Hello guys, sorry for the dumb title (but I think it brings the message across quite good).
I am really not an expert on game mechanics, but I have the feeling, my Tal Shiar adapted Battle Cruiser is not as mighty as it should be. I'm talking about PvE in the role of a damagedealer and/or tank.
Here is my current build:
http://skillplanner.stoacademy.com/?build=talshiaradaptedcruisercannonbuild_8227
(in the next days I'm doing a bit Taskforce Omega Rep, so soon I will add the Cutting Beam and the Assimilated Module)
Now I'm looking for some (cheap) methods of making it more efficient (=> only companents that are cheap/ relatively easy to obtain).
Thanks for your (hopefully) coming advise and sorry for stumbling in here so unprepared,
Krampas.
Comments
http://skillplanner.stoacademy.com/?build=shadowcat_8265
Defense
Hull of 58786 Shields at 18409 (KR)23.3%(PR)23.3%(DR)23.3%(PlR)37.1%(TR)37.1%(PoR)22%(APR)41.8%
Attack
(BA)12.7%(CC)6.5%(CS)50%
You should most likely fix your Bridge officers abilities so you have a variety of powers to exploit.Since you are a science officer,you might want to put a science bridge officer in the commander universal slot.
Go full dual heavies on all fore weapons and put your torpedo on the rear,with all those turn rate consoles you should be able to hit with a good cannon blast then flip around to hit with the torpedo
Next swap out a RCS for a fleet RCS All Res and add a Fleet Neutronium or 2. Add the Hydrodynamic Compensator from Undine Rep. That will give you Turn rate plus +3 to Engines and AUX. Then I would run the Solonae Episode to at least get the 3 piece Set. That combined with the Tals Shiar WC/Nanite Console will give some good Hull and Shield Boosts.
If you want to tank, get APD it generates threat. Swap scramble sensors for GW1 or Tachyon Beam 3, then add Science Team or Transfer shield Strength an Hazard Emiters, it's a must for the cleanse. Next add an EPtS 1 for ET. For tanking you may want to put an Engineer in the CDR spot or hotswap your Eng uni and Tac uni. Just make sure your ensign ability is a good universal one like Tactical Team or Engineer team.
Damage
CDR Tac
TT1, APB, BFAW 3, APB3/APD3
LT Tac
TT1, TS 2
En LT
EPtS1, EPtW2
EN EN
ET1
SCI LCDR
HE1, ST2/TSS2, GW1/TYB3
Tank
ENG CDR
ET 1, AuxT Sif, EPtS3, RSP3
Tac LT
BFAW 1, APD 1
EN LT
EPtS/W/E1, Aux to Damp
Tac EN
TS 1/BFAW 1
SCI LCdr
HE, ST, TSS in no particular order
This is my recommendation.
@gholendhor: And what science abilities would be good for my purposes?
http://skillplanner.stoacademy.com/?build=talshiarbc_0
When you say tank, do you mean something like parking next to a cube in Khitomer space elite and absorbing a few hits, and disengaging from the target as you destroy it and just before it could kill you, or do you mean tanking as parking next to a cube fully confident that it can not do enough damage to you that you couldn't heal up faster than it can dish out, laughing at how futile the cube's attempt to kill you is while you ignore it and take out the remaining generators and transformer before finally killing the aforementioned cube that's been firing upon you the entire time?
I don't want an impossibel war machine (obvious reasons... impossibility and so...), just live a bit longer than it is now the case.
Ok....more tanky...
So looking at your build, I notice a few things...
First, you've got 4 RCS consoles in your engineering slots, which give you no damage resistance unless they're the fleet versions, which yours aren't. I'd swap at least 1 out for a neutronium, maybe even 2 depending on how much manuverability you're willing to give up.
Where are you with your Omega rep? I'm a big fan of the Borg engine and deflector, which when combined will give you a very nice boost to hull regen. I don't actually run that set on my Tal Shiar BC since that ship is more of an experiment, but I do use the Borg set on every other ship I fly.
I'd also adjust your boff powers....you need at least one copy of tactical team, preferably two to keep your shield facings balanced. I'd add a copy of science team somewhere in there to give yourself another shield heal. And I prefer EPTS over RSP, mainly because EPTS can be used to heal your shields whenever, whereas RSP is only healing them if you're taking fire.
Finally, you'll be getting an extra science slot on this ship when you get your free upgrade to T5U this coming Tuesday. That could be used for a second shield refrequencer. I prefer the +ShHP version.
Here is the Tank Set Up
Here is mine, the Coupe DeVille Its a Torp Boat.
http://skillplanner.stoacademy.com/?build=talshiaradaptedcruisercannonbuild_8227
@variant37: Omega Rep System: at the moment 11,000 exp; some more work to do...
