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New to STO, Looking for Ship Advice

hawkflighthawkflight Member Posts: 31 Arc User
edited January 2015 in Federation Discussion
Hello everyone. I'm new to this game, and as a result of the double EXP weekend, I basically shot up to close to level 50 in under a week. But now that I'm almost there, I would like to start looking towards my endgame gear so that I don't waste my time and virtual money on stuff I won't use.

I plan to start out by getting a heavy escort carrier, but at some point I want to nab a carrier cruiser. For now, though, I'd like to focus on just the carrier. That said, I'd like an experienced pair of eyes on my build to make sure I'm not TRIBBLE anything up.
Weapon Type: Phasers. I'm a purist. Though the retro blue phasers (tetryon) are tempting.

Fore Weapons: x2 Fleet Dual Cannons Mk XII, Experimental Proton Weapon, Gravimetric Photon Torpedo Launcher

Aft Weapons: x2 Turret Mk XII, Turret Mk XII OR Chroniton Mine Launcher Mk XII OR Tricobalt Mine Launcher Mk XII

Deflector: Counter-Command Deflector Array Mk XII

Impulse Engines: M.A.C.O. Impulse Engines Mk XII OR Counter-Command Hyper Impulse Engines Mk XII OR Romulan Advanced Prototype Impulse Engines Mk XII

Warp Core: Dyson Field Stabilizing Warp Core Mk XII

Shields: M.A.C.O. Resilient Shield Array Mk XII OR Dyson Regenerative Shield Array Mk XII

Devices: Subspace Field Modulator, Nimbus Pirate Distress Call

Engineering Consoles: RCS Accelerator Mk XII, Neutronium Alloy Mk XII, Warp Burst Capacitor

Science Consoles: Proton Particle Stabilizer, Plasmonic Leech, Fluidic Phase Decoupler

Tactical Consoles: x3 Phaser Relay Mk XII, Photon Detonation Assembly Mk XII

Commander Tactical Station: Tactical Team I, Torpedo Spread II, Cannon Scatter Volley II, Attack Pattern Beta III

Alternate Commander Tactical Station: Tactical Team I, Torpedo High Yield II, Cannon Rapid Fire II, Attack Pattern Beta III

Lieutenant Tactical Station: Tactical Team I, Dispersal Pattern Beta I

Ensign Tactical Station: Beam Target Weapons I

Lieutenant Commander Engineering Station: Engineering Team I, Emergency Power to Shields II, Eject Warp Plasma I

Lieutenant Science Station: Polarize Hull I, Hazard Emitters II

For the weapon type, I decided to go with phasers because frankly, I'm a purist, and having something like disruptors on a Starfleet ship just breaks the immersion for me.

The dual cannons and torpedo launcher seem obvious, but I decided to get the proton weapon for three reasons. One, it partially bypasses shields, which is neat. Two, it boosts the power of my photon torpedoes. And three, it still counts as a cannon, thanks to the set bonus, so it's still a cannons build.

For the aft weapon, obviously I'm using two turrets. I was originally planning on using chroniton mines for crowd control, but Eject Warp Plasma fulfills that role here, so I might switch it with either tricobalt mines or another turret. If I grab another turret, obviously I'll replace Dispersal Pattern Beta.

For the deflector, I chose the CC Deflector because I'm a DPS ship, and this deflector is, by my understanding, the best for enhancing DPS. I could grab the MACO Deflector, but I think my skills give me good enough survivability as it is.

We'll get back to engines in a bit, but for the warp core, I chose this one because of the shield bonuses, the power transfer boost, and the bonus power from weapons to shields (since weapons will always be maxed out).

The shields is an interesting choice. The MACO shields were originally my only choice, but the Dyson shields are actually fairly tempting thanks to its abilities. Plus, the set bonus. I wouldn't mind help picking one of these.

Devices ... I don't even know. I'm just throwing stuff at a wall and seeing what sticks. The Distress Call is basically a "f*** it" button.

Consoles are where things get interesting. RCS is because turn rate is always good. Neutronium Alloy is a nice flat bonus. The Warp Burst Cap is good because it gives me immunity during my first alpha strike, and by the time it recharges it makes a nice "oh s***" button.

