Hello all, I am not good at making builds myself. So I am asking if anyone has a pretty good build for 2 different ships.
Fleet Phantom Intel Escort: I don't have the zen-store version just yet so won't be able to use trait or console (so would just need a filler console till I can afford it). Looking for Cannon build.
Kobali Samsar Cruiser: Would like to run a build that uses the Kobali set. As far as the console set, I only have the one that came with the ship, not the other 3.
Dam types would ether be Polaron (Delta Alliance store weapons) or Anti Proton (new Iconian Resistance store weapons), with 2-3 fleet tac consoles to fit. Leaving rest of console slots open. Thinking of respecing to remove torps from spec tree list, in order to gain more points elsewhere. So no need to put a torp in ether build.
For Boffs I've always wondered about that, right now I only got the ones you get from lvl'n up, reps, and a couple command boffs from last delta mission. For doff's I wouldn't even know where to start, right now I just got some doffs that'll make what I currently have better.
Just did a Adv. Infected Space and was doing about 3.6k dps, while others were doing 10-20k, and I was keeping all my dps abilities on CD. Then again I just hit 60 and still in mostly mk 12 items rares.
Ok, well I gave the Samsar build a shot to start with.
See if maybe this is close to what you're looking for.
For the beams, I just put in generic Poloron Beams, but whichever Rep store beams you get, use the CritDx2 variant (40% Critical Damage.)
For Warp core, I assume you have the Kobali one as well since you have the Samsar but I put in the Fleet AMP Warp Core because it's a much better choice. Feel free to substitute this though if you want the full Kobali set. It will however, lower your overall damage output.
I filled out the Skill Points section and the Duty Officers are listed in the Notes section.
Run it with full power to weapons, stay at full impulse the entire time to keep your defense rating as high as possible and broadside using your beam arrays. Spin the nose around when you want to drop a Gravity Well and then turn back to broadside position. The key is to try and keep all 8 weapons firing at all times.
This is just how I would do it based on the criteria you offered. I'm not saying it's 'right' or the only way, just my take on how I would do it to maximize the ships capability.
Let me know if you like it and if you wish I'll do another one for the Phantom.. even though I hate that paper soft little pancake.
Thanks, I will have to get use to not having any rcs consoles lol. As far as rep consoles you got on it, I'll have to see if I have any of those, if not, off to dilithium farm for them (got plenty of other currency to get them). Then I see you got cutting beam, I am currently using it, but wondering if it's really worth using with having fleet tac consoles (will upgrade those to mk 14 epic's, for maxed dps boost), since it's dam type will be different then what other weapons will be. Even if it's base dam is higher then beam base dam. For the warp cores I'll just have to compare them, did want to keep the ship fully Kobali themed (and the 4 set bonus is kind of nice).
As far as the Phantom goes I never tried it myself, but I like escorts (cannon builds) better over sci or cruisers, and it's currently the only t6 escort out atm for fed's (that is not a lobi/lockbox ship). Sure I do have Jem'hadar heavy escort carrier that I used for the longest time, the Chimera Heavy Destroyer.
Have access to Andorian Escorts (didn't really like them), Heavy Escort Carrier. Yet these are just t5 ships and I don't have any fleet mods or t5-u upgrade tokens atm. Just wanting to go with what I currently have.
@seaofsorrows, I did look at your "Vigilant" ship build and noticed you got 4 tetyron tac consoles, but an't that hurting your dps. I was always told that you shouldn't use more then 3 of the same console as you'll start getting diminishing returns, and should only got 3 energy dam type then rest of tac slots filled with ether beam or cannon dam boosts. But this was like way back in season 5, so don't know if or how stuff currently is.
Thanks, I will have to get use to not having any rcs consoles lol.
The Rep consoles I put in are just a suggestion. They are consoles geared to get higher damage (Nukara gives bonus accuracy, Zero Point bonus critical chance.) If you need an RCS, feel free to swap one of those out. The reason I skipped on an RCS is because you aren't using Torpedos. It would however, help you spin around a little faster to drop Gravity Wells, so RCS wouldn't be a bad way to go for one of those consoles.
Also keep in mind, that if you get the Neutronium Alloy from your fleet Dilithium Mine, you can get one that has +Turn on it, so it also works as an RCS console.
