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Ship Build Questions

kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
***For anyone new to this thread skip far down for the new build. Thanks ;)



OK I know this is a very subjective subject but I am trying to figure out what is a decent ship build for about three million credits each on a PVE pilot ships. There are other outdated post that I am relying on for info, but for my Tactical Pilot ships I am looking at:


Federation: (Mostly Rare Blue)
Fore: 5X Antiproton Dual Cannons Mk XII
Kobai Set
Aft: 2x Quantum Torpedo Launcher Mk XII [CrtD]x2
Eng: 3x Console - Engineering - Neutronium Alloy Mk XII
Sci: 3X Console - Science - Field Generator Mk XI
Tac: Console - Universal - Microprojectile Barrage Launcher
4x Console - Tactical - Antiproton Regulator XII


Klingon Tactical Pilot: (Mostly Rare Blue)
Fore: 5X Disruptor Dual Heavy Cannons Mk XII
Kobai Set
Aft: 2x Quantum Torpedo Launcher Mk XII [CrtD]x2
Eng: 3x Console - Engineering - Neutronium Alloy Mk XII
Sci: 3XConsole - Science - Field Generator Mk XI
Tac: Console - Universal - Microprojectile Barrage Launcher
4x Console - Tactical - Disruptor Induction Coil Mk XII


Romualn Tactical Warbird:
Same as Klingon? or go Antiproton for spike?
I really need help for the Romulan weapons!




Thanks for any advice. I just need help in understanding how tings work. Also before you blast my noob build please remember this is just for PVE and I have a budget.


ANY constructive criticism or help would be greatly appreciated.
Post edited by kittyhawknx91036 on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    One, use the http://www.stoacademy.com/tools/skillplanner/ tool, since that shows not only your gear but your skill setup and boff layout.

    Two, your boff layout is probably more important than your gear actually. So long as your gear layout is reasonably logical, how your boff powers chain together is what really makes the difference between adequate and demigod. Fancier gear and desired mods are icing on the cake.
  • gavinrunebladegavinruneblade Member Posts: 3,893 Arc User
    edited June 2015
    One, use the http://www.stoacademy.com/tools/skillplanner/ tool, since that shows not only your gear but your skill setup and boff layout.

    Two, your boff layout is probably more important than your gear actually. So long as your gear layout is reasonably logical, how your boff powers chain together is what really makes the difference between adequate and demigod. Fancier gear and desired mods are icing on the cake.

    Excellent advice. You have blue mark 12 gear, you are already good enough for anything advanced. Now focus on the other bits as reginmala explained.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    Is my gear layout is reasonably logical? (I am especially concerned about my sci, Eng, & Tac)
    Is the Kobai Set a decent choice?
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited June 2015
    Why AP DCs on the Fed instead of AP DHCs?

    Why a pair of aft-facing Quantum torps instead of turrets and KCB? Even if you want a torp aft, I can't imagine you'll be pointing your butt enough to need two, considering how maneuverable the ships are.

    You're a little excessive on the Sci and Eng consoles, you'll likely want to be putting in Reputation consoles there later. The Assimilated Console (from the Omega rep, and especially paired with the KCB) is very common, and the Iconian one isn't bad when compared to a 3rd armor console. Heck, I'd take the mission console from the latest FEs (which boost inertia, turn, etc.) over a 3rd armor console.

    Tactical consoles are correct - go all in on the appropriate energy type. Ideally you'd get Vulnerability Locators, but that requires Fleet access and Fleet Credits.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    darkjeff wrote: »
    Why AP DCs on the Fed instead of AP DHCs?

    Why a pair of aft-facing Quantum torps instead of turrets and KCB? Even if you want a torp aft, I can't imagine you'll be pointing your butt enough to need two, considering how maneuverable the ships are.

    You're a little excessive on the Sci and Eng consoles, you'll likely want to be putting in Reputation consoles there later. The Assimilated Console (from the Omega rep, and especially paired with the KCB) is very common, and the Iconian one isn't bad when compared to a 3rd armor console. Heck, I'd take the mission console from the latest FEs (which boost inertia, turn, etc.) over a 3rd armor console.

