Had some powers mixed up. Having checked i would personally replace Reverse Shield Polarity II with Emergency power to weapons III and replace eject warp plasma with A2B III.
At first glance the doffs look all right for a science character flying a cruiser.
The skill point distribution is a bit of an enigma though with no investment in star ship energy weapons, star ship energy weapons specialization, power insulators, inertial dampeners, particle generators or subspace decompiler.
It's a distribution for some shield and hull tanking, but not for use of energy weapons, projectiles or taking advantage of science its strong points. I'll have to take a bit more time to tune a distribution for your character.
Edit: Especially the lack of investment in energy weapons and power insulators will hurt you in ISA since the Borg now strip shields like there's no tomorrow and w.o power insulators..
The problem is, Eject Warp Plasma is currently my only way of slowing down enemies if necessary. Although maybe Emergency Power to Shields could work next to EPtW (does it?), so I would not need Science team and get Tykens Rift 1 instead.
Yeah, I should probably respec at some point, and I just noticed I have EIGHT respec tokens.
And once I upgrade to T6, I'll install an anti-shield-drain console.
when people trying to run them think weapon modifiers are too much of a hassle yeah they are a waste of time.
and to get the borg processors and other such rewards they added a trade in system where you can buy them for that reps marks.
and that takes care of you trying to do the mission that are just beyond your ability to play.
I would like to inform you that I completed two Khitomer Advanced qeues in the last 16 hours, out of two attempts. Interestingly, I always considered Khitomer to be harder than Infected, but now it's the other way around since players can't seem to adapt when rushing in and killing the nanite Generators leads to mission failure.
My gear may no longer be at the top end (which it used to be), but when I play an STF I know how it works, either because I played it before or because I did some research as not to do something stupid.
So yeah, saying that Advanced Queues are beyond my ability because I won't craft 24/7 to get the right modifiers or spend fortunes on the exchange sounds absolutely reasonable.
nobody said it , or i just missed the post but id drop that torp . if you changed skills over like other said and it improved the torp is just a wasted slot. put in another beam.
Trophies for killing FEDS ahh those were the days.
nobody said it , or i just missed the post but id drop that torp . if you changed skills over like other said and it improved the torp is just a wasted slot. put in another beam.
I know that the Torpedo is a bit of a waste, but the RPer inside me demands that my ship has at least one torpedo. It's the same reason why I use Phasers instead of other weapon types.
I know that the Torpedo is a bit of a waste, but the RPer inside me demands that my ship has at least one torpedo. It's the same reason why I use Phasers instead of other weapon types.
then atleast drop the trans phase torp . if your wanting to stay canon photon or quantum would still do better .
and i get he rp aspect i run a torp most of the time also even though they suck. and since i play kdf i tend to stick with disruptor also. but i also have a ship that can support a few tac ability options.
look if you wanna dance around and play with a few builds in a semi friendly pvp setting to try and get your numbers up. message me in game @icsairguns just to try out different setups and see what works with you.
Trophies for killing FEDS ahh those were the days.
then atleast drop the trans phase torp . if your wanting to stay canon photon or quantum would still do better .
and i get he rp aspect i run a torp most of the time also even though they suck. and since i play kdf i tend to stick with disruptor also. but i also have a ship that can support a few tac ability options.
look if you wanna dance around and play with a few builds in a semi friendly pvp setting to try and get your numbers up. message me in game @icsairguns just to try out different setups and see what works with you.
My Headcanon says that both Feds and KDFs have replaced their Photon torps with Transphasic torps. I think the Novels even back that a little, but I haven't read them, so I can't say.
Also, just completed another Khitomer Advanced, with optional objective.
The problem is, Eject Warp Plasma is currently my only way of slowing down enemies if necessary. Although maybe Emergency Power to Shields could work next to EPtW (does it?), so I would not need Science team and get Tykens Rift 1 instead.
Yeah, I should probably respec at some point, and I just noticed I have EIGHT respec tokens.
And once I upgrade to T6, I'll install an anti-shield-drain console.
With no investment in PG and no secondary deflector adding TR to the assault cruiser would be a wasted effort.
The thing is that if you have to rely on warp plasma to slow nanite probes down then you're in a bad place already. A well placed GW does the trick, but warp plasma barely slows them down and it forces you out of position for the generator.
