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Need Advice on skills and weapons

willamsheridanwillamsheridan Member Posts: 1,189 Arc User
edited May 2015 in The Academy
http://www.stoacademy.com/tools/skillplanner/index.php?build=andromeda1_6604

this is my current Build (ship and skills). I didn't complete the ground part becsuse i change Kits and Kit modules, ARmor, weapons and shileds a lot. usually its a combination of Mortar, Turret, Mine and Generator


Aside from the Andromeda i use the Fleet Eclipse, Fleet Guardian and the Samsar with Grav. Well where possible. All of those obviously without the Galaxy three piece set so more room for additional consoles. I also use the command cruisers but only with the 4-piece set so less room for consoles :D

Now my questions:

1. Would i benefit (dps-wise) if i change my skills to get 6 points in Kinetic Weapons and Kinetic weapons efficiency each and add a Torpedo? And where could i get these points from?
Would aTorpedo even be useful? Since i use and own nearly all of the Reputation systems Universal consoles i could get the 2-piece weapons bonus from most sets but usually not the three piece.



2.
AP weapons are great but i am thinking about changing my weapons, my energy type . But i`m not sure.

I really like the Biomolecular Disruptors, i could take the Nukara or Zero point consoles off my ship and replace them with the Multi Conduit energy relay for +13% Disruptor damage (and additional 7,6 together with the Turret) i could boost that with the Iconian console for additional 10.
With the Hydrodyn. Compensator i could get a 3 piece bonus and if we can fit a Torpedo on my ship i could use the Biomol. Torpedo for the 4-piece set.

I hear a lot about the Neutronic Torpedo from the Delta Rep. too, not much about the Biomolecular Torpedo. So i could use the Neutronic too but i usually don't use the Bioneural Gelpacks and i am not really sure about Polaron weapons, especially the Thoron Polarons so i probably won't get any set bonus.

Cheapest way, if there can be room for a Torpedo, would be the Iconian set. Just replace one AP beam with another and add a Quantum Torp to that

But since i already have AP Spire consoles and weapons i could always use AP as my secondary build and still use Biomol. as my main, primary loadout



So you see, i have many ideas thats why i need your help.

Are there skillpoints that i can sacrifice for at least 6 points each in the 2 Kinetic weapon skills?

Is it even useful to change my skills/loadout to add a Torpedo, and which one?

Also is it wise to change my weapons and go from ultra rare + 80CritD to very rare + 40 CritD?

And which Damage Type/Rep. Weapons could you recommend, Biomolecular Disruptor, Polaron or Rom. Plasma?.

There is no set, aside from the Jem Hadar shield/deflector/Impulse set that boosts Polaron Damage and really want to keep my. CC-Deflecor and my better Reman shields so that would mean rather no Polaron and maybe no Neutronic
Post edited by willamsheridan on

Comments

  • freakiumfreakium Member Posts: 439 Arc User
    edited April 2015
    Thoron weapons IMO are only useful when they proc at the same time your target lands a crit. So in other words, I think they're terrible.

    As for switching energy types, I see you've invested heavily into antiproton but if you've got a deep wallet and you're willing to switch to the biomolecular disruptors, go ahead and try them out! The turret that comes with the undine rep fires slower but hits harder. With the 3 piece set you can activate its barrage ability which is great for spreading its proc and taking care of fighters.
    Romulan plasma is also a nice alternative. It combines the procs of both disruptor and plasma but you will lose a modifier so bear that in mind.

    Switching to torpedoes won't up your current DPS but it can switch your playstyle if you're bored of your current setup. As you know torpedoes are at their best against a bare hull and if you use torpedo spread, you'll be hitting shields most of the time. That said, I like playing with torpedoes for their canon factor and it's quite satisfying when a volley of torpedoes destroys your target right after a beam overload. You can always give it a shot. Just switch out one of your skills for a torpedo skill, I would suggest torpedo high yield, knock down a shield, and let the torpedoes fly. If you like the playstyle, you can consider investing more into it.

