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Some more DPS for an Atrox

ixalmarisixalmaris Member Posts: 0 Arc User
edited May 2013 in Federation Discussion
Hello everyone. I am searching for ways to increase the DPS I do with my Atrox a bit so that I might try EStfs without being too much of a burden.

My current build is here:
http://skillplanner.stoacademy.com/?build=atroxstf_0

Basically:
All Polarized tet beams
Stalker + Peregrine
Tactical: 2x tet damage
Eng: 2x Armor + Isometric Charge
Sci: Zero Energy + 3x Particle Generator

TT1, APB1

ET1, EPTS2, RSP2

PH1, HW2, PS1, GW2

ST1, TB2, VM1

Only one purple gravimetric boff so far (bad luck at getting flight officers).

The obvious way to increase damage is of course better fighters (I am working on that) and better beams (I am not even sure polarized tetryons are working as advertised). Is there anything else I can do, preferably nothing which requires a fleet (not in one and thus I also do not have fleet credits).

Thanks in advance.
Post edited by ixalmaris on

Comments

  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    Nix the stalkers, swap the peregrines in for two Elite scorpion wings.

    Load up a Romulan Hyper-Torp, back it with 3 purple PWO doffs.

    Swap your Lt and Lcmd sci abilities out for hull/shield heals, and sit at range being a siege torpedo platform while supporting your team with additional heals.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited May 2013
    Nix the stalkers, swap the peregrines in for two Elite scorpion wings.

    Load up a Romulan Hyper-Torp, back it with 3 purple PWO doffs.

    Swap your Lt and Lcmd sci abilities out for hull/shield heals, and sit at range being a siege torpedo platform while supporting your team with additional heals.

    Switching to Dual Beam Banks up front for the remaining two slots and turrets aft, would help you become an even more effective siege platform. Since you have maxed Flow Cap Skill, Polarized Disruptor would be very helpful to both you and your team, and the price for them should be going down slightly on the Exchange for them with the lockbox rerun being in effect.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    tom61sto wrote: »
    Switching to Dual Beam Banks up front for the remaining two slots and turrets aft, would help you become an even more effective siege platform. Since you have maxed Flow Cap Skill, Polarized Disruptor would be very helpful to both you and your team, and the price for them should be going down slightly on the Exchange for them with the lockbox rerun being in effect.

    Depending on one's setup you're going to need a second torpedo up front to sustain a constant stream of hyper-plasma projectiles. As a result of that, and the Atrox hideous maneuverability, I'm very reticent to recommend a third narrow arc for weapon.
  • satanailofhwbgsatanailofhwbg Member Posts: 158 Arc User
    edited May 2013
    I'm going to get an Atrox in a week or so, so I was thinking about the possible combinations. So far I think the setup will be 6x Rommy plasma CtrHx2 + 2x Elite scorps (I need to wait 2 or 3 more months in order to have wider variety availabe) and MACO set.
    As for consoles:
    Eng: 2xRCS, 1xNeutronium/ 2xNeutronium, 1 subspace jump (as an "Ah sh@t!" option), or 1 RCS.
    Sci: 3x Fleet Graviton plasma infused+subspace jump, or 4x Fleet Graviton plasma infused
    Tac: 2x Plasma infusers.

    Lt.Tac: TT1, FAW2
    Cmd.Eng: EPtS, EPtW, DEM2 (or 1, I don't remember which one was available for the third slot)
    Cmd.Sci and Lt.Cmd:Here is the big issue as to what to put on one of the slot #3 - I'll have GW3, HE3 and TBR1. The res I must figure out.

    Any good ideas to add are welcome, also I'm not sure if I'm on the right path.

    Oh, yes, I haven't left any room for RSP, but survivability is rarely an issue when shooting from afar. My aim is maximizing the damage output potential.
  • ixalmarisixalmaris Member Posts: 0 Arc User
    edited May 2013
    Interesting.
    I haven't thought of making a siege platform instead of a beam boat. Why double beams instead of cannons?
  • kylesal24kylesal24 Member Posts: 312
    edited May 2013
    Been a few months since I have been on the forums but my build still applies. Best DPS setup is still DHC in the front and Turrets in the back. Switch Tac slots to cannon Rapid Fire and you are good to go.

    Kyle
    Delta Fleet Command
  • killgore3232killgore3232 Member Posts: 21 Arc User
    edited May 2013
    I too am struggling to get more DPS from my Atrox. Currently she is set up as a beam boat with 3x Plasma DBB's in the front, 2x Plasma Turrets and the cutting beam in the rear. (I intend on upgrading all of the weapons to Rommie Plasma once I grind the rep and dilithium for it.) As for sets, I have the assimilated MK X set and the console and KCB from the Adapted MACO set.

    The other issue I have with her is her durability. I can do ok in patrols and red alerts, but in Elite STF's she seems to be made of paper mache. Should I put the rep and Dil into the MK XII Assimilated set, or would the Reman set be better?
  • kylesal24kylesal24 Member Posts: 312
    edited May 2013
    I too am struggling to get more DPS from my Atrox. Currently she is set up as a beam boat with 3x Plasma DBB's in the front, 2x Plasma Turrets and the cutting beam in the rear. (I intend on upgrading all of the weapons to Rommie Plasma once I grind the rep and dilithium for it.) As for sets, I have the assimilated MK X set and the console and KCB from the Adapted MACO set.

    The other issue I have with her is her durability. I can do ok in patrols and red alerts, but in Elite STF's she seems to be made of paper mache. Should I put the rep and Dil into the MK XII Assimilated set, or would the Reman set be better?

    Most of the durability will come from setting your crew up well. What is your BOFF and DOFF setups?
    Also, make sure your Eng consoles are mostly armor and that you have at least 1-2 Shield cap Sci consoles.