When you want to fly a beam boat then capitalize on your strong points (Lots of DPS potential) instead of trying to fly an assault cruiser like an escort and stop probes with WP by swirling around them.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
My Headcanon says that both Feds and KDFs have replaced their Photon torps with Transphasic torps. I think the Novels even back that a little, but I haven't read them, so I can't say.
Also, just completed another Khitomer Advanced, with optional objective.
only thing is others can carry a mission how did you fare in the parse logs? to find out how you actually did ?
as far as stardard torps go when you get a new faction ship id think the weapon loadout they came with is what you should consider as standard.
but what ever . using a canon build in missions and just for GP is great but how many times can your head canon work out having to save those people on the same damn station over and over and over again. those missions are grind time not canon time.
Trophies for killing FEDS ahh those were the days.
With no investment in PG and no secondary deflector adding TR to the assault cruiser would be a wasted effort.
The thing is that if you have to rely on warp plasma to slow nanite probes down then you're in a bad place already. A well placed GW does the trick, but warp plasma barely slows them down and it forces you out of position for the generator.
When you want to fly a beam boat then capitalize on your strong points (Lots of DPS potential) instead of trying to fly an assault cruiser like an escort and stop probes with WP by swirling around them.
The problem is, I cannot put Gravity Well on my Science officer, as it is a Lt. Commander Ability. Trust me, I'm also not a huge friend of having to fly away from the Generators to vent some plasma in the path of the probes.
However, I now have the one item I still needed from Taskforce Omega, the MACO Impulse Engine. This grants me the Heavy Graviton Beam.
only thing is others can carry a mission how did you fare in the parse logs? to find out how you actually did ?
as far as stardard torps go when you get a new faction ship id think the weapon loadout they came with is what you should consider as standard.
but what ever . using a canon build in missions and just for GP is great but how many times can your head canon work out having to save those people on the same damn station over and over and over again. those missions are grind time not canon time.
Yeah, my Teammates so far were pretty good. But I think may damage output has improved to the point where I'm not dead weight by any means. And my ship is still running mostly MKXII gear, most of it VR/UR, some of it already upgraded to XIII, but still, not at it's peak.
The problem is, I cannot put Gravity Well on my Science officer, as it is a Lt. Commander Ability. Trust me, I'm also not a huge friend of having to fly away from the Generators to vent some plasma in the path of the probes.
However, I now have the one item I still needed from Taskforce Omega, the MACO Impulse Engine. This grants me the Heavy Graviton Beam.
I am one who always tries to have a GW on my ship especially when i enter ISA with a pug.
If the ship i'm flying cannot hold a GW then i use Console - Universal - Projected Singularity http://sto.gamepedia.com/D%27deridex_Console_Set
It's not as effective as a GW, but when used correctly it can really save a match.
If you really want to use plasma then perhaps you should use the 4-piece breen set with the cryo plasma.
As one who has the maco set on my support cruiser refit (or retro..) i can say the heavy graviton beam is nice for a niche build but not very powerful.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I tried doing that with STO-CombatLog Reader, but I seem to be doing something wrong. Also, according to the two Combat Logs I tried to make (ISN and CCA), my DPS are WAY too low. I'm no expert at building ships nor do I min-max my stuff up to the modifiers of my weapons, but I refuse to believe that my ship is THAT bad.
This is my ship atm. Ignore the assimilated Transwarp engines, I plan to replace those with the Maco one. Not sure why I decided to ignore the set bonus for that extra bit of Speed in Sector Space back then.
I've been running a vor'cha retrofit lately to test low level tanky setups, and it's a twin of the assault cruiser in many respects. You should expect to hit around 5-7k DPS in infected: the conduit advanced. I ran it last night with my fleetmates using easy to obtain gear, no reputation gear at all, and hit 7.7k, so the estimate is good. Your team needs to have a minimum of about 6k DPS average to be able to complete ISA successfully if they work together very well. Of course, more DPS is better.
Not sure which DOFFs you have to put toward cooldowns, so I'll give you a simple build to start with and go from there.
If you can't train EPTW3, find a buddy, friend, fleetmate, someone who can and give them some PADDs you can craft to get EPTW3. Train your engineers in it.
