I recently decided to deviate from my norm of Fawboats and carriers, and opted to try building my first Surgical Strikes setup.
The ship I chose is the Fleet Eclipse.
My load out is pretty simple; five protonic Polaron beam arrays (for extra damage on crit), the experimental proton weapon, the advanced thoron Polaron beam array, and the kinetic cutting beam. The set is Jem Hadar XIV with an elite plasma integrated core.
Consoles are 3x damage res, the plasmonic leech, the proton particle stabilizer (for 2 piece with proton weapon), the assimilated module (for 2 piece with cutting beam), the bio gel pack (for cool down reduction and 2 piece with thoron beam), and four spire vulnerability locators. All consoles and weapons are upgraded to XIV very rare or better.
BoFF layout is nothing special; as far as offensive skills go, it has Surgical Strikes 3, DEM2, Emergency Power to Weapons 1, Attack Pattern Omega One, Kemosite Laced Weaponry 2, Tactical Team 1. Two copies of Aux 2 Batt (with 3 purple technicians), and then some heals.
Traits are Battle Ready, Supremacy, and then two I can't remember off the top of my head.
What tweaks and improves can I make, off the top, for Surgical Strikes to hit harder? On paper this is one of my strongest geared toons, but it's lagging far behind my fawboats and Cannon boats.
Vulnerability Locators ---> Vulnerability Exploiter
And Im too lazy (and late, gosh I hate the night shift) to say that u should totally drop the Auxto bat thing and get OSS.
To maximize surg strikes you want to kit out for crits. Locators, assimilated, tachyokinetic, bionueral infusion circuits, and zero point. To stretch even further i recommend nukara shield and deflector for the two piece dmg bonus, and rommie engines for attack pattern bonus with the elite fleet plasma int core eff amp w>s wcap. The core can be negotiable but make sure it has the amp mod. OSS is also a must. i use this on my qib with a full compliment of crtdx3 nanite disruptor arrays, the kcb, and one dis omni array(well kdf in fed fleetyards but the build works for fed as well) and its quite amazing.
To maximize surg strikes you want to kit out for crits. Locators, assimilated, tachyokinetic, bionueral infusion circuits, and zero point. To stretch even further i recommend nukara shield and deflector for the two piece dmg bonus, and rommie engines for attack pattern bonus with the elite fleet plasma int core eff amp w>s wcap. The core can be negotiable but make sure it has the amp mod. OSS is also a must. i use this on my qib with a full compliment of crtdx3 nanite disruptor arrays, the kcb, and one dis omni array(well kdf in fed fleetyards but the build works for fed as well) and its quite amazing.
Oh also even tho theyre not as good as they used to be, embassy - th +pl flow cap sci co soles for the extra plasma proc.
Since the nerf it's become pretty worthless to be honest. Better off going for FAW3 and sticking on a embassy console for plasma doping.
There's very little to no benefit in using it.
It's still one of the most powerful abilities in the game.
I ended up using some ideas I got from thissler and went with an 'all Intel' build on my Phantom and man does it hit hard. The thing to remember is that Surgical Strikes shares a cool down with other beam/torpedo skills like Fire At Will, Overload, Scatter Volley, etc. The mistake many people made (myself included) was stacking these abilities with SS thinking it would augment the ability in the way that Override Subsystem Safeties does.
On the Phantom or the Eclipse, you use your tactical bridge officer station for nothing but Tac Teams and Attack Patterns, nothing else.
Use your Intel BoFF station to stack intel abiliites that you will use instead of beam skills. If you don't have reciprocity, try to slot a couple copies of SS and at least one Override Subsystem Safeties.
Since SS pushes your Crit Chance through the roof, you'll get better use of Exploiters over Locators. In my case, I already had Locators so I just used them with CritDx3 Beams, I can tell you it still works just fine with Locators. It might hit a little harder with exploiters, but I'm not buying 5 new Fleet Consoles and upgrading them to Mk XIV.
It's a single target build, you take people out 1 at a time, but you take them out FAST. It's a very viable and highly effective build and provides a pretty nice alternative for people who are tired of just doing FAW until they win. I haven't parsed my Phantom in ISA, the chances are that since it's not FAW the parse will be lower but I can tell you that I have seen few ships in STO that can take out a Borg Cube, Iconian Dreadnaught, etc faster then I can. I use Intelligence as my primary specialization, spec into the flanking abilities, sit on their tail and just rack up ridiculous crits.
Surgical Strikes is an awesome ability, SS and OSS still make Intel the king of all the specializations. Only the Phantom and the Eclipse can really take full advantage though.
Surgical Strikes also reduces the fire rate of your weapons. If you are flying a 4/4 beam boat it is not a big deal just cover all arcs and eat a sandwich while you play.
If you are phantom flying (or the KDF/ROM version) you need to figure out the timing because you are probably flying really fast, so get your turn rate up and see if you can fire a volley, turn and then hit it with another volley. It only lasts 10 seconds so you can get at least two full volleys on the same shield side of a mob, maybe three but you need a really high turn rate.
You can just sit and park, but that takes your defense down which takes your phantom trait down. You want to max defense and put on evade target lock so those intel abilities come back up as soon as they can...then fire off more SS volleys.
