I am saving up to buy fleet avenger and started thinking if I could make it a beam boat, but I don't know if that would work on an avenger. I want to go for a really high DPS. I'm a science officer. Help?
I am a science Captain as well, but I don't know the Avenger. What I know is, that
1. the avenger don't have any high rank science BOFF seat.
2. if you play a beam boat you usually want to fight broadside, and targeting deflector science skills need you to face your enemy.
If you are planing to by the ship and the fleet module with Zen, you will pay 3000 Zen, and it costs the same like a new command cruiser.
That being said, I wish you happy hunting.
First, your ship capabilities as a science toon aren't limited as they are on ground - the skills tree is the same in space for all. So from that perspective, ships are far more flexible than ground kits.
Having said that, there are a few things that science captains have that are unique:
Sensor scan
Subnucleonic beam
Scattering field
Photonic fleet
Science fleet
You can always build a ship around these and focus on what the ship itself can do apart from that. The thing to note about the Avenger is that it's really more like a 'heavy escort' - 5 fore and 3 aft weapons, Engineering for the Commander-level boff slot, and only a maximum of two science boffs, both would be Lieutenant. In other words, you would probably be looking at a build that would not really have a focus on science. the idea of a beam boat raises questions for me though - are you thinking of broadsiding in it? It's not really a huge tank and is a waste of the weapon arrangement. In terms of science skills, you might have say, polarize hull, a shield heal, a hazard emitters and one other. In your skills tree, you would likely limit your science points down to the bare minimum - say, emitters, insulators, shield system, sensors (your sensor scan uses this), and inertial dampers. Then you would focus the rest on tactical or engineering skills.
Personally, my play style likes using a mix of tactical, science and engineering skills and indeed have ships that are not hugely focused on the captain's career. The Avenger is a great ship which I've built around a "tough little bulldog" focus. It is nice and can do well, because it's got that flexibility. The boff training changes also make it a lot easier to rapidly shift from an aggressive attacker to a far more defensive position "on the fly."
The question is, how are you looking at approaching the build?
I would suggest visiting STO Academy and exploring some builds, and trying out some build ideas there before you invest. It may be that the Avenger is the right ship for you, or there may be something more appropriate. It's easier to identify the opportunities (and limitations) there than once you've spent resources in the actual ship.
I'll add another vote for the avenger being a good ship to run BAs on. However if you're a sci, you should probably look at ships that have more sci seating. Much of your damage could/should be coming from sci-based exotic damage. Especially if you run high pgens and use R&D sci trait.
Ships that come to mind, while still allowing you that "cruiser" feel:
Fleet Support Cruiser Retrofit (good looks, 3+2 boff seats possible, win-win)
Oddy sci (bit of a whale, but still can run 3+2 sci seats, or 3+2+1 if you want to skimp on tactical seating)
Breen Chel Gret Destroyer (3+1 sci possible, it's how I normally run it)
Tal Shiar Adapted Battle Cruiser (3 sci + 4 uni + 1 uni)
Voth Bastion (3+2+1 possible)
Hazari Destroyer (3+1 possible)
All of those will at least get you a grav well 1 (or whatever LtCDR spot you want) while still handling like a beam boat for the most part. I'd really suggest you look at the fleet ambassador (a.k.a. "Support Cruiser") as it sounds like what you want and I enjoy the non-fleet variant quite a lot.
Thanks for the replies everyone.
I know that as a science officer I should actually focus on my science abilities but I really want to try a ship with a high DPS and don't have any other good characters or the time to make them. The reason why I chose the avenger is because I don't buy zen and I can get the fleet ships with EC.
I do have an option of buying a fleet excelsior or a fleet galaxy dreadnought which would probably be better fitted for a beam boat, but it would cost me one extra fleet ship module. Do you think I should go for one of those two instead?
Basically you want two FAW's, two attack patterns and two tac teams. It's easy and you don't need doffs to do it with the Avenger: just make the uni a Tac.
