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Request help for build on Intel ship

captwilhelmcaptwilhelm Member Posts: 99 Arc User
edited December 2014 in Federation Discussion
I’ve been away from the game for awhile, and with the level cap increase I think its time to review my build and I’m requesting opinions on it. I bought the DR package and I want something that I can interchange most of the equipament between them (and my old ships, if possible). I'm a FED engineer captain who wants a decent DPS without sacrificing much survivability. So my initial choice is the Phantom escort.

Link to the Build: http://skillplanner.stoacademy.com/?build=wilhelmsphantom_398
I’ve choosen the Phantom on this build, but I’m assuming I could transfer it easily to any other ship, since I’m using a FAW boat with several universal consoles. Also, I’ve put just purple Mk XII because this is what I would get initially. Then I would slowly upgrade the gear. My doubts about this build.

Weapons: Is really worth to have a FAW boat in a escort? Or would it be better to have cannons for escorts and beams for other ships? Also, would it be worth to use elite fleet weapons instead of romulan plasma? It would have the benefit to me be able to use consoles boosting phaser damage, what would boost the phaser lance of the phantom and the chimera and Dread that I also have. The shield healling of these weapons is also a plus. But the modifiers available for them, its price and the phaser proc make me doubt if it really is a good option.

Shields, Engines, Deflector and Warp Core: The build above I made thinking in maximize the energy levels and activate several 2 piece bonus from different sets. But I’m in doubt if using the Delta alliance set would not be better.

Consoles: I tried to max my CritH. I think I have done a pretty decent job, but I’m open for suggestions.

BOff seating: The species I plan to equip are:
Tactical: Nausican (Pirate)
Science: Human veteran (Veteran)
Engineering Liberated Borg (Efficient)

The two remaining slots will vary from ship to ship, but I would try to include a Superior Romulan Ops and a human with the leadeship trait.

There is also the issue of ground gear, but this is something I’ll worry after I have sorted out my ship gear.
Pre-forum change name: Captain Wilhelm
Join Date: March 2009

Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
Post edited by captwilhelm on

Comments

  • gwassalorgwassalor Member Posts: 164
    edited November 2014
    I don't want to go into details now as I don't have access to my gaming rig, so just few comments from top of my head.

    You slot dual beam banks in front and then

    APA+APB3+EPTW2+BFAW2+Decloak+Override Subsystem Safeties 2 and pretty much anything in front of you dies.

    Note that the Override Subsystem Safeties temporarily raises the hard cap for energy levels so it insanely boosts your beam damage for several next volleys.

    I put one torpedo launcher in front and combine the above with torpedo spread, just for the fun of it. The moment torpedoes arrive to their targets, two volleys of BFAW have already knocked their shield facings off.

    I tried to play a bit with Surgical Strikes and it was not convincing. But it's not AoE and most of to content still benefits from AoE. I'd slot SS1 instead of BFAW2 for single target focus if needed. But then you should have weapons with CrtD modifiers as SS greatly increases CrtH.

    Edit: you do not need to care too much about maximizing energy levels, because you now have Override Subsystem Safeties and this together with Reciprocity trait (that reduces cool downs on Tactical and Intel abilities) means you can pop up energy via OSS quite frequently.
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited November 2014
    Doing great with this build...

    Cmdr Tac/Intel: Intel Team1, OSS2, SS2, APO3
    LtCmdr Tac: TT1, APB1, FAW3
    LtCmdr Eng: EPtS1, AtB1, EPtW3
    Lt Sci/Intel: Evade1, Ionic1
    Ensign Uni: HE1

    Doffs:

    Technicians x3 (AtB everything)
    Conn x1 (TT cool down)
    Warp Core x1 (+power EPtX)

    /\
  • tgo533tgo533 Member Posts: 192 Arc User
    edited November 2014
    If you are set on beams, this can do dual beams very very well.

    http://skillplanner.stoacademy.com/?build=phantombeams_7288

    I ran cannons on her and she worked great, but i can say dual beam setup did more dps.