It takes a while and you have to practice but once you get it down it is a lot of fun.
Surgical Strikes also reduces the fire rate of your weapons. If you are flying a 4/4 beam boat it is not a big deal just cover all arcs and eat a sandwich while you play.
If you are phantom flying (or the KDF/ROM version) you need to figure out the timing because you are probably flying really fast, so get your turn rate up and see if you can fire a volley, turn and then hit it with another volley. It only lasts 10 seconds so you can get at least two full volleys on the same shield side of a mob, maybe three but you need a really high turn rate.
You can just sit and park, but that takes your defense down which takes your phantom trait down. You want to max defense and put on evade target lock so those intel abilities come back up as soon as they can...then fire off more SS volleys.
It takes a while and you have to practice but once you get it down it is a lot of fun.
Personally, I just don't think the Phantom works with Cannons at all. It's most attractive feature is it's star ship trait which really requires you to stay at full impulse to take full advantage of. It just doesn't seem to synergize with Cannons very well.
Maybe it was just me, but when I converted my Phantom from Cannons to Beams it really seemed to unlock the ships true power. Cannons just can't compete in this game anymore.
But yes, it's most likely that with the gobs of crit hit that SS adds, you'll want to stack Exploiters not Locators. You'd need to do the math though.
I actually have run the math, it now favors locators in most cases - and it was never significantly in favor of exploiters anyway - we're looking at a ~2% difference between full sets in about any SS-based scenario.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
It's still one of the most powerful abilities in the game.
I ended up using some ideas I got from thissler and went with an 'all Intel' build on my Phantom and man does it hit hard. The thing to remember is that Surgical Strikes shares a cool down with other beam/torpedo skills like Fire At Will, Overload, Scatter Volley, etc. The mistake many people made (myself included) was stacking these abilities with SS thinking it would augment the ability in the way that Override Subsystem Safeties does.
On the Phantom or the Eclipse, you use your tactical bridge officer station for nothing but Tac Teams and Attack Patterns, nothing else.
Use your Intel BoFF station to stack intel abiliites that you will use instead of beam skills. If you don't have reciprocity, try to slot a couple copies of SS and at least one Override Subsystem Safeties.
Since SS pushes your Crit Chance through the roof, you'll get better use of Exploiters over Locators. In my case, I already had Locators so I just used them with CritDx3 Beams, I can tell you it still works just fine with Locators. It might hit a little harder with exploiters, but I'm not buying 5 new Fleet Consoles and upgrading them to Mk XIV.
It's a single target build, you take people out 1 at a time, but you take them out FAST. It's a very viable and highly effective build and provides a pretty nice alternative for people who are tired of just doing FAW until they win. I haven't parsed my Phantom in ISA, the chances are that since it's not FAW the parse will be lower but I can tell you that I have seen few ships in STO that can take out a Borg Cube, Iconian Dreadnaught, etc faster then I can. I use Intelligence as my primary specialization, spec into the flanking abilities, sit on their tail and just rack up ridiculous crits.
Surgical Strikes is an awesome ability, SS and OSS still make Intel the king of all the specializations. Only the Phantom and the Eclipse can really take full advantage though.
I have two characters that have a Phantom. My main flies this version. I already had all the Tetryon Weapons and Locators which is why it isn't a Phaser build. Being that it's not Phaser, I opted to leave out the Phaser Lance. It's a fleet ship which isn't available on the Skill Planner yet. I moved the Plasmonic Leech to the extra Science Spot and added a Fleet Neutronium Alloy for a little more toughness.
My Delta Recruit is working on this build which uses Phasers. He doesn't have access to Bio-Neural Infusion Circuits (it's a Lobi Console) so the extra Science slot will likely be used for an additional field generator. I'll likely get him Infusion Circuits later and then the consoles will be the same as the first example with the Phaser Lance replacing the Alloy.
My 'Main' doesn't fly that ship normally, he flies the ship in my Signature. I liked the build so much though, I patterned my Delta Recruit after it and he's working on the 'Phaser version.' It's a very high damage, single target build.
Both these ships are single target builds (notice no FAW.) It can be adapted to Multi Target by dropping Surgical Strikes in favor of Attack Pattern Omega 3. You would then change Attack Pattern Omega 1 in the Lt. Commander slot to Beam Fire at Will 3.
I used to run it with Dual Beam Banks in the front, and while it's effective, the damage is much higher with single beams because I don't have to worry about firing arc. I can just 'floor it,' and keep my defense as high as possible. A lot of people don't like 'beamscort' builds, but I really like it.
I have two characters that have a Phantom. My main flies this version. I already had all the Tetryon Weapons and Locators which is why it isn't a Phaser build. Being that it's not Phaser, I opted to leave out the Phaser Lance. It's a fleet ship which isn't available on the Skill Planner yet. I moved the Plasmonic Leech to the extra Science Spot and added a Fleet Neutronium Alloy for a little more toughness.
My Delta Recruit is working on this build which uses Phasers. He doesn't have access to Bio-Neural Infusion Circuits (it's a Lobi Console) so the extra Science slot will likely be used for an additional field generator. I'll likely get him Infusion Circuits later and then the consoles will be the same as the first example with the Phaser Lance replacing the Alloy.