@seaofsorrows, I did look at your "Vigilant" ship build and noticed you got 4 tetyron tac consoles, but an't that hurting your dps. I was always told that you shouldn't use more then 3 of the same console as you'll start getting diminishing returns, and should only got 3 energy dam type then rest of tac slots filled with ether beam or cannon dam boosts. But this was like way back in season 5, so don't know if or how stuff currently is.
I'm not sure who told you that, but no.. that is not true.
While diminishing returns do occur on Defensive Consoles like Neutronium Alloys, there are no diminishing returns on Tactical Damage Consoles. You should always fill your Tactical Console slots with as many Damage Consoles as you can.
One of the main reason that ships like the Scimitar dominate in DPS is because they have 5 Tactical consoles. The more of them you can use, the better. As a general rule, you should never have anything in your tactical slots but Damage Boosting Consoles.
As for the boost type, there are 2 types of Damage consoles. There are ones that give bonus to a specific energy type, like my consoles that give +Tetryon. There are also consoles that give plus to 'Beam Weapon Damage' or to 'Cannon Damage.' While the latter benefits any beam weapons you are using, the specific consoles give bigger percentage boost then the generic consoles. Therefore, the way to get the most damage is to make all of your weapons the same energy type and match your tactical consoles to that type.
Comments
See if maybe this is close to what you're looking for.
For the beams, I just put in generic Poloron Beams, but whichever Rep store beams you get, use the CritDx2 variant (40% Critical Damage.)
For Warp core, I assume you have the Kobali one as well since you have the Samsar but I put in the Fleet AMP Warp Core because it's a much better choice. Feel free to substitute this though if you want the full Kobali set. It will however, lower your overall damage output.
I filled out the Skill Points section and the Duty Officers are listed in the Notes section.
Run it with full power to weapons, stay at full impulse the entire time to keep your defense rating as high as possible and broadside using your beam arrays. Spin the nose around when you want to drop a Gravity Well and then turn back to broadside position. The key is to try and keep all 8 weapons firing at all times.
This is just how I would do it based on the criteria you offered. I'm not saying it's 'right' or the only way, just my take on how I would do it to maximize the ships capability.
Let me know if you like it and if you wish I'll do another one for the Phantom.. even though I hate that paper soft little pancake.
As far as the Phantom goes I never tried it myself, but I like escorts (cannon builds) better over sci or cruisers, and it's currently the only t6 escort out atm for fed's (that is not a lobi/lockbox ship). Sure I do have Jem'hadar heavy escort carrier that I used for the longest time, the Chimera Heavy Destroyer.
Have access to Andorian Escorts (didn't really like them), Heavy Escort Carrier. Yet these are just t5 ships and I don't have any fleet mods or t5-u upgrade tokens atm. Just wanting to go with what I currently have.
The Rep consoles I put in are just a suggestion. They are consoles geared to get higher damage (Nukara gives bonus accuracy, Zero Point bonus critical chance.) If you need an RCS, feel free to swap one of those out. The reason I skipped on an RCS is because you aren't using Torpedos. It would however, help you spin around a little faster to drop Gravity Wells, so RCS wouldn't be a bad way to go for one of those consoles.
Also keep in mind, that if you get the Neutronium Alloy from your fleet Dilithium Mine, you can get one that has +Turn on it, so it also works as an RCS console.
I'm not sure who told you that, but no.. that is not true.
While diminishing returns do occur on Defensive Consoles like Neutronium Alloys, there are no diminishing returns on Tactical Damage Consoles. You should always fill your Tactical Console slots with as many Damage Consoles as you can.
One of the main reason that ships like the Scimitar dominate in DPS is because they have 5 Tactical consoles. The more of them you can use, the better. As a general rule, you should never have anything in your tactical slots but Damage Boosting Consoles.
As for the boost type, there are 2 types of Damage consoles. There are ones that give bonus to a specific energy type, like my consoles that give +Tetryon. There are also consoles that give plus to 'Beam Weapon Damage' or to 'Cannon Damage.' While the latter benefits any beam weapons you are using, the specific consoles give bigger percentage boost then the generic consoles. Therefore, the way to get the most damage is to make all of your weapons the same energy type and match your tactical consoles to that type.
I hope that answers your question. :cool: