Running this on my Galor. My ISE/KSE parsings are topping out at 10k, my last two being 10700'sh and 10150'sh. Includes traits and skill spread.
http://skillplanner.stoacademy.com/?build=taccardie12_0
I'm saving up for a pair of SRO's, so I have no bonus coming from BoFF traits at the moment.
The 2 rare engie consoles I'll swap out, likely with a fleet RCS and some other universal like leech. I didn't include batteries, I generally run without them, but it's an easy thing to throw 20-40 wep/shield/eng on there. I'm also thinking of replacing the Aegis with Undine Rep set, as it appears to give +wep bonus'.
Aside from my resource bottleneck in acquiring the above, how much can I squeeze from this rock?
Comments
http://skillplanner.stoacademy.com/?build=dpsgalornona_0
3 techs
1 marion
1 warp core cleanser
1 borg space warfare doff
Use the skill tree in my sig
Captain traits could use lockbox, but that's super pricy
If you want a non a2b, just ask
Cheers
My PvE/PvP hybrid skill tree
1 blue energy weps officer (30% BO for energy wep shield bypass)
1 purp conn officer
3 purp technicians
Yep, use my boff loadout with suggested doffs and start getting 20k
Cheers
My PvE/PvP hybrid skill tree
Marion is currently used for cannon alpha damage in pvp. And high spike cannon dps in pve.
If Cryptic ever nerfed overcapping and they seriously should...marion would prevalent once again
My PvE/PvP hybrid skill tree
I know that at a certain point, high DPS like that depends entirely on piloting and not build. I've seen some of the higher DPS builds and some aren't that different from my own ships. I, however, have never got remotely close to 20k.
Do you have any piloting guides/walkthroughs to show how the higher-DPS folks rack up such scores in ISE? The best I ever got was 15k but that was with a super team carrying me and boosting my dps a bit. I can break 13k fairly reliably, but not much more than that. I'm honestly lost how you can get 35k from an Avenger.
I can't sit here and say that the skill spread offered doesn't work as advertised, but I have some concerns with dropping points things like Driver Coil (i dont full impulse directly into combat) and Electro-Plasma systems (I thought weapon energy is instantly replenished now). I don't need as much in leech/hold resist for PvE, things like that.
If I let all my cooldowns go, and get all my buffs applied, I'll do 25-30K damage. But it isn't sustainable, and I'm not flying like a raider, in and out of red alert dropping alpha strikes. To do that seems like gaming the parser to me and I'd still rather be in the thick of things doing even a little damage, than not at all.
It's that buff downtime considerably dragging down my overall DPS. I'd imagine that's where the 2nd A2B comes in handy. A little less button mashing wouldn't hurt either. My parsing graphs are all peaks and valleys as it were. Here's a recent one, I came in at 9442 dps.
I have swapped A2B2 for A2B1 and moved that EPtW over to rank III. I'll try on a 2nd A2B, but I'm really thinking of losing the RSP for just another EPtW to keep that going longer. Or maybe Aux2Sif to combat the squishy, because...
Swapping out the deflector (need some more undie marks :P) will get rid of Energy Feedback Conductor (+100 DR) which I alternate with the Subspace Field modulator, since they both have long cooldowns, neither of which are affected by A2B anyway.
Turns out my clever self didn't even have Torp Spread on my toolbar, so I put that on there for some splash damage as I run around and slapped a stronger torpedo up front, though the difference is negligible. Neither do much for my overall output.
If I choose to drop the torpedo (I'll probably have to) then I'd respec out of torp skills and turn spread into tac team. Maybe swap out the BO for another BFAW and lose the energy wepons DoFF.
Here's a build update. Sill using the same DoFFs atm.
Here's my toolbar layout. I'm sure it'll induce many a facepalm.
Thanks a bunch for humoring me.
Start at square one and post your build. The dance requires key abilities / gear. Are you aware of the clothes hanger maneuver?
My PvE/PvP hybrid skill tree
You really need to go double a2b with what your trying to do. If you insist on going single a2b. Why not just scrap it all together?
Your missing you gcds by only using one...try this build.
Boffs/weapons...