My 'Main' doesn't fly that ship normally, he flies the ship in my Signature. I liked the build so much though, I patterned my Delta Recruit after it and he's working on the 'Phaser version.' It's a very high damage, single target build.
Both these ships are single target builds (notice no FAW.) It can be adapted to Multi Target by dropping Surgical Strikes in favor of Attack Pattern Omega 3. You would then change Attack Pattern Omega 1 in the Lt. Commander slot to Beam Fire at Will 3.
I used to run it with Dual Beam Banks in the front, and while it's effective, the damage is much higher with single beams because I don't have to worry about firing arc. I can just 'floor it,' and keep my defense as high as possible. A lot of people don't like 'beamscort' builds, but I really like it.
Hmm interesting build!
Especially with the Polarize hull & the aux bat, I'm using a second TT1 for the uni ensign slot.
I'm using a fluidic AP DHC with [Acc] [Crtd] [CrtH] mod on my phantom.
When I use my SS3 with OSS3 and Directed Energy Modulation I can crit till ~19k.
But i'm still looking how to slot my Devices/Eng/Sci Consoles and the correct BOFF to go with.
It's still one of the most powerful abilities in the game.
I ended up using some ideas I got from thissler and went with an 'all Intel' build on my Phantom and man does it hit hard. The thing to remember is that Surgical Strikes shares a cool down with other beam/torpedo skills like Fire At Will, Overload, Scatter Volley, etc. The mistake many people made (myself included) was stacking these abilities with SS thinking it would augment the ability in the way that Override Subsystem Safeties does.
On the Phantom or the Eclipse, you use your tactical bridge officer station for nothing but Tac Teams and Attack Patterns, nothing else.
Use your Intel BoFF station to stack intel abiliites that you will use instead of beam skills. If you don't have reciprocity, try to slot a couple copies of SS and at least one Override Subsystem Safeties.
Since SS pushes your Crit Chance through the roof, you'll get better use of Exploiters over Locators. In my case, I already had Locators so I just used them with CritDx3 Beams, I can tell you it still works just fine with Locators. It might hit a little harder with exploiters, but I'm not buying 5 new Fleet Consoles and upgrading them to Mk XIV.
It's a single target build, you take people out 1 at a time, but you take them out FAST. It's a very viable and highly effective build and provides a pretty nice alternative for people who are tired of just doing FAW until they win. I haven't parsed my Phantom in ISA, the chances are that since it's not FAW the parse will be lower but I can tell you that I have seen few ships in STO that can take out a Borg Cube, Iconian Dreadnaught, etc faster then I can. I use Intelligence as my primary specialization, spec into the flanking abilities, sit on their tail and just rack up ridiculous crits.
Surgical Strikes is an awesome ability, SS and OSS still make Intel the king of all the specializations. Only the Phantom and the Eclipse can really take full advantage though.
I built my Phantom this way using Bio-Phasers; 4 DBB up front, KBB omni Phaser and one last beam in rear. SS III and I and OSS II and I. Ship is nasty.
FA Janin Delwynn - Fed Tac Officer
FA Dion - Romulan Engineer Officer
FA Zophie Delwynn - Fed Science Officer
Hmm interesting build!
Especially with the Polarize hull & the aux bat, I'm using a second TT1 for the uni ensign slot.
I'm using a fluidic AP DHC with [Acc] [Crtd] [CrtH] mod on my phantom.
When I use my SS3 with OSS3 and Directed Energy Modulation I can crit till ~19k.
But i'm still looking how to slot my Devices/Eng/Sci Consoles and the correct BOFF to go with.
Polarize hull has been a 'go to' ability for me. I honestly don't think I could run this ship without it. On top of giving me a 'get out of jail free' card for when my hull is taking damage, it's great for getting out of tractor beams. I always keep the ship moving, I never ever stop.. it's full speed all the time to keep defense up and keep reciprocity ticking. Polarize Hull is great for that.
I used to run a DoFF to reduce cool down on Evasive Maneuvers to handle movement disables, but using PH let me change that DoFF to reduce CD on Engineering team. I like to have ET up as much as possible to counter O.S.S. effect, in case I need a hull heal, or my engines are taken offline.
I actually swapped the Aux Battery for Shield Battery. I only use it if O.S.S. takes down my shield and ET is on cooldown. With the leech, I never need batteries for power.
I built my Phantom this way using Bio-Phasers; 4 DBB up front, KBB omni Phaser and one last beam in rear. SS III and I and OSS II and I. Ship is nasty.
Very nice. I used to use DBB.. damage was impressive to say the least, I just liked the way single beams let me keep moving. Either way, the Phantom is a DPS beast.
Polarize hull has been a 'go to' ability for me. I honestly don't think I could run this ship without it. On top of giving me a 'get out of jail free' card for when my hull is taking damage, it's great for getting out of tractor beams. I always keep the ship moving, I never ever stop.. it's full speed all the time to keep defense up and keep reciprocity ticking. Polarize Hull is great for that.