    I've been playing around with the Neutronic and it's a fun little torpedo but the visuals are like blindingly huge fireworks. If they reduce the explosion visuals by a half, I would like them a bit more.
    I quite like the biomolecular torpedo. I enjoy the biomolecular proc and the torpedo dishes out a nice chunk of damage. That and firing against the undine with the set is just fun.
    Lastly if you acquired the antiproton torpedo from the last Crystalline Entity event, it would probably suit your build the best as it benefits from your antiproton tactical consoles.
    m12Pkoj.png
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited April 2015
    Using torpedo's is never an increase in damage unless you were doing something horribly wrong. There are torpedo ships that people love, but they are not even close to setting damage records. I use torps, but I do it knowing it hurts my damage. I just like them. If you were going to use a torpedo then the only one you should consider is the crystalline because it does antiproton damage so shares your tactical consoles.

    For most sets, the 3 and 4 piece bonus is not great. Again, of your goal is damage then there are no sets where you want the 3 or 4 piece bonus. If you want to keep your cc deflector and reman shields, keep them. Both are strong bits of equipment. Consider either the romulan engines or perhaps a nice fleet engine that will let you exceed warp 10. You don't need to chase set bonuses. Some are great, but also many are not so great.

    Antiproton is the top damage if you have a super high crit chance. Without that romulan plasma and disruptors and corrosive plasma are excellent. I haven't seem enough of the new bioplasma but on paper they look good. If you use the command cruiser consoles you don't really have room to max your crit and thusmperhaps antiproton is not the best choice for those ships. Perhaps keep the antiproton on some ships but experiment with your command cruisers?

    In general the boost to damage type from the jem set and the ancient set are a trap. It is usually best to avoid them if you actually want to maximize your damage. For example, with the ancient set for antiproton, the warp core lacks amp, and so a good spire core will give more damage than the set bonus (especially with the reduced weapon power drain and increased weapon power recovery). Polarons are not a high damage weapon, they are for power drain. To do that you need flow caps and that means you don't want the jem haddar set.

    The jem haddar set is a great free set with well rounded stats. It is very thematic and it is reliable. But, its not "the best" if your goal is damage.
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited April 2015
    My jem hadar Impulse engine gives me an increase to Weapons energy so i use it in battle. I also have the Borg Engine for long journeys, the Dyson, Nukara, Delta and Counter command engine (did i miss one? ;-) )

    And i don`t think that i need a deep wallet for the Biomolecular. I can get Dilithium by converting my tens of thousands of Omega marks to Dilly and do the Dyson Sphere battlezone., I'd keep my Kinetic cutting beam so that i only have to upgrade 7 weapons from XII to XIII (not investing in XIV at the moment)

    So since energy drain isn`t a real problem anymore with the leech and cruiser command i should forget the Torpedos and rather go for a 2 piece set maybe?



    So Polaron is not good then? Okay. Since Disruptors and plasma ar both green which one would be better? I have to say i personalyl like the Biomolecular Disruptors more and since i have to replace my Obelisk set too (no AP boost needed) i could replace one 360° weapon with another, the Ancient omni-directional gets replaced by the turret.

    Maybe the Ancient set fooled me but which oe would be the best Amp core from the Spire? If i replace omy obelisk set with one i get less DPS so i kept the obelisk seit since my Cruiser commands, leech and skills took care of the Energy drain.

    Or is there a good Core from the Rep. systems?


    Oh btw i forgot to mention: I use the command cruiser consoles to counter the missing weapons energy command. Maybe i won't use them if i get my Iconian console.

    And i have 2 Romulan Embassy Tac Boffs to increase my Crits
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited April 2015
    There are only three engines that increase warp speed, Borg, maco and fleet. You have the Borg so you are set.

    The jem haddar engine gives +5 weapon power, which is nice. The romulan engine gives +26 attack patterns. That means beta reduces armor more, omega gives more damage and turn, delta gives more resistance, etc. Which one is better for you depends on your build and how often you use attack patterns and what you are looking for. I try to use omega a lot because I hate tractor beams and gravity wells and undine snot balls.

