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Improve my odyssey/build please.

guilli88guilli88 Member Posts: 0 Arc User
Hello.


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Edit; see post nr 7 for my DPS build, I changed.
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I've been away from sto for a bit (since start season 8) and I'm slowly getting familiar with the new stuff. There's however so many spread out options for modules and weapons that I do not know what current 'endgame' options are.

I'd like experienced players to look over my builld/items and assist me where I may improve.
My ship items and build:
http://skillplanner.stoacademy.com/?build=10kdpstankbuild_0


I'm an engineering captain, I run an operations odyssey. The ship and captain isn't changing.
I'm heavily focuses on tanking even though I'm well aware with the power creep that's been happening that's entirely unnecessary. But It's fun and I enjoy taking all the agro and being pretty much invulnerable.

This build is spitting out around 10k dps.

The biggest issue I'm having is the weapon types. I'm running Romulan plasma-disruptors for two reasons.
- Disruptor proc is hidden bonus damage
- plasma is the only type that is effected by science console damage bonus (embassy ones).

I have + plasma damage from my
-tactical consoles (+28% each) they'll be upgraded to spire crith ones in a few days
-embassy science +threat consoles (+9.6% each)
-zero point energy consoles (+7.6%) 2 set bonus


If i change to any other I basically lose the disruptor proc and 3x 9.6% plasma damage and the 7.6% 2set plasma damage bonus.


Are there consoles/options I'm missing? I'm dabbling with the idea of going a bit more dps oriented but I do not wish to switch to Aux2Bat builds since they'll eventually get nerfed.
Are there better options for tanking also? For example, I've always been confused at what the best shields are. I kind of really like the threat consoles too, but it does come at a sacrifice of shield hp consoles. In any case, I do not want to lose dps.



Thanks in advance!

sig

http://img825.imageshack.us/img825/5451/om71.jpg

It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
Post edited by guilli88 on
«1

Comments

  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    Your build is more or less solid. The only changes I would make would be change the Nukara set to the Assimilated Set, and some minor changes to your BOff layout. Other than that (since you said your tac consoles were going spire soon), it actually looks great.

    I would modify your BOff layout to this:

    Lt Tactical: Tactical Team 1, Attack Pattern Beta 1

    Cmdr Engineering: Engineering Team 1, Emergency Power to Shields 2, Emergency Power to Weapons 3, Auxiliary to the Structural Integrity Field 3

    Lt Science: Hazard Emitters 1, Transfer Shield Strength 2

    LtCmdr Universal: Tactical Team 1, Beam Fire at Will 2, Attack Pattern Beta 2

    Ensign Universal: Hazard Emitters 1

    DOffs for this build:

    Energy Weapons Officer (chance to reduce cooldown on Beam Fire at Will) purple
    Damage Control Engineer (chance to reduce cooldown on EPtX) x2 purple
    Warp Core Engineer (chance for +power with each EPtX activation) blue or better

    Rest of DOffs are player choice.

    But other than that, it's a relatively solid build. Very similar to the one I currently use on my Tac Oddy, which was recently parsed at spitting out 17k DPS when I was being lazy.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • guilli88guilli88 Member Posts: 0 Arc User
    edited March 2014
    Thanks for the feedback. I did forget to mention the doffs I'm using:

    purple Energy weap officer (chance to remove hostile buffs on beam attacks)
    purple energy weap officer (chance to gain shield power when using energy weapons) (procs alot)
    blue con officer (recharge time on tactical team reduced + attack pattern buff)
    purple con officer (recharge time on tactical team reduced + attack pattern buff)
    purple warp core engineer (chance + power on EPTx abilities)

    +1 doff slot in 3 days from spire (+power on eptx abilities if it allows me)



    I find they work pretty nice with my boff layout. I'm permanently running an epts and eptw with 2 copies of each. The tactical team is really used to buff my attack pattern beta. (tactical team -> beta -> fire at will). Puts out a lot of damage.


    Only in elite borg stfs do I need to use the tactical team to tank, but I rarely do them anyway since I capped all the rep.

    I'll take a look at the assimilated stuff.

    sig

    http://img825.imageshack.us/img825/5451/om71.jpg

    It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    If you don't want to switch to a2b, you need more tac, enough to double up on at least faw and apB. 2x tac team also helps. That means setting both universals to tac. Since the only Romulan boffs available to feds are tacs, it may not be a bad thing from that perspective...;)

    4x emergency abilities is no good, they run into shared cooldown. Look into the eng and sci teams with newly removed shared cd.

    Nukara set sucks. If you're going to use a 2 piece, make it the borg 2 piece. Nukara console is worth considering for the large acc bonus. Acc overflow for faw is currently broken, but it'll likely be fixed at some point.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    If you don't want to switch to a2b, you need more tac, enough to double up on at least faw and apB. 2x tac team also helps. That means setting both universals to tac. Since the only Romulan boffs available to feds are tacs, it may not be a bad thing from that perspective...;)

    4x emergency abilities is no good, they run into shared cooldown. Look into the eng and sci teams with newly removed shared cd.

    You're wrong on a few points. 4 copies of EPtX works just fine. I used to run that on my freebie Assault Cruiser before I swapped out to an Odyssey. I explained it in another thread... but long story short, you can cycle all 4 without having any real cooldown issues. If you want, I can show how it works again.