I used to run a DoFF to reduce cool down on Evasive Maneuvers to handle movement disables, but using PH let me change that DoFF to reduce CD on Engineering team. I like to have ET up as much as possible to counter O.S.S. effect, in case I need a hull heal, or my engines are taken offline.
I actually swapped the Aux Battery for Shield Battery. I only use it if O.S.S. takes down my shield and ET is on cooldown. With the leech, I never need batteries for power.
Very nice. I used to use DBB.. damage was impressive to say the least, I just liked the way single beams let me keep moving. Either way, the Phantom is a DPS beast.
One thing to note is the TS2 is to help proc All hands on deck trait.
I like the CD reduction on evasive, that helps me out so much. I suppose i could get PH in there but this build has been working for me.
Also I keep swapping out the lance and the iconion console depending on the situation. I just am not sure if it truly is giving the correct damage buff.
I play this ship the same way as yours, constantly moving, i think i got my defense to hit 260 not sure if that was highest i can go but hard to check and fly at the same time.
One thing to note is the TS2 is to help proc All hands on deck trait.
I like the CD reduction on evasive, that helps me out so much. I suppose i could get PH in there but this build has been working for me.
Also I keep swapping out the lance and the iconion console depending on the situation. I just am not sure if it truly is giving the correct damage buff.
I play this ship the same way as yours, constantly moving, i think i got my defense to hit 260 not sure if that was highest i can go but hard to check and fly at the same time.
Very nice build, looks like it would perform quite well. Obviously has a few differences to mine, but I always find that a good thing.. people should tune their builds to their taste and fly what works for them.
I have actually been flying my Phaser Phantom quite a bit since the Fleet Version came out and I'm continually impressed with it's performance. I struggled at first in this ship because it was a style very different then what I was used to, but now that I know how to fly it it's quite deadly and surprisingly durable.
I saved the loadout I linked as my 'Single Target' and I have a second load out where I change SS for AP Omega III and I change the AP Omega I to BFAW III. I save that one as my 'Multi Target' and the ship has the capability to do anything I need. If I want to spam FAW or if I want to systematically eliminate targets one by one, the ship can do it all. :cool:
Very nice build, looks like it would perform quite well. Obviously has a few differences to mine, but I always find that a good thing.. people should tune their builds to their taste and fly what works for them.
I have actually been flying my Phaser Phantom quite a bit since the Fleet Version came out and I'm continually impressed with it's performance. I struggled at first in this ship because it was a style very different then what I was used to, but now that I know how to fly it it's quite deadly and surprisingly durable.
I saved the loadout I linked as my 'Single Target' and I have a second load out where I change SS for AP Omega III and I change the AP Omega I to BFAW III. I save that one as my 'Multi Target' and the ship has the capability to do anything I need. If I want to spam FAW or if I want to systematically eliminate targets one by one, the ship can do it all. :cool:
i saved up my spec points so as soon as the expanded pilot tree launched i was able to fill it and that made that ship so much more durable. I am still fine tuning a few details such as messing with some of the new lock box abilities if they are worth using or not.
Over all i prefer a strong single target build than a hit everything built. I never was a fan of FAW everything. Although if you set your targeting to shoot at anything even if your not selecting them, when flying around a high speed your attacks will jump from target to target(whichever is closest i think) until i actively select one then I can focus fire and kill it. (my own version of FAW)
I have changed my Ensign Universal to Sci with PH1 because what you said made very good sense.
I have let most of the consoles empty because it is junk (uncommon/MKXII) atm, i'm saving up to get the tac consoles first and then the rest.
Any tips on how i can slot my eng/sci consoles from the exchange is welcome.
I have changed my Ensign Universal to Sci with PH1 because what you said made very good sense.
I have let most of the consoles empty because it is junk (uncommon/MKXII) atm, i'm saving up to get the tac consoles first and then the rest.
Any tips on how i can slot my eng/sci consoles from the exchange is welcome.
As far as consoles on the exchange, Neutronium Alloy consoles are good for your engineering, they increase your toughness and let you hang in fights a bit longer. Your fleet Dilithium Mine has the best Alloy Consoles which you can upgrade to later once you get all your locator consoles.
In that same spirit, I usually use Field Generators in my Science slots because they increase shield capacity.
Out of curiosity, I notice you don't have any Emergency Power to Weapons or Shields. Being that you're not using a leech or anything to boost power, how do you manage your power settings?
Out of curiosity, I notice you don't have any Emergency Power to Weapons or Shields. Being that you're not using a leech or anything to boost power, how do you manage your power settings?
Thank you for the tips!
This sounds maybe strange or odd but I use max power to weapons and the lack of my shield power I counter with my shield/aux battery.
This works surprisingly ''good'' but I'm considering to switch me RSP1 to EPW2 or EPS2.
The aux spike from my battery is used for my Directed Energy Modulation 2 to boost the damage.
I'm also considering to change the Evade Target Lock 1 to IT1.
This sounds maybe strange or odd but I use max power to weapons and the lack of my shield power I counter with my shield/aux battery.
This works surprisingly ''good'' but I'm considering to switch me RSP1 to EPW2 or EPS2.
The aux spike from my battery is used for my Directed Energy Modulation 2 to boost the damage.