You can then run eptw1 / ??? (I use doffed aux2damp) / eptw3 / ??? (I use DEM3) on the eng.
HE & PH on the the sci.
You can then use hazard system and shield distro doffs to turn BFI into a "Woopsy" button for when you PUG.
Boom. Job's a good 'un. It's biscuit barrel, but avoids aux2bat which is.... dull, more than anything else.
I can say this: The fleet gal-x is not worth it. The fleet excel is nice and once was the best cruiser in the game -- back when no other cruisers had LtCDR tactical seating. Now? there are better ones. It gains points for style, but my fed tac that flies one is starting to dream about more tac seats.
I'd say if you're looking for a good cruiser that only takes fleet modules, get the fleet support cruiser retrofit. It has the LT universal. Here's the thing: You only need a CMDR ENG seat to get all you need. You can then make this LT uni an ENG if you think you want that, or a tac for some more dps, or when you get comfortable with it you can shift it over to a sci seat and gain more from your class skills.
It also has a good turn rate and full cruiser commands.
As for the "2 copies of FAW" comment above? Well you can get away with just 1 copy if you run 2 EWO doffs that reduce cooldown on special beam attacks (NOT the ones that cool down subsystem targetting attacks, the ones that cool down B:O and FAW). Purple is better, blue works just fine. Not 100% uptime, but it really makes a big difference.
the fleet avenger is a very flexible beasty ship ... it works perfectly as beamboat or torpedoboat if you know how to equip and skill it the right way
and the t5u upgrade is a must have for it
my tac avenger build optimized for Power and survivability , able for any kind of mission
Flow Cap = the fleet science console with +Flow
exotic particle exciter as better field generator with WpnPwr Mod
conductive rcs acc as agility boost with WpnPwr Mod
The first posted build is inconsistent and mostly incomplete. Nothing to see there.
The second build is horribly outdated but has some good notes.
The Avenger is a good DPS boat. It would work fine as old school beam boat or if you get the hang on this, you could make an Antiproton DBB build.
why antiproton? I'm actually using dual heavy antiproton cannons on my boat at the moment and I like antiproton, but since I'll be buying new weapons I thought I could try something else out. Any ideas? Of course, that means I will have to get new consoles, but the consoles I'm using right now aren't that good anyway. I was thinking about phaser because it would look great on a fed ship and the system failure perk sounds nice.
Phasers are pretty useless in terms of proc. It's been nerfed heavily over the years.
do you think I should stick with antiprotons then or try something else and what? I've been using antiproton for a long time and I'm really tired of them. They're just not visually appealing to me anymore
Antiprotons are the best in the game by a small lead -- when you gear them out the right way. That said, you have many options that are still quite capable, and as long as you gear toward your proper damage type with set bonuses and consoles, you should do well.
EDIT: Okay, that didn't give any suggestions, so I will add some.
IMO (and this is subjective) the ranking is close at the top:
Antiproton
Disruptor
Romulan Plasma
And honorable mention to Elachi Disruptor and Corrosive Plasma.
Any of those are all going to be within 3-5% of each other in a best case scenario.
Most useful
CrtD (more of this is better)
CrtH (better to have this from consoles, though)
Pen (armor penetration, sort of like half a CrtD)
Edit: If you're on a budget, it's okay to let slip a mod or two. So you could do DMG CrtH CrtD and be okay. Getting CrtDx3 is a bit of a luxury and really hard to get most times. Meanwhile, DMGx3 is a terrible mod and should be avoided, since it won't do nearly as much as the crit-based mods.
I've been using the Fleet Avenger on my engineering character now for a few months and have been pleasantly surprised by its performance. It's pretty tanky and deals a lot of damage and keeping the enemy in your front facing arc isn't that difficult so it is possible to use all DBB up front (Just be aware of the power drain). I haven't upgraded it to a T5-U yet so i don't have the extra engineering slot.