    Also, you only need the LtCmdr universal to be set to tac. I find that the Ens universal works far better as a sci (another HE1 never hurts).
    guilli88 wrote: »
    Thanks for the feedback. I did forget to mention the doffs I'm using:

    purple Energy weap officer (chance to remove hostile buffs on beam attacks)
    purple energy weap officer (chance to gain shield power when using energy weapons) (procs alot)
    blue con officer (recharge time on tactical team reduced + attack pattern buff)
    purple con officer (recharge time on tactical team reduced + attack pattern buff)
    purple warp core engineer (chance + power on EPTx abilities)

    +1 doff slot in 3 days from spire (+power on eptx abilities if it allows me)



    I find they work pretty nice with my boff layout. I'm permanently running an epts and eptw with 2 copies of each. The tactical team is really used to buff my attack pattern beta. (tactical team -> beta -> fire at will). Puts out a lot of damage.


    Only in elite borg stfs do I need to use the tactical team to tank, but I rarely do them anyway since I capped all the rep.

    I'll take a look at the assimilated stuff.

    Don't take this the wrong way, but your BOff layout is kinda inefficient, which is why I suggested what I did. You'll find your damage output is significantly increased with the LtCmdr as tac, and it won't affect your tank very much if you run the right abilities on your Cmdr Engi.

    I run an Oddy, and I only have one Engi BOff (the Cmdr), and I can still tank all PvE content (ESTFs included) with relative ease. In all honesty, half the time I don't even really need to use the full tank capability of my cruiser.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    You're wrong on a few points. 4 copies of EPtX works just fine. I used to run that on my freebie Assault Cruiser before I swapped out to an Odyssey. I explained it in another thread... but long story short, you can cycle all 4 without having any real cooldown issues. If you want, I can show how it works again.

    Also, you only need the LtCmdr universal to be set to tac. I find that the Ens universal works far better as a sci (another HE1 never hurts).

    Now I know you don't use 4 emergency skills, because it doesn't work that way in practice. It means you won't be able to pop heals or counter weapon drain when you need to, having to branch them perfectly for cycling. It's not a2b that you just pop and leave at that. Had you actually tried, you would've known that.

    Having 4 emergency skills also means you have no room for tac to double up on tt, beta, and faw, a fatal flaw for non a2b builds. Just try a non a2b beam boat with only one copy of faw, and see what that does to your dps.:rolleyes:

    Besides, that esn tac may be low level, but still gives the full Romulan bonus. What kind of esn eng skill is worth both the tt and crit?
  • guilli88guilli88 Member Posts: 0 Arc User
    edited March 2014
    Wow, such responses!

    Thank you everyone!


    I've decided to actually spec full damage. No real point being a tank and I want to change pace for the moment. If they ever create some harder content I may swatch back.

    Our fleet is finishing shipyard V in two days, that means fleet assault cruiser refit!

    I've got this planned up based on the feedback in this thread.
    http://skillplanner.stoacademy.com/?build=aliasondpsbuild3_0


    Skills are done too, I think they're alright unless I miss something. I really like running with high power levels due to the warp core and aux power to skill increase from the reputation one.

    The only thing not on the website are the new tactical consoles. I'm opting for the +crit chance ones.
    My current ship accuracy = +25% and I already have 87% crit severity, assuming the ingame stats display correctly.

    sig

    http://img825.imageshack.us/img825/5451/om71.jpg

    It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    Now I know you don't use 4 emergency skills, because it doesn't work that way in practice. It means you won't be able to pop heals or counter weapon drain when you need to, having to branch them perfectly for cycling. It's not a2b that you just pop and leave at that. Had you actually tried, you would've known that.

    Now I know you don't know what you're talking about. Thank you for confirming it. Allow me to explain:

    You have two copies of EPtS, and two copies of EPtW. So let's follow this in sequence. I will even color code them to make it easier to understand:

    Activate EPtS1. Places other EPtS1 on a 30 second cooldown, and places both copies of EPtW2 on 15 second cooldown. Buff duration 1 (EPtS) on 30 seconds.

    Activate EPtW2. Places other EPtW2 on 15 second cooldown, while not affecting the currently running cooldown on either EPtS1! EPtS1 is on a 30 second cooldown, while the other EPtS1 is on a 15 second cooldown. Buff duration 1 (EPtS) has 15 seconds remaining, and buff duration 2 (EPtW) is now at 30 seconds.

    Activate EPtS1. Does not affect any currently running cooldowns. Places buff duration 1 (EPtS) back up to 30 seconds, while buff duration 2 (EPtW) has 15 seconds left.

    Activate EPtW2. Does not affect any currently running cooldowns. Places buff duration 2 (EPtW) back up at 30 seconds, while buff duration 1 (EPtS) has 15 seconds left.

    Activate EPtS1... and so on and so forth. You can cycle those 4 indefinitely. I would know, used to run it.

    As for countering weapon drain, and heals? Ever heard of Aux2SIF? Or maybe TSS? Or HE1? Or maybe some points in PI? Oh right, you don't have aux heals cuz you run aux2bat. And the fact that you don't know that just 6 points in PI makes external drains a non-issue merely continues to show your lack of experience in game.

    And if you're referring to weapons drain? Yeah. Command: Weapon Efficiency. Points in Warp Core Potential. And Weapons Performance. And putting 100 base power in weapons. And EPtW2 (that's +31 weapons power). What weapons drain?

    I don't run aux2bat for a reason. And that reason is that you don't get any aux heals of any kind, nor do you get any aux based buffs (like TSS, one of the most powerful shield heals in game, or hazard emitters, one of the better HoTs, or Aux2SIF3, one of the best quick cooldown chunk hull heals in game. If you actually did something other than Aux2bat, you would know how good those are).

