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Galaxy-R with Cannons?

xsilvermanxxsilvermanx Member Posts: 52 Arc User
edited August 2014 in Federation Discussion
Hey there,

(Galaxy-X, not R. Got something wrong :-) )

just wondering whether something like this could work in terms of DPS. Put something together, completely filled out including traits and skill-tree. Let me know what you think.

http://www.stoacademy.com/tools/skillplanner/?build=cannongalaxy_0

Just some notes, Saucer Separation is an integral part of this build, you are expected to directly separate the Saucer and then forget it. I'm not as insane as advice to put DHCs on a Cruiser with the turning rate 6 :D
Also I'm not sure about the BOFF-abilites, it's obviously A2B and DEM (implicating you have 3 Technicians and Marion), but I don't know whether to put duplicated abilities into the build or not. Actually I'm not sure whether e.g. EPtW 3 is necessary, so advice on this would be great.

Greetings
Silverman
Post edited by xsilvermanx on

Comments

  • dareaudareau Member Posts: 2,390 Arc User
    edited August 2014
    From what little I know:

    1. The weapon skills, BFaW/CSV and BO/CRF are usually considered integral for DPS. What makes the Gal-X so bad is that you don't have a slot for a cannon skill unless you sacrifice that AP-B. Which might be bad to your build...

    2. Part of the A2B thing is to get skills down to global cooldown. Having 2 of any skill would be "a waste" when A2B & Techs are doing their job...

    3. On that note, perhaps swapping a torp into the forward part of the build, and swapping THY in for one of those TTs might be useful. Or going DBB & BO... If you're rich, try to find cannons with the integral CRF mod, that might also help your build some...

    4. Word on the street is that, for AP, getting CritH or CritD mods might be better for you than raw DMG mods. AP's proc is a crit based proc, so the crit mods either get at the +20 crit severity more often (if you go CritH), or even more damage when it does proc (CritD). I saw a post somewhere talking about the optimal levels of CritH and CritD to shoot for, search-fu might locate it for you as well if you're interested...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited August 2014
    Firstly, thats the Galaxy X, not the galaxy R. Secondly single cannons can be awesome on ships with scatter+beta, especially carriers. DHC on the Galaxy X work fine for pve if you use an Aux2Damp build to up the turnrate unless you like being a stardrive full time, for pvp it needs to be a decloak alpha.

    But honestly a G-X with no cannon abilities and only beta? Just isnt effective enough to be worth it. We honestly need SOME ens cannon abilities in the game. And A2B with no weapon abilities isnt going to be all that helpful as your just using beta 1, and your second tac team is then pointless.

    Drop a copy of TT use BO1 + shield bypass doff /w your 360ap beam. Then you will have a fairly useful ship. Put a KCB on the back and drop a turret you have no cannon abilites any how so wont matter much. Drop ISO charge move consoles around and get some fleet neutronium+turn on it, your ship is overloaded with special consoles. Try to limit it to 3 or less, even if it means slight crit reduction.

    Your not running any cannon powers so crit isn't super important. Borg console is a keep, Pasmonic keep, saucer sep if you have to but honestly not worry about it as your lance wont be to powerful with an AP build and a single A2D will give you better turnrate prolly + resAll. Rest of them can go, swap them around till you find your fit, but borg and plasmonic are 100% always keep on this ship.

    Run a BO doff, 2-3 techs, RSP doff, and another BO doff if you can/A2D doff donno if you have 5 or 6 active doffs. Then change a single A2B to A2D and run a hybrid setup.
  • questeriusquesterius Member Posts: 8,463 Arc User
    edited August 2014
    Hey there,

    just wondering whether something like this could work in terms of DPS. Put something together, completely filled out including traits and skill-tree. Let me know what you think.

    http://www.stoacademy.com/tools/skillplanner/?build=cannongalaxy_0

    Just some notes, Saucer Separation is an integral part of this build, you are expected to directly separate the Saucer and then forget it. I'm not as insane as advice to put DHCs on a Cruiser with the turning rate 6 :D
    Also I'm not sure about the BOFF-abilites, it's obviously A2B and DEM (implicating you have 3 Technicians and Marion), but I don't know whether to put duplicated abilities into the build or not. Actually I'm not sure whether e.g. EPtW 3 is necessary, so advice on this would be great.

    Greetings
    Silverman

    Galaxy-R or Galaxy-X?
    You ask about the Galaxy-R and post a build for the Galaxy-X

    Going by the galaxy-R then this is a nice place to start:
    http://www.stoacademy.com/tools/skillplanner/?build=shank_5378

    1-2 minutes tweaking and i'd go for something like this:
    http://skillplanner.stoacademy.com/?build=galrcannonquickdraft_0

    CC deflector for extra accuracy, removed 1 SC from front arc to reduce power drain and replaced it with a trusty Photon torpedo.