The Proton console is nice because it completes the set, giving me some nice bonuses as well as enabling me to use Cannon Rapid Fire with my Proton weapon. Plasmonic Leech will be expensive to get, but its effect of draining system power is really nice, and it's passive so I don't have to remember to do anything. The Phase Decoupler is a thing I'm 50/50 on. The ability to become untargetable and then explode is nifty, but I'm open to replacing it.

The tac consoles are just a flat damage bonus, nothing special here.

Abilities. Most of this stuff is fairly obvious, such as Tactical Team and all the heals. Attack Pattern Beta III is my attack pattern of choice because it debuffs the enemy, allowing my fighters to do more damage. I also have an alternate commander tac officer, because there may be times I want to spike single target damage. Beam Target Weapons is neat, because I can put it on my proton weapon since it functions as both a beam and a cannon. Eject Warp Plasma is a fun thing to dump on enemies as I pass by on my alpha strike.

Now, engines. This is a tough decision. The MACO engines give me more speed in sector space, but for battle, the others are better I think. The Romulan engines give me a significant bonus to my attack patterns, which is very tempting, but the CC engines give me a defense bonus, and the 2-piece set bonus which gives me more defense. So I really can't decide. (Between the last two, I might pick the CC engines if I can't decide, simply for RP reasons.)
PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
Post edited by hawkflight on

Comments

  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited January 2015
    Sounds like you've got a relatively good grasp of things. Is there something specific you're looking for advice on?


    Some of that gear may take you a little while to obtain. In the short term, the Solanae set from "A Step Between Stars" will be a good fill-in until you get reputation stuff(the engines are pretty nice, regardless).

    For the Commander Seat: I'd recommend the first option.
    For the Ensign Seat: Torpedo Spread 1.
    For the Eng Seat: I'd suggest running Aux2Sif/Damp or EPtW3 as your Lt.Cmdr. power.
    For the Sci Seat: I'd suggest HE1 and Science Team 2(there are too many debuffs this clears to no be running it these days, especially in the Delta Quadrant).
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited January 2015
    i dont think you need to epuip that nimbus device to use it. try moving into inventory and see if the button is still available for use. i suspect it will be.

    which carrier are you looking at? did you get the one from the winter event?
    and the cannons arent going to be very effective on a 'carrier cruiser' at all.
  • hawkflighthawkflight Member Posts: 31 Arc User
    edited January 2015
    szerontzur wrote: »
    Sounds like you've got a relatively good grasp of things. Is there something specific you're looking for advice on?

    Well, mostly I'm looking for an experienced person to confirm that I'm not a bloody idiot.
    szerontzur wrote: »
    Some of that gear may take you a little while to obtain. In the short term, the Solanae set from "A Step Between Stars" will be a good fill-in until you get reputation stuff(the engines are pretty nice, regardless).

    I also intend to use the Solonae shield for screenshots. :P
    szerontzur wrote: »
    For the Commander Seat: I'd recommend the first option.
    For the Ensign Seat: Torpedo Spread 1.
    For the Eng Seat: I'd suggest running Aux2Sif/Damp or EPtW3 as your Lt.Cmdr. power.
    For the Sci Seat: I'd suggest HE1 and Science Team 2(there are too many debuffs this clears to no be running it these days, especially in the Delta Quadrant).

    For the Commander Seat: I actually purchased an extra pair of bridge officer slots so that I could have both, one on standby and one on duty so I can switch between them as the situation dictates.

    For the Ensign Seat: Why the extra Torpedo Spread? I already have that on my Commander.

    For the rest: ....Can you repeat that in English please? ^^;

    EDIT: Okay, I deciphered what you said. :P You're suggesting Auxiliary to Structural or Dampeners, or Emergency Power to Weapons, as opposed to Eject Warp Plasma. Any reason for that? I presume I would use chroniton mines for crowd control instead? Also, why not Reverse Shield Polarity?

    As for the science slot, why Hazard Emitters I and Science Team II, and not the other way around? HE2 would offer a great hull heal, would it not? And do any of these provide freedom from tractor beams and hold effects?
    i dont think you need to epuip that nimbus device to use it. try moving into inventory and see if the button is still available for use. i suspect it will be.

    I can't. In my experience, I need to have something equipped to use it.
    which carrier are you looking at? did you get the one from the winter event?

    I joined too late to get that one. I was thinking a Fleet Dreadnought Cruiser, but a Fleet Caitian Atrox Carrier isn't out of the question. That's a bit further down the line, though.
    and the cannons arent going to be very effective on a 'carrier cruiser' at all.