    Notes
    Replace the turret in back with a omni beam when you can.
    Use phasers... the lance console is STRONG. And it gets bonus damage from your tac consoles.
    If using phasers use the 2pc counter command weapon set for a good damage boost.
    If using beams use either
    SS2/3 and BFAW3 and APB
    or
    SS2/3 and APB2 and BRAW2

    Use APO for escapes.
  • captwilhelmcaptwilhelm Member Posts: 99 Arc User
    edited November 2014
    gwassalor, you made a great point about OSS. I had not thought about it. And have not thought about using dual beams as weapons instead of beam arrays. Also, I liked the idea of running an all phaser build. I guess I heard so many people complaining about its proc that it made me a bit blind. So, I made a new build that I hope is better than the previous

    http://skillplanner.stoacademy.com/?build=wilhelmsphantomv2_398

    A bit off topic question: I would like to test this build on Tribble before comminting to it. I know there is a console in Drozanna station that gives rep gear on tribble. And fleet gear? It is possible to get them on tribble for free (or at least some easy way to get them)?
    Pre-forum change name: Captain Wilhelm
    Join Date: March 2009

    Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
  • tgo533tgo533 Member Posts: 192 Arc User
    edited November 2014
    It looks good now,

    Few more points

    Field Emitter is not helping. leech is enough move assimilated console to there add another tac console.

    Shield Emitter Amplifier is not helping much, move lance console to there and add another tac console.

    Evade target lock, seems good, but intel team is much better. Same thing but works on everyone not just your target.

    BO/BFAW share cooldown so you can only have 2 going for max uptime.

    If not using APO, use polarize hull or you will have no escapes from grav well/tactors

    SS is quite strong on this ship... while BFAW is great, it could serve you better to have 1 SS and 1 BFAW to choose between single target or AOE. With reciprocity both stay close to global if your flying properly. Also this ship not easy to tank unless its speed tanking so SS gets much less agro.

    APB3 is strong, but with this ship you may find APO is better. Gives escape, defence and other things that complement this ship. Reciprocity procs much more with it.

    Viral Burst seams good... but i havent found a use...
  • gwassalorgwassalor Member Posts: 164
    edited November 2014
    I prefer APB3 because everything dies much faster, it is really that much difference. And team benefits as well because almost no one slots APB3 so it helps whole PUG in general.

    I don't like APO3 on this ship as it is supposed to fly fast by default (to get better defense and yield better results on reciprocity) and then when I tick APO, I get such burst of speed that I am unable to pilot anymore. I use Barrel Roll for escapes instead of APO. Not so flexible, but works. Plus it gives 100% defense so it nicely boosts your reciprocity.
  • captwilhelmcaptwilhelm Member Posts: 99 Arc User
    edited December 2014
    Thanks of all the help. I finally had time to test this build on tribble, with some modfications. Replaced Elite Weapons by Adavanced ones since I could not find a fleet with T5 Eng. I also followed tgo suggestion of putting 5 tact. vuln. consoles. BOff I had to improvise as well. I am engineering captain, and therefore I could not train APB3 or APO3 in the tac/intel Cmdr slot. In the Tact BOff I put TT2, BO1 (for lack of better ensign power) and FAW3. On the intel, I used VI1 (although I will indeed replace it with Intel Team to improve defense) OSSII, APB2 and SCW II. Everything else I kept equal. I menaged to get between 10k DPS and 14k DPS playing a mission on Elite (Dragon's Deceit). A great improvement over my 5k DPS Chimera. But I think it become a bit of a glass cannon. Perhaps its just me that have the bad habit of storming in the middle of the battle, thus agroing multiple enemies.

    But really thanks for the advices. And I still open for more advices. :)
    Pre-forum change name: Captain Wilhelm
    Join Date: March 2009

    Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
  • birzarkbirzark Member Posts: 634 Arc User
    edited December 2014
    Thanks of all the help. I finally had time to test this build on tribble, with some modfications. Replaced Elite Weapons by Adavanced ones since I could not find a fleet with T5 Eng. I also followed tgo suggestion of putting 5 tact. vuln. consoles. BOff I had to improvise as well. I am engineering captain, and therefore I could not train APB3 or APO3 in the tac/intel Cmdr slot. In the Tact BOff I put TT2, BO1 (for lack of better ensign power) and FAW3. On the intel, I used VI1 (although I will indeed replace it with Intel Team to improve defense) OSSII, APB2 and SCW II. Everything else I kept equal. I menaged to get between 10k DPS and 14k DPS playing a mission on Elite (Dragon's Deceit). A great improvement over my 5k DPS Chimera. But I think it become a bit of a glass cannon. Perhaps its just me that have the bad habit of storming in the middle of the battle, thus agroing multiple enemies.

