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Tank Advice?

darthgranicdarthgranic Member Posts: 0 Arc User
Hey Guys,

Thanks STO Academy for all the resources and tools. This is my first attempt at using this stuff. I am attempting to make a tank out of Flt. Galaxy-X or the Sci Ody. This will be a PvE build and trying to do the A2B thing too. I like phased polar on for the procs. I heard this thing can mount dual cannons or DHCs also so might try that too.
http://skillplanner.stoacademy.com/?build=tankx_6849

Thanks and :llap:
Grant
Post edited by darthgranic on

Comments

  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    http://skillplanner.stoacademy.com/?build=tankxi_0

    Tanking isn't all about just absorbing damage, you also need to be seen as a threat. otherwise nothing will bother trying to kill you over the other players and all that health is wasted.

    The dread CAN mount cannons, but its difficult to use them properly so not advised for a beginner to the ship.

    Beam arrays are your best bet since the gal-x is a pretty slow ship to maneuver, I also advise FAW and APB as your primary offensive skill since an A2B build will keep these powers up most of the time.

    Go with a fleet plasma integrated core it will help with the energy drain from 8 weapons.

    The fleet neutronium armor [turn] is also advised.

    Yellowstone's are durable and great for crowd control. the defense reduction on a stationary target will also improve your damage.

    The dyson shield heals itself so often you may find you barely use shield healing skills.

    The rest I think is pretty obvious.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

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  • darthgranicdarthgranic Member Posts: 0 Arc User
    edited April 2014
    Why the enhanced Neutronium over the tetra or ablative when facing enemies that pretty much use one energy type?
  • shurato2099shurato2099 Member Posts: 588 Arc User
    edited April 2014
    Why the enhanced Neutronium over the tetra or ablative when facing enemies that pretty much use one energy type?

    For the extra turn modifier.
  • carl103carl103 Member Posts: 1 Arc User
    edited April 2014
    Why the enhanced Neutronium over the tetra or ablative when facing enemies that pretty much use one energy type?

    Also on NPC's, even non-borg ones, the majority of incoming spike hull damage, (and it's spike damage that gets through to the hull that usually kills you), will be kinetic. So the specific consoles with their lack of Kinetic resists are pretty awful.

    Not to mention even if you could get better total resists out of mixed pure kinetic + energy specific consoles along with the turn improvements it would mean a lot more spent on the build in the first place, (to cover all energy types with spare console sets for each type).

    EDIT:

    @Disposable: Not too familiar with A2Bat builds, got one myself but not played it enough to test the limits, but wouldn't he be limited to using 2 different EPTx abilities making EPTE, (a pretty useless skill anyway), unusable? Also unless my brain has gone batty doesn't Attack pattern Delta do everything Beta does, but to everyone firing at you with the benefit of a hull resist on top? That should allow him to drop an eng console, move one of the set pieces to the eng slots and put one of the threat enhancing consoles in the sci slot freed up. Extra threat is extra threat after all.
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    What they said.

    Since you only have 4 console slots to use and you need to increase 3 things with it, its best to use consoles that increase all those things.

    The net gain is slightly better that way.

    Since 4 neut (turn) get you the rough equivalent of..

    2 monotaniums
    2.5 aplative (and it resists all energy instead of just 4)
    2 rcs

    and all of those would have to also be mk XII purples where as the neuts could be mk XI
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • darthgranicdarthgranic Member Posts: 0 Arc User
    edited April 2014
    What is a good alternative to the solanae overcharged warp core?
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    carl103 wrote: »
    Also on NPC's, even non-borg ones, the majority of incoming spike hull damage, (and it's spike damage that gets through to the hull that usually kills you), will be kinetic. So the specific consoles with their lack of Kinetic resists are pretty awful.

    Not to mention even if you could get better total resists out of mixed pure kinetic + energy specific consoles along with the turn improvements it would mean a lot more spent on the build in the first place, (to cover all energy types with spare console sets for each type).

    EDIT:

    @Disposable: Not too familiar with A2Bat builds, got one myself but not played it enough to test the limits, but wouldn't he be limited to using 2 different EPTx abilities making EPTE, (a pretty useless skill anyway), unusable? Also unless my brain has gone batty doesn't Attack pattern Delta do everything Beta does, but to everyone firing at you with the benefit of a hull resist on top? That should allow him to drop an eng console, move one of the set pieces to the eng slots and put one of the threat enhancing consoles in the sci slot freed up. Extra threat is extra threat after all.