    Now for your other comment?
    noblet wrote: »
    Having 4 emergency skills also means you have no room for tac to double up on tt, beta, and faw, a fatal flaw for non a2b builds. Just try a non a2b beam boat with only one copy of faw, and see what that does to your dps.:rolleyes:

    Let's see... I can run a Scimitar beamboat with no Aux2bat and have 4 EPtX and still hit 20k DPS. I can run an Odyssey beamboat with no Aux2bat and have 4 EPtX and still hit 20k dps... I can run so many different ships that have no Aux2bat and 4 EPtX and still hit very high DPS. So... no. Don't patronize me, don't tell me it doesn't work. I know for a fact it works just fine.

    As for the one copy of BFAW? Ever heard of a DOff that reduces cooldown on BFAW? Yeah. Those exist. And they work very well.

    I don't run ANY Aux2bat boats. And I can still very easily top 10k dps on all ships you see usually running Aux2bat. All my cruiser builds are EPtX based, don't use Aux2bat, and still hit quite nice DPS.
    noblet wrote: »
    Besides, that esn tac may be low level, but still gives the full Romulan bonus. What kind of esn eng skill is worth both the tt and crit?

    You fail to realize that setting the ens to tac on an Odyssey if you already have the LtCmdr at tac will leave you with 3 TT1s. I would very quickly and without even thinking give up that 2% crit and 5% crtd for another HE1. I wouldn't even need to be asked, I would just do it.


    Allow me to let you in on a little secret:

    I have been running cruiser beamboats since I started playing. I have succeeded and failed many times. I have posted up builds, gotten feedback, and perfected them over my time in game. So please. Don't insult me by saying I have no idea what I'm talking about, and please, don't patronize me. Because... believe it or not... I do.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited March 2014
    guilli88 wrote: »
    The only thing not on the website are the new tactical consoles. I'm opting for the +crit chance ones.
    My current ship accuracy = +25% and I already have 87% crit severity, assuming the ingame stats display correctly.
    spire consoles were added long ago; look under Vulnerability Exploiter/Locater
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    Lol, silly noob, learn to fly. It means you have to wait 15 sec to heal your shields. You'll be dead 14 seconds ago. In a different situation, you'll be running with low weapon power for 14 seconds. Again, these aren't the a2b that you just need to cycle. "Cycling" emergency abilities with no margin for error means expending your heals when shield is full and being in cd when you need it to live. Giving that science/eng teams are recently separated from tt, this is just TRIBBLE.:rolleyes:
  • undyingzeroundyingzero Member Posts: 313 Arc User
    edited March 2014
    noblet wrote: »
    Lol, silly noob, learn to fly. It means you have to wait 15 sec to heal your shields. You'll be dead 14 seconds ago. In a different situation, you'll be running with low weapon power for 14 seconds. Again, these aren't the a2b that you just need to cycle. "Cycling" emergency abilities with no margin for error means expending your heals when shield is full and being in cd when you need it to live. Giving that science/eng teams are recently separated from tt, this is just TRIBBLE.:rolleyes:
    15 seconds to heal shields is preferable to Science Team's 30 seconds or Transfer Shield Strength's 45 seconds, IMHO.

    Considering Emergency Power to Shields if any tier gives a fairly decent shield damage resistance, even if he cycled it whilst his shields were at full health, he'd still be taking less damage overall due to the power's shield damage resistance bonus. If he runs Sci Team or TSS, he won't have much of a problem shield healing, really.

    That said, with DOffs that lower EPTX cooldown, I'd have to wonder the validity of cycling so many EPTX abilities when 2 would honestly suffice. I'd rather use one of those slots for Aux2Damp (and relevant DOff) than for a second copy of EPTX.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    Lol, silly noob, learn to fly. It means you have to wait 15 sec to heal your shields. You'll be dead 14 seconds ago. In a different situation, you'll be running with low weapon power for 14 seconds. Again, these aren't the a2b that you just need to cycle. "Cycling" emergency abilities with no margin for error means expending your heals when shield is full and being in cd when you need it to live. Giving that science/eng teams are recently separated from tt, this is just TRIBBLE.:rolleyes:

    You fail to understand the basic mechanics behind cycling EPtX buffs. If you cycle two copies of them, you have 30 second uptime on the buff. The ability has as 30 second global cooldown on itself. It was DESIGNED to be cycled. In the event I ran two copies of each, I would have 100% uptime on the buffs. There wouldn't be a "running with low weapons power for 14 seconds".

    And as for the "lacking of heals"? I already explained that TSS and HE were there for that.

    You don't know how that works, and yet you are the one telling me to learn to fly. You amuse me. Please, make more of a fool of yourself.
    15 seconds to heal shields is preferable to Science Team's 30 seconds or Transfer Shield Strength's 45 seconds, IMHO.

    Considering Emergency Power to Shields if any tier gives a fairly decent shield damage resistance, even if he cycled it whilst his shields were at full health, he'd still be taking less damage overall due to the power's shield damage resistance bonus. If he runs Sci Team or TSS, he won't have much of a problem shield healing, really.

    That said, with DOffs that lower EPTX cooldown, I'd have to wonder the validity of cycling so many EPTX abilities when 2 would honestly suffice. I'd rather use one of those slots for Aux2Damp (and relevant DOff) than for a second copy of EPTX.

    I won't argue that DCEs are very much a good choice. I was merely defending that 4x EPtX was a viable build if you needed to run it.

    And as for the ST and ET commentary, I agree wholeheartedly. Now (AFTER THE REMOVAL OF THE GLOBAL COOLDOWN) it's very much a better solution. BUT, before this was done, cycling EPtX with AUX HEALS was the best survivability method. Short of running away (which most Aux2bat boats do from my experience in PvP).

