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Assault Cruiser-R A2B build help

dontirridontirri Member Posts: 44 Arc User
edited July 2013 in Federation Discussion
Been trying to tinker my way to a working Aux2Bat build to my AC-R, and even though I've gotten a semi-working one by simply trial and error, I wouldn't mind getting some tips on optimizing it. This is my current build:

http://skillplanner.stoacademy.com/?build=dontirri_0

Few notes: The weapons are Nanite Disruptors, but the planner lacked them.
Any under-XII is being worked at.

I'm mainly looking for tips on what equiptment to change, what Boff-skills to use and how to plan my skilltree. But any tips on how to get the best out of my AC-R are much appreciated.
And yes, I plan on getting the Fleet-version once our starbase reaches high enough. :)

And yes, I've read through the other cruiser threads I've ran into, none have just been about AC-R as far as I've seen.

Thanks in advance.
Post edited by dontirri on

Comments

  • fleischmanntvfleischmanntv Member Posts: 1 Arc User
    edited July 2013
    Replace RSP II with EPtW III and EPtW I with EPtS I, then replace DEM III with RSP III. You will do more damage and last longer.

    DEM is only useful if you have the Marion DOFF and even then only, if you run into power drain issues.

    Deflector and Impulse is fine. Try to get a MACO resilient shield. For enhanced survivability, you can try EPtS III with EPtW I.
    One hour of FleischmannTV saves one square kilometre of precious peble wasteland.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    Boff layout looks perfect aside from one thing. I would replace EptAux with EptShields. With an Aux2Bat you have to accept the fact that your Aux will sometimes be drained completely, and EptA will not do much for that. I know that an Aux boost before A2B will give you great power boosts but the 100% Shield boost uptime is more important for a Cruiser.

    Your skill tree is suffering from devoting too many 9 point skills. There are a number of skills I suggest you have at least 3 points in, such as Subsystem Repair, Power Insulators, Armor Reinforcements and definitely Maneuvers and Targeting Systems. Think about which skills you can skim down to 6 points or even 3 to free up some space.

    The Borg shield has always been a little underwhelming. MACO shield is always a steadfast choice but my suggestion (if you have access) is an Elite Fleet Adaptive Shield.

    Oh and as the above pointed out, be sure you have Marion Frances Dulmur for your copy of DEM. If you don't have him, remove DEM and do some jiggling about to get an EptS3 in there.
    EnYn9p9.jpg
  • dontirridontirri Member Posts: 44 Arc User
    edited July 2013
    Thanks. I've already started working on those changes ^^
    One thing I've been wondering, and I'd rather hear some opinions before throwing tens of thousands of dil into it is...

    Which is better, the Borg console/beam/torp set or the Rommie one?
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    I would go with the Borg console and beam and leave out the torp. The 2-set proc is more important than the 3-set, and the Wide Angle torp that the Regent comes with is perfect for Cruisers.

    The Romulan console would be a nice extra to have, as would the Nukara one, but neither are essential. What is important though, now that it is easy to get, is the Plasmonic Leech. An RCS or the Tachyokinetic wouldn't go amiss either. Stick all those universals in your Engi slots by the way.
    EnYn9p9.jpg
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited July 2013
  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    I would do something like this http://skillplanner.stoacademy.com/?build=dfgdgf_0

    and when i'd have galor id upgrade to spiral wave disruptors. it includes doffs in description
    I also tweeked skills in matter of balance. took +1 from there and placed +30 somewhere else.
    if you rly need the torp the skilltree is not good for it, i wouldnt use the torp if i were you.



    edit: also you could always replace the tacteam with beam target X for pvp.
    Say the word, it saves the world.
    CUUCUUMBEER! "-With slight partigen with it."
    Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    saxfire wrote: »
    I would do something like this http://skillplanner.stoacademy.com/?build=dfgdgf_0

    and when i'd have galor id upgrade to spiral wave disruptors. it includes doffs in description

    I also tweeked skills in matter of balance. took +1 from there and placed +30 somewhere else.

    if you rly need the torp the skilltree is not good for it, i wouldnt use the torp if i were you.

    If this is your standard build then I recommend you get rid of one of those Tac Teams, since it will be on system cooldown anyway on an Aux2Bat. If you move BFAW to 1, then you can have APB1 too.

    Also with maxed Flow Caps, maybe you should consider going Polaron?
    EnYn9p9.jpg
  • bulldogmacraggebulldogmacragge Member Posts: 9 Arc User
    edited July 2013
    here is my build for my assault cruiser
    http://skillplanner.stoacademy.com/?build=enterpriseebuild_3286

    she is a fun ship with a canon type feel to her
  • fleischmanntvfleischmanntv Member Posts: 1 Arc User
    edited July 2013
    That looks really bad, bulldogmacragge.