Keep everything else the same
http://skillplanner.stoacademy.com/?build=npna2bgalor_0
Maybe swap your a2b techs for tactical team conns
And add 2 damage control doffs
My PvE/PvP hybrid skill tree
On the surface of it, it seems I follow the pattern already, sans hugging the blast zone (did try it a couple times, but misjudged it and blew up). Pop low-cooldown buffs on first cube+spheres, clear them fast, evasive to second cube asap. Face-spam the left cube defender, pick off the 4 corners fast, pop long-cooldown buffs and pound the transformer. Mop up the spheres super fast, evasive or deuterium burst past the gate. Face-spam the right cube. 4 corners. Transformer. Pirate distress call while dealing with spheres mob. Gate and then cube.
I've done it on a number of setups and a number of toons. A2bats, DCEs, redundant tac skills or attack patterns, etc.
I can get a link together later tonight maybe. I have to do the full work-up, skill points and all. I'll have to pick one example to focus on.
I may still drop the torpedoes and grab a VR TT Conn Officer to replace the BO shield pen officer. I liked the attack pattern conn officers too, but not at 40M per.
I did grab a blue Warp Core Engineer for chance at +20 to all powerlevels when I spam EPtW to replace my evasive manuvers VR conn officer.
Plus the 3 Ten of Tens.
Nope no reason I stuck the KCB there, just having it opposite my torpedo.
http://www.reddit.com/r/stobuilds/wiki/advanced_tactics/vol_3_ise_coathanger
Also increases full impulse. Getting to target is just as important as hitting it
My PvE/PvP hybrid skill tree
For cruisers/battlecruisers, wouldn't Weapons Command reduce the drain of full impulse, at least a bit? I've never stopped to think about it, but it's supposed to resist drain in the weapons bank, isn't it?
The 2nd A2B has a second tac team doing nothing, it's completely redundant. The BfaW and BO do seem to stagger, but there's nothing else I can put on that additional tac slot that won't be superfluous.
So I stuck a sci officer there like originally suggested, but have energy siphon instead of TBR since I can't afford a leech console at the moment.
I haven't hit 15k, but I rearranged my Alpha and Tac Fleet to bar 6 so I don't spam those at unnecessary intervals. I'm all but there, just a little more practice on the timing of some things ought to do it.
Thanks again.
Since my highest-parsing toon did 15k in a A2Bat Fleet K'Tinga Retro, I'll use him. HOWEVER: Please note: 1) This is now based upon a NWS build usurmongolous suggested and also 2) he could probably use a respec, and 3) I use him actively. He's not JUST for space DPS or just for NWS, I use him for ground actions and play missions with him. I wanted (at the time I set him up) to be able to use torps as well as beams, to be able to play ground as well as space. I would like to keep some of that balance moving forward.
My current setup on this char, space, ground, skills, traits. Yes, I know it's not terribly pretty in some place, but it should be getting more than I do. I suspect it's entirely piloting error that I can't get to 20k.
http://skillplanner.stoacademy.com/?build=strogothsept2014_5549
What turret is that in the aft?
The grav torp
The single apo
The dbbs
Baseball of doom I'm your tactical consoles
The lack of fleet consoles
No eptw
Not using precision or tactical advantage space traits
Captain traits are mostly ground
Ewo doffs are the beam cd ones? Not doing anything for you due to using two
1 epts does not cycle fully by itself...there's a 15 second gap
Skill tree is rather decent. You could use the one in my sig but the increase would be fairly nominal.
Cheers
My PvE/PvP hybrid skill tree
Haven't looked at the build since I'm on a cell phone, but energy siphon 1 is junk as a buff compared to ES2 and ES3. Never, ever use ES1 for power buff purposes unless you're desperate.
Also to note on an aux2bat build. Using ES at 130-135 aux power lasts 24-24.6 seconds while the duration at low aux is much much lower.
Oddly enough that TS3+gravitorp is donig quite a chunk of my damage percentage. I'd get more if I ditched it, yes, but I'm surprised how well it does. DBBs with FAW2 do 29% of my total, and gravitorp with TS3 does 15%.
The turret? Because I want it to shoot forward, since I'm mostly facing forward against my targets. A 360 plasma beam is WAY too pricey. I will be crafting them, eventually, once I advance my crafting rank sufficiently.
I'm not trying to break 100K, in all honesty. I have a certain balance I'd like to strike. I think I'm still a long way off from my ideal balance point.