    The most ideal way to run a beamboat is with just one copy of EPtS, one copy of EPtW, at least two purple DCEs for cycling, and Aux heals plus ST and ET for instant heals and "oh TRIBBLE" moments.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • mikeownz1337mikeownz1337 Member Posts: 15 Arc User
    edited March 2014
    hereticknight085, seeing as you have so much experience running cruisers can you shed any light as to what class either tac, engy or science would be best to run a cruiser? I have all of the federation cruisers on both my engy and tac captain and if needed can get them on my science captain. I would like to know which class will be the most versatile in both pve and pvp.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited March 2014
    I too have been running cruiser beam boats since I started playing back when STO went free to play. I personally find that constantly cycling 2 EPTSx and 2 TSSx when available gives great shield regeneration, especially with non A2B builds that have high aux power. Science team is great for A2B builds, but TSS just seems that it heals way more over time if you have high aux power when compared to science team. With an engineer that gets power transfer skill to boost power levels and nadion inversion to hold it up, all 4 power levels stay above 75 nearly all the time, and weapon power rarely ever drops below 100 power while using BFAW, even using 8 beam arrays. Yes, the experimental rommie plasma beam array is quite nice.
  • chlamidiotchlamidiot Member Posts: 120 Arc User
    edited March 2014
    hereticknight is correct regarding the EPTx cycling. 2 by 2 was the standard cruiser rotation before the fifth seal was broken and tech doffs were released.
    noblet wrote: »
    Lol, silly noob, learn to fly. It means you have to wait 15 sec to heal your shields. You'll be dead 14 seconds ago. In a different situation, you'll be running with low weapon power for 14 seconds. Again, these aren't the a2b that you just need to cycle. "Cycling" emergency abilities with no margin for error means expending your heals when shield is full and being in cd when you need it to live. Giving that science/eng teams are recently separated from tt, this is just TRIBBLE.:rolleyes:
    This is wrong, as are your other posts regarding the cycling.

    I will say that I don't share hereticknight's personal preference on A2B and HE/TSS. A proper double A2B boat will have a high aux/low aux cycle and will have to wait 10s plus 2-4 seconds for aux to recover. You shave 15 seconds off the ability's cooldown by running A2B tech doffs in the first place so you can view it as a wash. Plus, you can use a battery if it's a pinch (quartermaster doff for battery cd if you want to go that way). Of course if you value Aux2Sif or Aux2ID you're still facing some hard decisions.

    That's all personal preference, though, I really stopped by to say that within the context of this thread hereticknight has the gospel and noblet is confused and rude.
    -notredricky
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    hereticknight085, seeing as you have so much experience running cruisers can you shed any light as to what class either tac, engy or science would be best to run a cruiser? I have all of the federation cruisers on both my engy and tac captain and if needed can get them on my science captain. I would like to know which class will be the most versatile in both pve and pvp.

    Like most players in this game, I PvE a hell of a lot more than I PvP (most of my little incursions into PvP were pugs anyways, other than a few suicide runs with Kax XD).

    And as classes go? All 3 classes can be successful in a cruiser. Tacs will burst harder in a cruiser (APA3 combined with FOMM3). Engis will be much harder to kill in cruisers (as opposed to the other two classes) and will be able to supercharge their power levels to the point where weapon drain is a null issue, and they also have Nadion Inversion that makes them more or less undrainable. Period. I would have to say that probably the least ideal class to be put in a cruiser is probably Science. It still works fine, but it's Captain abilities don't really compliment a cruiser. It still works, but... yeeeah.

    As for PvP? That follows such different rules, that I can't really give a recommendation here in good conscience.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    15 seconds to heal shields is preferable to Science Team's 30 seconds or Transfer Shield Strength's 45 seconds, IMHO.

    Considering Emergency Power to Shields if any tier gives a fairly decent shield damage resistance, even if he cycled it whilst his shields were at full health, he'd still be taking less damage overall due to the power's shield damage resistance bonus. If he runs Sci Team or TSS, he won't have much of a problem shield healing, really.

    That said, with DOffs that lower EPTX cooldown, I'd have to wonder the validity of cycling so many EPTX abilities when 2 would honestly suffice. I'd rather use one of those slots for Aux2Damp (and relevant DOff) than for a second copy of EPTX.

    "30 seconds" means your Science Team is available at 0 second, exactly when you need it.

    Cycling another emergency power means you get nothing now, emergency power to shields 15 seconds later. You'll be dead in 15 seconds because you triggered a cooldown by using another emergency skill.

    A2b is different. You just cycle it on regular schedule to trigger doff, not because you can't live without its original effect.

    The impracticality of cycling 4 emergency skills would all be immediately clear if you actually fly your failfit in game instead of paper warrioring it. But feel free to spread the failure around, it's no skin off my back.:rolleyes:

    Btw, these doffs suck and can't be relied on.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    "30 seconds" means your Science Team is available at 0 second, exactly when you need it.

    Cycling another emergency power means you get nothing now, emergency power to shields 15 seconds later. You'll be dead in 15 seconds because you triggered a cooldown by using another emergency skill.

    A2b is different. You just cycle it on regular schedule to trigger doff, not because you can't live without its original effect.

    The impracticality of cycling 4 emergency skills would all be immediately clear if you actually fly your failfit in game instead of paper warrioring it. But feel free to spread the failure around, it's no skin off my back.:rolleyes:

    Btw, these doffs suck and can't be relied on.

    You really don't know the mechanics behind EPtX abilities do you?

