I've been testing a dual-Aux2Bat build on Tribble and it seems to mostly work as expected, in that I'm able to get most things down to a single copy, which in turn has opened up more slots than it has consumed. But I'm not sure what details I'm missing. Searching was fruitless. Post up your builds, and/or give some advice on things that do/dont work.
Why Marion? NI doesnt cost any ability or doff slots. Are you Tac captain?
NI also doesn't have the crazy uptime that Marion gets with Aux2Batt-refreshed DEM3. If you have NI, you can save it for when you're getting hit with energy drain builds, or stack it with Marion for what's pretty much literally no weapon drain.
If you use the Regent rather than the Excelsior, you would switch the EPtE for Fire At Will or possibly a torpedo skill (combined with the Wide-Angle Q-torp, for example). Engineer Team is around as an additional hull heal, for when Tac Team isn't going to help (i.e. your shields are down, or the enemy is dealing enough bleedthrough that you're in danger of dying despite having full shields).
Keep an Aux battery around, in case you need the heal from Hazard Emitters rather than just its DOT cleanse.
(5) Polarized Disruptor beams
(2) Breen Clusterf*** torpedos (no benefit from torp abilities)
(1) Kinetic Cutting Beam
Things mostly work as expected. Biggest problem is I have to keep pressing keys very quickly. I have multiple keybinds for things like power up, fire all the things, heals, etc., and I have to keep pressing all of them very very quickly. Also sometimes seem to bottom out Aux power, and I'm not sure what happens (or doesnt) with that. I have a RMC but I cant manage it with the key-press madness and have moved it into emergency/backup position
Equipment: Omega Force Tachyon Deflector Array Mk XII
Omega Force Hyper-Impulse Engines Mk XII
Field Stabilizing Mk XI [Bat] [W->S] [SCap] [SSS] Elite Fleet Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]
Engineering
Cmdr: Emergency Power to Shields 1; Aux to Battery 1; Reverse Shield Pol. ; Eject Warp Pl. 3
Lt. Cmdr: Emergency Power to Weapons 1; Aux to Battery 1; DEM
Science
Lt: Transfer Shield Str. 1; Hazard Emitters 2
Deflector: Borg
Impulse Engine: Borg
Shield: M.A.C.O.
Warp Core: +aux
Consoles: Eng: Monotanium Alloy; RCS Console ; 2x Neutronium Armor
Sci: Console - Assimilated Module; Console - Zero Point Energy Conduit
Tac: 3x Plasma Caonsole (i forgot the name, sry)
Altrough i really like the Aux To Batt effect, i seriously miss the almost constant Hull Heal and resists that come with Aux to Structural. Sometimes a (NPC) Torpedo salvo almost completely ignores my ships shields and destroys half of the ships Hull. With only Hazard Emitters and almost zero Aux energy healing takes a while, another lucky shot like that and the ship is only wreckage.
Apart from that there is nothing better you could do with a Cruiser.
I only use Cannons on my ships because i just dislike FAW and BO. FAW just attacks everything and thus distributes too much firepower on too many enemies, while BO is just too unrelilable (too big a chance to miss).
Scatter volley on the Other Hand focuses your fire on one relatively small area. I just like that more.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
Deflector: Assimilated Deflector Array Mk XI
Impulse: Omega Mk XII
Singularity: Overcharged Singularity with [SingA] and whatever else, preferably efficiency, Res, etc
Shields: Omega Mk XII
Engineering Consoles
Monotanium Alloy Mk XII, EPS Flow Regulator Mk XII x2, Assimilated Universal, Zero Point Energy Conduit
Science Consoles
Field Generator MK XII x2, will switch over to Romulan Embassy +PLA consoles
Tactical Consoles
Plasma Infuser Mk XII x3
Critical Player Traits:
EPS Manifold Efficiency (Batteries and EPtX give a power bonus to all systems)
Grace Under Fire (Reset Miracle Worker Cooldown)
Accurate
Romulan Operative
*All BOFFs have the Superior Romulan Operative Trait
I went Omega Shields and Engines for Tetryon glider (specced into flow capacitors) and maximum shield regen. I'm using the Borg Deflector for +5 Auxiliary Power, bonus hull points, and drain resists for STFs. I'm using the 2 EPS Flow Regulators to fill my Auxiliary power up as fast as possible between A2B uses.