I'm also considering to change the Evade Target Lock 1 to IT1.
I used to use Evade Target Lock, I changed it to IT1 and it's much better. Frankly, I don't think Evade Target lock even works, it seems to do nothing. Swapping it for IT was night and day, especially in large fights or STFs. Use it when you're taking fire and it massively drops your threat and gets enemies to shoot at someone else.
Just for fun, try swapping your RSP for EPTS 2 and try EPTW3 instead of your DEM. With O.S.S. and S.S. you really don't need the DEM, you would get far more by using Power to Weapons. The reason is because you'll be able to take advantage of O.S.S. biggest strength which is pushing Weapon Power above 125. EPTW3 + O.S.S. = huge damage numbers.
You can pick up some cheap Damage Control Engineers, use Green ones to start. Pick up 3 of the ones that reduce time to recharge Emergency Power abilities and you'll have your EPTS and EPTW constantly pushing your power levels up. The Shield Power will help you survive and EPTW pushing your Weapons to 125+ will help you take out targets faster.
Just some ideas to try if you feel like it. 3 Green DCE's should be cheap, you might even already have them just from DoFF mission rewards. Give it a try and see if you like it. :cool:
Spot on, this is more or less my build too. ISA is about 20K down from 40+ but it's for PvP so who cares?
Nice, I was wondering how it would parse, but never actually tried it myself. I know DPS numbers get inflated a lot by mass hitting things with FAW. 20k for a single target build is actually quite impressive.. nicely done.
I used to use Evade Target Lock, I changed it to IT1 and it's much better. Frankly, I don't think Evade Target lock even works, it seems to do nothing. Swapping it for IT was night and day, especially in large fights or STFs. Use it when you're taking fire and it massively drops your threat and gets enemies to shoot at someone else.
Just for fun, try swapping your RSP for EPTS 2 and try EPTW3 instead of your DEM. With O.S.S. and S.S. you really don't need the DEM, you would get far more by using Power to Weapons. The reason is because you'll be able to take advantage of O.S.S. biggest strength which is pushing Weapon Power above 125. EPTW3 + O.S.S. = huge damage numbers.
You can pick up some cheap Damage Control Engineers, use Green ones to start. Pick up 3 of the ones that reduce time to recharge Emergency Power abilities and you'll have your EPTS and EPTW constantly pushing your power levels up. The Shield Power will help you survive and EPTW pushing your Weapons to 125+ will help you take out targets faster.
Just some ideas to try if you feel like it. 3 Green DCE's should be cheap, you might even already have them just from DoFF mission rewards. Give it a try and see if you like it. :cool:
Again Thank you for the tips sir!
I will try it out this evening!
I used to use Evade Target Lock, I changed it to IT1 and it's much better. Frankly, I don't think Evade Target lock even works, it seems to do nothing. Swapping it for IT was night and day, especially in large fights or STFs. Use it when you're taking fire and it massively drops your threat and gets enemies to shoot at someone else.
Just for fun, try swapping your RSP for EPTS 2 and try EPTW3 instead of your DEM. With O.S.S. and S.S. you really don't need the DEM, you would get far more by using Power to Weapons. The reason is because you'll be able to take advantage of O.S.S. biggest strength which is pushing Weapon Power above 125. EPTW3 + O.S.S. = huge damage numbers.
You can pick up some cheap Damage Control Engineers, use Green ones to start. Pick up 3 of the ones that reduce time to recharge Emergency Power abilities and you'll have your EPTS and EPTW constantly pushing your power levels up. The Shield Power will help you survive and EPTW pushing your Weapons to 125+ will help you take out targets faster.
Just some ideas to try if you feel like it. 3 Green DCE's should be cheap, you might even already have them just from DoFF mission rewards. Give it a try and see if you like it. :cool:
Nice, I was wondering how it would parse, but never actually tried it myself. I know DPS numbers get inflated a lot by mass hitting things with FAW. 20k for a single target build is actually quite impressive.. nicely done.
Intel team is NOT recommended for phantom. Dropping threat counters reprocity, cause if no one is shooting at you it wont proc and your cooldowns wont be reduced. Not to say you need a +threat console but you don't want to lose threat. i use evade target lock its seems to make a difference to me.
Intel team is NOT recommended for phantom. Dropping threat counters reprocity, cause if no one is shooting at you it wont proc and your cooldowns wont be reduced. Not to say you need a +threat console but you don't want to lose threat. i use evade target lock its seems to make a difference to me.
Intel team is fine as long as it's used intelligently.
It's not something you want to spam, but it's a great ability to help get you out of trouble and when you need to divert attention away from you. Even if it costs you a tick of Reciprocity, it's better then being dead. :cool:
I find it very useful myself, I ran Evade Target Lock for a couple months and I honestly don't believe it does anything at all.
Again though, these builds are all subject to play style. By no means do I think that my way is the 'best way,' it's just what works for me. You certainly make a valid point and swapping out Intel Team is a viable option.
Intel team is fine as long as it's used intelligently.
It's not something you want to spam, but it's a great ability to help get you out of trouble and when you need to divert attention away from you. Even if it costs you a tick of Reciprocity, it's better then being dead. :cool:
I find it very useful myself, I ran Evade Target Lock for a couple months and I honestly don't believe it does anything at all.
