Hello all, I have had a go at building an Aux2Batt build using a Fleet Assault Cruiser. It seems to work well in E STFs and gets between 6 and 7 thousand DPS in the likes of ISE. I am not sure what else is needed. I have not re done my skills for this although do expect to. All advice in any area well received. Looking to refine and learn more.
Big thanks to the help already given in game.
http://skillplanner.stoacademy.com/?build=fleetassaultcruiser_2160
Comments
Using 3x Purple Technicians for Boff cooldown reduction?
Have Marion Frances Duhlmer?
Using a keybind?
Also, I have 3 blue technician Doffs, not sure what the other 2 should be really.
A couple of suggestions. You could try and get a Systems Engineer to add a weapon energy drain resistance effect on use of DEM and a Fabrication Engineer to increase the duration of RSP.
The later should be cheaper considering they came in with the recent Romulan doff cadres but the former might be expensive.
I posted that link somewhere else but I think the thread above will really help you out
Sci, swap TSS1 for PH1
Tac, swap Omega for Beta.
Beta should see an increase in DPS.
I think 3 Blue Techs and the MACO set should work quite well in place of 3 Purple.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I bought two Blue Fab Engineers yesterday for under 500K - one for me and one for my son. Now it looks like the cheapest is going for 990K. Still worth it as those extra 6 seconds of RSP feel like an eternity under fire.
Another option is an SDO - you can buy a Purple one for under 2M on the Exchange or grind for a Blue by completing the colonization chain in Rolor Nebula. Then add BfI to your key bind so it's up as much as possible (and thus benefits from the SDO's shield heal skills).
Note: I tried for weeks to get a Purple out of the Rolor repeatable. I assigned 5 Purple doffs to the mission and had a 30% chance of getting a critical but still only got a succeed. Finally got fed up and just bought a Purple SDO for 1.8M EC.
Frankly, 6-7K DPS isn't that great for an Aux2Bat cruiser. I'm getting 10-12K consistently from the following build, so it looks like you have room for improvement.
http://skillplanner.stoacademy.com/?build=rcktacfahcrevs_0
Additional Thoughts:
1. Get the Plasmonic Leech and some Embassy Flow Cap Consoles - more power than you'll know what to do with!
2. Drop the torp, add a 7th beam and get the Nukara console.
3. Switch APO1 for APB1, move BFAW2 to BFAW3, dump the Torp skill for another TT1.
4. Grab a Mark X or XI Overcharged Warp Core with the [Eff] and [W->A] modifiers to boost your Aux tank before each Aux2Bat cycle.
5. Get BFAW out of your key bind and learn to use it selectively as opposed to just spamming the world. If you pilot carefully (e.g. to avoid spamming the gate, use the transformer as a shield), you can still use it on single targets as a kind of "Beam Rapid Fire" and improve your DPS that way, too.
6. Learn to broadside.
Seriously, make these changes and you'll be putting out 10K+ plus in no time.
RCK
Afaik it's only marion Dulmur that reduces the energy drain by DEM. The other System Engineers just effect Viral Matrix.
One thing that I started to mount on every one of my beam boats is the Nukara Particle Converter. 10% acc with beams is just too nice to pass up.
There's Weird math involved with the Support Missions, DOFF missions in general. If I use a DOFF with 3 traits I get better results than using the suggested DOFF with 3 traits. For Example if I stack 4 Purples with 2 Traits and 1 Purple Diplomat with 2 Traits I get 32% Success. But 2 Purple Diplomats with 2 traits and 3 Purples with 2 traits I get 30%. Neither of these have a failure chance. It seems once your out of Failure to convert to success it starts to convert crit down to success.
It's worse on missions you can't fail. Raising birds for example. 1 Trait or simply purple is better than a Biologist who lowers the crit chance considerably.
Also Random numbers are random, if you keep plugging away at the Rolor you'll eventually get him.
What would be the point of another TT1 if it's an Aux 2 Batt build won't he be at Global Cooldown anyway and the 2nd TT will be dormant?
Also if you can squeeze the Plasmonic Leech in and I doubt it. 3 Universals* is all I can fit on a Fleet Assault (Nukara, Zero & Assimilated) it won't work with the MACO shield. Get either the Adapted MACO (KHG) or a Fleet [ResB].
