I'm new and don't even have it yet so be nice. 8)
This is my current proposition:
ship setupConsoles
Boffs:
All with Efficient for max Warp core efficiency.
Personal Passives:
Efficient Captain, Techie, Warp Theorist, Astrophysicist
Carrier pets:
Either 12x Advanced Caitan or
6x Advanced Caitian + 6x Ultra rare scorpions fighters.
Omega/Romulan bonus skills:
Omega:
Medical Nanites/Hull Repairing Nanites/Rotating Weapon Frequencies/Omega Graviton Amplifier/Medical Nanite Cloud
Romulan:
Enhanced Personal Shield/Enhanced Shield System/Reactive Shielding/Emergency Secondary Shielding/Quantum Singularity Manipulation
I would be equiping it with:
Borg & assimilated borg set
Romulan Singularity harness
Hargh'peng Torpedo launcher
Consoles:
Transwarp computer
Theta radiation Vents
Tachyokinetic Converter
Subspace Jumper
Nadeon Detonator
Isometric Charge
Ionized Gase Sensor
Front Weapons:
Borg plamsa torp
Hargh'peng torp
Romulan singularity torp
Back end:
Roman singularity beam array
Kinetic cutter
TRIBBLE? Temporal Disruption device or Breen transphasic torpedo launcher?
Space Doffs:
Medic Alternative +200% crew repair raite below 75%
Nurse Alternative +x%? Crew repair rate below 75%(if not as much as medic or enough to be useful a Research lab Scientist!)
Quartermaster Alternative +100% battery time reduction.(I'm assuming this will work on the red matter capacitor. I'm hoping it is a constant reduction. if not more than normal use.)
Gravimetric Scientist
Deflector Officer Scientist
Energy layout:
I think I would keep constant 125 shields, Then whatever Aux I can get and the rest for weapons. I would have the least energy points in engines and rely on the high turn rate bonuses from the sets etc.
I was thinking for the last rear of putting in the Ferengai mine dropper or something(I think the Temporal disruption device will do!). And maybe replacing one of the consoles with the Ferngai set one for the mine damage. Not sure which one.
If they ever make a retrofit Atrox I'll add the whole Ferengai set for fun. Or if I get the dreadnaught instead. The Breen Transphasic Cluster torpedo also looks very interesting. I change my mind. If they ever make an atrox with 10 slots and 8 weapons I'd do the missle launcher and console from the Ferengai set and the Breen launcher and Temporal disruption device in the back!
I was hoping to use the hargh'peng to draw clusters of torpedoes as a single target etc to make sure it hurts more. And playing with torp stuff and my little adv caitan ships to take down sheilds.
I'm not sure how much I should put into the skills for energy weapons though. I can take out the points energy weapons all together to max out the resistance hull plating skill. Or should I save it for the cutter and Romulan beam array?
Comments
You might also want to consider the fact that the Atrox, as a carrier, turns like an ice berg so you need to think about what you have as front-firing weapons/powers v. broadside weapons. In practice I've found that torpedoes on an Atrox are a dicey proposition and best used for an effect that you can get in on approach: harg'peng's aren't bad for that and don't use the Tac torpedo buffs.
With your proposed Shields > Aux > Weapons > Engines priorities you could, potentially, shield tank reasonably well and do well in a support role if you pick your powers correctly but your DPS will be quite low. In a team situation this isn't a bad thing but for any soloing fights will take a very long time.