Well, it's probably not really what you were thinking of, but I am planning to put a dual AtB build on my Risian Corvette. Have to see what the Corvette console is really like, but where it's going to be at first is something like this: http://www.stoacademy.com/tools/skillplanner/index.php?build=Sawlak02_2511
3 Single Cannons CRTHx3, Torpedo (type depends on what I am doing)
3 Turrets CRTHx3, Kinetic Cutting Beam
4 Energy Weapon Consoles
Zero Point, Field Gen
2 Neutronium, 1 Assimilated Module, Flow Reg (for EPtX skills)
This is an engineering captain geared for PVE, I keep meaning to try him in PVP to test those Fleet Excelsior nay sayers (they're prob right) but I keep letting other shinier things distract me. This guy is wicked fun in PVE.
If I ever decide to do PVP with this guy I will probably switch out the EPtW for EPtE and my guns to ACCx2 CRTH models. I think he has too few shield heals for PVP as well but he might be okay.
3 Single Cannons CRTHx3, Torpedo (type depends on what I am doing)
3 Turrets CRTHx3, Kinetic Cutting Beam
4 Energy Weapon Consoles
Zero Point, Field Gen
2 Neutronium, 1 Assimilated Module, Flow Reg (for EPtX skills)
This is an engineering captain geared for PVE, I keep meaning to try him in PVP to test those Fleet Excelsior nay sayers (they're prob right) but I keep letting other shinier things distract me. This guy is wicked fun in PVE.
If I ever decide to do PVP with this guy I will probably switch out the EPtW for EPtE and my guns to ACCx2 CRTH models. I think he has too few shield heals for PVP as well but he might be okay.
I didn't think that boosted them, because it doesn't give EPS flow skill, it just speeds up transfer.
Deflector - Positron Mk XII [PrtG][FlwC][Em]
Impulse - Aegis
Core - Overcharged Warp Mk XI [EPS][W->A][SSS]
Shields - Resilient Mk XII [Cap]x2[Pla]
Weapons
Fore - Tet DBB Mk XI [Acc][CrtH], 2x Tet Beam Array Mk XI [Acc][CrtH],Cutting Beam
Aft - Chron Mine Launcher Mk XII [CrtD][CrtH][Dmg],2x Tet Beam Array Mk XI [Acc][CrtH]
Consoles
Tac - Tet Pulse Gen Mk XI,3x Tet Pulse Gen Mk XI
Eng - Borg,Leech, Tachyo, Neut Mk XI
Sci - 0Point, Nukara
Hangar - Tholian Widow Fighters
Devices - SFM, Aux Batt, Eng Batt
Ship was going one way, then I changed my mind - then I kind of gave up on it while grinding some of the gear to focus elsewhere.
Would have been Omega Mk XII Deflector and Shields, Hyper Dual R-Tet, 4x R-Tet Arrays, Nukara Mines, upgrade the Tech DOFFs, upgrade the 3x R Tet Gens to VR, and the Widows to Elites...I think, can't remember what the actual plan was - but I'm pretty sure that was it.
I didn't think that boosted them, because it doesn't give EPS flow skill, it just speeds up transfer.
I think you are right, I haven't noticed any difference, I have a few other consoles to throw in there, I just need to play that toon again and look over my spare parts.
Well, it's probably not really what you were thinking of, but I am planning to put a dual AtB build on my Risian Corvette. Have to see what the Corvette console is really like, but where it's going to be at first is something like this: http://www.stoacademy.com/tools/skillplanner/index.php?build=Sawlak02_2511
I was considering going a similar route with my Corvette, though I've heard A2B is less than stellar on escort-y layouts. That being said, why have 2 copies of scatter volley when A2B will be bringing it down to shared CD? Replace one with CRF for when you want single target damage. Sadly, there's nothing useful you can do with the extra ensign slot without any torps in the build.