    You can play around with any energy type you like though.
    A SC/turret build for a Galaxy-R will not win you DPS contests, but with a bit or work you can make a viable build for STF
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • xsilvermanxxsilvermanx Member Posts: 52 Arc User
    edited August 2014
    Edited the headline, oops :D

    Ok, no double abilities then. Beam Overload should have a place in that build then.

    In contrast to the headline: Would a Galaxy-X using 4 DBBs and KCB, 1 [arc]-weapon and ... be better? I think it could be worth it to place turrets in the back as to maximize forward weapons' damage output, instead of placing normal beams in the back. You might want to use BO with a DBB, so turrets wouldn't "steal" that damage. Also normal beams can't shoot forward, so you have a maximum of 2 [arc]-beams shooting from aft weaponslots.
    So (I'm not gonna edit the build) would using DBBs up front, turrets back (leave the one [arc]-weapon for set-bonus +10% Antiproton damage)(also KCB > Turrets, even if boosted by 4 consoles and the mentioned two-set-bonus? If so, KCB obviously :D), change Tacs to TT1, BO1 and APB1 be a better choice?
    dareau wrote:
    4. Word on the street is that, for AP, getting CritH or CritD mods might be better for you than raw DMG mods. AP's proc is a crit based proc, so the crit mods either get at the +20 crit severity more often (if you go CritH), or even more damage when it does proc (CritD). I saw a post somewhere talking about the optimal levels of CritH and CritD to shoot for, search-fu might locate it for you as well if you're interested...

    That would be discussion fleet weapons (only possibility other than [dmg]x3 would be [dmg]x2 [acc]x2, otherwise it's big dmg + either [acc], [CritD] or [CritH]) in ultra rare versus normal Antiproton-weapons very rare but with free modifiers. Have chosen fleet weapons here, such a change would be easily possible though, just thought that Fleet weapons are fleet weapons :D

    Also turn rate is fine when using Saucer Separation which I do (flying Galaxy X, just not this build :D). It could be even better when swapping one console (not a tactical) in favour of Antimatter Spread, the Galaxy 2 set-bonus will give you a turnrate of +2, results in base turnrate of 18, quite awesome for a cruiser.
  • sirokksirokk Member Posts: 990 Arc User
    edited August 2014
    I keep coming back to this for some reason but it never really works out that well. Did it last night but without the Saucer Sep. I did have 4x Mk XI Fleet RCS/Neutronium consoles though and a full Plasma DHCs/turrets, Rom torp, Fleet Pla consoles and Rom console setup.

    It's never going to do enough, especially without Attack Pattern B, being that it lacks more Tactical BOff slots.

    If does better with beams and FAW. It still isn't Tactical enough like the AC-R or the Excelsior-R, or as far as cannons, nothing close to the Escorts.

    It's fun to put cannons on once in a while, but that's just about it.
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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited August 2014
    In my opinion I don't think it will work very well in PvE due to your relatively low turn rate. I put DHCs on a Negh'Var Battle Cruiser (KDF Engineer) which has a base turn rate of 9 which increased to 20.9 after all bonuses were applied.

    Even with more than double the turn rate, I found that the Negh'Var still did not turn fast enough for me to use DHC effectively. I am still experimenting and looking to increase the turn rate a little more, but I am already using two RCS Accelerators which provides +32.5% and +35% turn rate. Getting those console that can do 37.5% or 40% is very to extremely expensive. I estimate that have two +40% versions will only boost my turn rate to around 22.5 which is not much better than 20.9.

    My experience with DHC is from my KDF Tactical toon that flies BoPs exclusively and I believe my turn rate is around 41 or 42. I have not checked it in a long time.

    The best advice I can provide at the moment would be not to get any closer than 5 km to your target so that when it turns or changes direction you can turn and keep your target within your limited firing arc. A dreadnought is a massive ship which means inertia rating will be rather low so assuming you are flying at full speed (not full impulse) you need to slow down your ship before you get to around 5 km.

    Not sure what the turn rate of the drive section will be, but I would install a RCS Accelerator to improve your turn rate because I think you are going to need it.

    Before actually spending your resource on Fleet DHCs, I recommend you buy inexpensive DHCs from the Exchange and install them on your ship. Run some STFs with them to get a feel for how easy / difficult it is to keep your targets in your firing arc. It will probably take you several attempts to get a feel for it to determine if DHCs will work for you. I have played at least 9 STFs running DHCs on my Negh'Var with a turn rate of 20.9 and I am still trying to see how I can adjust my tactics to make it a viable weapon platform.
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