i think i read somewhere that efficient has a stacking limit, so it may not be a good idea to waste so much EC on boffs you may not even get an effect out of
EDIT: oh, and the Nadeon Detonator only modifies standard torpedos, which you don't have any of, unless that hargh'peng counts as standard
#LegalizeAwoo
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"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
From what I've seen beams are the only way to go on this beast along with whatever 360 degree sci powers take your fancy
The high shield cap means you should be able to let at least some power into weapons
Not to insult you or anything but why the atrox just wondering
Also pets... Fed side there is only one way to go ultra rare scorpions nasty little buggars
Just my two cents
It looks like you have tried to shove as many of the "Pay to Win" consoles and sets on this thing as possible without any real synergy to it. If you are aiming for a defensive or "tanky" build, you should drop some of the special consoles and put on some good old fashioned Neutronium Armor and a couple of Field Generators. You have a number of consoles on here which will be all but useless to you:
Theta radiation Vents - You have nowhere near the mobility to make use of this, drop it
Ionized Gase Sensor - This might have some use if alot of the endgame content used cloaking devices, but unless you PvP, you will never use this. And if you PvP in this ship, you will die. Alot.
Transwarp computer - This is so not worth a console slot. Keep it in your inventory and swap it out for another console if you need to use it (or just get 4 ranks in diplomacy and you will be almost there).
Nadeon Detonator - I'm not sure this console works with all the special torps you have on here. I'm sure it won't with some of them.
For weapons, I think you are going to find this takes a very long time to actually get your enemies shields down to where the torpedoes are useful. To make this worse, things like the Romulan Hyper Plasma Torpedo Launcher have an area effect (2Km or so) that will get you and your fighters if they are close to your target. I'd strongly consider dropping most of the torpedoes and using beam arrays. Perhaps go with Plasma Beam Arrays and keep the Romulan Singulaity Harness set? Add a couple of Plasma Infusers and you might be able to make some decent DPS (Especially with Scorpion fighters and a couple of the Romulan Embassy Plasma consoles). As it is, I think you will find your lack of manuverabilty and lack of things capable of dropping an opponent's shields will make this ship very frustrating to fly.
Kyra, Chancellor, House of Calhoun
Keira, United Federation Starfleet (www.ufstarfleet.org)
Civil Anarchy Guild Leader
This has +13.xx base crit bonus from items(Anyone think with specilization it wil hit 20 or 25% chance for torps with the base?). bonuses for hits bypassing the sheilds etc. then wait till I can drop the sheilds itself and drop them completely while holding or something. Kind of a stealth hunter. The lasers were for side/rear defense. I'll try it out. I was hoping I got enough procs to make it usefull and kind of fun to try to take someone down with.
I'll look into the plasmas. I think one of them can use the procs. I've looked but I can't remember. If anything it gives me options. I Know the back one can use it IIRC so it can also be for defense. I think thinking all around abilities. Not expecting to always get the plasma stuff off. That's more for final kills or sneak attacks. Plus they are nice and spammy.
And I kept atleast half ADV caitian fighters because of it's procs. I was hoping to combine them to help make stuff easier to kill.
theta radiatio is purely for if I"m being rear ended. I put a mix of things to slow and hurt if they got my rear. Hence the Transport ability also. Then I can warp behind and hurt them.
And I need all the listed Efficiency to get 125 sheilds and get the bonus buff to defence types. If that doesn't work I'll need to rework it. It's like 125.65 or something if I found the information to calculate it correctly.
I should have 125(100) sheilds, 93(50) aux, 68.xx(25) weapons/engines. And atleast 15.xx base crit with just over or under 100% crit severity. The crit chance will go up with whatever else the Specialization adds which I'm very curious about. I'm assuming the main crit window doesn't show it because it is not blanket to all attacks.
For an Atrox I would suggest either focusing on speccing towards 'zone control'(grav well, tractor/repulsor beams, etc.) or healing/buffing others. It can work decently for a boss lockdown ship as well, but keeping and managing your distance is very important when you're that big and cumbersome.
Either the borg or romulan weapon set can work nicely on it(romulan being the better of the two due to the beam array and persistant tracking nature of the torps), but I suggest only trying to fit one of them, not both.
Console-wise, K.eep I.t S.imple, S.tupid. Resistance plates for engineering, shield regen(science ships have an innately high cap)/skill boosting science console.
Power-wise, I would advise priority to AUX over anything else. Emergency power to shields will power your shields while providing a great boost to the many science skills you'll be using. If you really want an 'attack mode', there's always aux2bat.