    Tactical consoles are correct - go all in on the appropriate energy type. Ideally you'd get Vulnerability Locators, but that requires Fleet access and Fleet Credits.

    Not sure what DHCs means.
    I see that Antiproton Dual Cannons part

    The reason that I used the rear torps was the turn radius for the pilot was so tight that I would come in fire all front weapons, rubber band back fires again. If shields would fall I could spin and launch torps from rear. Otherwise rinse and repeat. This way all my fire power is up front. Than again I am a noob and looking for guidance.

    Thanks for the advice on consoles! I will try and figure out what that means an make adjustments.

    This was the kind of advice I was looking for!
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    Is my gear layout is reasonably logical? (I am especially concerned about my sci, Eng, & Tac)
    Is the Kobai Set a decent choice?

    Reasonably. Dual heavies are better than regular dual cannons, but its only by a couple percent so 'good enough for now.' The aft torpedoes are an odd choice though; I can see maybe having one as a 'parting gift' sort of setup or maybe on a torpedo boat, but two is a wasted slot. Common replacements would be turrets (since they also use cannon skills) or maybe an omni-directional beam array (or two, since you're antiproton) to use with a copy of Overload.

    The Kobali set is good for healing and tanking and isn't a bad set overall, pretty good for a free set but maybe second or third tier overall. You might want to swap the warp core at least for the Subspace Rift Warp Core plus Ancient Antiproton Beam Array from the mission Sphere Of Influence, which while it would cost you the cool Kobali shield capacitor, would give you a flat boost to your antiproton damage. If you want to take it a step further, in the rep system the Counter-Command deflector and engines are pretty good, the MACO shield is pretty good if you don't have the cash for a Plasmonic Leech (they both boost energy but conflict with one another), or the new Iconian Resistance set overall is pretty impressive. Likewise in the Fleet system, Elite shields with the [adapt] mod are very durable, and Elite warp cores with the [amp] mod give you a nice damage boost.

    Consoles, too much armor too much shields. Armor hits a point of diminishing returns, and unless you're a dedicated tank, one console is plenty (Fleet ones are especially nice with a turn bonus). Sheilds, if you have good hardening and good healing, more than 9-10k is overkill in most situations. Strip to maybe one console each (I'd drop all the shield ones personally), fill the spaces with utility things instead. 4-5 free slots, you could move in some of your other pilot consoles to play with, move the Microprojectile Launcher and add another tac console, add an Assimilated Module or the thing from the Iconian Rep or the Kobali console as an emergency button or lots of other possibilities. Your choices aren't awful by a long shot, but there is more you could do with those spaces.

    And seriously, list your bridge officers and duty officers. Those will make or break you.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited June 2015
    Not sure what DHCs means.
    Dual Cannons vs Dual Heavy Cannons. You've listed DHCs for the KDF, but just DCs for the Fed.

    As reginamala78 points out, DHCs are generally better than DCs.
    The reason that I used the rear torps was the turn radius for the pilot was so tight that I would come in fire all front weapons, rubber band back fires again. If shields would fall I could spin and launch torps from rear. Otherwise rinse and repeat. This way all my fire power is up front.

    Yes, you generally want to have one killzone and focus on getting the enemy into that killzone. So usually DHCs fore and turrets (or other 360 weapons that can fire forward) aft.

    The thing about torpedoes is that there's a cooldown between torpedoes, and I was questioning if (since you can turn so well) you'd actually spend more than 2s (0.5s firing the 1st, 1s torpedo cooldown, 0.5s firing the 2nd) with your aft to your victims. So 1 as a parting gift if you want it, but 2 is probably excessive.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    WOW guys this is awesome info. It may take a few days to understand and rework a build. But I greatly appreciate your help!



    I didn't realize that two torps in the rear was bad.
    RE: Your suggestion for turrets (or other 360 weapons that can fire forward) aft for the rear.
    Don't you NEED torps once the shields are down?