    Polaron are not bad. They are not high damage. Polarons drain enemy power, which is a very popular and effective build. But it does require a specific build. Powers like tykens rift, energy siphon, the plasmonic leech console, and polaron guns. If you are not using a drain build then other weapon choices will help you do what you want better.

    Between disruptor and plasma often the best way to decide is how often do you team up? If you rarely team then go for plasma. If you team a lot, disruptor gives a damage boost to your whole team and thus is very handy. Romulan plasma is both disruptor and plasma combined in one, so that's another option. I have used both and enjoyed both. If you want to try the new bio weapons, check out the torpedo since it does plasma not kinetic damage.

    On the cores, the one you want is spire with amp, w->a and the 10% reduced drain 60% faster weapon power recovery. The most popular one is:
    Elite Fleet Plasma-Integrated Warp Core [Eff] [W->A] [ECap] [AMP] [SSS]

    The ancient obelisk set gives a fixed bonus to antiproton damage, but doesn't have amp. Amp gives a big power boost to your systems which can be more than the fixed bonus from the ancient set. Here is a link to one of the top damage players talking about power and why the spire core is important:
    http://www.reddit.com/r/stobuilds/comments/324rq9/power_transfer_rate_how_truly_important/cq7xlu1

    Here is hos post giving the math (for a ship with cannons not beams) on how the spire core helps, and specifically in regard to power transfer:
    http://www.reddit.com/r/stobuilds/comments/31v7if/quick_question_about_warp_cores/cq5l3z8

    The short version is that without a spire core dual heavy cannons shoot great once then drop from 125 power to as low as mid 80s, but only one cannon is firing at full power one time. With the spire core an a little extra power in weapons beyond 125 (you mentioned having the leech), you get multiple shots at full power and never drop as low as the 80s.

    That's the drain resistance. You need both things the power (leech) and the drain resist (core). And that's where the spire is better than the ancient core. If you use antiproton, keep the ancient omni beam and combine it with a crafted omni too.

    Now, the kinetic cutting beam is special. If you have that you absolutely want the console to get the 2-piece bonus. Plus it gives bonus crith and critd. As Vel says on the first post I linked, the cutting beam does half the damage of a normal array, but combined with the console it is a huge boost to every other weapon on the ship. Totally use both, they are great.
  • deianirrahdeianirrah Member Posts: 236 Arc User
    edited April 2015
    I tried myself at a different build:

    http://skillplanner.stoacademy.com/?build=andromedadeia_0

    Yeeees, it is a lame Aux2Bat-variant - but it works. So the DOffs I'd use would be
    2*VR Technicians (B'Tran Cluster)
    1* R Technician (-"-)
    1* Marion Frances Dulmur
    2* Warp Core Engineers

    You'd get to Keep Your already nice weapons, the investment into a new Elite Fleet Warp Core, Reputation Engine and Shields as well as one Lobi console and one Fleet Neutronium [Turn] would be limited, the DOffs probably being the most expensive and hard part to get (though any other except for those three Technicians will do). I did Switch the skills around a bit as well.

    Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
    (at) deianirrah
    Free Gear and where to get it
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited April 2015
    deianirrah wrote: »
    I tried myself at a different build:

    http://skillplanner.stoacademy.com/?build=andromedadeia_0

    Yeeees, it is a lame Aux2Bat-variant - but it works. So the DOffs I'd use would be
    2*VR Technicians (B'Tran Cluster)
    1* R Technician (-"-)
    1* Marion Frances Dulmur
    2* Warp Core Engineers

    You'd get to Keep Your already nice weapons, the investment into a new Elite Fleet Warp Core, Reputation Engine and Shields as well as one Lobi console and one Fleet Neutronium [Turn] would be limited, the DOffs probably being the most expensive and hard part to get (though any other except for those three Technicians will do). I did Switch the skills around a bit as well.