    With the cd reduction he could chain only 2 yes. but in general you don't always need to chain 2 and since the build I posted does have a backup and an OH SH*& shield heal, the other eptx abilitys are there for utility mostly.

    the idea being that he can use the ept ability that suits the situation best while not really compromising his shield healing.

    EPTE is great for a speed boost and speed allows you to enter and exit combat at will, so you could use that to get out of a stickey situation after poping RSP or use it to catch up to combat if evasive maneuvers is on cd

    EPTW is mostly for fighting tholians but also gives a decent damage boost so you could use that when trying to pull some agro.\

    Delta only really works when everything is already shooting at you, which with NPC's isn't always easy to accomplish, pulling threat is hard in a gal-x but not impossible.

    I would go beta because it will also effect those NOT shooting at you and therefor work well in tandem with a team.

    The threat scaling consoles aren't that great to bein with so I wouldn't really recommend them for anything that doesn't have a neef for sci and extra sci slots.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited April 2014
    With the cd reduction he could chain only 2 yes. but in general you don't always need to chain 2 and since the build I posted does have a backup and an OH SH*& shield heal, the other eptx abilitys are there for utility mostly.

    the idea being that he can use the ept ability that suits the situation best while not really compromising his shield healing.

    Unfortunately those EPTX skills are going to be pretty pitiful if you have zero points invested into Starship Electro Plasma Systems skill. Likewise, no Flowcaps skill and no Plasmonic Leech console is missing out.

    You're running a Beam boat, so your weapons power needs raised as far as possible.
    The threat scaling consoles aren't that great to bein with so I wouldn't really recommend them for anything that doesn't have a neef for sci and extra sci slots.

    The point of the fleet consoles is to act as a +Threat Multiplier and add the Plasma Proc to your weapons. ONE of them equates to HIGHER hate gain than 9 points in Starship Threat Control. You only need one of them for a Tank (a Flow Capacitor or Emitter Array [+Th] [Pla], depending on whether you want better Shield Heals or slightly better Power Drains/Gains from Leech) unless you're using Plasma Beams.

    You're correct in that the idea of a beam boat is to run Fire at Will, Tac Team and either Attack Pattern Beta or Delta. Directed Energy Modulation and EPTW are the only other real DPS increases you can rely on (Beam Overload is a handy spike, but it's poor for aggro control).

    If you want to run a torpedo the best option is the Wide Angle Quantum, but that requires a Zen ship purchase (the Sovereign Refit).

    Personally I'd aim for something like this

    My own Science Ody is a total beast of a Tank, and runs three seperate builds depending on my mood and the mission I'm doing (the Universal LtCom slot can be used for Tactical, Science or Engineering) - the most survivable setup is obviously the Engineering-heavy one, but the Science option is the one I run with most often simply because Gravity Well and Tractor Beam/Tractor Beam Repulsors are so useful for random PUG missions like eSTFs... :)

    Aux2Bat is a very nice setup if you don't care about boosting up heals from Hazard Emitters or Aux2SIF. You only need one copy of it and 2-3 Technican DOFFs though, providing you run either two copies of Tac Team or one copy plus a few Conn officers...
    [ <<<--- @Maelwys --->>> ]
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    maelwy5 wrote: »
    Unfortunately those EPTX skills are going to be pretty pitiful if you have zero points invested into Starship Electro Plasma Systems skill. Likewise, no Flowcaps skill and no Plasmonic Leech console is missing out.

    You're running a Beam boat, so your weapons power needs raised as far as possible.



    The point of the fleet consoles is to act as a +Threat Multiplier and add the Plasma Proc to your weapons. ONE of them equates to HIGHER hate gain than 9 points in Starship Threat Control. You only need one of them for a Tank (a Flow Capacitor or Emitter Array [+Th] [Pla], depending on whether you want better Shield Heals or slightly better Power Drains/Gains from Leech) unless you're using Plasma Beams.

    You're correct in that the idea of a beam boat is to run Fire at Will, Tac Team and either Attack Pattern Beta or Delta. Directed Energy Modulation and EPTW are the only other real DPS increases you can rely on (Beam Overload is a handy spike, but it's poor for aggro control).