    They aren't designed for their initial effects. What makes them good is their passive buffs. Let's look at EPtS. It's shield heal is nice, but what it's really used for is it's 30 seconds of boosted resilience and bonus shield power. Which, guess what? Adds even MORE resilience and regen. Same goes for EPtW. It's not used for an instant power bonus. It's used for it's 30 seconds of bonus damage and 30 seconds of your maximum weapon power level increase. EPtE is a perfect example here as well. It's used for it's 30 seconds of bonus speed, and turn, in addition to 30 seconds of bonus engine power which increases your speed and turn even more! And EPtA? Not as useful as the other three, but again, not used for the instant bonus to aux power. It's used for it's 30 seconds of increased base aux, and 30 seconds of passives.

    Learn the mechanics before bashing. And yes, DCE DOffs aren't 100%. But they do activate very often, and if you have at least two purples, you're more or less guaranteed to get an activation. It's certainly better than running Aux2bat and having TRIBBLE for aux power so you can't effectively use TSS or HE, or Aux2SIF and Aux2Damp (which are far more effective defensive abilities than using EPtX for the instant effects).

    I am basing this for someone who DOESN'T have access to DCEs. If you don't have DCEs at your disposal, running 4 EPtX (ie two copies of two of them) is ideal, since having those passive bonuses cycling and then flying a little more carefully greatly outweighs NOT having those bonuses and having instant heals. However, if you DO have DCEs, then you're better off only running 2 EPtX abilities and THEN using the ET and ST setup.

    If you actually paid attention to context instead of immediately screaming "YOU'RE WRONG NOOB", you would understand. Try reading more carefully instead of being blinded by your own ego.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    You really don't know the mechanics behind EPtX abilities do you?

    They aren't designed for their initial effects. What makes them good is their passive buffs. Let's look at EPtS. It's shield heal is nice, but what it's really used for is it's 30 seconds of boosted resilience and bonus shield power. Which, guess what? Adds even MORE resilience and regen. Same goes for EPtW. It's not used for an instant power bonus. It's used for it's 30 seconds of bonus damage and 30 seconds of your maximum weapon power level increase. EPtE is a perfect example here as well. It's used for it's 30 seconds of bonus speed, and turn, in addition to 30 seconds of bonus engine power which increases your speed and turn even more! And EPtA? Not as useful as the other three, but again, not used for the instant bonus to aux power. It's used for it's 30 seconds of increased base aux, and 30 seconds of passives.

    Learn the mechanics before bashing. And yes, DCE DOffs aren't 100%. But they do activate very often, and if you have at least two purples, you're more or less guaranteed to get an activation. It's certainly better than running Aux2bat and having TRIBBLE for aux power so you can't effectively use TSS or HE, or Aux2SIF and Aux2Damp (which are far more effective defensive abilities than using EPtX for the instant effects).

    I am basing this for someone who DOESN'T have access to DCEs. If you don't have DCEs at your disposal, running 4 EPtX (ie two copies of two of them) is ideal, since having those passive bonuses cycling and then flying a little more carefully greatly outweighs NOT having those bonuses and having instant heals. However, if you DO have DCEs, then you're better off only running 2 EPtX abilities and THEN using the ET and ST setup.

    If you actually paid attention to context instead of immediately screaming "YOU'RE WRONG NOOB", you would understand. Try reading more carefully instead of being blinded by your own ego.

    That's not how it works. The large heal is its primary purpose. The buff is merely a beneficial secondary effect making it a better heal than other shield heals. And yes, you need to look at context. Other than the emergency power to shields, his fit has a science team. It's laughable to pop 2 emergency power to shields purely for buff while depending on a single science team for healing. It needs to be saved for cleanse anyway. You get hit by subnuc or any number of potent science debuffs after wasting science team on healing shields, you're screwed. This is exactly what I'm talking about - people like you who needs to get a clue on how it actually works in game instead of reading descriptions and pretend to know what you're talking about. Experience > Paper warrioring.:rolleyes:
  • captainpirkocaptainpirko Member Posts: 270 Arc User
    edited March 2014
    @hereticknight: dont argue with nooblet. he's an idiot with no actual understanding of creative builds. my newest fleet member who joined the game 2 weeks ago knows more then nooblet, survives longer then nooblet, and still uses MK X greens.

    nooblet has never been able to back up what he's saying with actual proof, (aka video/pics) and consistently gets proven wrong by even the newest of players. so just ignore him, and dont reply to anything he says. i've yet to figure out if he's a troll, or just that big of an idiot. but i'll assume both for the time being.
    just passing on the warning, carry on.
    [SIGPIC]Timelords Fleet [/SIGPIC]
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    This is exactly what I'm talking about - people like you who needs to get a clue on how it actually works in game instead of reading descriptions and pretend to know what you're talking about. Experience > Paper warrioring.:rolleyes:

    Riiight. And my forum join date reads almost a year ahead of yours... And I have been using EPtX since I started... You amuse me. Please, keep on showing your... apparently lack of knowledge.

    If you actually knew anything about EPtX abilities, you'd know that the bonus power and passives are the real strength behind it. If you need a shield heal, you just hit TSS. You get a heal, boosted regen, and boosted resilience. You should be CONSTANTLY cycling EPtS, because that bonus shield power does... yeah. Boosts your regen, boosts resilience. If your shield resilience is high enough and your regen is high enough, guess what, you don't need the shield heal.

    Dance jester, dance. Dance for your king.
    @hereticknight: dont argue with nooblet. he's an idiot with no actual understanding of creative builds. my newest fleet member who joined the game 2 weeks ago knows more then nooblet, survives longer then nooblet, and still uses MK X greens.

    nooblet has never been able to back up what he's saying with actual proof, (aka video/pics) and consistently gets proven wrong by even the newest of players. so just ignore him, and dont reply to anything he says. i've yet to figure out if he's a troll, or just that big of an idiot. but i'll assume both for the time being.
    just passing on the warning, carry on.