    Just curious, why Engineering team 3? It does give more hull heal over other variants, but wouldn't it benefit you more to swap EPTS1 and ET3? That would give you level 3 version of both your emergency powers.

    Just a thought to consider. Overall, I actually like the Andromeda for A2B builds, it seems the best way to take advantage of all the engineering slots. I normally don't run A2B, but on that ship it seems a viable option.
    Insert witty signature line here.
  • deianirrahdeianirrah Member Posts: 236 Arc User
    edited April 2015
    I usually use ET3 on an Aux2Bat ship for the hull heals, lacking AUX-power for Hazard Emitters. True enough, if You find Yourself able to withstand almost anything (especially as an Engineer), You can easily slot something else. RSP comes to mind in combination with the T6 starship trait - or indeed swapping to ET1 and EPtS3.

    Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
    (at) deianirrah
    Free Gear and where to get it
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited April 2015
    deianirrah wrote: »
    I usually use ET3 on an Aux2Bat ship for the hull heals, lacking AUX-power for Hazard Emitters. True enough, if You find Yourself able to withstand almost anything (especially as an Engineer), You can easily slot something else. RSP comes to mind in combination with the T6 starship trait - or indeed swapping to ET1 and EPtS3.

    Also a sci captain can stretch shield heals a bit farther than an engineer or TAC thanks to their two shield buffing powers (science fleet and scattering field). So a TAC or engineer has a little more reason for engineering team while a sci a little more reason for emergency shields.
  • simeion1simeion1 Member Posts: 898 Arc User
    edited April 2015
    I see you have access to the eclipse and guardian, did you buy them in the delta pack? If so loose the aux to bat build. Fly the phantom until you appear the reprocity trait. Then get three eptx c/d doffs, believe they are diagnostic eng. this will allow you to run one copy of each of epts and eptw. Now invest in a threat gen console just to help trigger the reprocity trait. The more people are maiming at you the more you can trigger the misses. Then I would use some command abilities to help out your team.

    This is a work in progress, room for improvement, build off your build. I would consider running a aux to damp build For resistance and turn rate, but allow that to come in time.

    http://skillplanner.stoacademy.com/?build=suggestion2500_0
    320x240.jpg
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  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited April 2015
    I didn't put more points in Driver Coils because i was told that its only good for sector space. I rarely used any Attack PAtterns before and i use none now. i use Tac Team, BFAW and Bo I-III.

    And yes i have the Guardian, Andomeda, Eclipse, Samsar, Phantom, Command cruisers all with Ship Mastery Tier 5 so i got all the traits.


    So the AMP Bonus only comes if i upgrade the cores To Ultra which could cost a lot.

    One thing that i thought about is. how good is it to increase Base damage? what exactly does it bring. I was told: not much. But if i use the console from Blood of the ancients that available in 2 weeks in combination with the Surface tension console and the Biomolecular turret i will get (combined)+ 40% Disruptor Damage.

    THat sounds good. Is it?

    I already have a Spire Core
    Elite Fleet Plasma-Integrated Warp Core [AMP] [Eff] [S->W] [SSR] [WCap]

    I am not sure why i should use the W ->S Core becaue i don`t have Problems with my shields so i used the S to W core to get a minor boost to my weapons

    So even if i don't have problemy with energy drain and also even if my weapons show less DPS with the AMP Core its still better?. I'll keep my Obelisk for my current build but will get the Spire core for my Disruptor loadout.


    I think i will use 1 Crafted Omni Directional Beam, the Kinetic with the Assimilated module, the Biomolecular turret with the Surface Tension console the Resonating Disr. Beam Bank with the Blood of the Ancients console and 4 Biomolecular Beam banks. And 3-4 Spire consoles
  • jellico1jellico1 Member Posts: 2,719
    edited April 2015
    For the best DPS go with crafted weapons with the modifiers that you need

    Romulan/ CritD

    All others CritH

    or whatever mix you like but a crafted weapon gives you the mods you want
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited May 2015
    Since crafting is too much gambling for me and i can`t find any good Cannons CritDx3 on the Exchange i`ll stay with my Rep. System weapons. Never let me down so far.