    But really thanks for the advices. And I still open for more advices. :)

    I love my phantom and one very important thing about it is REPROCITY is your friend.
    So with that you want your defense as high as possible and since you have the DR pack i would suggest using the Eclipse Cruiser to get the Trait: Battle Ready( increases your defense by7% every time you use an Intel or engineering ability) that way reprocity will proc more often and keep your abilities on global CD.
    Also Surgical Strikes is AWESOME, I'm only running SS2 right now because i cant train 3(not enough intel tree points) Combined with the Pedal to the Metal trait from pilot tree (+10% damage at full impulse) I turned my phantom into a very nasty beam escort. Also Surgical Strikes Benefit from Beam or Cannon Doffs to reduce CD with since it works on both weapons.
    Also if you set up your targeting to fire without selecting your target SS acts like FAW until you select a target then all your shots focus fire.
    So my build is using crafted phaser beams, I'm using the penetrate modifier for some extra damage with my shots and my set up is as follows:

    ensign uni: EPTE
    LTC Tact: TT1,tt2,APO1
    Com Intel/Tact: IT1,OSS2,APO1,SS2
    LTC Engi: EPTW,ASIF,ET3
    LT Intel/SCi: HE1,ST2

    Im only using one copy of Surgical strikes cause reprocity seems to keep it on cool down pretty often, i have 2 copies of APO and TT because in certain situations when I'm not center of attention i like being able to have a but more survivability and double APO keeps me out of tractor beams since i have no PH.

    For my Doffs:
    2x DMG CTRL Engi
    2 x Energy Wapon Beam CD
    1 xConn Officer reduce CD of evasive on use of epte
    1 x warp core engineer to give me a boost to power when i use any eptx

    I still need to tweek my build an I'm still running mk 12 stuff and have about 15k dps with this thing. I have it flying like a fighter jet its a lot of fun and because I'm flying so fast i like using beams cause i keep my enemies in my arc without too much trouble.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    Overload with the shield penetration on overload officer (not special, not *too* expensive) is very useful.

    Crafted weapons with carefully chosen mods are slightly better. The reason is you can now reach gold quality (or any other level) with any weapon, so crafted randoms are the only way to get certain mod combos (it takes a while but is worth it).

    There is nothing wrong with phasers. They are not a top dps type, but top damage is overwhelming and almost game breaking *again* just like pre-DR. You can be viable with anything if you work at it. Here the fleet elites give a small heal and might be worth it (you wanted survival?) over crafted weapons. But you cannot get the coveted crit damage X 4 on those (the currently most popular weapon mod).
  • birzarkbirzark Member Posts: 634 Arc User
    edited December 2014
    noroblad wrote: »
    Overload with the shield penetration on overload officer (not special, not *too* expensive) is very useful.

    Crafted weapons with carefully chosen mods are slightly better. The reason is you can now reach gold quality (or any other level) with any weapon, so crafted randoms are the only way to get certain mod combos (it takes a while but is worth it).

    There is nothing wrong with phasers. They are not a top dps type, but top damage is overwhelming and almost game breaking *again* just like pre-DR. You can be viable with anything if you work at it. Here the fleet elites give a small heal and might be worth it (you wanted survival?) over crafted weapons. But you cannot get the coveted crit damage X 4 on those (the currently most popular weapon mod).


    Over mod is awesome but unfortunately wont work with any Bridge officer abilities like SS or FAW, it will be good for burst damage in between cooldowns though, which is why (critdx3 pen) or (critDx4) are the best crafted modifiers.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    birzark wrote: »
    Over mod is awesome but unfortunately wont work with any Bridge officer abilities like SS or FAW, it will be good for burst damage in between cooldowns though, which is why (critdx3 pen) or (critDx4) are the best crafted modifiers.