    Oh, I am fully aware of what he does and does not know. I am just gleaning amusement from making him continue to show how much he fits his name. At this point, it's a foregone conclusion. But at least I should get to have some fun in the process, do I not?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    If your shield resilience is high enough and your regen is high enough, guess what, you don't need the shield heal.

    See? All I have to do is sit back and wait for you paper warriors to make a fool out of yourselves.:D
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    noblet wrote: »
    See? All I have to do is sit back and wait for you paper warriors to make a fool out of yourselves.:D

    Rofl. How often do you actually play? I mean seriously? Have you ever tried to break the shields on something with 125 shield power? It really doesn't work. Their shields regen at 250% the normal rate, with 250% resilience. In other words, their resistance to damage is incredibly high, and any damage they end up taking they just heal back.

    The way the current meta is, if you don't kill them in the first 5 seconds, you probably won't kill them. At all. Your responses show your lack of experience in general. PvP players almost always have it CYCLING, and use RSP or TSS for shield heals. Smart PvE players do the same thing. EPtS is now mainly used for it's BUFFs.

    I'm almost at the point of giving up on you. Please, pull your head out of wherever it is and try to see reason.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited March 2014
    For the most part, Heretic is correct. There is a problem, which I'll get to in a bit.
    If you run EPTS, it not only gives a 30 second boost to shield power and resistance, it does provide a moderate instant shield heal. Running 2 EPTS will give the shield heal more often, and sustain the damage resistances and power levels. If you run 1 each of EPTS and EPTW, cycling each back and forth when they are available, the shield heal is received half as often.
    I usually run a TAC oddy, or the galaxy, and the 2x EPTS is a better tank setup in general than 1 EPTS and 1 EPTW. The game is not ALL about damage, and balancing damage and survivability is worthwhile.
    The interesting thing, is that you used to be able to run 2x EPTS AND 2x EPTW, with one of each running everytime. Some time in the past, this was changed such that running 1 EPTx (EPTS, EPTW, EPTA) were all linked. Now, when you start EPTS, even EPTW will go into a cooldown before it can be used. You simply cannot use both at the same time anymore. Noblet, that's where Heretic is 100% correct and you are not.
    That said, there is an interresting thing that happens. If you have 2x EPTS and 1 EPTW, and you begin cycling EPTS a few times, EPTW will be about 10 seconds off the cooldown cycle with EPTS and become available 10 seconds before EPTS will be available after the second or third time EPTS has been enabled. Of course, if you enable EPTw, the cooldowns for EPTS are affected and the shield heals, are disrupted. Running 2x EPTS and 1xEPTw will leave small gaps of about 5-10 seconds in the buffs, heals, etc, depending on how well you cycle your EPTx abilities.

    For a tank, not the "kill it before it kills you" setups most folks seem to care about that troll the forums, for a true tank that takes damage first and wears down it's opponents by out surviving them, cycling 2xEPTS, even ensign levels of it, can make that oddy one incredibly tough beast. Couple that with cycling 2xTSS or 2xST and the shields will be up so much that you might be taking on more baddies than ever before in STFs and shrugging of whetever they shoot at you.
  • chlamidiotchlamidiot Member Posts: 120 Arc User
    edited March 2014
    Bind the first 4 slots of tray 6 to WASD. Place 2 copies each of 2 EPTx abilities in the four slots. Below is the cycle you'll see on the cooldowns, I've picked EPTS and EPTW as an example.

    Time......EPTS1....EPTS2....EPTW1....EPTW2....Active buffs

    0sec...... 45s........30s........15s..........15s..........EPTS

    15sec......30s........15s........45s..........30s.........EPTS/EPTW

    30sec.......30s........45s........30s..........15s.........EPTS/EPTW

    45sec ......15s.........30s........30s..........45s........EPTS/EPTW

    There is no gap.

    After the first 15 seconds your maintenance cycle will maintain 2 flavors of EPTx.

    If you don't understand this then you don't understand why tech doffs are so powerful, and how significant the change to A2B's shared cd from the EPTx family to the A2x family was. That understanding isn't important to making things go boom in STO, but it's pretty important to geeky bickering over the meta.

    The purpose of EPTS is the shield resist, not the heal. The "Loss" of the heal is irrelevant. Functional shield points gained through resistance and the corresponding time to death increase is more significant than the shield heal. I have the spreadsheet for this bookmarked on another computer, if somebody else has it maybe they'll be kind enough to link it.
    -notredricky
  • nobletnoblet Member Posts: 0 Arc User
    edited March 2014
    ryakidrys wrote: »
    For the most part, Heretic is correct. There is a problem, which I'll get to in a bit.
    If you run EPTS, it not only gives a 30 second boost to shield power and resistance, it does provide a moderate instant shield heal. Running 2 EPTS will give the shield heal more often, and sustain the damage resistances and power levels. If you run 1 each of EPTS and EPTW, cycling each back and forth when they are available, the shield heal is received half as often.
    I usually run a TAC oddy, or the galaxy, and the 2x EPTS is a better tank setup in general than 1 EPTS and 1 EPTW. The game is not ALL about damage, and balancing damage and survivability is worthwhile.
    The interesting thing, is that you used to be able to run 2x EPTS AND 2x EPTW, with one of each running everytime. Some time in the past, this was changed such that running 1 EPTx (EPTS, EPTW, EPTA) were all linked. Now, when you start EPTS, even EPTW will go into a cooldown before it can be used. You simply cannot use both at the same time anymore. Noblet, that's where Heretic is 100% correct and you are not.
    That said, there is an interresting thing that happens. If you have 2x EPTS and 1 EPTW, and you begin cycling EPTS a few times, EPTW will be about 10 seconds off the cooldown cycle with EPTS and become available 10 seconds before EPTS will be available after the second or third time EPTS has been enabled. Of course, if you enable EPTw, the cooldowns for EPTS are affected and the shield heals, are disrupted. Running 2x EPTS and 1xEPTw will leave small gaps of about 5-10 seconds in the buffs, heals, etc, depending on how well you cycle your EPTx abilities.