    Oh, I don't plan to use dual cannons on them. If anything, I would use plain old cannons for full coverage, and either cannons or turrets in the back. That's quite a bit further down the line though.
    PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited January 2015
    hawkflight wrote: »
    I can't. In my experience, I need to have something equipped to use [nimbus distress call].
    if you press P you will open a window with all your available skills, which you can then drag into your powertray. nimbus will be there if the device is found anywhere in your inventory.
    you can also remove things from your powertray if you right-click drag them out of the powertray.


    hawkflight wrote: »
    I joined too late to get that one. I was thinking a Fleet Dreadnought Cruiser, but a Fleet Caitian Atrox Carrier isn't out of the question. That's a bit further down the line, though.



    Oh, I don't plan to use dual cannons on them. If anything, I would use plain old cannons for full coverage, and either cannons or turrets in the back. That's quite a bit further down the line though.
    i am not super familiar with the fed ships, but i know enough about the atrox to know that it has perhaps the lowest turn rate of any other ship in the faction. im not sure if an atrox is even allowed to use cannons, but if it were i dont think it would be able to turn quickly enough to keep the cannons on target. i suppose you could invest in rcs consoles and aux2damp to try to milk some turnrate out of it, but youd be losing consoles and skills to a degree that would likely overshadow any and all benefits.

    i only mention this because i think it would be unfortunate if you invested heavily into cannon gear/skills, then invested in an atrox only to learn the two arent really compatible.
  • hawkflighthawkflight Member Posts: 31 Arc User
    edited January 2015
    i am not super familiar with the fed ships, but i know enough about the atrox to know that it has perhaps the lowest turn rate of any other ship in the faction. im not sure if an atrox is even allowed to use cannons, but if it were i dont think it would be able to turn quickly enough to keep the cannons on target. i suppose you could invest in rcs consoles and aux2damp to try to milk some turnrate out of it, but youd be losing consoles and skills to a degree that would likely overshadow any and all benefits.

    i only mention this because i think it would be unfortunate if you invested heavily into cannon gear/skills, then invested in an atrox only to learn the two arent really compatible.

    Well, cannons have a 180 degree arc. And if I'm not going to be able to turn well enough to keep my broadside to the enemy, then beam arrays seem somewhat pointless. Though I have to wonder if, since the base damage of cannons is less than double that of turrets, turrets all around might not be the better option.
    PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
  • spockout1spockout1 Member Posts: 314 Arc User
    edited January 2015
    Quickly, I'm not a carrier skipper. The only limited experience I have is on the Klingon side.

    1. Nimbus Pirate Distress Call just needs to be in your inventory. Save device slots for things like the Subspace Field Modulator and batteries.

    2. Turrets have lower DPS but you get some of that back by having more weapons able to hit the target. Some trade off but especially for a worse turning ship, it might be better.
    "After a time, you may find that having is not so pleasing a thing after all as wanting. It is not logical, but it is often true. Except for a T5 Connie. That would be f*%#ing awesome." - Mr. Spock
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited January 2015
    I read your post, OP. Have to agree with some others here. Looks like you've got a good handle on things. Carriers, which I fly on the KDF side, are very fun to use. They and their pets do need a bit more management than a cruiser or escort. Most of them mount enough science slots to make them a decent half science boat.

    The only advice on what ships to get I can give is this: Fly what you want to fly. If you really like the ship, you will find a way to make it work for you. As to playing the game, as long as you're having fun and enjoying yourself, you are indeed playing STO correctly.

    One of the Story Missions gives out TOS Phasers, complete with TOS sound effects, as a mission reward. I cannot remember which one this is. These level up with your char. They are also upgradeable. One of my Fleeties has them and they are really well done. They are decent weapons as well. Planning on getting them for one of my Vestas...ahem...someday. lol
    A six year old boy and his starship. Living the dream.
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  • hawkflighthawkflight Member Posts: 31 Arc User
    edited January 2015
    I read your post, OP. Have to agree with some others here. Looks like you've got a good handle on things. Carriers, which I fly on the KDF side, are very fun to use. They and their pets do need a bit more management than a cruiser or escort. Most of them mount enough science slots to make them a decent half science boat.

    The only advice on what ships to get I can give is this: Fly what you want to fly. If you really like the ship, you will find a way to make it work for you. As to playing the game, as long as you're having fun and enjoying yourself, you are indeed playing STO correctly.