I was considering going a similar route with my Corvette, though I've heard A2B is less than stellar on escort-y layouts. That being said, why have 2 copies of scatter volley when A2B will be bringing it down to shared CD?
It doesn't quite bring them down to the shared CD, though, it's a little too short. By my math, you get 30% reduction of the remaining CD every 10 seconds, so if the first one is right at the beginning, it'll take 9 seconds off, leaving 21, then you wait 10 seconds, leaving 11, then it takes another 11*.3=3.3 seconds, leaving 7.7 seconds, too little for another chance. So it winds up being 17.7 seconds or more (I assumed the best possible conditions) instead of 15 seconds, which isn't too much, but does desync it from my attack pattern chain, which I'd rather avoid.
Well, it's probably not really what you were thinking of, but I am planning to put a dual AtB build on my Risian Corvette. Have to see what the Corvette console is really like, but where it's going to be at first is something like this: http://www.stoacademy.com/tools/skillplanner/index.php?build=Sawlak02_2511
Could be fun. What's the math on APO timers
I am thinking I will make a speed bomber with my Tac vette, but this might be a fun way to go with Eng vette
I am thinking I will make a speed bomber with my Tac vette, but this might be a fun way to go with Eng vette
18 seconds from the first, leaving 42 seconds, wait 10 for 32, hit again for 9.6, leaving 22.4 seconds, wait 10 more for 12.4, hit again for 3.72, leaving 9.68 seconds of CD at 20 seconds in, which is below global. Unfortunately it's not 100% reliable, but pretty close.
It doesn't quite bring them down to the shared CD, though, it's a little too short. By my math, you get 30% reduction of the remaining CD every 10 seconds, so if the first one is right at the beginning, it'll take 9 seconds off, leaving 21, then you wait 10 seconds, leaving 11, then it takes another 11*.3=3.3 seconds, leaving 7.7 seconds, too little for another chance. So it winds up being 17.7 seconds or more (I assumed the best possible conditions) instead of 15 seconds, which isn't too much, but does desync it from my attack pattern chain, which I'd rather avoid.
Wouldn't the 2 piece MACO get you the rest of the way on shorter powers?
It doesn't quite bring them down to the shared CD, though, it's a little too short. By my math, you get 30% reduction of the remaining CD every 10 seconds, so if the first one is right at the beginning, it'll take 9 seconds off, leaving 21, then you wait 10 seconds, leaving 11, then it takes another 11*.3=3.3 seconds, leaving 7.7 seconds, too little for another chance. So it winds up being 17.7 seconds or more (I assumed the best possible conditions) instead of 15 seconds, which isn't too much, but does desync it from my attack pattern chain, which I'd rather avoid.
According to the thread chlamidiot linked, the CD reduction is based on the full CD, not whatever's remaining. This fits what I've seen on my cruiser alt, where A2B will immediately refresh an ability that's far enough into its recharge cycle. Which is good for using APO, as it means you can get a lot closer to global with 2 A2B activations.
Once again PROVING just how worthless and in need of a complete and total overhaul the Photonic Officer BOff Skill is for Science BOffs.
I mean, if even a Dual A2B build can't make Photonic Officer I (or II) useful because of the forking ridiculous shared cooldown timer on it (120 seconds!) ... :mad:
Comments
LT TAC: TT1, BO2, APO
LT ENG: EPTW, AUX2BATT
LT CMDR ENG: ET1, AUX2BATT, EPTS3, DEM3
ENG ENG: EPTE
LT SCI: HE1, TSS2
all the Crit consoles: Zero point, Tychokentic, Borg, Nuetronium
Field Gen and 4 Tac consoles. Beam Boat.
The new BO doff, the new acc TT doff, 2 Techs and Marion
NI also doesn't have the crazy uptime that Marion gets with Aux2Batt-refreshed DEM3. If you have NI, you can save it for when you're getting hit with energy drain builds, or stack it with Marion for what's pretty much literally no weapon drain.