    Should I move one to the front, or just keep the all cannons up there? I will look into your suggestion of a cannon skill or one omni-directional beam array for the rear.

    RE Sci & Eng Consoles: I thought I needed the massive armor and shields to make the runs in my Pilot Tactical ships. Again I am just learning. Thank you for your suggestions on changing those out.

    I do not have a final bring officer list. But if you have skill set for a Pilot Tactical Ship. I will get the books needed.


    Would it be too much to ask for a link to a build you recommended (with bridge officers)?
    Remember this is for PVE only
  • casper32433casper32433 Member Posts: 97 Arc User
    edited June 2015
    Here is a link to my Tac Fed Pilot ship build, I have also including all skills, doff's and ground gear. Hope this helps u out. Doff's are listed under Description Tab. The 1st 3 slots for Commander Tac/Pilot are all pilot boff abilities even tho it looks blank, place cursor over blank spot and it'll tell u what it is.
    http://skillplanner.stoacademy.com/?build=casperstacpilot_0
  • westmetalswestmetals Member Posts: 8,390 Arc User
    edited June 2015
    WOW guys this is awesome info. It may take a few days to understand and rework a build. But I greatly appreciate your help!



    I didn't realize that two torps in the rear was bad.
    RE: Your suggestion for turrets (or other 360 weapons that can fire forward) aft for the rear.
    Don't you NEED torps once the shields are down?

    Should I move one to the front, or just keep the all cannons up there? I will look into your suggestion of a cannon skill or one omni-directional beam array for the rear.

    RE Sci & Eng Consoles: I thought I needed the massive armor and shields to make the runs in my Pilot Tactical ships. Again I am just learning. Thank you for your suggestions on changing those out.

    I do not have a final bring officer list. But if you have skill set for a Pilot Tactical Ship. I will get the books needed.


    Would it be too much to ask for a link to a build you recommended (with bridge officers)?
    Remember this is for PVE only

    No, you do not need torpedoes after shields are down. You can do the damage with energy weapons. Torpedoes are just very effective against unshielded targets (shields block out a lot of their damage).

    For aft weapons, yes. You can use "turrets" (which are a 360 weapon but use cannon BOFF skills, like your forward weapons) OR you can use omnidirectional beam weapons. Omnis are limited... all omnis in fact are labeled as "may only use one per ship". However, you can actually use as many as three, because they come from three different sources and each are their own category.

    1) Kinetic Cutting Beam - from the Omega rep, shares a set bonus with the Assimilated Console. Kinetic damage (like a torpedo).
    2) Ancient Omnidirectional Antiproton Beam - episode reward from 'Sphere of Influence'. Shares a set bonus with the Obelisk Subspace Warp Core, also an episode reward from that episode, which gives +10% AP damage. Antiproton damage.
    3) crafted Omnidirectional Beam - these are available through the crafting system or the Exchange (from other players crafting them) and come in all six of the standard energy types.

    Given that the ship you're talking about has a 5/2 weapons layout, it would be rather easy to get and use the first two on the list there.

    For bridge officers. You will want, if possible, to get ones who have space traits. Humans and Nausicaans and Romulans and Remans should have one by default, and there are also random ones. There is a Romulan-only one called "Romulan Operative" which boosts crit hit and crit severity; these along with fleet "Vulnerability Locator" tac consoles will really make those CrtD's shine. This build.... has 25.0% crit chance and 91.9% crit severity. Partially by use of three Romulan BOFFs with the superior level Romulan Operative trait, the Assimilated Console, and five Locators. None of that is from the BOFF skills, by the way, so if you're setting it up differently in that respect it wouldn't make a difference: it's all from the passives.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    Thanks for the build example. Is this a PVP build?
    I was wondering why you chose to use Vulnerability for a Tactical Console instead of Console - Tactical - Phaser Relay.