    A change to Biomol disruptors seems to be too expensive indeed because i`d have to buy 6 Beams and 5 DHCs for my Escorts and upgrade all of them. The only thing that would make them interesting again now would be if the proc stacs. Does it? Will 1 Dhc bring 2,5 proc chance and 4 DHC 10%?

    If not i would go with the Radiant AP Cannons. At least i´ll have +60 Crit, a chance to survive because of the proc and only 5 DHC to upgrade
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  • neuro1gneuro1g Member Posts: 0 Arc User
    edited May 2015
    I'd try a build like this if you're looking to maximize damage output:

    http://skillplanner.stoacademy.com/?build=andromeda1redeux_0

    I tried to keep what you already had. Cleaned up your skills. You had 6 points in particle generators and aren't using exotic attacks.

    You also had all ground traits listed so I put in 5 space and 4 ground in regular traits and what I think would work for you in the other rep and ship traits.

    As for doffs (in the notes) the 3 Dam Con Eng would be essential for the build but the other three could be to taste.

    The thing with the Elite Plasma core is weapons drain and being able to maintain over 75 power in each subsystem to get the 13.2% damage increase from AMP. With the flowcap plasma generating consoles and Plasmonic Leach this should be no problem.

    Power levels should be set to something like this:

    W 80
    S 55
    E 30
    A 35

    With Plasmonic Leach in full effect power levels in battle should be something similar to:

    W 125
    S 100
    E 80
    A 80

    You certainly don't need to copy this build but hopefully it can give you some ideas. I also don't know much about command powers and you might want to use some in the Lt. Comm slot.

    Cheers
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited May 2015
    neuro1g wrote: »
    I'd try a build like this if you're looking to maximize damage output:

    http://skillplanner.stoacademy.com/?build=andromeda1redeux_0

    I tried to keep what you already had. Cleaned up your skills. You had 6 points in particle generators and aren't using exotic attacks.

    You also had all ground traits listed so I put in 5 space and 4 ground in regular traits and what I think would work for you in the other rep and ship traits.

    As for doffs (in the notes) the 3 Dam Con Eng would be essential for the build but the other three could be to taste.

    The thing with the Elite Plasma core is weapons drain and being able to maintain over 75 power in each subsystem to get the 13.2% damage increase from AMP. With the flowcap plasma generating consoles and Plasmonic Leach this should be no problem.

    Power levels should be set to something like this:

    W 80
    S 55
    E 30
    A 35

    With Plasmonic Leach in full effect power levels in battle should be something similar to:

    W 125
    S 100
    E 80
    A 80

    You certainly don't need to copy this build but hopefully it can give you some ideas. I also don't know much about command powers and you might want to use some in the Lt. Comm slot.

    Cheers


    THanks. I have the points in Part. GEns because with my other Cruisers i am using Grav. Well so while the Gens do not increase thePull, they increase the Damage.


    May i ask why you used the nukara 2-piece and Reman Impulse and not the Counter Command and Jem hadar for more Weapons power each?

    And i should add that in th e meantime i replaced one AP Array with the Iconian Rep. Array, and got 2 Plasma proc sci consoles.
    westmetals wrote: »
    No... each bio-disruptor has a 2.5% chance of procing on each shot. That percentage doesn't increase for having multiples (weapons mods only apply to that weapon, not to the shipwide base)... but you'll see the procs more often because it's calculated on a per-shot basis....

    SO with 4-5 DHCs, in your opinion, would it be worth switching from my APs to Biomol. Disruptors (and the Resonance Disruptor from BoA)and changing 2 consoles to the Surf. Tension and BoA consoles or should i just go with the Radiant AP Dual Cannons from the Rep and buy 4 Radiant DHCs??