    Kyle
    Delta Fleet Command
  • killgore3232killgore3232 Member Posts: 21 Arc User
    edited May 2013
    kylesal24 wrote: »
    Most of the durability will come from setting your crew up well. What is your BOFF and DOFF setups?
    Also, make sure your Eng consoles are mostly armor and that you have at least 1-2 Shield cap Sci consoles.

    Kyle
    Sorry about the delayed response. I laid out my setup in the following skill planner: http://skillplanner.stoacademy.com/?build=killgore3232satrox_0

    As for Doffs, I have one flight deck officer to reduce pet cooldown, and one gravimetric scientist for the aftershock gravity wells. Any help would be appreciated.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited May 2013
    ixalmaris wrote: »
    Interesting.
    I haven't thought of making a siege platform instead of a beam boat. Why double beams instead of cannons?

    The layout of the Tac BOff spot being limited to Lieutenant makes cannons a bit hard to pull off well, but I suppose it can be done if you use the cooldown DOffs for cannon abilities and Conn Officers to reduce the cooldown of Tac Team, so that you'd have shields redirection and firepower. That and cannons have a narrower arc, which makes them even harder to line up than DBBs.
  • kylesal24kylesal24 Member Posts: 312
    edited May 2013
    This is my build that I have been running. Little out of date and I am working on replacing parts.

    Sounds good. I haven't been able to test it since the new changes in season 7 because my PC wont let me on. This was before the Borg nerf so I may change that. But in PVE this was a great build. Rarely died in Elite and could DPS with almost all escorts.

    3-peice Borg with MACO shield is the best.

    Front: 3x Phaser DHC, depending on the day I sometimes throw a Quantum here.

    Aft: 3X Phaser Turrets

    Tac: TT 1, CRF 1 if you have cannons. If not then get one of the Attack Patterns.

    Eng: EPtW 1, RSP 1, AUXtSIF 2. You can switch RSP for something else, but it is great against alpha strikes.

    Sci: HE 1, TSS 2, TR 2. TR is up to you, I am thinking of changing it for PO and trying that.

    Sci: HE 1, TSS 2, Anything here, ( I have PH 2 and TSS 3 right now.) GW 3.

    Consoles: Eng is Neutronium armor.

    Sci is Field Generators and the Borg console.

    Tac is Phaser consoles

    Hangers: I just use Prigtures.

    Kyle
    Delta Fleet Command
  • kylesal24kylesal24 Member Posts: 312
    edited May 2013
    I think the main thing is that for your Charector you didn't spec into base power to subsystems.

    Impluse is useless because you can only use it out of combat. Same with driver coil. Threat control is not needed for the amount of points you threw into it.

    What is needed that is missing is Warp core efficiency, Warp core potential, and throw some points into Starship armor because that will help with resists.

    Any other questions? Just fire away if you do!

    Kyle
    Delta Fleet Command
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    tom61sto wrote: »
    The layout of the Tac BOff spot being limited to Lieutenant makes cannons a bit hard to pull off well, but I suppose it can be done if you use the cooldown DOffs for cannon abilities and Conn Officers to reduce the cooldown of Tac Team, so that you'd have shields redirection and firepower. That and cannons have a narrower arc, which makes them even harder to line up than DBBs.

    Single cannons have a 180 degree arc, and do very respectable damage (not DHC quality, but with appropriate selection they can easily break 1k per tick). The downside is their rapid falloff (which if you're a siege platform is a serious concern) and the as-mentioned clunkiness with the Atrox' boff seating.

    Now that I'm thinking about it, the experimental rommie array would be perfect for filling that third slot, while carrying hybrid plasma/disruptors aft for the hull cracking debuff.
  • dknight0001dknight0001 Member Posts: 1,542
    edited May 2013
    I'm currently experimenting with getting the most out a Sci toon in an Atrox.

    I've switched from Tetryon to Plasma (Upgrading to Romulan Plasma eventually) and that did increase DPS.

    I'm using a Hargh'peng, Beam Array, Dual Beam Bank, with 2x Beam Arrays in back & a turret. I've got better fire power in the front (siege style) but all around I have pretty good fire power too. May be swapping a Beam to another turret.

    Tac: Tac Team > Beta Pattern, with 2 Conn Officers.

    Eng: EPtS1 > Aux to Dampers (push to turn) > Reverse Shield Polarity

    Sci: Polarise Hull > Tractor Beam Repulsors > Charged Particle burst > Gravity Well.
    Sci: Transfer Shield Strength > Hazard Emitters > Tachyon Beam 3

    Consoles
    2 Neutroniums, Montanium
    Theta vent, Flow Cap, 2 Particle Gen (well one is a Grav Gen ATM)
    2 Plasma Enegy Damage consoles.

    The Flow Cap will be replaced with a Shield Generator eventually.

    I'm using Blue Peregrines at the moment but I was wondering should I get Advanced Peregrines, Advanced Stalkers or invest in the Purple Romulan Scorpions?

    I honestly think when I unlock it the Omega Plasma Torpedo might be the way to go, it can fire fast and build up charges when your coming around.

    I can hole a group in place with Gravity Well, fly through, drop the Theta, Hit the CPB and pick em off with their shields down while their stuck.

    I honestly feel this build needs more adjustments. I was running the useless Feedback Pulse for awhile. I don't have any of the big space sets yet (Omega, Borg, MACO) because I'm not sure what to get. Any advice on set and pets would be helpful.

    DOFFs 2x Conn, 1 Flight Deck, 1 Grav, 1 Maintenance who will most likely be replaced by a Space Warfare specialist. Also considering the Research Sci who Placates with CPB.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
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