I used to run all fleet advanced AP beam arrays but because the ships turn rate is good i opted for DBB for the increase in damage.
if you can't buy crtdX3 weapons, you can buy MK II crtdX2 crth and upgrade them, if you are lucky you can earn crtdX3 crth weapons. this is what i have done.
And if I use weapons with also crth, this is because,except my romulan toons; i don't have a lot of crit chance.
you can try also exotic weapons (polarized disruptor for example), i don't know if they are good, but for now i have good results. I use them with my new tac captain (avenger beamboat)
Comments
1. the avenger don't have any high rank science BOFF seat.
2. if you play a beam boat you usually want to fight broadside, and targeting deflector science skills need you to face your enemy.
If you are planing to by the ship and the fleet module with Zen, you will pay 3000 Zen, and it costs the same like a new command cruiser.
That being said, I wish you happy hunting.
Best Fed DPS cruiser there is, my opinion mind.
First, your ship capabilities as a science toon aren't limited as they are on ground - the skills tree is the same in space for all. So from that perspective, ships are far more flexible than ground kits.
Having said that, there are a few things that science captains have that are unique:
You can always build a ship around these and focus on what the ship itself can do apart from that. The thing to note about the Avenger is that it's really more like a 'heavy escort' - 5 fore and 3 aft weapons, Engineering for the Commander-level boff slot, and only a maximum of two science boffs, both would be Lieutenant. In other words, you would probably be looking at a build that would not really have a focus on science. the idea of a beam boat raises questions for me though - are you thinking of broadsiding in it? It's not really a huge tank and is a waste of the weapon arrangement. In terms of science skills, you might have say, polarize hull, a shield heal, a hazard emitters and one other. In your skills tree, you would likely limit your science points down to the bare minimum - say, emitters, insulators, shield system, sensors (your sensor scan uses this), and inertial dampers. Then you would focus the rest on tactical or engineering skills.
Personally, my play style likes using a mix of tactical, science and engineering skills and indeed have ships that are not hugely focused on the captain's career. The Avenger is a great ship which I've built around a "tough little bulldog" focus. It is nice and can do well, because it's got that flexibility. The boff training changes also make it a lot easier to rapidly shift from an aggressive attacker to a far more defensive position "on the fly."
The question is, how are you looking at approaching the build?
I would suggest visiting STO Academy and exploring some builds, and trying out some build ideas there before you invest. It may be that the Avenger is the right ship for you, or there may be something more appropriate. It's easier to identify the opportunities (and limitations) there than once you've spent resources in the actual ship.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
It melts everything it sees in the forward arc.
Ships that come to mind, while still allowing you that "cruiser" feel:
Fleet Support Cruiser Retrofit (good looks, 3+2 boff seats possible, win-win)
Oddy sci (bit of a whale, but still can run 3+2 sci seats, or 3+2+1 if you want to skimp on tactical seating)
Breen Chel Gret Destroyer (3+1 sci possible, it's how I normally run it)
Tal Shiar Adapted Battle Cruiser (3 sci + 4 uni + 1 uni)
Voth Bastion (3+2+1 possible)
Hazari Destroyer (3+1 possible)
All of those will at least get you a grav well 1 (or whatever LtCDR spot you want) while still handling like a beam boat for the most part. I'd really suggest you look at the fleet ambassador (a.k.a. "Support Cruiser") as it sounds like what you want and I enjoy the non-fleet variant quite a lot.
Merely an example for the op to get a feel for sto academy as this is on a tac captain
http://www.kaysvaultofstuff.com/maximum-damage-avenger.html
Further I would avoid A2B like the plague for this one.
I know that as a science officer I should actually focus on my science abilities but I really want to try a ship with a high DPS and don't have any other good characters or the time to make them. The reason why I chose the avenger is because I don't buy zen and I can get the fleet ships with EC.