    @westmetals great tipe I got the Ancient Omnidirectional Antiproton Beam. Perfect for my build!
  • westmetalswestmetals Member Posts: 8,390 Arc User
    edited June 2015
    Thanks for the build example. Is this a PVP build?
    I was wondering why you chose to use Vulnerability for a Tactical Console instead of Console - Tactical - Phaser Relay.

    The Fleet tactical consoles (both Vulnerability Locators and Exploiters) provide the exact same weapons boosting capabilities as the standard types (Phaser Relay, Antiproton Mag Regulator, etcetera) at the same rarity and mark level, plus the crit-related bonuses. The Fleet engineering consoles are also set up like that and offer some really good bonuses as well.

    So those Locators are there specifically to boost the crit hit chance, in addition to the weapons boosts you are talking about. You can of course use the standard types until you can get the Fleet ones; the only difference would be in your crit chance and/or severity.

    And no, it's not a PvP build, though I suppose it could be used as such. Just a crit-focused build I already had laying around.

    Congrats on the Ancient Omni. You can use a crafted AP Omni or the KCB in the second aft slot if you want a second omnibeam... either one will not conflict with the Ancient. (Yes, I know they say "may only equip one per ship", but they are separate categories for that purpose.) And as mentioned, if you also use the Obelisk Warp Core, you'll get a 2-piece set bonus that gives an AP damage booster (+10.0%, of the same type as the tactical consoles).

    Oh... rolling back to your original post... if you really want to min/max, I would do the Romulan one with AP, but not with cannons. Try it with two omnibeams aft and AP dual beam banks with at least [CrtD]x2, if not x3, forward. (They have a bit of a wider field of fire compared to the dual / dual heavy cannons). Rotate in Beam Fire at Will instead of Cannon Scatter Volley in the BOFF skills package. Then load up the bridge crew with every Superior Romulan Operative-traited BOFF you can get your hands on. Reasons: it's easier to get the BOFF traits as Romulan, and you also get a damage bonus immediately after decloaking. I think captain traits may also play into it somewhat. The maximum crit hit/crit severity is somewhat higher than it is for Fed or Klingon.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    Eh, here's my crack at it

    http://skillplanner.stoacademy.com/?build=kdfpilot_5101

    I stuck to what you already had as much as possible, plus some farmable gear, since you said you're on a budget. Couple of notes.

    The single Auxiliary To Battery (shorthand is A2B or Aux2Bat) is for reducing cooldowns on all the rest of your stuff when combined with a trio of purple Technician doffs (which you can farm for free from the colony chain in the B'tran Cluster). It kills your auxiliary energy when in use (which costs you some damage when using certain high-end gear, but none of that is in use here) but in trade reduces all your cooldowns by about a third. While not the best cooldown reducer in the game, it is by far the cheapest (unless you already own the Command Ship bundle) and still a quick and simple way to boost your output until you get into the top-tier stuff.

    The warp core and ancient omni-directional array are from running the mission Sphere Of Influence give you a 2-piece set bonus to antiproton damage. Also the Omni gives you a decent aft weapon, and the added copy of Overload gives you a little extra burst with it on command.

    The forward Neutronic Torpedo (from the Delta reputation) is an odd addition; personally I just don't feel right not having a torp on my ships, and the Neutronic has nice punch and area-of-effect radiation bursts when combined with Torpedo Spread. However for a maximum-efficiency build, its less numerically effective than another dual heavy cannon (DHC) would be. For pure numbers, remove the torpedo for another DHC, remove the Bio Neural Gel Pack console and replace it with the Sustained Radiant Field console (from the Iconian reputation), then replace the Torpedo Spread with Overload 2 (freeing up the Overload 1 slot for another Pilot skill). Likewise remove the Omega Kinetic Shearing trait and replace it with something like Enhanced Armor Penetration or Energy Refrequencer.

    The Kinetic Cutting Beam (KCB) and Assimilated Module are from the Borg reputation. Individually the KCB is about equal to a turret, and the Module gives you a handy little weapons energy boost and crit boost. Together however they also have a proc that reduces your weapons drain for a few seconds, boosting your damage. Its only 2.5% chance when firing, but with that many weapons firing that often, it goes off pretty regularly.