    To be honest, I find it not-awesome. At a low proc rate, even with 5 or more of them (I made a set...) you still only get 1 every now and then. Simply slotting BO1 on an officer (or better, BO3 if you have room) is more consistent and controllable. The only time [over] shines is if you get a double or triple proc, which is very rare. It also shines on non-tactical ships that have only a couple of tactical seats that are taken up by faw or TT or something.

    I would not turn down an over/ critdX3 if that is how a weapon turned out, since I do have a few ships that lack tac seats. My attention span is not up to making billions of weapons to get one set... I will probably take whatever I get that has cridx3 and call it good enough.
  • birzarkbirzark Member Posts: 634 Arc User
    edited December 2014
    noroblad wrote: »
    To be honest, I find it not-awesome. At a low proc rate, even with 5 or more of them (I made a set...) you still only get 1 every now and then. Simply slotting BO1 on an officer (or better, BO3 if you have room) is more consistent and controllable. The only time [over] shines is if you get a double or triple proc, which is very rare. It also shines on non-tactical ships that have only a couple of tactical seats that are taken up by faw or TT or something.

    I would not turn down an over/ critdX3 if that is how a weapon turned out, since I do have a few ships that lack tac seats. My attention span is not up to making billions of weapons to get one set... I will probably take whatever I get that has cridx3 and call it good enough.

    it has about the same proc rate as any additional weapon mechanic like plasma proc, and i agree its more viable when you have less tact spots available such as a sci ship.

    also it does take hundred of weapons to craft to get the ones you need believe me i know I've been doing it for a while to make my weapon set.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    I am engineering captain, and therefore I could not train APB3 or APO3 in the tac/intel Cmdr slot. In the Tact BOff I put TT2, BO1 (for lack of better ensign power) and FAW3.

    APO3 is from R/VR BOffs, not trained. Just check the Exchange.

    APB3 is trained by a Tac captain, so a bound Intel BOff can't get it. That's why my Eng had to use APO3 instead of APB3 like I wanted.
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited December 2014
    Personally, I'd suggest trying a CC Bio-Phaser set with the CC Tactical Console, plus the 2-piece Delta Weapon set (Torp + Console) for continuous amounts of Rad Damage (TS or THY optional; since the Delta Rep Torp has a small AoE ). Equipping the 2-piece Omega Weapon set if possible further helps.

    Also, as a suggestion, APB and Ionic Turbulence do stack debuffs; making even normally tanky NPCs have tissue-paper armor. Combined with FaW or SS, makes for some devastating frontal assaults.
  • karlbarbkarlbarb Member Posts: 166 Arc User
    edited December 2014
    Have you considered using an Eclipse? Pretty maneuverable for a cruiser, and lots of weapon slots to take advantage of Engi skills.
  • captwilhelmcaptwilhelm Member Posts: 99 Arc User
    edited December 2014
    karlbarb wrote: »
    Have you considered using an Eclipse? Pretty maneuverable for a cruiser, and lots of weapon slots to take advantage of Engi skills.

    I did. In fact, I prefer a gear loadout that I can use on escorts, cruisers and science vessels, minimizing the costs with gear. That is the reason for choosing beams.
    noroblad wrote: »
    Overload with the shield penetration on overload officer (not special, not *too* expensive) is very useful.

    Crafted weapons with carefully chosen mods are slightly better. The reason is you can now reach gold quality (or any other level) with any weapon, so crafted randoms are the only way to get certain mod combos (it takes a while but is worth it).

    There is nothing wrong with phasers. They are not a top dps type, but top damage is overwhelming and almost game breaking *again* just like pre-DR. You can be viable with anything if you work at it. Here the fleet elites give a small heal and might be worth it (you wanted survival?) over crafted weapons. But you cannot get the coveted crit damage X 4 on those (the currently most popular weapon mod).

    My thoughts for elite was exactly for the small heal they have. But I'm reconsidering they for now due toi its high price. My fleet is small and slow to enable fleet projetcs, so it is hard to generate fleet credits. I think I will go to search weapons with CritDx2 or CritDx3 on exchange and upgrade them.
    birzark wrote: »
    I love my phantom and one very important thing about it is REPROCITY is your friend.
    So with that you want your defense as high as possible and since you have the DR pack i would suggest using the Eclipse Cruiser to get the Trait: Battle Ready( increases your defense by7% every time you use an Intel or engineering ability) that way reprocity will proc more often and keep your abilities on global CD.
    Also Surgical Strikes is AWESOME, I'm only running SS2 right now because i cant train 3(not enough intel tree points) Combined with the Pedal to the Metal trait from pilot tree (+10% damage at full impulse) I turned my phantom into a very nasty beam escort. Also Surgical Strikes Benefit from Beam or Cannon Doffs to reduce CD with since it works on both weapons.
    Also if you set up your targeting to fire without selecting your target SS acts like FAW until you select a target then all your shots focus fire.
    So my build is using crafted phaser beams, I'm using the penetrate modifier for some extra damage with my shots and my set up is as follows:

    ensign uni: EPTE
    LTC Tact: TT1,tt2,APO1
    Com Intel/Tact: IT1,OSS2,APO1,SS2
    LTC Engi: EPTW,ASIF,ET3
    LT Intel/SCi: HE1,ST2

    Im only using one copy of Surgical strikes cause reprocity seems to keep it on cool down pretty often, i have 2 copies of APO and TT because in certain situations when I'm not center of attention i like being able to have a but more survivability and double APO keeps me out of tractor beams since i have no PH.

    For my Doffs:
    2x DMG CTRL Engi
    2 x Energy Wapon Beam CD
    1 xConn Officer reduce CD of evasive on use of epte
    1 x warp core engineer to give me a boost to power when i use any eptx

    I still need to tweek my build an I'm still running mk 12 stuff and have about 15k dps with this thing. I have it flying like a fighter jet its a lot of fun and because I'm flying so fast i like using beams cause i keep my enemies in my arc without too much trouble.

    I really like the DOff configuration and the tips for reciprocity. Thanks. That said, is really worth having two copies of the same power? I always thought that the shared cool down would make not usefull to have multiple copies, even with reciprocity reducing CD.
    Pre-forum change name: Captain Wilhelm
    Join Date: March 2009

    Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
  • riccardo171riccardo171 Member Posts: 1,802 Arc User
    edited December 2014
    http://skillplanner.stoacademy.com/?build=phaserphantom2_0

    Check out the doffs in the Notes section, this is really what you want to have for dogfighting, with the high turn rate, better to use escort's weapon of excellence, DHC. SS3 isn't a better pick over Attack Pattern Omega III. That thing boosts every outgoing damage, including the lance and BO3, SS3 does not. As a ship with commander tactical, SS3 loses of importance.
  • birzarkbirzark Member Posts: 634 Arc User
    edited December 2014
    I really like the DOff configuration and the tips for reciprocity. Thanks. That said, is really worth having two copies of the same power? I always thought that the shared cool down would make not usefull to have multiple copies, even with reciprocity reducing CD.

    Well have been in situations where reprocity doesn't proc all the time when it does the abilities do become redundant but in quite a few situations when I'm not center of attention if helps to keep the abilities chained. I have the double APO aside from the boost to damage it keeps me out of tractor beams for the most part since i don't have Polarize hull, and if this ship gets tractored down you will probably get killed. I like to have as many abilities to get out of being locked down as possible.

    Also with multiple copies you can use the ability more often, such as Tactical Team when used goes into CD for 30sec but the second one gets a 15 sec global CD which is about the time the ability lasts where you can use it again in essence chaining the abilities. Its like this for any ship when they use more than one copy of an ability.

    I could get rid of the doubles if i knew reprocity would proc all the time but it doesn't so i wanted to be flexible with my build.

    Also this set up works for me, so I'm glad it helped you out.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    You can always use my:

    U.S.S. Swiftie
    3lsZz0w.jpg
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