Again though, these builds are all subject to play style. By no means do I think that my way is the 'best way,' it's just what works for me. You certainly make a valid point and swapping out Intel Team is a viable option.
Certainly there are other options that can work, which is why i said "not recommended". Also for myself i have quite a few escape mechanics like rock and roll and evasive, dropping threat with intel team isn't needed. at least most of the time. it does have its use like in Azure nebula rescue as a quick way to have the ships ignore you as you rescue helps out a lot.
I'll be honest, I still don't see the appeal of using OSS instead of A2B. Consider:
OSS
+ Can push weapon power above 125
+ Does not require aux power to boost effect
- Takes random subsystem offline (can be eliminated with ET)
- No doff synergies
- Power boost decays over duration
A2B
+ Power boost constant over duration
+ Technician doffs reduce cooldown for all other BO abilities
+ Does not require another ability (ET etc) to recover from its effect
- Drains aux power and depends on it for effect scaling
- Making the most of it requires VR tech doffs and ability spam
Am I missing some detail that makes OSS a superior choice? I can see using it if you lack (or don't want to use) the doffs to use A2B to full effect, or if you're just sick of spamming A2B. But for me there is nothing OSS offers that can make up for A2B's ability to have nearly everything on global CD.
Fleet Admiral L'Yern - Screenshot and doffing addict
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
I'll be honest, I still don't see the appeal of using OSS instead of A2B. Consider:
OSS
+ Can push weapon power above 125
+ Does not require aux power to boost effect
- Takes random subsystem offline (can be eliminated with ET)
- No doff synergies
- Power boost decays over duration
A2B
+ Power boost constant over duration
+ Technician doffs reduce cooldown for all other BO abilities
+ Does not require another ability (ET etc) to recover from its effect
- Drains aux power and depends on it for effect scaling
- Making the most of it requires VR tech doffs and ability spam
Am I missing some detail that makes OSS a superior choice? I can see using it if you lack (or don't want to use) the doffs to use A2B to full effect, or if you're just sick of spamming A2B. But for me there is nothing OSS offers that can make up for A2B's ability to have nearly everything on global CD.
To utilize A2B you need to use 3 doff officers is quite a bit of sacrifice in the active roster that can be used on other things. Also with A2B you lose the damage bonus from Nukara space trait and AMP core trait because you lose the auxiliary power. Also OSS can work for any build, i love it using it on my exotic damage build pushing my aux power. I like the reduce Cd abilities from A2B but with ship traits the sacrifce is to much when there are some better options like reprocity and all hands on deck.
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And Im too lazy (and late, gosh I hate the night shift) to say that u should totally drop the Auxto bat thing and get OSS.
Oh also even tho theyre not as good as they used to be, embassy - th +pl flow cap sci co soles for the extra plasma proc.
There's very little to no benefit in using it.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
But yes, it's most likely that with the gobs of crit hit that SS adds, you'll want to stack Exploiters not Locators. You'd need to do the math though.
It's still one of the most powerful abilities in the game.
I ended up using some ideas I got from thissler and went with an 'all Intel' build on my Phantom and man does it hit hard. The thing to remember is that Surgical Strikes shares a cool down with other beam/torpedo skills like Fire At Will, Overload, Scatter Volley, etc. The mistake many people made (myself included) was stacking these abilities with SS thinking it would augment the ability in the way that Override Subsystem Safeties does.
On the Phantom or the Eclipse, you use your tactical bridge officer station for nothing but Tac Teams and Attack Patterns, nothing else.
Use your Intel BoFF station to stack intel abiliites that you will use instead of beam skills. If you don't have reciprocity, try to slot a couple copies of SS and at least one Override Subsystem Safeties.
Since SS pushes your Crit Chance through the roof, you'll get better use of Exploiters over Locators. In my case, I already had Locators so I just used them with CritDx3 Beams, I can tell you it still works just fine with Locators. It might hit a little harder with exploiters, but I'm not buying 5 new Fleet Consoles and upgrading them to Mk XIV.
It's a single target build, you take people out 1 at a time, but you take them out FAST. It's a very viable and highly effective build and provides a pretty nice alternative for people who are tired of just doing FAW until they win. I haven't parsed my Phantom in ISA, the chances are that since it's not FAW the parse will be lower but I can tell you that I have seen few ships in STO that can take out a Borg Cube, Iconian Dreadnaught, etc faster then I can. I use Intelligence as my primary specialization, spec into the flanking abilities, sit on their tail and just rack up ridiculous crits.
Surgical Strikes is an awesome ability, SS and OSS still make Intel the king of all the specializations. Only the Phantom and the Eclipse can really take full advantage though.
If you are phantom flying (or the KDF/ROM version) you need to figure out the timing because you are probably flying really fast, so get your turn rate up and see if you can fire a volley, turn and then hit it with another volley. It only lasts 10 seconds so you can get at least two full volleys on the same shield side of a mob, maybe three but you need a really high turn rate.
You can just sit and park, but that takes your defense down which takes your phantom trait down. You want to max defense and put on evade target lock so those intel abilities come back up as soon as they can...then fire off more SS volleys.
