATS
"Combatlog.Log"
13:02:23:21:31:06.2 SPACE PvE
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[GIVER] "!All!Players"
[TYPE] !AllDamage
[RECEIVER] !All
NET TOTAL DAMAGE
23.9% 1727566 Bradley
22.6% 1632527 Shelana
22.2% 1608018 S'tarek
15.8% 1145208 Robert Roth
12.5% 905972 Dustmop
1.4% 103718 Shelana:Dervish Class Escort
0.5% 33429 Bradley:D'deridex Battleship
0.3% 19115 Robert Roth:U.S.S. Bismarck
0.2% 17339 S'tarek:Nanite Sphere
0.2% 16859 Dustmop:U.S.S. Burgh
0.1% 7880 Shelana:Majestic Class Battleship
0.1% 5852 Shelana:Trident Class Science Vessel
0.1% 5815 Dustmop:Tactical Cube
0.1% 3847 Shelana:Polaris Class Science Vessel
0.0% 1401 Shelana:Gryphon Class Escort
<<Total Time: 8.83 Minutes>>
PS don't blame me for the auto emotes in these numbers lol
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STOICS V8.2 GRAPH STATS
"Combatlog.Log"
13:02:23:19:19:56.5 SPACE PvE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GIVER] "Markus Barak"
[TYPE] !All&Minions
[SUBTYPE] !None
[RECEIVER] "!All"
RAW DAMAGE
MIN: 68
MAX: 40763
AVG: 1183
DPS: 6123 (7124peak)
NET DAMAGE
MIN: 13
MAX: 52881
AVG: 1234
DPS: 6382 (7447peak)
RATE: 5.17 per sec
TARGET RESIST: 0%
EVENTS: 2535
<<Total Time: 8.17 Minutes>>
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
STOICS V8.2 PIECHART STATS
"Combatlog.Log"
13:02:23:19:19:56.5 SPACE PvE
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[GIVER] "!All!Players"
[TYPE] !AllDamage
[RECEIVER] !All
NET TOTAL DAMAGE
27.0% 2830747 Markus Barak
22.2% 2323192 Thanatos
16.1% 1685942 DeltaBrv
15.4% 1615235 Qaylan Furlong
10.0% 1050369 Baron Von Kirkleton
4.0% 420194 DeltaBrv:Elite Scorpion Fighter
2.8% 295634 Markus Barak:Plasma Energy Bolt
1.6% 166487 DeltaBrv:Plasma Energy Bolt
0.9% 94870 Baron Von Kirkleton:Federation Frigate
<<Total Time: 8.17 Minutes>>
I was editing my post when you responded...i've added this
'I would very much appreciate it; this isn't some attempt to call you out or call your numbers into question - rather I just want to field the best ship possible '
So in short, thanks for your help
Like I said I still have some work that needs to be done on my build...buttttt I'm actually enjoying it. It's been awhile since i've been challenged by something in this game ;P
Also, thanks for the tip on STOICS...I'm liking some of the charting ability it uses, especially on seeing my frequency of crits.
omega torp, three phaser DHC, kumari wing cannons
phaser turret, cutting beam
adapted maco set
wing cannon, borg console for eng consoles
the other two kumari consoles, two field gens in sci
four rare mkXI phaser consoles in tac
BOFFs
comm tac: tac team, cannon scatter volley, torpedo spread 3, attack pattern beta 3
ltcomm tac: torpedo spread 1, cannon scatter volley, attack pattern beta 2
sci lt: hazard emitter, transfer shield strength
eng lt: epts1, eptw2
eng ens: epts1
two tac team doffs, two brace for impact, and sensor scan doff (sci toon...:cool:)
Setup works great for PvE!
APD I goes from:
Offence and resist 30 to 32%
APO I goes from:
15 to 16.3 offense
22.5 to 24.5 resist
157 to 170.7 on speed and turn
27 to 29.4 on defense
APA goes from:
49.8 to 54.2 damage
5 to 5.4 crit
49.8 to 54.3 crit severity
120 to 130.5 turn
This is a big difference IMO. With so much going to attack patterns I may play around with the bridge officers get the higher Attack patterns and run the numbers.
Now i can use all my Crit Consoles for my Antiproton Weapons (Assimilated Console, Zero Point) and EPS etc. With the Aggro reduce Console my Surviving is much easier in an STF. And the Damage is even Higher. Because of the better Power Transfer and the higher Crits.
Think about it. Test it and let me now your results.
Hey, just a note on your build. and the low dps numbers as a result. With so many boff tac slots (hard to fill them all) you definitely do not need 2 tac team conn officer doffs. you alread have 2x TT1, actually filling the 3rd ensign tac slot is a challenge. If you chose to use torps, the projectile doffs are a no brainer, but I think with the limited engi slots two damage control doffs would serve you much better then the TT doffs. Damage control doffs reduce CD on your epts1 allowing to chain essentially 2xepts1 ensuring you shield power (and resist) stays up, making you more tanky.
Ive tested my own kumari with torps (single quantum no consoles, all energy weap consoles are usually better, why boost weapon when you can boost 4 dhcs +turrets etc) as such it was nice but I got more useability (pvp and pve) and surviveablilty out of all cannon build as ill detail below.
I will admit im not fully spec'd in projectiles on this toon, but in other tests with torp v cannon builds on toons that are, im still of the opinion that all cannons are more dps ( and more versality between pve and pvp) as with the right cannons, in my case mk xii acc crtdx2 (energy type i find irrelevant, procs dont kill people crits do) my cannon bolts can will and have crit'd on a regular occasion for the same as a torp might. and in general each BOLT can pump out the same damage as a Q torp may. freeing up skill tree points from projectiles into more stuff to keep you alive.