By the way: Many of you have suggested a beam array build. I found this old configuration of mine with Plasma Disruptors. Now I have updated it with my recent Boffs:
http://skillplanner.stoacademy.com/?build=talshiaradaptedbattlecruiserbeambuild_8227
Could that be a better start for my "New Build"?
A quick alteration of your beam build:
http://skillplanner.stoacademy.com/?build=krampasalteredbeam_5175
Dual EPtS and Aux2SIF, keep them on rotation (pretty much just hit them whenever they're availible) to keep your shields and hull resists high. Dual Tac Team (again, keep on rotation) to keep whichever shield facing you have facing the enemy filled. Replace one of the rear beam arrays with the Kinetic Cutting Beam when you get it.
No, my mistake actually, the link should be fixed now: http://www.stoacademy.com/tools/skillplanner/?build=krampasalteredbeam_5175
Cruisers in PvE do well by using beam arrays, broadsiding their targets. So, no dual beam banks or torpedoes. Without those, there isn't much need for RCS consoles, so use neutronium and maybe EPS flow regulators as well as universal consoles in engineering slots.
Try this setup....
CDR Tac TT1, APB1, BFAW3, APB3
ENS Eng ET1
LT Tac TT1, BFAW2
LT Eng EPTS1, EPTW2
LCDR Sci HE1, HE2, ST3
Doffs....
3 purple damage control engineers to reduce EPTx cool-downs (2 leaves gaps)
1-2 maintenance engineer to reduce engineering team cool-down
1-2 development lab scientist to reduce science team cool-down
IF, big if, you find that you don't need ET or even ST as often as the DOFFs can make available, because BFAW3 is really powerful right now, instead of the maintenance engineers and/ or development lab scientists, use 2-3 energy weapon officers to reduce beam special attacks and ignore using BFAW2
By constantly cycling EPTS and EPTW when one of them is available, your weapon damage will be boosted and your shields will be more resistant to damage. It's a boost to DPS and ability to tank, just what you seemed to want in the first place.
http://skillplanner.stoacademy.com/?build=talshiaradaptedbattlecruiserfuture_8227
The Kinetic Cutting Beam will be ready in about 30 - 40 hours; after that the Assimilated Module and the Solanae Space Set. The last two Plasma-Disruptor arrays will come in the next 40 minutes.
And then I'll have to search the exchange for the right Boffs of course...
I think you'll find this build suits your TSAB much better than your current cannon setup. There are a few ships in this game that can mount cannons, but probably shouldn't because they'll have trouble keeping them on target. The TSAB is one of them. The D'Deridex and the Bortasqu' are a couple more I can think of off hand.
You'll want to drive towards Romulan Plasma arrays (including the experimental version to go along with your zero point console) when you can get them.
Hope everyone's comments have been helpful to you, ship-building is one of my favorite aspects of STO.
Unless you're DOffing Engineering Team down to global, Aux2SIF comes out ahead with it's resist boosts and short cooldown time, even if it's heal is less per hit. If you are DOffing down Engineering Team, it comes out to a draw really, with the passive Hull Repair skill boost those DOffs give on each hit, but I'm unsure on the current prices of the DOffs. Ah, I see ryakidrys' build now, which you seem to be basing a large portion of your build on. Not a horrible layout, but those DOffs are going to set you back a fair bit. Purple DOffs in general aren't very cheap.
And thanks to all of you for your assistance, I think the new beam build is exactly the thing for me. Maybe I'll change to (Romulan) Plasma later (or is there a good set that increases Disruptor damage?)
8472 Counter-Command gives an excellent buff to Disruptors, at 7.5% end-of-calculation damage. You'd have to stack 3 [Pla] in addition to the two-set Romulan arsenal set (7.5% base damage) to get ahead of it in raw damage. However, the Romulan arsenal set beam draws 0 power and has a special firing mode if you have the other two pieces of the set on. Romulan Plasma seems to proc both proc types more often than Plasma-Disruptor for some reason, though that's just an off-the-cuff observation. Going with other Disruptor types instead Plasma-Disruptor benefited my TSAB a fair bit, particularly mixing in the standard Disruptor proc with Nanite Disruptor.
http://skillplanner.stoacademy.com/?build=present_8227
Quite difficult to find the right trainers... has someone a better idea than asking in zone chat?
And so far I can clearly feel the difference: I am able to survive way longer (In PvE I hardly die at all), and using beams in battle is not only more effective, but also makes more fun than cannons...
Looks pretty good so far. I'd put a copy of Sci Team I in the Sci BOff, for the cleanse and emergency shield heal for yourself or allies. As for training, I either use an Exchange BOff to Train if that's a possiblity, or ask in Fleet chat, as it's easier to get someone willing to change toons to train if they know you.
Attack Pattern Beta III
Fire at Will III
Science Team III
(I am a science captain, but not able to train this particular ability...)
,so the Exchange is no option (or can these abilities be found at Boffs from the Exchange? There should be an easier way to search for abilities instead of item names...). So far I didn't see any of these three somewhere around.