I do have an option of buying a fleet excelsior or a fleet galaxy dreadnought which would probably be better fitted for a beam boat, but it would cost me one extra fleet ship module. Do you think I should go for one of those two instead?
This!
Great ship, but avoid A2B. No need to cripple yourself for no good reason.
You can then run eptw1 / ??? (I use doffed aux2damp) / eptw3 / ??? (I use DEM3) on the eng.
HE & PH on the the sci.
You can then use hazard system and shield distro doffs to turn BFI into a "Woopsy" button for when you PUG.
Boom. Job's a good 'un. It's biscuit barrel, but avoids aux2bat which is.... dull, more than anything else.
I'd say if you're looking for a good cruiser that only takes fleet modules, get the fleet support cruiser retrofit. It has the LT universal. Here's the thing: You only need a CMDR ENG seat to get all you need. You can then make this LT uni an ENG if you think you want that, or a tac for some more dps, or when you get comfortable with it you can shift it over to a sci seat and gain more from your class skills.
It also has a good turn rate and full cruiser commands.
As for the "2 copies of FAW" comment above? Well you can get away with just 1 copy if you run 2 EWO doffs that reduce cooldown on special beam attacks (NOT the ones that cool down subsystem targetting attacks, the ones that cool down B:O and FAW). Purple is better, blue works just fine. Not 100% uptime, but it really makes a big difference.
and the t5u upgrade is a must have for it
my tac avenger build optimized for Power and survivability , able for any kind of mission
Flow Cap = the fleet science console with +Flow
exotic particle exciter as better field generator with WpnPwr Mod
conductive rcs acc as agility boost with WpnPwr Mod
http://skillplanner.stoacademy.com/?build=1yassdddf_0
The second build is horribly outdated but has some good notes.
The Avenger is a good DPS boat. It would work fine as old school beam boat or if you get the hang on this, you could make an Antiproton DBB build.
I wouldn't say horribly outdated but it could use some tuning, I'll sort that out when I'm in a web design mood.
I figured he could start to explore stock academy for other builds once in there
why antiproton? I'm actually using dual heavy antiproton cannons on my boat at the moment and I like antiproton, but since I'll be buying new weapons I thought I could try something else out. Any ideas? Of course, that means I will have to get new consoles, but the consoles I'm using right now aren't that good anyway. I was thinking about phaser because it would look great on a fed ship and the system failure perk sounds nice.
EDIT: Okay, that didn't give any suggestions, so I will add some.
IMO (and this is subjective) the ranking is close at the top:
Antiproton
Disruptor
Romulan Plasma
And honorable mention to Elachi Disruptor and Corrosive Plasma.
Any of those are all going to be within 3-5% of each other in a best case scenario.
DMG
PVP
PVPres
thrust
over
rapid
limited usefuless, situationally-dependant:
acc
snare
Most useful
CrtD (more of this is better)
CrtH (better to have this from consoles, though)
Pen (armor penetration, sort of like half a CrtD)
Edit: If you're on a budget, it's okay to let slip a mod or two. So you could do DMG CrtH CrtD and be okay. Getting CrtDx3 is a bit of a luxury and really hard to get most times. Meanwhile, DMGx3 is a terrible mod and should be avoided, since it won't do nearly as much as the crit-based mods.
I used to run all fleet advanced AP beam arrays but because the ships turn rate is good i opted for DBB for the increase in damage.
My build (Still kind of a WIP) : http://skillplanner.stoacademy.com/?build=avengerapdbbbuild_0
Fore: 4x Fleet AP DBB - 1x Bio-Molecular Photon
Aft: 1x Ancient omni AP - 1x KCB - 1x Experimental Proton
Assimilated deflector and engines - Nukara shields upgraded to MK XIII - Obelisk core
And if I use weapons with also crth, this is because,except my romulan toons; i don't have a lot of crit chance.
you can try also exotic weapons (polarized disruptor for example), i don't know if they are good, but for now i have good results. I use them with my new tac captain (avenger beamboat)