For consoles, at least Mk XI Blue.
Eng Consoles: Borg Console + 2 Neutronium Alloy
Sci Consoles: Either Field Generators -or- Flow Capacitors (maybe -/+ threat)
Tac Consoles: Tetryon Pulse Generators
Weapons
Fore: 3x Polarized Tetryon Beam Array (from New Link mission)
Rear: 2x Polarized Tetryon Beam Array + Kinetic Cutting Beam.
I recommend no torps. The Atrox only has 3/3 weapon slots and can deal more damage broadside with these beams than forward weapons, especially considering turn rate.
You might say, derp! Mk XI blue weapons from a mission? Well, they actually do more than the fleet versions, if you count shield damage. Polarized Tetryon weapons have 4x the proc rate of other tetryon weapons. I get ~700 shield damage per facing shield when it procs. That ends up being a bit under 3k shield damage total at a 10% rate x 5 weapons. The kinetic cutting beam helps vs hull, plus the bonus from the 2 part set with the borg console is very nice.
I suggest Omega space set. I know, it's not the best for tanking, but it does have Tetryon Glider from the 2 part of the set. Also, energy wake supposedly increases your turn rate when you are hit with energy weapons. Tetryon glider adds extra shield damage. It adds between 50-100 something extra -per hit- with energy weapons.
The Atrox has an awesome bonus to it, Advanced Stalker Fighters! They use tetryon, which helps with shield damage, but they also have Antiproton Sweep, which is an AoE that reduces enemy shields.
Here's the neat thing. Flow Capacitors! They increase the shield damage bonus from the Tetryon proc. They also increase the amount of shield damage bonus from the Omega set. It also increases the power of things like Energy Siphon, which is nice to increase your power levels -and- of course, Tachyon Beam and Subsystem Targeting drain.
The Atrox is uniquely set up for massive shield neutralization. It may not sound glorious, but when Tac Cubes lose shields in a matter of seconds, it helps -everyone- there do a lot more damage. Comparing the DPS from the Polarized Tetryon beams to Fleet ones, the Fleet version was ~10% more dps. Having 4x the shield proc more than pays off imo.
You may only be getting in the lower 700 dps ranges for the beam's direct damage, but it is very noticeable to the group when enemy ships have no shields after a matter of seconds.
I know your goal was some sort of torp build, but it really does not work well, especially with 3 weapon slots. I tried all sorts of combinations with cruisers(4 slots) and torps, but it never paid off. The goal of having crazy shield power and being a super tank still needs some work I'm afraid. Just keep a Reverse Shield Polarity/Tac Team ready in case you get overwhelmed. That should buy you the time to switch to shield power and use Evasive maneuvers to zoom zoom away. This build works quite well in Hive. This setup has proved capable of doing the other roles in STF missions too. Adv Stalker Fighters add a nice bit of damage, even if your ship itself isn't the highest around, the total is enough.
Flow capacitor rating does not effect subsystem targeting in any way
How do you know the one procs more than another?
Nvm. I saw it has 10% instead of 2.5%
it should; it's supposed to increase the amount drained from the targeted system
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
If you think 12 Advanced Stalkers spamming Antiproton Sweep is laughable, you haven't been doing it right. As for flow capacitors effecting subsystem targeting, it does. It increases the drain to subsystem power. For shield subsystems that means decreased regeneration rate. -49 to the power level from Subsystem Targeting 1 (built in to Sci Vessels) is not bad, but level 3 subsystem targeting is noticeable. It does -not- increase the duration of a subsystem disable, that would be Subspace Decompiler, but I didn't say it did. Wrong on 2 counts there.
That, and if you're torp-boating it, you'd want 3x purple projectile DOffs to keep your torp(s) at/near global cooldown at all times, which eats up most of your crew protections.