    One of the Story Missions gives out TOS Phasers, complete with TOS sound effects, as a mission reward. I cannot remember which one this is. These level up with your char. They are also upgradeable. One of my Fleeties has them and they are really well done. They are decent weapons as well. Planning on getting them for one of my Vestas...ahem...someday. lol

    I am aware of the actual retro phasers. However, there are no retro phaser cannons, which ... makes sense, frankly, though I would like to see some. Hence, tetryon weapons.
    westmetals wrote: »
    Yes... Nimbus is an exception to the rule as far as things having to be equipped to be used. You can powertray it from inventory.

    The build looks good for mid-build, aside from the suggestions already made and doffs and skills training..... but there's more you can do with it.

    (Equipment wise I mean.)

    Firstly, if you really want the "retro phasers" look, there ARE retro phaser arrays (they're still phaser energy type, but have the blue beams and TOS style sound effects) which you can pick up as a mission replay reward ('Everything Old is New', I think). You'd have to go beams instead of cannons, though, as only single beams are available. You can also get these by purchasing the starter-level TOS Enterprise cruiser (500 Zen) and stripping, dismissing, reclaiming, etc. (The ones off the cruiser are "infinity" self-scaling weapons, see next paragraph for details). If you want to see these in action first, the Klingon War episode 'Past Imperfect' features a ship using them.

    (A correction to the previous posting: the mission reward versions do not level up with you, but are awarded at an appropriate level when you complete the mission. The "infinity" ones that do level up with you are otherwise identical, but are sourced from the Zen-purchased ship. These will instantly autoconvert to Mk XII versions at no cost if you load them into the upgrade screen, which in itself is an 'upgrade' as they stop levelling up at the equivalent of Mk X-XI stats.)

    Second, what are the mods on the weapons? Most high-end players currently favor CrtDx2 as a minimum, with a third mod of your choice, for non-special beam or cannon weapons. This leads into my third point.

    Third, your consoles could be upgraded by going into Fleet consoles. The Fleet RCS and Neutronium have an additional power available (in these cases, one of the choices is a half-strength version of each other). In this case you could run two such RCS consoles and get double the turn boost without sacrificing your Neutronium (because the Neutronium would be "hidden" as the bonus on the two Fleet RCS consoles). Your Tactical consoles could all be replaced by Fleet Vulnerability Locators of the appropriate types (these have the standard weapon-boosting powers PLUS a crit hit chance booster). The idea here is to increase the frequency of crits, while exploiting that frequency by the use of the CrtD mods on the weapons.

    Okay, this is very interesting, I'll have to keep this in mind. If I do get the fleet consoles, then I'll probably acquire one of each, to spread my stats between defense and turn rate (though I might just get neutronium alloys and get the RCS secondary). As for the weapons, for mods I was looking at [Acc] to boost my accuracy and try to spill over into Crit Chance.
    PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited January 2015
    acc is more useful when used against speedy enemies with high def, such as other players (pvp). in pve scenarios you will get a higher return on increased crit damage.