    If you want to run a torpedo the best option is the Wide Angle Quantum, but that requires a Zen ship purchase (the Sovereign Refit).

    Personally I'd aim for something like this

    My own Science Ody is a total beast of a Tank, and runs three seperate builds depending on my mood and the mission I'm doing (the Universal LtCom slot can be used for Tactical, Science or Engineering) - the most survivable setup is obviously the Engineering-heavy one, but the Science option is the one I run with most often simply because Gravity Well and Tractor Beam/Tractor Beam Repulsors are so useful for random PUG missions like eSTFs... :)

    Aux2Bat is a very nice setup if you don't care about boosting up heals from Hazard Emitters or Aux2SIF. You only need one copy of it and 2-3 Technican DOFFs though, providing you run either two copies of Tac Team or one copy plus a few Conn officers...

    true with no points in eps the powerboost would be minimal. i didnt actualy look at the skill setup in his bild so I dont know what he used.

    Aside from that while the power gained is poor the additional benifit remains the same. and what else are you going to put in those slots? more Eng teams?

    your link also appears broken.

    And yes a [+threat] console does generate higher threat but if run properly you don't really need it, since any 'scort with more than 2 weapons can draw agro away from you.

    You could also activate the threat aura thing if you feel you need it. i personaly like the ability to drop my threat level as i need in the middle of combat.

    And leech also isnt necessary especialy with the warp core and weapons aura.

    That warp core increases power recharge and the weapons aura reduces the firing cost to 7.5

    along with the flat bonuses from the trait eps manifold efficiency ANy battery or eptx power you activate will boost your powerlevels, and since youll be activating at least one eptx power every 15 seconds or so you should be fine.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited April 2014
    true with no points in eps the powerboost would be minimal. i didnt actualy look at the skill setup in his bild so I dont know what he used.

    Aside from that while the power gained is poor the additional benifit remains the same. and what else are you going to put in those slots? more Eng teams?

    I checked the link, still works for me.

    Either STOAcademy was down for a minute when you tried it or there's something funny going on with Firefox on my PC and IE on two other PCs in work.

    There's a lot of changes to everything including Ground setup and Skillpoints, but the gist of the BOFF powers are: TT1, TS1, FAW2 | ET1, ET1, RSP1, Aux2Bat1, EPTS3, EPTW3, DEM3 | ST1, HE2. A Broadsiding Cruiser does not need to worry about being Tractored, so there's no need for PH1 especially since it conflicts with the cooldown on HE2. The TS1 can easilly be swapped to another copy of TT1 in order to save you two DOFF slots or if you don't want to run a Wide Angle Quantum (though really, you technically gain DPS by using one due to energy weapon power drain mechanics; and it's very easy to push up the damage output of a torp without Tac Consoles via the AMACO 2-piece set bonus).

    Plasmonic Leech is the single biggest boost you can get in a console slot. It gives you 15-25 power to every single subsystem (depending on your Flow Capacitors Skill) and reduces the enemies power by the same amount in PVE: Meaning less Damage Output, lower Shield Resistances, reduced Speed (which grants you more Crit), and reduced Healing/CC Ability... and all you have to do is keep shooting.

    The point of the Threat Console is that you can use another console slot, gain damage (from the Plasma Proc) and either more Healing (if you pick a Shield Emitters) or higher Energy Drains (if you pick a Flow Capacitor) and gain back all the thousands of skillpoints you spent in threat control, as well as the ability to swap your ship from a Cruiser to an Escort and not constantly pull aggro - because you can just unequip the console, you can't just unequip skillpoint allocation.

    I agree with you about it being nice to activate different Cruiser abilities depending on the situation and not always relying on the Threat one - and that's what the console is for :)
    [ <<<--- @Maelwys --->>> ]
  • jellico1jellico1 Member Posts: 2,719
    edited April 2014
    1 rom embassy +threat flow cap
    1 rom embassy power insulator + threat

    thats +240 threat

    cruiser command attract fire increases your threat lowers allies threat

    As soon as you take threat switch to shield power setting aand reroute your power to shields

    you should still be able to hold on to threat

    stay close to enemy and keep moving fast in orbit of it

    thats how to take and hold threat surviving threat requires too much typing lol
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
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