    Other consoles I put on the complete Pilot set because eh, ya paid for them, and because the consoles most people would otherwise replace them with are outside your current price range. Eventually, things like the Plasmonic Leech or Fleet science consoles would be superior, but for now you can have some fun, and you do need to get used to not overly-stacking armor and shield consoles anyways.

    Lastly on skills, that layout is a pretty standard PVE AOE layout with all counters to all the debuffs currently in regular use. With the A2B operating, you can have your Emergency To Weapons and Emergency To Shields (EPTW/EPTS) active pretty much all the time, and most of your other stuff on 20-second cooldowns instead of the usual 30. On the Pilot skills I admit I guessed on what sounded useful, as I've flown lots of escorts over the years but I don't have the Pilot ships so have never been able to actually try the Pilot skills out. If other skills work better for you then by all means change them.

    In general, this build is a concept for something that is cheap, gives you some toys to play with, and able to handle any story mission or queued stuff up to Advanced difficulty. I'm not pushing it as gospel or anything, but as a bunch of ideas for you to steal from for whatever you do end up using. Take it as such and good hunting.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    Massive thank you westmetals.


    @reginamala78 Great explanation. But in this leaning process. It looks like I should move to Vulnerability for a Tactical Console.


    I have leaned to much from this thread. thank you all for sharing your time to help me understand better ships builds
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    westmetals wrote: »

    Oh... rolling back to your original post... if you really want to min/max, I would do the Romulan one with AP, but not with cannons. Try it with two omnibeams aft and AP dual beam banks with at least [CrtD]x2, if not x3, forward. (They have a bit of a wider field of fire compared to the dual / dual heavy cannons). Rotate in Beam Fire at Will instead of Cannon Scatter Volley in the BOFF skills package. Then load up the bridge crew with every Superior Romulan Operative-traited BOFF you can get your hands on. Reasons: it's easier to get the BOFF traits as Romulan, and you also get a damage bonus immediately after decloaking. I think captain traits may also play into it somewhat. The maximum crit hit/crit severity is somewhat higher than it is for Fed or Klingon.


    Actually I was going to start with my Pilot Romulan war bird first.
    Why not cannons? They seem to do so much more damage. I will definitely follow your advice but confused to the weapon switch.


    Thanks!


    update
    OMG Purple Antiproton Dual Beam Bank Mk XI are over Two Million credits each! maybe next year I can get one or two ;)
  • westmetalswestmetals Member Posts: 8,390 Arc User
    edited June 2015
    Actually I was going to start with my Pilot Romulan war bird first.
    Why not cannons? They seem to do so much more damage. I will definitely follow your advice but confused to the weapon switch.


    Thanks!


    update
    OMG Purple Antiproton Dual Beam Bank Mk XI are over Two Million credits each! maybe next year I can get one or two ;)

    Cannons have a smaller field of fire, so it's less likely that the enemies will be in it. Also the penalties you get for long-range firing scale differently (to the advantage of beams). Cannons indeed do more damage at very short range, but if you're firing from 3-4 km or more, the range penalties get you, and if you're not straight nose-on, the arc might.

    Cannons are fun, don't get me wrong (that Fleet Defiant build I posted? That's one of my character's actual ship, exactly how she has it set up), but I've seen a lot of really high-end DPS min/maxer builds posted and almost all of them are using beams, not cannons.

    As for buying weapons, take a look at the lower mark levels as well; upgrading isn't all that expensive.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited June 2015
    @westmetals Great advice about weapons. I was just looking at cannons because of the high yield. Looks like my lack of experience shows. I will buy beams.


    I will also look at lower end weapons. I am really poor and the 2 million ish for the entire build kind of maxes out my funds.
    should be a fun long term project though


    Thank you so much for the mentor
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited June 2015
    With regards to beams vs cannons/turrets, note also that beam attack abilities (Fire At Will, Beam Overload) are Ens/Lt/LCdr abilities, while cannon attack abilities (Cannon Scatter Volley, Cannon Rapid Fire) are Lt/LCdr/Cdr abilities. So with Beams, you can generally carry stronger alternative abilities, and make use of lower tier Tac slots.