If you use the Regent rather than the Excelsior, you would switch the EPtE for Fire At Will or possibly a torpedo skill (combined with the Wide-Angle Q-torp, for example). Engineer Team is around as an additional hull heal, for when Tac Team isn't going to help (i.e. your shields are down, or the enemy is dealing enough bleedthrough that you're in danger of dying despite having full shields).
Keep an Aux battery around, in case you need the heal from Hazard Emitters rather than just its DOT cleanse.
TT1,APB1
BFaW1
EPtS1,AtB1,EPtW3,EWP3
AtS1,AtB1
PH1,HE2,TSS3
(5) Polarized Disruptor beams
(2) Breen Clusterf*** torpedos (no benefit from torp abilities)
(1) Kinetic Cutting Beam
Things mostly work as expected. Biggest problem is I have to keep pressing keys very quickly. I have multiple keybinds for things like power up, fire all the things, heals, etc., and I have to keep pressing all of them very very quickly. Also sometimes seem to bottom out Aux power, and I'm not sure what happens (or doesnt) with that. I have a RMC but I cant manage it with the key-press madness and have moved it into emergency/backup position
Yes a Tac in a Broadside Cruiser. I know it's sacrilege. But I do sick DPS with it. All Sprial wave disruptors.
Weapons:
1x Experimental Romulan Plasma Beam Array
3x Romulan Plasma Beam Array Mk XII [Acc] [CrtH]
1x Kinetic Cutting Beam Mk XII [Dmg]x3
3x Romulan Plasma Beam Array Mk XII [Acc] [CrtH]
Equipment:
Omega Force Tachyon Deflector Array Mk XII
Omega Force Hyper-Impulse Engines Mk XII
Field Stabilizing Mk XI [Bat] [W->S] [SCap] [SSS]
Elite Fleet Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]
BOffs:
TT1, FAW2, APB2
TT1
EPtW1, AtB1, RSP2, DEM3
EPtS1, AtB1
HE1, TSS2
DOffs:
3x Technicians
1x Dlyrene
1x Marion
Consoles:
1x Assimilated Module
1x Zero-Point Energy Conduit
1x Nukara Particle Converter
1x Tachyokinetic Converter
1x Battle Module 3000
1x Plasmonic Leech
1x Emitter Array Mk XII [+Th] [Pla]
3x Plasma Infuser Mk XII
≡/\≡
Tactical
Lt: Tactical Team 1; Cannon Scatter Volley 1
Ens: Torpedo Spread 1
Engineering
Cmdr: Emergency Power to Shields 1; Aux to Battery 1; Reverse Shield Pol. ; Eject Warp Pl. 3
Lt. Cmdr: Emergency Power to Weapons 1; Aux to Battery 1; DEM
Science
Lt: Transfer Shield Str. 1; Hazard Emitters 2
DOFFS
3x Purple Technician
1x Purple Warp Core Engineer
1x Systems Engineer (Marion Frances Dulmur)
Weapons Fore:
2x Plasma DHC
1x Plasma Cannon
1x Romulan Hyper-Plasma Torpedo Launcher
Weapons Aft:
Kinetic Cutting Beam
Experimental Romulan Plasma Beam Array
2x Plasma turret
Deflector: Borg
Impulse Engine: Borg
Shield: M.A.C.O.
Warp Core: +aux
Consoles:
Eng: Monotanium Alloy; RCS Console ; 2x Neutronium Armor
Sci: Console - Assimilated Module; Console - Zero Point Energy Conduit
Tac: 3x Plasma Caonsole (i forgot the name, sry)
Altrough i really like the Aux To Batt effect, i seriously miss the almost constant Hull Heal and resists that come with Aux to Structural. Sometimes a (NPC) Torpedo salvo almost completely ignores my ships shields and destroys half of the ships Hull. With only Hazard Emitters and almost zero Aux energy healing takes a while, another lucky shot like that and the ship is only wreckage.