*I tank with Cruisers so I want the 2 Armour and the Field Generator, leaving 2 Eng & 1 Sci slot left. And nobody is going to replace a Tac console with a Uni. I suppose swapping the Zero for a Leech is an option.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Well, I'm giving Rolor another shot right now, so...we'll see.
UPDATE: And wouldn't you know, I crit it this time! Less than 12 hours after BUYING an equivalent SDO from the Exchange for 1.8M. Something told me not to equip her yet, but NO! I just had to do it! Geesh, I could just kill myself right now!
Point taken. And also why I hate the Boff layout on the FACR. Reminds me too much of my FTER - it basically forces you to either ignore the slot or equip a Torp - i.e. NOT the best beam boat platform. An Ensign Eng. slot is more useful, IMO, and why I fly FAHCR instead.
Adapted MACO + Borg Def/Eng = no need for the Armor or Field Gen, in my experience. Between the EPtX cycle, TSS2 and RSP2 with the extra 6 seconds from a Blue Doff, I'm rarely in danger of losing shield coverage. And if I do, the combination of the Borg 2-Piece hull repair proc + the [HuH] modifier on one of my Embassy FC's is enough to keep me in one piece.
It works well enough that I've mothballed both of my Fleet Neutroniums, and I don't exactly shy away from making myself the center of aggro attention in ESTFs, so...
RCK
Looks pretty solid to me as well.
I'd probably lose the Field Gen, and put maybe a Nukara Particle Convertor in its stead (for the extra [Acc] modifier). But yeah, I could fly this.
Why swap TSS to PH?
Should I be removing the embassy console which increases DPS and minimises threat?
What tier is the Nukara console?
What should my power levels be?
I am currently finding my shields are fine but hull struggles at times. Also, can someone check my skills in STOA, if they are roughly ok then great but I doubt it.
This is my first aux2bat build so I know there is room for improvement however must start somewhere.
Thanks again.
As an aside, I run with APO, because I love the turn rate and flight speed boost it gives
Standard weapons configuration. You could probably mess around a bit with the specific power levels though, if that floats your boat. Like you could tweak it so you have 95 weapons with 55 shields, that's just an example.
I use the universal LT the Regent comes with to slot in a 3rd engineering boff with ET1 and RSP1. Both are great self heals for when things get dire. I keep tac team out of my spacebar keybind for obvious reasons. The only thing I truly miss from the absence of a science boff is hazard emitters. But having said that, my captain for that ship is an engineer. With rotate shield frequency and miracle worker, I don't feel that vulnerable to plasma fire. If I were a tac captain, I might feel differently.
One thing I'd suggest though is bump DEM3 down to DEM2. Put something else in the commander slot. DEM is only there for Marion Frances Dulmur to give you a free 6 second nadion inversion. As such, there are better commander-level boff abilities to put in there, like eject warp plasma and extend shields.
Biggest thing I saw immediately was you haven't maxed starship manoeuvres and targeting systems. Max those. You have structural integrity, hull repair, shield emitters maxed, great. Leave those maxed. Also max shield systems.
I wouldn't spend more than 6 points in any other skill. I wouldn't bother with subsystem repair to be honest, I'd take the points out of that and throw them into power insulators. Take warp core efficiency, shield performance and starship hull plating down to 6. See if you can boost EPS and aux performance up to 6. I wouldn't recommend having any points in projectile weapon spec, as you don't use torpedoes as your main source of damage.
Though it's not the subject of the thread, I'd recommend going over your ground skills a bit more. Try to round out your character.
Should aux power level be high or low? It also bottoms out very often as in empty.
Anyway, another question. Can you show me example spacebar layouts please. I am confused if using the FACHR how to macro the powers as ET1 and TT1 would cause issue. Wondering how that works plus any other info on the FACHR layout for Aux2bat.
Thanks all.