It takes a while and you have to practice but once you get it down it is a lot of fun.
Personally, I just don't think the Phantom works with Cannons at all. It's most attractive feature is it's star ship trait which really requires you to stay at full impulse to take full advantage of. It just doesn't seem to synergize with Cannons very well.
Maybe it was just me, but when I converted my Phantom from Cannons to Beams it really seemed to unlock the ships true power. Cannons just can't compete in this game anymore.
I actually have run the math, it now favors locators in most cases - and it was never significantly in favor of exploiters anyway - we're looking at a ~2% difference between full sets in about any SS-based scenario.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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Seaofsorrows,
How does your phantom build looks like?
I have two characters that have a Phantom. My main flies this version. I already had all the Tetryon Weapons and Locators which is why it isn't a Phaser build. Being that it's not Phaser, I opted to leave out the Phaser Lance. It's a fleet ship which isn't available on the Skill Planner yet. I moved the Plasmonic Leech to the extra Science Spot and added a Fleet Neutronium Alloy for a little more toughness.
My Delta Recruit is working on this build which uses Phasers. He doesn't have access to Bio-Neural Infusion Circuits (it's a Lobi Console) so the extra Science slot will likely be used for an additional field generator. I'll likely get him Infusion Circuits later and then the consoles will be the same as the first example with the Phaser Lance replacing the Alloy.
My 'Main' doesn't fly that ship normally, he flies the ship in my Signature. I liked the build so much though, I patterned my Delta Recruit after it and he's working on the 'Phaser version.' It's a very high damage, single target build.
Both these ships are single target builds (notice no FAW.) It can be adapted to Multi Target by dropping Surgical Strikes in favor of Attack Pattern Omega 3. You would then change Attack Pattern Omega 1 in the Lt. Commander slot to Beam Fire at Will 3.
I used to run it with Dual Beam Banks in the front, and while it's effective, the damage is much higher with single beams because I don't have to worry about firing arc. I can just 'floor it,' and keep my defense as high as possible. A lot of people don't like 'beamscort' builds, but I really like it.
Hmm interesting build!
Especially with the Polarize hull & the aux bat, I'm using a second TT1 for the uni ensign slot.
I'm using a fluidic AP DHC with [Acc] [Crtd] [CrtH] mod on my phantom.
When I use my SS3 with OSS3 and Directed Energy Modulation I can crit till ~19k.
But i'm still looking how to slot my Devices/Eng/Sci Consoles and the correct BOFF to go with.
I built my Phantom this way using Bio-Phasers; 4 DBB up front, KBB omni Phaser and one last beam in rear. SS III and I and OSS II and I. Ship is nasty.
FA Dion - Romulan Engineer Officer
FA Zophie Delwynn - Fed Science Officer
Polarize hull has been a 'go to' ability for me. I honestly don't think I could run this ship without it. On top of giving me a 'get out of jail free' card for when my hull is taking damage, it's great for getting out of tractor beams. I always keep the ship moving, I never ever stop.. it's full speed all the time to keep defense up and keep reciprocity ticking. Polarize Hull is great for that.
I used to run a DoFF to reduce cool down on Evasive Maneuvers to handle movement disables, but using PH let me change that DoFF to reduce CD on Engineering team. I like to have ET up as much as possible to counter O.S.S. effect, in case I need a hull heal, or my engines are taken offline.
I actually swapped the Aux Battery for Shield Battery. I only use it if O.S.S. takes down my shield and ET is on cooldown. With the leech, I never need batteries for power.
Very nice. I used to use DBB.. damage was impressive to say the least, I just liked the way single beams let me keep moving. Either way, the Phantom is a DPS beast.
Here is my build as much as i can remember without being in front of it.
http://skillplanner.stoacademy.com/?build=anteusphantom_0
One thing to note is the TS2 is to help proc All hands on deck trait.
I like the CD reduction on evasive, that helps me out so much. I suppose i could get PH in there but this build has been working for me.
Also I keep swapping out the lance and the iconion console depending on the situation. I just am not sure if it truly is giving the correct damage buff.
I play this ship the same way as yours, constantly moving, i think i got my defense to hit 260 not sure if that was highest i can go but hard to check and fly at the same time.
Very nice build, looks like it would perform quite well. Obviously has a few differences to mine, but I always find that a good thing.. people should tune their builds to their taste and fly what works for them.
I have actually been flying my Phaser Phantom quite a bit since the Fleet Version came out and I'm continually impressed with it's performance. I struggled at first in this ship because it was a style very different then what I was used to, but now that I know how to fly it it's quite deadly and surprisingly durable.
I saved the loadout I linked as my 'Single Target' and I have a second load out where I change SS for AP Omega III and I change the AP Omega I to BFAW III. I save that one as my 'Multi Target' and the ship has the capability to do anything I need. If I want to spam FAW or if I want to systematically eliminate targets one by one, the ship can do it all. :cool:
i saved up my spec points so as soon as the expanded pilot tree launched i was able to fill it and that made that ship so much more durable. I am still fine tuning a few details such as messing with some of the new lock box abilities if they are worth using or not.