Therefore, my thoughts:
Fore - Rommie Experimental Array, Plasma DBB, Rommie plasma fore, KCB, Omega torp & either a stock plasma array or a plasma turret aft.
Putting the Omega launcher on the tail means that you'll tend to recharge the magazine so that if someone sneaks up on your backside they'll eat a few torps from the magazine then get out of range/arc letting the torps refill completely before the next victim gets on your tail...
Chained EPtS I (2 copies) should keep shield power 100+ with a 50 baseline, freeing power for other areas, you could run 75/50/25/50 at a minimum, yeah, this means no 125 weapons, but you want aux for fighter cooldown and science abilities...
Console wise, I'd recommend a neutronium (16%-ish reduction to all damages) and a couple of RCS consoles, and slip the zero point, assimilated, and maybe the lobi store chroniton consoles in - I have 2x RCS and the chroniton set's lobi console in a science slot on my recluse and it finally turns at a decent clip... The rest are superfluous - subspace jumper might be the only other console I'd slot, but even then, are you gonna have enough forward arc only weapons that necessitates the ability to jump on a guys tail?
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Efficiency, no matter how many BO/Cap you have with the trait, has no bearing on any power level set above 70. In other words, it won't really help you get 125 Shields, at least not directly...
For exact calculations of power, check out my Ship's Power Calculator, linked in my signature.
As for the Atrox, I don't have one, but have considered getting it for one of my Alts. The research I have performed on it would agree with what most have posted in this thread: It's best as a beam boat, and you're going to want some armor/shield consoles, both due to it's poor turn rate. Also, Scorp Fighters are apparently the best possible for Feds.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
have you tested it recently, though?
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
What makes you think there were any changes? Have you a link/source for your info?
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
there aren't always notes; the devs are notorious for slipping in stealth changes, or accidentally changing something they didn't intend to change, but if you've tested it and it works, i believe you
love that power calculator by the way, very handy
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Thanks!
:cool:
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
In fact I'll put what I did to figure my stats out. People can tell me if I did that correctly.
Shields:
+5 Atrox
+5 Borg Shield
+1.8 Assimilated Module?
+5.45 109 W.C.Potency (These skills are the points value /20)
+8.4 Shield perfomance (these skills are the points value /10)
25.65 Shields at 100 settings
For reference Efficiency is points /6 at 25 and /12 at 50 Scaling backwards. Should be 15(Eff.Cap.)+30(4xEff.Doffs)+20(Consule)+99(skill)=164; 27.33...@25, or 13.66... @50, etc for my engines, weapons, and auxillory.
My only problem I think is how it adds different skills. Does it add them first and round(if it does) or would it round first and then add? And how does it round if it does?
Do I have 25.65 or (Worst case scenario?):
5+5+1+5+8=24+100=124?
Quartermaster BAtter varian (space)
Does the stated 100% reduction in the above space skill mean I can use red matter capacitor as much as I want?
Medic
Nurse
And does anyone know how much improvement the Increased Nurse gives for the in combat regen below 75%
I'm trying to think if anything is worth giving up for the increased torpedo speed from the projectile weapons officer.
BTW, as for rounding, STO only rounds on the display. In other words, when it comes to the background math that STO uses calculating results, it uses the actual value (to an unknown decimal point), but it (nearly) always rounds down for the sake of the UI.
So for example (with made up numbers), if you have weapons set to 100, but have +18.95 worth of combined bonus power (from whatever sources), you're UI will only display 118. However, even though both would only show 118, a +18.95 is still better that +18.25, and would be visible in the weapon UI as a slightly higher damage amount (by a couple of points).
That's why in my Calc, I show you (in the blue boxes) what the UI will display, but also the actual Raw Power Gains (in the orange) so you can see the "actual" differences.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
:eek:
I can't say if it works on the RMC or not, and at those price, I won't be purchasing to test. If you happen to find out, let me know. Heh.
:rolleyes:
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
considering those prices, i'd say it probably does affect the RMC, and if it does, cryptic be fixing that soon enough
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.