    It would surely be much cheaper instead of buying 5 consoles, 5 beams+the Turret + the Resonance, 4 DHC + resonance and upgrading all of them.
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  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited May 2015
    westmetals wrote: »
    It's really hard to say something like that without looking at the entire build, but I'd lean toward keeping the AP, since you can directly influence the "proc rate" of the crit hits. It's entirely possible - without even unusual effort - to get your crit chance into the mid-teens, and I've seen builds for Federation ships that get into the mid-twenties. On a four-weapon volley, that would mathematically give you over a 50% chance of a single crit, rather than the 9% or so proc chance you'd have with the bios.

    There's several methods for stacking crit hit chance - the Romulan embassy tac boffs, the spire crit-hit tac consoles, a couple of traits and a couple of universal consoles.

    I have not looked at the Radiants... don't know exactly why you are so hooked on those rather than the crafted ones, but... the more crit severity you can put (directly) on the APs, the better, so get the ones with the most CrtD mods available (within your budget).

    The idea is to maximize your ship's base crit hit chance, so that you get more crits with ALL of your weapons, and then to maximize the severity bonus on your non-special weapons (by special I mean the ones that are from the rep sets or other reward weapons like the Crystalline Torpedo).

    If you are really pushing for a 'max-damage' build, even if you go with the bios, avoid the Counter-Command tac console; you will do better with a crit-hit spire console in every tac slot. If you're after the set bonus with the turret, you can use the Hydrodynamic console instead - it's a universal, and thus can be put in an eng or sci slot.

    Wow, i was so looking at the 13% extra damage that i overlooked the most important thing: Itsa Tac console not a universal console.

    I have embassy Boffs and Spire Tac consiles so even in a Cruiser my Crit chance is 18% base and more with the rending shots trait

    I am after the Radiants because they already come with CritDx2 CritH mods. Crafting is just too much gambling until i get a CritDx3 mod or even a UR CritDx3 and i don`t want to waste too many resources. If we could select the mods we want it would be fine but so?

    And i couldn`t find proper CritDx3 DHCs on the exchange so there are none available and if there are some they are quite expensive.

    Also Radiant AP gives yu Temporal HP and increases your chance to survive battles
    And its yellow so something different from the normal Red APs
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited May 2015
    Also Radiant AP gives yu Temporal HP and increases your chance to survive battles
    And its yellow so something different from the normal Red APs

    Radiant Antiproton is also an "on-hit" proc, making it much more likely to apply than many of the weapon procs in the game (several other procs are "on-hit" or "on-crit", making them more useful). Using abilities that increase your number of "hits", either by increasing the number of targets being hit or your rate of fire, can improve your changes of getting a few temporary hitpoints. The second of the two is the important bit, since both of the set energy weapons from Iconian Rep will increase their rate of fire the longer you are in combat.

    That said... you'd probably be better mixing conventional and Radiant Antiproton. The conventional Antiproton weapons will pump out more damage (the previously mentioned ability to improve the proc rate) while the Radiant will grant you some added defense (but capped at three stacks). You shouldn't need to go full Radiant in order to get a decent benefit, though at least Radiant also retains a +10% Crit Severity.

    Still... +20% Crit Severity is better for damage output. Just my two cents. :P
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • neuro1gneuro1g Member Posts: 0 Arc User
    edited May 2015
    May i ask why you used the nukara 2-piece and Reman Impulse and not the Counter Command and Jem hadar for more Weapons power each?

    In my experience I've never really needed to boost my weapons power with consoles or other parts of my ship. With 4-5 points in the weapons power skill, boosts from the ship, plasmonic leach, and EPTW3, I'm already overcapping my weapons power well enough IMO. Might as well boost other parts of my ship.

    The nukara deflector and shields are good all around for tankiness and the 2 piece adds 2.5% damage plus a weapons offline clear.

    The Romulan engine gives a boost to the attack patterns skill. Since I put 3 points into that skill and added APB1 and APO1 it should add to the ships overall DPS. I play tac so admittedly this helps me more than it does an engineer.
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