Over all i prefer a strong single target build than a hit everything built. I never was a fan of FAW everything. Although if you set your targeting to shoot at anything even if your not selecting them, when flying around a high speed your attacks will jump from target to target(whichever is closest i think) until i actively select one then I can focus fire and kill it. (my own version of FAW)
http://skillplanner.stoacademy.com/?build=phantomapbuild_9933
I have changed my Ensign Universal to Sci with PH1 because what you said made very good sense.
I have let most of the consoles empty because it is junk (uncommon/MKXII) atm, i'm saving up to get the tac consoles first and then the rest.
Any tips on how i can slot my eng/sci consoles from the exchange is welcome.
As far as consoles on the exchange, Neutronium Alloy consoles are good for your engineering, they increase your toughness and let you hang in fights a bit longer. Your fleet Dilithium Mine has the best Alloy Consoles which you can upgrade to later once you get all your locator consoles.
In that same spirit, I usually use Field Generators in my Science slots because they increase shield capacity.
Out of curiosity, I notice you don't have any Emergency Power to Weapons or Shields. Being that you're not using a leech or anything to boost power, how do you manage your power settings?
Thank you for the tips!
This sounds maybe strange or odd but I use max power to weapons and the lack of my shield power I counter with my shield/aux battery.
This works surprisingly ''good'' but I'm considering to switch me RSP1 to EPW2 or EPS2.
The aux spike from my battery is used for my Directed Energy Modulation 2 to boost the damage.
I'm also considering to change the Evade Target Lock 1 to IT1.
I used to use Evade Target Lock, I changed it to IT1 and it's much better. Frankly, I don't think Evade Target lock even works, it seems to do nothing. Swapping it for IT was night and day, especially in large fights or STFs. Use it when you're taking fire and it massively drops your threat and gets enemies to shoot at someone else.
Just for fun, try swapping your RSP for EPTS 2 and try EPTW3 instead of your DEM. With O.S.S. and S.S. you really don't need the DEM, you would get far more by using Power to Weapons. The reason is because you'll be able to take advantage of O.S.S. biggest strength which is pushing Weapon Power above 125. EPTW3 + O.S.S. = huge damage numbers.
You can pick up some cheap Damage Control Engineers, use Green ones to start. Pick up 3 of the ones that reduce time to recharge Emergency Power abilities and you'll have your EPTS and EPTW constantly pushing your power levels up. The Shield Power will help you survive and EPTW pushing your Weapons to 125+ will help you take out targets faster.
Just some ideas to try if you feel like it. 3 Green DCE's should be cheap, you might even already have them just from DoFF mission rewards. Give it a try and see if you like it. :cool:
Nice, I was wondering how it would parse, but never actually tried it myself. I know DPS numbers get inflated a lot by mass hitting things with FAW. 20k for a single target build is actually quite impressive.. nicely done.
Again Thank you for the tips sir!
I will try it out this evening!
You're welcome, hope you like it. :cool:
Intel team is NOT recommended for phantom. Dropping threat counters reprocity, cause if no one is shooting at you it wont proc and your cooldowns wont be reduced. Not to say you need a +threat console but you don't want to lose threat. i use evade target lock its seems to make a difference to me.
Intel team is fine as long as it's used intelligently.
It's not something you want to spam, but it's a great ability to help get you out of trouble and when you need to divert attention away from you. Even if it costs you a tick of Reciprocity, it's better then being dead. :cool:
I find it very useful myself, I ran Evade Target Lock for a couple months and I honestly don't believe it does anything at all.
Again though, these builds are all subject to play style. By no means do I think that my way is the 'best way,' it's just what works for me. You certainly make a valid point and swapping out Intel Team is a viable option.
Certainly there are other options that can work, which is why i said "not recommended". Also for myself i have quite a few escape mechanics like rock and roll and evasive, dropping threat with intel team isn't needed. at least most of the time. it does have its use like in Azure nebula rescue as a quick way to have the ships ignore you as you rescue helps out a lot.
Hi, Supremacy works only with FaW and Scatter Volley so better equip something else you have unlocked.
OSS
+ Can push weapon power above 125
+ Does not require aux power to boost effect
- Takes random subsystem offline (can be eliminated with ET)
- No doff synergies
- Power boost decays over duration
A2B
+ Power boost constant over duration
+ Technician doffs reduce cooldown for all other BO abilities
+ Does not require another ability (ET etc) to recover from its effect
- Drains aux power and depends on it for effect scaling
- Making the most of it requires VR tech doffs and ability spam
Am I missing some detail that makes OSS a superior choice? I can see using it if you lack (or don't want to use) the doffs to use A2B to full effect, or if you're just sick of spamming A2B. But for me there is nothing OSS offers that can make up for A2B's ability to have nearly everything on global CD.
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
To utilize A2B you need to use 3 doff officers is quite a bit of sacrifice in the active roster that can be used on other things. Also with A2B you lose the damage bonus from Nukara space trait and AMP core trait because you lose the auxiliary power. Also OSS can work for any build, i love it using it on my exotic damage build pushing my aux power. I like the reduce Cd abilities from A2B but with ship traits the sacrifce is to much when there are some better options like reprocity and all hands on deck.