Build is as follows:
ComTac: TT1, BO2, APB2, APB3
LTCOm TAC: TT1, CRF1,CRF2
LTTAC: TT1, BO2 ( APO1, APO3) skills in brackets are for ease of switchin to ComTac for PVP
EnsignEngi: EPTS1
SCI: HE1, TSS"
Weapons:
5 fore DHC purple mk xii acc crtdx2 (we'll leave the accx3 to another thread =D) of whatever energy type
cutting beam + beam array
borg console, zero point, 3/4 leadership boffs human, neutro mk xi blue, rcs blue mk xii, mk xii blue field gen.
2piece borg, maco shield. 5x blue mk xii energy weap consoles(energy type of your choosing)
DOffs: 2x purple Damagecontrol doffs (EPTS CD reduction)
Warp Core Engi (or evasive doff depending on mood)
2x purple shield distro doffs (shield heal on BFI)
AS you can see above the 3rd ensign tac slot is wasted with a 3rd TT, even with a torp build this would be the case (2x thy2 in place of BO2) I run the TRIBBLE array simply to make use of the LT tac slots, and comes in handy actually in pvp where you're more likely to BO2 a target whizzing around behind you while manoeuvring to bring DHC in arc.
that being said a turret in the rear works fine also(leading to wasted 2x wasted lt tac slots admittedly) if you are determined to run a torp, wouldnt 2x crf1 and ty2&3 be better? or whatever variety of crf/csv v thy/tsv you chose.
If you like the safety of an apo option in stf to get out of borg tractors and avoid a plasma high torp to the face, (2x apb being preferable in pve in general imho) could easily run
2x TT1, 2x CRF1 (in BO2 positions above) APB2&3 on the ComTAc and APO1 on the LTCom.
Also from the rest of the build namely borg 2 piece, leadership boffs, damage control doffs, bfi doffs ( any heal is a heal) help with tanking on a ship with very limited heals. The andorian consoles take up spots that will cost you survivability on an already squish and heal lacking ship. Also omega set little use in stfs (no shields for glider) where a hull heal proc of borg 2 piece much more useful (plasma fires! oh no!)
The set up lends itself well to both my pve and pvp needs with little need to change stuff, bar switching my ComTac and LT Tac to run my 2x APO in PVP.
Screen shot below of DPS in an ISE i believe. before i started running the TRIBBLE array so turret in rear in this case. Screen is all inclusive ISE from start to finish not just a log of the Tac cube and gate.
http://i.imgur.com/xATvwMN.png
Overall liking the Kumari, yes its a bit squish, but i like the challenge keeping it alive even in pvp, with a good healer on your back you'll rack up some big game.
www.elitedefensestarfleet.com
/channel_join PublicEliteSTF
PublicEliteSTF Channel Info: bit.ly/PublicEliteSTFV2
WE WANT A KDF BOP 3 PACK!!
Equipment:
MACO Mk XII Shields
Borg Mk XI Deflector + Engines (Will upgrade to Mk XII when I can)
Fore Weapons: 5x Disruptor Dual Heavy Cannons Mk XII [CrtD]x3
Aft Weapons: 1x Kinetic Cutting Beam; 1x Disruptor Turret Mk XII [CrtD]x3
Devices: Dmg Resist device (forgot name); Red Matter Capacitor
Engineering Consoles: Tachyokinetic Convertor; Zero Point; Assimilated; Mk XII purple Neutronium
Science Consoles: Mk XII purple field gen; Romulan Embassy Sci Console (-Threat, Hull Heal Proc, +Shield emitters)
Tactical Consoles: 3x Mk XII purple disruptor dmg console, 1x Mk XI blue disruptor dmg console (will upgrade when can)
Doffs: 3x purple Attack Pattern doffs; 2x purple shield distribution doffs
Boffs: 2x Blue Romulan Male Tactical Boffs (+2% crit each); 3x human (leadership x3)
Commander Tactical: TT1; CSV I; CRF II; AP:B III
Lt. Commander Tactical: TT1; CSV I; CRF II
Lt. Engineering: EPtS I; RSP I
Ensign Engineering: EPtSI
Lt. Universal (Used as Science): HE I; TSS II;
Skill build is pretty standard! Any questions, let me know!
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
TT1/CSV1/APO1/CRF3
TT1/CSV1/APO1
Kumari
TT1/CSV1/APO1/CRF3
TT1/CSV1/APO1
n/a/CRF1
Don't need it! And AP:B III with CRF2 is higher net damage. Also Attack Pattern doffs are guaraunteed cooldown reduction on attack patterns, whereas cannon doffs are a chance to proc, making it more random if you get CRF3 up all the time or not. Whereas I guarauntee to have AP:B III and CRF2 up all the time.
AP:O has a long CD and it won't be up all the time. Also it doesn't increase team damage like AP:B III does, as it reduces dmg resist on target. Don't need APO, and it reduces your damage in your above linked build. Ill use polarize hull if I NEED to eliminate a tractor, but usually I just use evasive manuevers if its a problem. More often though I dont care about the tractor.
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
www.elitedefensestarfleet.com
/channel_join PublicEliteSTF
PublicEliteSTF Channel Info: bit.ly/PublicEliteSTFV2
WE WANT A KDF BOP 3 PACK!!
Grinding Romulan rep, fighting Tholians, I find I need the release from tractors that it also provides. That's just me though. Others' mileage definitely varies.
Yeah, I guess I find that im mostly already facing the correct way when they tractor me (i.e. towards the enemy) and just keep right on fighting. What really annoys me as an escort are those spheres of shield screens. GRRRR! As a cruiser with FAW, those are nothing, but in an escort I'm rammed halfway through one screen before I know it and I have to baaaaack out slooooowly, shoot a node, and escape, meanwhile the thing that made it is already dead from my team mates. NO FUN!
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.