    You're repeating what everyone already knows. The problem is some people only look at paper stats without actually trying it out in the game, therefore don't realize the problem that doesn't show up on paper.
    One eptw triggers 15 sec shared cd with epts. It's still workable, because you still have wide windows to trigger heal when you're taking spike dmg (up to 15 sec after, but only if you're unlucky). 2 eptw and 2 epts locks you into a solid cycle, that's the problem. You'll never be popping heals when you're taking that escort spike or borg invisitorp. Epts is an instant heal, not heal over time. The epts will end up healing already full shields resulting from max power, which is good normally, but won't hold on spike dmg. Being a faw eng cruiser, both your shield and weapon power will be full, from the plasmonic leech on faw alone, much less other power sources, even without a2b fit. That's good enough for maintenance, but not against spike dmg. Right after borg invisitorp hits, you need shields back up asap, not on average 15 seconds (at worst 30 seconds) later, because the epts you expended healing full shield just before the invisitorp hit won't refill your empty shield, and your bare hull tanker will be on respawn queue.
    chlamidiot wrote: »
    Bind the first 4 slots of tray 6 to WASD. Place 2 copies each of 2 EPTx abilities in the four slots. Below is the cycle you'll see on the cooldowns, I've picked EPTS and EPTW as an example.

    Time......EPTS1....EPTS2....EPTW1....EPTW2....Active buffs

    0sec...... 45s........30s........15s..........15s..........EPTS

    15sec......30s........15s........45s..........30s.........EPTS/EPTW

    30sec.......30s........45s........30s..........15s.........EPTS/EPTW

    45sec ......15s.........30s........30s..........45s........EPTS/EPTW

    There is no gap.

    This illustrates the problem perfectly - There is no gap! Heal that's never (not just sometimes) available when you need it to survive is no good. This is especially the case since OP had a single science team besides the 2 epts that's being locked in. And it needs to be saved for debuff cleanse. Otherwise if you get hit by player subnuc or borg drain, you're screwed. What are you going to do for shield heal when its down? Wait for it to regen on max power? Do you actually think that'll hold against an elite cube's dps after invisitorp hits or against remaining part of an escort's spike?:rolleyes:
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    ryakidrys wrote: »
    For the most part, Heretic is correct. There is a problem, which I'll get to in a bit.
    If you run EPTS, it not only gives a 30 second boost to shield power and resistance, it does provide a moderate instant shield heal. Running 2 EPTS will give the shield heal more often, and sustain the damage resistances and power levels. If you run 1 each of EPTS and EPTW, cycling each back and forth when they are available, the shield heal is received half as often.
    I usually run a TAC oddy, or the galaxy, and the 2x EPTS is a better tank setup in general than 1 EPTS and 1 EPTW. The game is not ALL about damage, and balancing damage and survivability is worthwhile.
    The interesting thing, is that you used to be able to run 2x EPTS AND 2x EPTW, with one of each running everytime. Some time in the past, this was changed such that running 1 EPTx (EPTS, EPTW, EPTA) were all linked. Now, when you start EPTS, even EPTW will go into a cooldown before it can be used. You simply cannot use both at the same time anymore. Noblet, that's where Heretic is 100% correct and you are not.
    That said, there is an interresting thing that happens. If you have 2x EPTS and 1 EPTW, and you begin cycling EPTS a few times, EPTW will be about 10 seconds off the cooldown cycle with EPTS and become available 10 seconds before EPTS will be available after the second or third time EPTS has been enabled. Of course, if you enable EPTw, the cooldowns for EPTS are affected and the shield heals, are disrupted. Running 2x EPTS and 1xEPTw will leave small gaps of about 5-10 seconds in the buffs, heals, etc, depending on how well you cycle your EPTx abilities.

    For a tank, not the "kill it before it kills you" setups most folks seem to care about that troll the forums, for a true tank that takes damage first and wears down it's opponents by out surviving them, cycling 2xEPTS, even ensign levels of it, can make that oddy one incredibly tough beast. Couple that with cycling 2xTSS or 2xST and the shields will be up so much that you might be taking on more baddies than ever before in STFs and shrugging of whetever they shoot at you.

    That's actually wrong on a few levels. If you're stupid enough to run one copy of each EPtX without using DAMAGE CONTROL ENGINEERS, then yes, you'll have gaps. But since everyone who runs cruisers and has half a brain does use them, the inconsistencies you pointed out in my post are a null point, since it's more or less ASSUMED you will have (and use) the requisite blue or better DCEs.
    noblet wrote: »
    You're repeating what everyone already knows. The problem is some people only look at paper stats without actually trying it out in the game, therefore don't realize the problem that doesn't show up on paper.
    One eptw triggers 15 sec shared cd with epts. It's still workable, because you still have wide windows to trigger heal when you're taking spike dmg (up to 15 sec after, but only if you're unlucky). 2 eptw and 2 epts locks you into a solid cycle, that's the problem. You'll never be popping heals when you're taking that escort spike or borg invisitorp. Epts is an instant heal, not heal over time. The epts will end up healing already full shields resulting from max power, which is good normally, but won't hold on spike dmg. Being a faw eng cruiser, both your shield and weapon power will be full, from the plasmonic leech on faw alone, much less other power sources, even without a2b fit. That's good enough for maintenance, but not against spike dmg. Right after borg invisitorp hits, you need shields back up asap, not on average 15 seconds (at worst 30 seconds) later, because the epts you expended healing full shield just before the invisitorp hit won't refill your empty shield, and your bare hull tanker will be on respawn queue.