    that being said, if you are serious about trying a full turret build or a cannon atrox, dont invest too much into the weapons. i reckon you wont be very impressed with the build.
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  • elamirekeenbladeelamirekeenblade Member Posts: 7
    edited January 2015
    hawkflight wrote: »
    [code]Weapon Type: Phasers. I'm a purist. Though the retro blue phasers (tetryon) are tempting.
    Stick with the phasers, in my opinion. Chhiiuufff Chhiiuuuff. :cool:
    hawkflight wrote: »
    Fore Weapons: x2 Fleet Dual Cannons Mk XII, Experimental Proton Weapon, Gravimetric Photon Torpedo Launcher
    Instead of gravy, you might want to consider delta torpedo with the gel console AND some purple projectile active duty officers. I was using that gravy, but changed into the puple quantum delta torpedo that I think performs much better. You can remove the underperforming proton weapon afterwards and stick a Dual Heavy Cannon there which Im sure it will perform much better. You can check combat tracker logs for it and compare your Experimental weapon with a single cannon in terms of making dps to see for yourself. And, oh, before I forget. Combine 1 Dual Cannons with your other Dual Heavy Cannons (or vice versa) and visually you'll get more bolts shooting out of your ship and from different hardpoints. :)
    hawkflight wrote: »
    Aft Weapons: x2 Turret Mk XII, Turret Mk XII OR Chroniton Mine Launcher Mk XII OR Tricobalt Mine Launcher Mk XII
    How about a Kinetic Cutting beam and Zero Point Energy Console instead of one of the turrets?
    hawkflight wrote: »
    Deflector: Counter-Command Deflector Array Mk XII
    Fine choice, I'd say.
    hawkflight wrote: »
    Impulse Engines: M.A.C.O. Impulse Engines Mk XII OR Counter-Command Hyper Impulse Engines Mk XII OR Romulan Advanced Prototype Impulse Engines Mk XII
    Warp Core: Dyson Field Stabilizing Warp Core Mk XII
    Shields: M.A.C.O. Resilient Shield Array Mk XII OR Dyson Regenerative Shield Array Mk XII
    I would say pick the M.A.C.O. Engines and Shields and get your great 2 piece bonus, and stick a Plasma Integrated Fleet Warp core there. Or you can stick M.A.C.O. Warp core and shield to stick with the Romulan Engine, but I would prefer the first option.
    hawkflight wrote: »
    Commander Tactical Station: Tactical Team I, Torpedo Spread II, Cannon Scatter Volley II, Attack Pattern Beta III
    Better.
    hawkflight wrote: »
    Ensign Tactical Station: Beam Target Weapons I
    Uhmm.. I dont really think this is really useful.
    hawkflight wrote: »
    Lieutenant Commander Engineering Station: Engineering Team I, Emergency Power to Shields II, Eject Warp Plasma I
    I wouldnt live without Reverse Shield Polarity. But thats a bit personal taste, EPtS can work just fine.
  • bucklerpwbucklerpw Member Posts: 103 Arc User
    edited January 2015
    If you are using phasers, you might want to get two pieces of the Counter Command Ordnance set. It gives you an extra 7.5% phaser dameage and 2% more chance of bio incubation on the bio topedo if you go with that as one of your two pieces. If you are running turrets in the back, you can get the bio-phaser turret to go along with the torpedo for your set. They are green, which might put you off. If you don't want the green weapons, you can get the two consoles. One is from a reputation project, and one is from the last solenae mission "Surface Tension."
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  • hawkflighthawkflight Member Posts: 31 Arc User
    edited January 2015
    acc is more useful when used against speedy enemies with high def, such as other players (pvp). in pve scenarios you will get a higher return on increased crit damage.

    that being said, if you are serious about trying a full turret build or a cannon atrox, dont invest too much into the weapons. i reckon you wont be very impressed with the build.

    Ah, okay, sense makes.
    westmetals wrote: »
    In that case, if you were to get a Fleet Neutronium [+Turn] (which is the one with half an RCS on it) and a Fleet RCS [+AllRes] (which is the one with half a Neutronium), you would effectively have 1.5 of each, but only be occupying 2 console slots. The layout I suggested (two RCS [+AllRes]) would give you effectively 2 RCS and 1 Neutronium and was suggested due to the horrible turn rate of this type of ship. Generally, I do one of each (for cruisers) or both Neutronium [+Turn] (if the ship is not a cruiser).



    The fleet tac consoles I suggested would give you crit chance directly, so that is less critical. And as the other poster mentioned, in PVE, most players have more accuracy than they need without doing anything to specifically boost it.

    I suggested CrtD because that's generally the most effective mod in increasing your actual damage output (though some people do not realize this since the DPS doesn't show up in the tooltips; so on paper it's virtually invisible). It is, however, dependent on your crit chance, so although it would help without them, it really shines with the fleet tac consoles.

    Oh no no no, I'm not talking about the cruiser yet, I'm sticking with the escort carrier for now.
    Stick with the phasers, in my opinion. Chhiiuufff Chhiiuuuff. :cool:

    Instead of gravy, you might want to consider delta torpedo with the gel console AND some purple projectile active duty officers. I was using that gravy, but changed into the puple quantum delta torpedo that I think performs much better. You can remove the underperforming proton weapon afterwards and stick a Dual Heavy Cannon there which Im sure it will perform much better. You can check combat tracker logs for it and compare your Experimental weapon with a single cannon in terms of making dps to see for yourself. And, oh, before I forget. Combine 1 Dual Cannons with your other Dual Heavy Cannons (or vice versa) and visually you'll get more bolts shooting out of your ship and from different hardpoints. :)

    I thought about that. The Isokinetic Cannon is really tempting. But the fact that the current torps create a miniature gravity well is just too neat. Could I get the three-piece set by using three Advanced Thoron Infused Polaron Dual Heavy Cannons?
    How about a Kinetic Cutting beam and Zero Point Energy Console instead of one of the turrets?