You will need at least 1 purple/ VR and 1 blue/ rare conn officers that reduce tac team recharge. 2 purples are best, but 1 purple and 1 blue will get tac team to near minimum cooldown. Add them to your active duty space roster.
Use a couple of development lab scientists to reduce science team cooldowns too and add them to the active duty space roster as well.
If you happen to have 2-3 purple/ very rare damage control engineers that reduce emergency power to subsystem recharge, then it gets more interesting....
Use the 2 conn officers from before
2 Purple Damage control engineers that reduce EPTx recharge (Key change from first build)
1 Development lab scientist for science team recharge
The added Directed Energy Modulation will help you get more DPS.
Basically, more DPS completes things faster. Yes warp plasma slows down the probes, but it takes your DPS down while you slow those probes down, slightly reducing the team DPS during the maneuver. Just focus on more DPS and you'll do fine.
For consoles, in engineering, 2 neutronium (My recommended max number of those consoles you should use due to horrible dimishing returns as you add more) and 2 EPS flow regulators should get you through.
Always cycle EPTx abilities and tactical team as often as possible to keep damage buffs and resists going, in either build above. Include DEM if it is in your build too.
The 2nd build is much more pricey than the first build if you have to buy DOFFs from the exchange, so keep that in mind when you check out the builds.
Hmm, almost every pug I am in has the dps to do it the "old" level 50 way, go in guns blazing and flatten the stuff, blast the generator before the nanites arrive without gw or other such desperation.
Not every group does that, and sometimes it fails, but after the rough patch in DR where they failed over and over, its mostly back to 95% or so success rate with just raw firepower leading the way. Same is true for khit except khit needs someone on probes, preferably on each side. Apart from probes its really about the same fight as infected.
If you don't have dps, the old ways all still work... tractor mines, gravity wells, plasma, tractor repulsor to name a few things that can keep the nanites at bay. There are a couple of clicky items that slow and snare, gravity anchor comes to mind. There are spread of a gw torp that can slow stuff.
And my usual comment: It is flat out *wrong* to make the gear-acquisition item drop from the instance where said gear item would have helped a ton. The gear items should drop 100% in normal, and the advanced should drop something else -- random purples, dil, crafting junk, whatever.
The skill point distribution is a bit of an enigma though with no investment in star ship energy weapons, star ship energy weapons specialization, power insulators, inertial dampeners, particle generators or subspace decompiler.
It's a distribution for some shield and hull tanking, but not for use of energy weapons, projectiles or taking advantage of science its strong points. I'll have to take a bit more time to tune a distribution for your character.
Edit: Especially the lack of investment in energy weapons and power insulators will hurt you in ISA since the Borg now strip shields like there's no tomorrow and w.o power insulators..
If you want to make use of any of the abilities these boost then I'd advice investing in them.
Scaling back to 6 bars in driver coil and remove shield performance should give you enough room to invest in science abilities.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
You can ask those who specialize in science (play all 3 careers myself) like reyan01 but if you want to go beam heavy and use science abilities then these basics should be a good place to start.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
BFAW is one thing, butt CSV and TSP can do nicely as well. I am doing about 30K DPS now with my Nicor, just using purple MK XIV Iconian rep DHC's, tourettes with Acc and double CrtD (one of them with a lucky ultra third CrtD addon), 3pc set bonus radiant and of course fleet consoles and some set consoles which boost CrtH, CrtD, weapons power, turn rate, accuracy, defense and power levels overall. Those are all purple or ultraviolet MK XIV (tacs and eng all ultra, sci all universal purple). My engine, deflector and shield is adapted maco MK XIV purple (engines got a lucky ultra upgrade with +10 Driver Coil) and the warp core is ultraviolet with AMP from the fleet (shield-improving one).
ISA is almost safe now, thanks to my GW1 keeping Britney Sphears occupied.