Swapping TSS to PH and Omega for Beta was to increase DPS. I find if Omega is my escape I don't use it till I need it thus wasting it. Although under Aux2Bat it would be up more frequently but I believe it still has a longer cooldown than Beta so with only a single pattern Beta would be up more than Omega based on global cooldowns.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I left about 27k skillpoints unallocated, this is just so that you can tweak it a bit and make the build yours. You might get two different voices telling you to put points in x not y, while the other goes x is stupid, put it in z instead. Like, I could say 'take driver coil up to 6, because I find it better for when I do full impulse and the sector space travel doesn't hurt'. Someone else might say 'those points are best spent on maxing attack patterns and starship weapons training'. But after all is said and done, you're the one who is going to play the game with your character. I've only maxed the skills I suggested you max, while kept a lot of others at 6. I took away points from projectile weapon spec as well. Because even if you use torpedoes, it's not worth the expenditure IMO.
The ground skills are a bit more rounded out, I personally don't see the value in Combat Armour, and because I use a lot of kit powers I wanted to boost those skills. Bear in mind that different kits will have different abilities, so for example if you don't use grenades, then there's no point in putting skill points into grenades.
* What I mean here: engs have captain's abilities that are designed to mitigate damage and save your bacon, while tacs have abilities towards damaging the enemy. So for example, my eng has threat control up to 6, because I want to throw my ship into the middle of it and have the enemy target me, keeping them off my team, because my ship can take it. I've got miracle worker, rotate shield frequency, ET1 and RSP2. Tacs on the other hand, don't want to increase their threat but they're likely to get it regardless. Abilities like Go Down Fighting are arguably the most useful on ships like cruisers, as it will activate and you have a chance of actually using it before blowing up.
I'm pretty new to the aux2batt playground. I think the higher it is, the more juice you get in the other systems. You might want to play around with the skill in space around ESD or somewhere and see what happens when you set aux power higher than the standard.
Well, do remember that the Regent has a universal Lieutenant slot. Nothing says you have to put a science boff there.
The Excelsior seems like it was born to be an aux2batt beamboat. The Regent has a bit more flexibility and a tiny bit more tactical ability with that ensign tac sitting there. You don't have to have TS1 there, it could used for BO1 for single targets. But I have the wide-angle q-torps so I feel obligated to use them.
As an aside, the t-warp thing is honestly just a convenient luxury. Personally I hate how they made the Excelsior the only ship to use t-warp like that. It's absurd nonsense. Every ship in the fleet should have all the t-warp destinations, including the ones you get from diplomacy commendations, unlocked.
I use a 3rd engineer in the uni slot and he has ET1. I don't put TT1 in my spacebar tray as a result. If you have both, you kinda want to be able to use them when you need to and thus the decision to do so becomes more strategic - i.e. activating TT1 to do quick shield redistro when you need it, or ET1 when you need a decent hull heal. If you put one in the spacebard the other will have only be available for use in brief windows.
All of that is true. I have so far preferred Omega because it gives a lot of good bonuses, but I might experiment with Beta soon to see the differences.
stofsk, thanks for your posts. Will have a play around with the skill planner so much appreciated. I have been considering replacing the sci boff for eng based upon numerous posts however I find the HE useful for getting rid of fires is estf's etc.
Also, I am interested in replacing the TS1 and BO1 seems a good suggestion however would this not mess cooldown timings with FAW? I don't quite understand the timings with this aux2bat build yet so please excuse my ignorance.
Again, really appreciate the suggestions and helping me lots.
Yeah it will interfere, but that's not necessarily a problem. It depends on how you use those abilities. If you spam FAW then, yeah, BO will only have brief windows of opportunity for use. This is one of the reasons why TS1 is a viable option, you could put both in the spacebar tray and they won't interfere with each other. If on the other hand you activate FAW manually then you know when you can't/can use BO, and vice versa. It's a bit like how I was saying having TT1 and ET1 means you shouldn't put one in your spacebar tray, and that activating either one becomes a more strategic choice. 'Do I activate x now knowing it will put y on cooldown, or do I wait for a more opportune time' is the kind of split-second decision-making you have to make this way, but that can make gameplay more interesting IMO
You're welcome
Must say stofsk, replaced the TS1 for BO1 and like that change, manually activate either BO1 or FAW.
All great suggestions.