    Tier IV Omega Rep. Combine that with a decent fleet shield AND a quick TSS2 or just high shield power in general AND a manual distro/TT, your shields will be back up on that facing easily. You have to remember, most players at level 50 will usually have all of the above, and USE them.

    I have tanked my fair share of borg high yield torps and borg regular torps (still not sure why peeps complain about invisi-torps, they fixed that ages ago), and my shields will either 1) never drop to begin with, or 2) be at such high power that their resilience and regen will be enough that I just redistro and they're good to go. You seem to be ignoring the fact that Tac Team drags power from your other facings, which means you have the resilience of the very high shield power COMBINED with the regen of all 4 facings. On a well built ship, that can sometimes be as high, if not higher than a total of almost 5k per second. That combined with intelligent flying is more than enough to survive sustained and spike DPS.

    And if you really have a problem with someone blasting away at you, hit them with a quick Jam Sensors. And don't have your weapons on auto-fire. That will buy you more than enough time to use your EPtS for a shield heal (even though tbh you really shouldn't rely on SOLELY that ability to heal your shields).
    noblet wrote: »
    This illustrates the problem perfectly - There is no gap! Heal that's never (not just sometimes) available when you need it to survive is no good. This is especially the case since OP had a single science team besides the 2 epts that's being locked in. And it needs to be saved for debuff cleanse. Otherwise if you get hit by player subnuc or borg drain, you're screwed. What are you going to do for shield heal when its down? Wait for it to regen on max power? Do you actually think that'll hold against an elite cube's dps after invisitorp hits or against remaining part of an escort's spike?:rolleyes:

    *sigh*

    You're acting like EPtS is the only shield heal in the game. If the buff is available at all times, you're fine. You don't seem to be taking into consideration the fact that the EPtS provides a huge resilience buff to your shields (making them far less susceptible to damage) IN ADDITION to a high power bonus, which adds even more resilience and a much MUCH higher regeneration. Add on to that OTHER SHIELD HEALS, and you'll be more than able to survive the continued pounding of a tac cube (TRIBBLE your normal cubes, they're not even a threat anymore) or a gateway and not be anywhere NEAR in danger.

    And if you get sub-nucced, you simply hit a ST and keep on going, though if your TT is stripped your probably already dead anyways, and one EPtS isn't going to save you (EPtS1 on average only heals at most 2k shields, which your regular not even heavily kitted out cannonscort will blast away in less than a second). And if you get hit by a borg shield neutralizer, EPtS won't cleanse that. HE cleanses that. And a borg super tachyon beam? Nothing stops that (hilariously enough, not even PI will do much against that it's just so strong).

    I don't even know what you're arguing anymore. At this point I'm beginning to think you're arguing for the sake of arguing.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited March 2014
    I was wrong, you are right!



    If you slot 2 EPTS and 2 EPTW, and cycle them consistently, EPTS runs every 30 seconds and so does EPTW!



    Leather tastes awful, by the way!
  • chlamidiotchlamidiot Member Posts: 120 Arc User
    edited March 2014
    noblet wrote: »
    This illustrates the problem perfectly - There is no gap! Heal that's never (not just sometimes) available when you need it to survive is no good. This is especially the case since OP had a single science team besides the 2 epts that's being locked in. And it needs to be saved for debuff cleanse. Otherwise if you get hit by player subnuc or borg drain, you're screwed. What are you going to do for shield heal when its down? Wait for it to regen on max power? Do you actually think that'll hold against an elite cube's dps after invisitorp hits or against remaining part of an escort's spike?:rolleyes:

    You conveniently ignored the rest of my post. Maintaining shield resist levels contributes more to survival than reactive "heals." A resist that's never active is no good. The value of EPTS is not the heal, it's the resist. The idea that you think the way to survive a spike is to heal after it is telling.

    Stop with the rolleyes emotes. You are Pakled in the room. "Shields need healing in an emergency. We are strong. We use Emergency Power to Shields."

    Sci Team does not need to be saved for a cleanse because with 2 by 2 EPTx the doff is going to roll for a cleanse every 15 seconds.

    Let me take something I said a step further: Maintaining shield resist levels contributes more to survival than any other single factor.
    -notredricky
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2014
    chlamidiot wrote: »
    You conveniently ignored the rest of my post. Maintaining shield resist levels contributes more to survival than reactive "heals." A resist that's never active is no good. The value of EPTS is not the heal, it's the resist. The idea that you think the way to survive a spike is to heal after it is telling.

    Stop with the rolleyes emotes. You are Pakled in the room. "Shields need healing in an emergency. We are strong. We use Emergency Power to Shields."

    Sci Team does not need to be saved for a cleanse because with 2 by 2 EPTx the doff is going to roll for a cleanse every 15 seconds.

    Let me take something I said a step further: Maintaining shield resist levels contributes more to survival than any other single factor.

    Um... haven't I said this a number of times over a number of posts over a number of pages? XD
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • age03age03 Member Posts: 1,664 Arc User
    edited March 2014
    This person is doing thie samething over here http://sto-forum.perfectworld.com/showthread.php?p=15646641&posted=1#post15646641

    The player with that Vid knows his stuff when it comes to Klink ships.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
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