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
BFAW is one thing, butt CSV and TSP can do nicely as well. I am doing about 30K DPS now with my Nicor, just using purple MK XIV Iconian rep DHC's, tourettes with Acc and double CrtD (one of them with a lucky ultra third CrtD addon), 3pc set bonus radiant and of course fleet consoles and some set consoles which boost CrtH, CrtD, weapons power, turn rate, accuracy, defense and power levels overall. Those are all purple or ultraviolet MK XIV (tacs and eng all ultra, sci all universal purple). My engine, deflector and shield is adapted maco MK XIV purple (engines got a lucky ultra upgrade with +10 Driver Coil) and the warp core is ultraviolet with AMP from the fleet (shield-improving one).
ISA is almost safe now, thanks to my GW1 keeping Britney Sphears occupied.
The OP was asking for an assault cruiser and since that cannot wield DHC CSV is not really an option.
What is this TSP you're talking about?
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Comments
The problem is, Eject Warp Plasma is currently my only way of slowing down enemies if necessary. Although maybe Emergency Power to Shields could work next to EPtW (does it?), so I would not need Science team and get Tykens Rift 1 instead.
Yeah, I should probably respec at some point, and I just noticed I have EIGHT respec tokens.
And once I upgrade to T6, I'll install an anti-shield-drain console.
I would like to inform you that I completed two Khitomer Advanced qeues in the last 16 hours, out of two attempts. Interestingly, I always considered Khitomer to be harder than Infected, but now it's the other way around since players can't seem to adapt when rushing in and killing the nanite Generators leads to mission failure.
My gear may no longer be at the top end (which it used to be), but when I play an STF I know how it works, either because I played it before or because I did some research as not to do something stupid.
So yeah, saying that Advanced Queues are beyond my ability because I won't craft 24/7 to get the right modifiers or spend fortunes on the exchange sounds absolutely reasonable.
I know that the Torpedo is a bit of a waste, but the RPer inside me demands that my ship has at least one torpedo. It's the same reason why I use Phasers instead of other weapon types.
then atleast drop the trans phase torp . if your wanting to stay canon photon or quantum would still do better .
and i get he rp aspect i run a torp most of the time also even though they suck. and since i play kdf i tend to stick with disruptor also. but i also have a ship that can support a few tac ability options.
look if you wanna dance around and play with a few builds in a semi friendly pvp setting to try and get your numbers up. message me in game @icsairguns just to try out different setups and see what works with you.
My Headcanon says that both Feds and KDFs have replaced their Photon torps with Transphasic torps. I think the Novels even back that a little, but I haven't read them, so I can't say.
Also, just completed another Khitomer Advanced, with optional objective.
With no investment in PG and no secondary deflector adding TR to the assault cruiser would be a wasted effort.
The thing is that if you have to rely on warp plasma to slow nanite probes down then you're in a bad place already. A well placed GW does the trick, but warp plasma barely slows them down and it forces you out of position for the generator.
When you want to fly a beam boat then capitalize on your strong points (Lots of DPS potential) instead of trying to fly an assault cruiser like an escort and stop probes with WP by swirling around them.
only thing is others can carry a mission how did you fare in the parse logs? to find out how you actually did ?
as far as stardard torps go when you get a new faction ship id think the weapon loadout they came with is what you should consider as standard.
but what ever . using a canon build in missions and just for GP is great but how many times can your head canon work out having to save those people on the same damn station over and over and over again. those missions are grind time not canon time.
The problem is, I cannot put Gravity Well on my Science officer, as it is a Lt. Commander Ability. Trust me, I'm also not a huge friend of having to fly away from the Generators to vent some plasma in the path of the probes.
However, I now have the one item I still needed from Taskforce Omega, the MACO Impulse Engine. This grants me the Heavy Graviton Beam.
Yeah, my Teammates so far were pretty good. But I think may damage output has improved to the point where I'm not dead weight by any means. And my ship is still running mostly MKXII gear, most of it VR/UR, some of it already upgraded to XIII, but still, not at it's peak.
I am one who always tries to have a GW on my ship especially when i enter ISA with a pug.
If the ship i'm flying cannot hold a GW then i use Console - Universal - Projected Singularity
http://sto.gamepedia.com/D%27deridex_Console_Set
It's not as effective as a GW, but when used correctly it can really save a match.
If you really want to use plasma then perhaps you should use the 4-piece breen set with the cryo plasma.
As one who has the maco set on my support cruiser refit (or retro..) i can say the heavy graviton beam is nice for a niche build but not very powerful.