    If you want to fire you DBB's, you can neither fire your beams nor your torpedo in the back. You are giving up a lot of firepower. How are you facing your opponents most of the time? I would go 3 beam arrays + wide angle quantum front and 3 beam arrays + KCB in the rear. Do you measure your DPS every once in a while?

    If you insist on using DBB's, at least put turrets and / or the KCB in the rear.
    One hour of FleischmannTV saves one square kilometre of precious peble wasteland.
  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    If this is your standard build then I recommend you get rid of one of those Tac Teams, since it will be on system cooldown anyway on an Aux2Bat. If you move BFAW to 1, then you can have APB1 too.

    Also with maxed Flow Caps, maybe you should consider going Polaron?

    You are right on the first part, bfaw1 with apd/b1 would be more beneficial in terms of efficiency, im not a true fed player, I use galor on my kdf, I don't play fed at all tbh. But I mostly know how to make good ships for balanced gameplay that works wonders in pvp and pve enviroments at once, in every weather conditions.

    Maxed flow caps is to get much needed power boost from leech, it's 9 ranks because that 15 extra costs only 3000 skillpoints, in my books, skillpoints that only cost 1000/1500, are the only ones that only should be considered with 9 ranks. it could be lowered to 6 ranks, and extra 3 to drivercoils wouldnt hurt. 15 flow cap boost is 0.15 extra power x8, not much I know, could be replaced with other skill bonus for more efficiency, but I doubt he respects driver coils enough.

    Why not polaron? Because disruptor procs are OP, :) They are boosted by DMG mods of weapons, Apa, Apo, TF, GDF, Gamma etc, he is engineer but he still has chance to have Apo and dmg mods from fleet weapons to boost his disruptor proc, and team to toss Gamma and TF. Polarized disruptors could be option when I think about it, if you wish to do "max dps" you need disruptors.

    Edit: Forgot to add that a2b alone does not put everything to global, tacteam is often not on global, either are many 30s/15s abilities(bo/crf/csv/et/st/tt/apb/, it gets reduced by 30% on use of single a2b, and if you dont have enough time to re-use it in that 15sec time, your tacteam is not on global.
    Say the word, it saves the world.
    CUUCUUMBEER! "-With slight partigen with it."
    Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    saxfire wrote: »
    Edit: Forgot to add that a2b alone does not put everything to global, tacteam is often not on global, either are many 30s/15s abilities(bo/crf/csv/et/st/tt/apb/, it gets reduced by 30% on use of single a2b, and if you dont have enough time to re-use it in that 15sec time, your tacteam is not on global.

    Actually yes you are right, so it seems like the only ways to get 100% Tac Team are with Conn Officers or 2 copies of it.
    EnYn9p9.jpg
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2013
    here is my build for my assault cruiser
    http://skillplanner.stoacademy.com/?build=enterpriseebuild_3286

    she is a fun ship with a canon type feel to her

    uhh boy thats bad, completely missed the point of aux2batt build philosophy.

    2 tac teams? no FAW? why are there DBB?
    2 RCS consoles? you are supposed to be circleing your target while having BFAW up all the time...
    Go pro or go home
  • dontirridontirri Member Posts: 44 Arc User
    edited July 2013

    The Romulan console would be a nice extra to have, as would the Nukara one, but neither are essential. What is important though, now that it is easy to get, is the Plasmonic Leech. An RCS or the Tachyokinetic wouldn't go amiss either. Stick all those universals in your Engi slots by the way.

    Engi-slots? Wouldn't that kill my resists dead?
  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    dontirri wrote: »
    Engi-slots? Wouldn't that kill my resists dead?

    1-2 neutroniums is more than enough to keep you alive, and if you have any abilities that also boost resistances, more reasons to balance the need to be able to survive with less.
    Say the word, it saves the world.
    CUUCUUMBEER! "-With slight partigen with it."
    Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    Resists also have heavily diminishing returns. That 4th resist console you have on your OP will do very little compared to the first. With the Dil Mine at Tier 3 you have the best option, a Neutronium with a free turn rate boost.
    EnYn9p9.jpg
  • bulldogmacraggebulldogmacragge Member Posts: 9 Arc User
    edited July 2013
    I didnt want a cookie cutter cruiser build, she does fine in ESTF's and gets first or second in fleet actions regularly. No plans to take her into pvp, i have this for pvp http://skillplanner.stoacademy.com/?build=uberbug_3286 :)
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2013
    I didnt want a cookie cutter cruiser build, she does fine in ESTF's and gets first or second in fleet actions regularly. No plans to take her into pvp, i have this for pvp http://skillplanner.stoacademy.com/?build=uberbug_3286 :)

    fine is very subjective...4k dps is fine for elite stfs, and also fine to get 2nd or sometimes even first place in certain events...

    however, the right aux2batt "cookycutter" build can pull above 10k dps...

    having the gear and doffs to do 10k, but settle for less, because you don't want to follow a "cookycutter" build, is an interesting mindset.
    Go pro or go home
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