    I don't like the cutting beam. It deals kinetic damage, so it's practically useless against shields, and I don't want to mix too many different types of weapons.
    I would say pick the M.A.C.O. Engines and Shields and get your great 2 piece bonus, and stick a Plasma Integrated Fleet Warp core there. Or you can stick M.A.C.O. Warp core and shield to stick with the Romulan Engine, but I would prefer the first option.

    I dunno, I'm not sold on the MACO engines. The stats seem inferior on paper. Mind elaborating on this?
    Uhmm.. I dont really think this is really useful.

    Why not?
    I wouldnt live without Reverse Shield Polarity. But thats a bit personal taste, EPtS can work just fine.

    Why is that?
    bucklerpw wrote: »
    If you are using phasers, you might want to get two pieces of the Counter Command Ordnance set. It gives you an extra 7.5% phaser dameage and 2% more chance of bio incubation on the bio topedo if you go with that as one of your two pieces. If you are running turrets in the back, you can get the bio-phaser turret to go along with the torpedo for your set. They are green, which might put you off. If you don't want the green weapons, you can get the two consoles. One is from a reputation project, and one is from the last solenae mission "Surface Tension."
    westmetals wrote: »
    Even with the set bonus, you're handicapping yourself in terms of phaser damage doing this, so don't do it unless you need the other bonuses also.

    The CC tac console plus its set bonus are only a total of around +20% phaser damage; you can easily get +30% in that same console slot from a standard or fleet console instead.

    It would be different if the console was a universal, but it's not; it's locked to tactical.

    I'm actually tempted to use the Hydrodynamics Compensator and a pair of the bio phaser turrets. I'm not sure if that would give me the 2-piece bonus or the 3-piece bonus, but....

    EDIT: Here's what I have so far: http://skillplanner.stoacademy.com/?build=bellerophond_0
    PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
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  • hawkflighthawkflight Member Posts: 31 Arc User
    edited January 2015
    westmetals wrote: »
    The (reputation set) bio phaser turrets (I think they are actually called heavy turrets?) are one of those items that you can only equip one per ship. You can get other bio-phaser turrets which would color-match, from the reward boxes, but these do not have anything to do with the set bonus.

    If you are going to use the Hydro and a turret though, then it may be worth it to use the tac console as well to get the next level of set bonus plus all its bonuses. Indeed, at that point, it might be worth it to just go whole hog and use the torpedo too.

    Getting back to the earlier comment on turn rates - I'm not too sure about the escort carrier, but most carriers I have seen have cruiser-like (as in: bad; base at 5-8) turn rates.

    Wait, do the bio-phasers have different colors and sounds to regular phasers?

    And actually, the escort carrier is, for all practical purposes, an escort. It has the same turn rate as the Fleet Advanced Escort.
    PLEASE, for the love of all that is chocolate. If your advice involves me spending IRL money on this game, save us both the trouble and don't bother. I've already spent as much money as I can afford on this game. Thank you for your time.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,580 Community Moderator
    edited January 2015
    If you're looking at an Atrox, I'd suggest a full beam build to counteract the low turn rate. That way you've got decent coverage without leaving yourself vulnerable. I ran that on a mirror Vo'Quv and it worked pretty well on my KDF.

    If you're gonna go with a Tetryon build, the Nukara set and at least 2 of the console/weapons set can augment Tetryon damage. I have the full Nukara on my Assault Cruiser Refit and the mines and console on top of some Tetryon consoles. Pretty decent too. Then again I'm also running Phased Tetryon, which sacrifices one mod for a phaser proc and cyan coloration instead of standard Tetryon blue. Tetryon's good for an economy build for sure, as most people devalue the proc as being useless once shields go down. But it still does damage to the hull. Its up to you if you'd want to stick with standard Tetryon, try Phased, Destabilizing, or even Refracting Tetryon.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • edited January 2015
    This content has been removed.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,580 Community Moderator
    edited January 2015
    There's also Phased Biomatter, which does phaser damage with a chance at an AoE. Sounds and looks different from normal phasers, but are pretty fun.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
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