Apart from that there is nothing better you could do with a Cruiser.
I only use Cannons on my ships because i just dislike FAW and BO. FAW just attacks everything and thus distributes too much firepower on too many enemies, while BO is just too unrelilable (too big a chance to miss).
Scatter volley on the Other Hand focuses your fire on one relatively small area. I just like that more.
Lt Cdr Uni (Engineer): Engineering Team 1, Auxiliary to Battery 1, Reverse Shield Polarity 2
Ens Tac:
Beam Fire At Will 1
Lt Tac:
Tactical Team 1, Attack Pattern Beta 1
Cdr Eng:
Emercency Power to Weapons 1, Auxiliary to Battery 1, Emergency Power to Shields 3, Directed Energy Modulation 3
Lt Sci:
Hazard Emitters 1, Transfer Shield Strength 2
DOFFs:
3x Purple Technician (Bridge Officer power recharges reduced by 10% when Aux2Bat is used)
1x Purple Quartermaster (Battery Variant)
1x Purple Warp Core Engineer
Fore: 3x Romulan Plasma Beam Array Mk XII (ACCx2 version), 1x Experimental Romulan Plasma Beam Array
Aft: 3x Romulan Plasma Beam Array Mk XII (ACCx2 version), 1x Kinetic Cutting Beam
Deflector: Assimilated Deflector Array Mk XI
Impulse: Omega Mk XII
Singularity: Overcharged Singularity with [SingA] and whatever else, preferably efficiency, Res, etc
Shields: Omega Mk XII
Engineering Consoles
Monotanium Alloy Mk XII, EPS Flow Regulator Mk XII x2, Assimilated Universal, Zero Point Energy Conduit
Science Consoles
Field Generator MK XII x2, will switch over to Romulan Embassy +PLA consoles
Tactical Consoles
Plasma Infuser Mk XII x3
Critical Player Traits:
EPS Manifold Efficiency (Batteries and EPtX give a power bonus to all systems)
Grace Under Fire (Reset Miracle Worker Cooldown)
Accurate
Romulan Operative
*All BOFFs have the Superior Romulan Operative Trait
I went Omega Shields and Engines for Tetryon glider (specced into flow capacitors) and maximum shield regen. I'm using the Borg Deflector for +5 Auxiliary Power, bonus hull points, and drain resists for STFs. I'm using the 2 EPS Flow Regulators to fill my Auxiliary power up as fast as possible between A2B uses.
http://sto-forum.perfectworld.com/showthread.php?t=547581
Weapons:
5x Disruptor Dual Heavy Cannons Mk XII [CrtD]x3
2x Disruptor Turret Mk XII [CrtD]x3, Kinetic Cutting Beam
Equipment:
Positron Deflector Mk XII [Shld][Em][FlowC]
Field Stabilizing Singularity Mk XI [Don't remember][WCap][Trans]
Elite Fleet Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]
Advanced Fleet Hyper Impulse Engine [Turn]x3 [Spd]
BOffs: (4x Superior Romulan Operative, 1x Romulan Operative)
TT1, CRF1, CSV2, APB3
TT1
EPtW1, AtB1, DEM2
EPtS1, AtB1
HE1, PHull2
DOffs:
3x Technicians
1x (I just realized I'm still using a useless Torp officer here)
1x Marion
Consoles:
1x Assimilated Module
1x Singularity Distributor
1x Secondary Shielding
1x Shield Absorptive Frequency Generator
1x Plasmonic Leech
5x Disruptor Induction Coil Mk XI
TT1, HY2, CRF2
EPtS1, AtB1, Warp Plasma, Extend Shields 3
EptW1, AtB1
ET1
HE1, PH2
3 Single Cannons CRTHx3, Torpedo (type depends on what I am doing)
3 Turrets CRTHx3, Kinetic Cutting Beam
4 Energy Weapon Consoles
Zero Point, Field Gen
2 Neutronium, 1 Assimilated Module, Flow Reg (for EPtX skills)
This is an engineering captain geared for PVE, I keep meaning to try him in PVP to test those Fleet Excelsior nay sayers (they're prob right) but I keep letting other shinier things distract me. This guy is wicked fun in PVE.