Some counter-points to the issues list:
- I can only slot 1 APO if I use TS3, which as mentioned is for grav wells and crowd control
- I'm currently finishing up my fleet's spire tier1 project, and it will take 5 days plus more to run provision projects. They are on the laundry list. I am testing the breen dissipator, since I've never used it before. I'll take that out and move one of the uni consoles up there from the tac slots. Plus, if I ever upgrade to T5-U, I'll get another console slot.
- If you mean lack of fleet consoles to include some kind of +pla sci consoles, the only way I could see to do that without sacrificing some major set bonus is to ditch the aceton. It seems to be a very useful console. If you think a +pla is worth more than the aceton, I'll swap it out. The only other one I think I could part with is the subspace integration circuit.
- There's no EPTW because there are only 2 slots for eng boffs. It's already a little squishy. I take away either of those and I don't think it'd survive an ISE run, even.
- traits: Precision is only against pets. Is that even an issue for DPS? My captain traits are exactly half and half, ground and space. I could be persuaded to shift that to one side or the other a bit, but I'm not going all space. Like I said, I use this toon. I'm going to want at least 2 minimum ground skills.
- Using 3 EWOs puts me at global cooldown on my FAW. Not sure how that does me no good? Even the 2 purples puts me just a hair over global.
- This ship doesn't really have enough eng boff slots to run a 2x EPT chain. I pop off EPTS when I think I'm about to enter a TRIBBLE-storm for the resists, or I'll save it until I need to replenish shields, and pop it like a battery. Most of my other builds chain together EPTs so I know where you're coming from with that, but sometimes you have to build to the ship.
I really am open to suggestion, but given the fairly adequate setup wouldn't you agree that if I'm only hitting 12.3k on average that it's more of my error in positioning, piloting, etc?
But there are some flaws to your understandings.
You can do nws with beams but it's easier with cannons...Just saying.
Just so your aware, when you double a power it cycles at global cooldown. This those ewos aren't helping you at all.
Bfaw a...30 seconds lasts 10 seconds
Bfaw b....starts 20 second gcd
20 seconds pass
Bfaw b...starts 30 second cd
Bfaw a...starts 20 second gcd
Take your ewos off...you won't notice a difference thus you just freed up 3 doff slots. Get an after shocker in there.
12k seems about right for the set up...
My PvE/PvP hybrid skill tree
I can't recall exactly how we got onto the subject of DBBs, but I think usurmongolous and I had exchanged a few comments prior to that which may have colored the decision. I had mentioned I was running my Fleet K'Tinga with them, and I may have asked a while back about the feasability of completing NWS with them.
So, yes. I think I could swap the DBBs for DHCs.
Just to compare, though:
DBBs: FAW2 can be used. This works with the aft beam slots (set bonus pieces). It only fires on 2 targets at a time. FAW2 gives about 35% bonus according to STOwiki.org
DHCs: CSV1 can be used. This works with aft protonic arsenal weapon but not rom exp beam array. The turret benefits, as well. It fires on 3 targets at a time. CSV1 gives about 15% bonus according to STOwiki.org.
Aside from the obvious 3 targets vs 2 targets, are we sure that CSV is more effective? I'm pretty sure I have some plasmas knocking around in my bank somewhere. I'm tapped out on dil, having just rushed a hefty fleet project to completion to get spire tier1 going, and I'll be scrimping all I have to get spire tac consoles. That means I might not be able to afford romplas DHCs just yet. On the plus side, I believe I have cannon EWOs as well.
Questions, though:
1) I've always been a big fan of crtH, but lately noticed in log parses it says I'm doing upper-20s crit %. I didn't think it was that high, so I kept pushing crtH. I've been planning to get crtH tac consoles. Do you think I should get those or crtD instead? All of one, or 50/50? All the weapons mods listed are accurate to my loadout. Most of my active space crew is Nausicaan.
2) Protonical arsenal cannon: Since I'm running 3pc the CSV will work with it. Is it worth putting up front with a 2x DHC, protonic, gravitorp? It's got that dumb chance-on-a-chance proc, but if it triggers it does direct to hull damage. I wasn't sure if that would be an actual contender (plus another turret in its place, firing forward) or if it's best to leave it in the aft slots.