I've been running a vor'cha retrofit lately to test low level tanky setups, and it's a twin of the assault cruiser in many respects. You should expect to hit around 5-7k DPS in infected: the conduit advanced. I ran it last night with my fleetmates using easy to obtain gear, no reputation gear at all, and hit 7.7k, so the estimate is good. Your team needs to have a minimum of about 6k DPS average to be able to complete ISA successfully if they work together very well. Of course, more DPS is better.
Not sure which DOFFs you have to put toward cooldowns, so I'll give you a simple build to start with and go from there.
ENS Tac BFAW1
LT Tac TT1, BFAW2
CDR Eng ET1, EPTS2, EPTW3, A2SIF3
LCDR Eng ET1, EPTS2, EPTW3
LT Sci HE1, ST2
If you can't train EPTW3, find a buddy, friend, fleetmate, someone who can and give them some PADDs you can craft to get EPTW3. Train your engineers in it.
You will need at least 1 purple/ VR and 1 blue/ rare conn officers that reduce tac team recharge. 2 purples are best, but 1 purple and 1 blue will get tac team to near minimum cooldown. Add them to your active duty space roster.
Use a couple of development lab scientists to reduce science team cooldowns too and add them to the active duty space roster as well.
If you happen to have 2-3 purple/ very rare damage control engineers that reduce emergency power to subsystem recharge, then it gets more interesting....
ENS Tac BFAW1
LT Tac TT1, BFAW2
CDR Eng ET1, DEM1, EPTW3, A2SIF3
LCDR Eng ET1, DEM1, EPTS3
LT Sci HE1, ST2
Use the 2 conn officers from before
2 Purple Damage control engineers that reduce EPTx recharge (Key change from first build)
1 Development lab scientist for science team recharge
The added Directed Energy Modulation will help you get more DPS.
Basically, more DPS completes things faster. Yes warp plasma slows down the probes, but it takes your DPS down while you slow those probes down, slightly reducing the team DPS during the maneuver. Just focus on more DPS and you'll do fine.
For consoles, in engineering, 2 neutronium (My recommended max number of those consoles you should use due to horrible dimishing returns as you add more) and 2 EPS flow regulators should get you through.
Always cycle EPTx abilities and tactical team as often as possible to keep damage buffs and resists going, in either build above. Include DEM if it is in your build too.
The 2nd build is much more pricey than the first build if you have to buy DOFFs from the exchange, so keep that in mind when you check out the builds.
I hope that helps you out.
Not every group does that, and sometimes it fails, but after the rough patch in DR where they failed over and over, its mostly back to 95% or so success rate with just raw firepower leading the way. Same is true for khit except khit needs someone on probes, preferably on each side. Apart from probes its really about the same fight as infected.
If you don't have dps, the old ways all still work... tractor mines, gravity wells, plasma, tractor repulsor to name a few things that can keep the nanites at bay. There are a couple of clicky items that slow and snare, gravity anchor comes to mind. There are spread of a gw torp that can slow stuff.
And my usual comment: It is flat out *wrong* to make the gear-acquisition item drop from the instance where said gear item would have helped a ton. The gear items should drop 100% in normal, and the advanced should drop something else -- random purples, dil, crafting junk, whatever.
What do you think of this?
http://www.stoacademy.com/tools/skillplanner/?build=revisedbuild_0
As far as weapons are concerned it looks all right, but you're a science officer so don't you want to use your strengths as a science officer?
You have no investment in graviton generators (Needed for kick a** GW), no investment in Particle generators and no investment in subspace decompiler
http://sto.gamepedia.com/Skill:_Starship_Particle_Generators
http://sto.gamepedia.com/Skill:_Starship_Graviton_Generators
http://sto.gamepedia.com/Skill:_Starship_Subspace_Decompiler
If you want to make use of any of the abilities these boost then I'd advice investing in them.
Scaling back to 6 bars in driver coil and remove shield performance should give you enough room to invest in science abilities.
ISA is almost safe now, thanks to my GW1 keeping Britney Sphears occupied.
Original Join Date: January 30th, 2010
The OP was asking for an assault cruiser and since that cannot wield DHC CSV is not really an option.
What is this TSP you're talking about?