If I ever decide to do PVP with this guy I will probably switch out the EPtW for EPtE and my guns to ACCx2 CRTH models. I think he has too few shield heals for PVP as well but he might be okay.
I didn't think that boosted them, because it doesn't give EPS flow skill, it just speeds up transfer.
Traits - Accurate, Astrophysicist, EPS Manifold Efficiency, Efficient Captain, Elusive, Grace Under Fire, Techie, Warp Theorist, some random ground trait
Reputation
New Rom - Precision, Sensor Targeting Assault, Quantum Singularity Manipulation
Nukara - Enhanced Shield Penetration
Omega - Omega Weapon Training, Omega Graviton Amplifier
TT1, FAW2, DPA2, APO3
EPtS1, AtB1, EWP1
EPtW1, AtB1
ST1, HE2
PH1
DOFFs - SDO(BFI), MAS(EWP), 3x Tech(AtB)
Deflector - Positron Mk XII [PrtG][FlwC][Em]
Impulse - Aegis
Core - Overcharged Warp Mk XI [EPS][W->A][SSS]
Shields - Resilient Mk XII [Cap]x2[Pla]
Weapons
Fore - Tet DBB Mk XI [Acc][CrtH], 2x Tet Beam Array Mk XI [Acc][CrtH], Cutting Beam
Aft - Chron Mine Launcher Mk XII [CrtD][CrtH][Dmg], 2x Tet Beam Array Mk XI [Acc][CrtH]
Consoles
Tac - Tet Pulse Gen Mk XI, 3x Tet Pulse Gen Mk XI
Eng - Borg, Leech, Tachyo, Neut Mk XI
Sci - 0Point, Nukara
Hangar - Tholian Widow Fighters
Devices - SFM, Aux Batt, Eng Batt
Ship was going one way, then I changed my mind - then I kind of gave up on it while grinding some of the gear to focus elsewhere.
Would have been Omega Mk XII Deflector and Shields, Hyper Dual R-Tet, 4x R-Tet Arrays, Nukara Mines, upgrade the Tech DOFFs, upgrade the 3x R Tet Gens to VR, and the Widows to Elites...I think, can't remember what the actual plan was - but I'm pretty sure that was it.
I think you are right, I haven't noticed any difference, I have a few other consoles to throw in there, I just need to play that toon again and look over my spare parts.
It doesn't quite bring them down to the shared CD, though, it's a little too short. By my math, you get 30% reduction of the remaining CD every 10 seconds, so if the first one is right at the beginning, it'll take 9 seconds off, leaving 21, then you wait 10 seconds, leaving 11, then it takes another 11*.3=3.3 seconds, leaving 7.7 seconds, too little for another chance. So it winds up being 17.7 seconds or more (I assumed the best possible conditions) instead of 15 seconds, which isn't too much, but does desync it from my attack pattern chain, which I'd rather avoid.
that's a little different, i like it, you make some interesting ships,
Could be fun. What's the math on APO timers
I am thinking I will make a speed bomber with my Tac vette, but this might be a fun way to go with Eng vette
18 seconds from the first, leaving 42 seconds, wait 10 for 32, hit again for 9.6, leaving 22.4 seconds, wait 10 more for 12.4, hit again for 3.72, leaving 9.68 seconds of CD at 20 seconds in, which is below global. Unfortunately it's not 100% reliable, but pretty close.
Wouldn't the 2 piece MACO get you the rest of the way on shorter powers?
No, because that's not what it does. 2 piece MACO affects ship power recharge (Weapons, Shields, Engines, and Auxiliary), not ability cooldown.
I mean, if even a Dual A2B build can't make Photonic Officer I (or II) useful because of the forking ridiculous shared cooldown timer on it (120 seconds!) ... :mad:
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground