Oh man, looking for insight into this space car is freakin mind numbing. I've searched for hours, badgers those in my fleet, and throat punched a baby for info on how to make my ship not suck. I'm used to beam boats but wanted to try something new. HOLY GEEZE, i don't know what I'm doing. I made a link to my "build" except that there's an extra console on Engineering which I've occupied with "Bio-Neutral Gel Pak (+2 pwr to all subsystems, +19.8 starship shield subsystem, +7% co(oldown to bridge officers buff)" and in my tac consoles i've used "Auto-Targeting Module [+TORP] (+2.5% accuracy, +15% proton dmg, +13.3% Torp weapon dmg)".
Just now realizing it doesn't give me +15% POLORAN dmg....smh.
Soooooo, if anyone can gimme a hand with this that'd be awesome? Working on DIL runs for the "adapted MACO resilient shield array" so if you gotta great idea or just some not ****ty assholy knowledge that'd be awesome.
Please don't troll me too hard, my fragile emotional state begs you....jk jk troll away!
In advance, thank you, and feel free to friend me, i have no friends....Virtually i mean hahah lesssssss GO!
http://skillplanner.stoacademy.com/?build=ussposcar2_0
Comments
Pve mode: http://skillplanner.stoacademy.com/?build=ffffffffgggg_0
The Biofunction Monitor does pretty much nothing (crew regen just doesn't work right in this game). Toss it and move your Nadeon Bomb console there.
The Ablative Armor likewise is of limited usefulness. Toss it and get either a pair of Neutronium Alloy consoles, or a Neutronium and an RCS Accelerator, and eventually you'll want to replace them with Fleet counterparts.
How attached are you to Polaron weapons exactly? I ask because with the phaser of the tail gun, by running something other than phaser to really limit what that weapon does (not that its a great weapon), but its a thought.
Boffs & Doffs lots of quick changes I see. The Tac Team 2 doesn't do anything that Tac Team 1 doesn't, so if you swap that and your Torpedo High Yield, thats basically a free upgrade. And on your cannon skills, due to global cooldowns you can really only use two skills anyways so the third is kinda wasted. An easy swap for killing swarms of mobs would be two Scatter Volleys and two Torpedo Spreads, plus the dual Tac Team and the APO3. There are fancier layouts, but this would be a setup very easy to put together and use while you get comfortable with it.
Alternately if you want to play with some simple doff setups, you could use a pair of Conn Officers to drop to a single copy of Tac Team, then set up for
Cmdr Tac
TT1/CSV1/TS3/APO3
LtCmdr Tac
TS1/CSV1/APB2
And get a little more debuffing of your targets in though costing a little more to set up (not sure what your budget is).
In your engineering slots, do you have access to Damage Control Engineer doffs, blue or purple quality? Even the Emergency Engineering Hologram counts. If you do (three blues or two purples), you could drop one of those Emergency Power To Weapons skills and instead pack EPTS or EPTE and get a chain going. Also not sure about the DEM2 in this case; Aux2SIF2 or ET3 might work better, or even EWP1 to combo with the Nadeon Bomb.
A few ideas anyways, not an uber build so much as thinking about something you could put together in a few hours.
So I took out the biofunction thing out and put a shield emitter and the assimilated console there, gives me a slight boost to recharge, but not much.
I also have the nutro bomb with neutro alloy and that sweet bio gel console in my engineering.
The weapons were giving me a headache so I got some charity and ended up changing (shocking) my loadout to 2 fleet antiproton dual heavy cannons as the DPS is 2-300 pts higher without buffs.
here's the revised loadout, as I was unable to access TS3 I fiddled around with a few things to make things click so to speak lol.
I don't have any good Engineering Doffs, which I'm working on collecting right now lol once I Have them i'll boost better, but I changed the EPTW1 to EPTS hoping that helps me stay alive a little longer especially on the elite STFs...
http://skillplanner.stoacademy.com/?build=poscar_8536
THANK YOU so much for the input helps out a TON!
If you can, I'd suggest trying a Phaser or Phased Biomatter build, that way you can sync up the damage consoles with the tailgun as well. And switch the Paricle Burst for Hazard Emitters again. Particle Burst does affect shields, but its situational, and less effective against some enemies than others.
I've got some experience with the full Solanae set on my vintage Fleet Patrol Escort. The Hull Leech set bonus is pretty nice for an Escort, and the full set gives basically a Reverse Shield Polarity. Not as good as the BOff ability as it lowers your maneuverability and damage output while active, but it's good for a GTFO Panic Button ability if you need to disengage.
My take on builds is usually combining effectiveness with survivability. I'd rather be doing less overall damage but be able to survive a battle.
Next thing I'd work on is Delta Rep, getting the Neutronic Torpedo in place of the plasma. Since you're already running the gelpack console, that'll give you the 2-piece, and its a NASTY torp, especially with Torp Spread.
Other thing is doffs. Right out the gate, get a purple conn officer (the kind that reduce tactical team) and 3 blue damage control engineer (including the Emergency Engineering Hologram you can replicate when you get your Engineering CXP up to T3). Once you have those in place, you'll have access to TT pretty much whenever you need it, and your EPTx skills you'll be able to have them both up all the time. Your survival should go up noticeably with the shield hardening and balancing, and shouldn't cost more than 2-3 million to do.
Looks solid though. I'd fly with ya.
The Jem'hedar space set XII, 2 of 3 will give a buff to +13.1% to Polarons, plus weapon power boost of +5 or better depending on power level settings, also it's got some stealth, etc.
Energy Weapons DOffs to reduce CANNON weapons CD.
Find a Warp Core to help better boost shields or weapons.
Hope this helps.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
YES ok, I was looking into that and i'll focus on trying to find a few things, i got a few days worth of Trekkin ahead it seems lol. Definitely lots of help, thank you!!
reginamala78 -
I REALLY wanna get that Delta torp....i mean it hurts I want it so bad, but I'll loose the Reactive defletion that the borg plasma torp gives me, granted it is only a 1% chance to block 99% of dmg for 2 seconds, not the greatest and certainly I can give it up.
Best place to get those engi doffs IYO? the exchange seems a little inflated.
All 5 Tac (i have no decent other Doffs)
- Conn (green)
Reduce recharge for TT and buff
-Conn (green)
reduce recharge time for TT and buff
-Energy weapons (green)
Chance to gain shield power when using energy weapons
-Projectile weapons (purple)
chance to reduce recharge time for torps
-Projectile weapons
Chance to reduce recharge time for torps
I'm working on Assimilated Shields and now I've got the damn delta torp goin haha Thanks again for the sweet advice....i was rolling with cruisers until I realized how much more effective I was with this little guy lol
You'll get the Jem'hedar set from the episodes but they will be Mk XI. If you have enough Lobi you can upgrade the set from the Lobi store upgrades.
Not sure if they can be upgraded via Crafting Upgrades, but it's probably still be cheaper to use Lobi.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Let know fact. All versions of the sets give the same bonus no no matter what level there at. once you hit the upgrade button it changes all the states to be more inline with XII.
here a pictures of the new bonus and you can see on the wiki that its the bonus for XII.
http://i1287.photobucket.com/albums/a632/Sanokskyrat/jemhadarnewsetbonus_zpsf179339a.png
and i dont have all the space set to show you but here the new ground XI and yes bonus the same
http://i1287.photobucket.com/albums/a632/Sanokskyrat/newjem_zps0b2adf66.png
http://sto.gamepedia.com/Jem%27Hadar_Space_Set
Holy ****, that's a long time!! I def don't have all that fleet gear yet (stoked for the tac consoles lol) working on the MACO shields then i'll get the fleet warp core. One thing I've got going is this Omega plasma torp that you can pick up in rep, it's saying it dishes out 2500 dps, which is sick, but that includes some DOT that stacks 5x. The only reason I have it is for the reactive deflection. Cool build tho man, really like it!!
Tried some elites with this guy (at lvl 60 if that matters) and struggling is putting it nicely. I know my cruisers would last longer, but that nice match of survivability and dps is much harder to obtain on the little cars.....
Yeah, I haven't done any elites since DR launched. I've run a few Advanced though and with yesterday's patch, it's relatively simple and quick; Infected: The Conduit especially. The earnings are a bit slower with Advanced, but the frustration is less. Personally, I get slightly agitated when I keep dying/failing over and over, so Advanced is best for me.
As far as survivability goes, I've always filled my eng and sci boff slots with heals. In general, two hull heals and two shield heals on separate cooldowns for when things get dicey. I rely quite a lot on reverse shield polarity and hazard emitters, but transfer shield strength and eng team are also very useful.
I keep my dps abilities restricted mostly to my tac boffs and captain abilites (since I'm a Tac Officer). I'm sure my dps is lower than a lot of other players because of this, but I like to keep things balanced.
Now that I look at it and see all the potential yummy engineering slots coupled with the fact that I do in fact have access to all the fed T6 mastery this ship is just a BEAST!
Any ship that I can access a DCE/Aux2ID/Conn build gets one. It fits on here. The bonus is I can use TWO LtCmdr EPTx abilities.
Sweet.
Just went through mission 4028 or whateveer to get the Jem'Hader Tac Boff, I'll train the guy i've got in TS3 and CSV2, with those 2 that I have so far it's insense, however if i do the mission again, i'll have him as a doff and should give me a TT recharge bonus....**** learning slowly but surely! But i don't think any Boffs can be used as Doffs??