    Note that the mission Fluid Dynamics gives a choice of an AP BA, DBB, and DC as the mission reward. So you can pick up purple Mk XI DBBs there to start, if you're going with DBBs.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited June 2015
    Federation: (Mostly Rare Blue)
    Fore: 5X Antiproton Dual Cannons Mk XII
    Kobai Set
    Aft: 2x Quantum Torpedo Launcher Mk XII [CrtD]x2
    Eng: 3x Console - Engineering - Neutronium Alloy Mk XII
    Sci: 3X Console - Science - Field Generator Mk XI
    Tac: Console - Universal - Microprojectile Barrage Launcher
    4x Console - Tactical - Antiproton Regulator XII


    ... Going into it, be sure you understand the drawbacks of using cannons. Usually people use heavy, not dual, cannon. Aft weapons that do not shoot forward on a cannon ship are near useless. Aft should be all turrets -- either you are nose pointed to enemy and shooting, or you are not flying the ship to its full potential... doing fly-bys and lobbing a couple of torps cuts your damage down to a fraction of its potential.

    Eng consoles ... armor is over-rated, use officer skills to survive and eng consoles for universal reputation gear as you earn it. Until you earn it, use what you can, of course. Same is true for science... use what you can until you can get more unique/universal items.

    tac... should all be AP boosters. The universal can move off to sci or eng slot.




    Klingon Tactical Pilot: (Mostly Rare Blue)
    Fore: 5X Disruptor Dual Heavy Cannons Mk XII
    Kobai Set
    Aft: 2x Quantum Torpedo Launcher Mk XII [CrtD]x2
    Eng: 3x Console - Engineering - Neutronium Alloy Mk XII
    Sci: 3XConsole - Science - Field Generator Mk XI
    Tac: Console - Universal - Microprojectile Barrage Launcher
    4x Console - Tactical - Disruptor Induction Coil Mk XII


    same advice as above.


    Romualn Tactical Warbird:
    Same as Klingon? or go Antiproton for spike?
    I really need help for the Romulan weapons!

    share your weapons with account storage and get ONE GOOD SET of AP for now. Its better to upgrade one set to XIV with good mods than to have 3 sets of XII of different types and such.


    Thanks for any advice. I just need help in understanding how tings work. Also before you blast my noob build please remember this is just for PVE and I have a budget.


    ANY constructive criticism or help would be greatly appreciated.

    Budgets aside, you need to earn your reputation and fleet gear access. It takes time, but as a long term goal. Also again, sharing items is a huge budget saver! Also crafting items at low ranks is *virtually free* and upgrading the ones with good mods is long term more effective than other methods, in general. Low ranks let you crit a purple, cost nothing in materials, jump to mark 8 or so off a single upgrade token, and all you to farm for good modifiers like critd x2 or x3 (or even x4 if you get really lucky...).


    As far as how things work, consider using dual beam banks instead of cannons. There are dozens of reasons why they work better in most PVE builds. Cannons are *fun* but less effective in general. I have a couple of cannon ships, but my serious ships use beams because of the drawbacks. Just to name a couple of issues... cannons have a weaker aoe, do less damage at any range (more than 3K away you are about equal to dual banks at 5k...), and are unfriendly to aim. I can make a list over half a page long on the minor issues but those alone are pretty important. If you love cannons use them, just be aware of the implications to your ship's performance.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    edited July 2015
    ***** New/ Updated request *****


    I would like to thank everyone that pointed me in the right direction for a noob builder. That said here is what I have come up with. I do have a limited budget but can most likely squeak out a few million more credits if you see a bigger band for the buck. Or set it up as a future project to work for.

    So before I start to purchase parts, can you guys take a look at this build and help me modify it though keep in mind I do have a budget.

    ***New Build Below**

    http://skillplanner.stoacademy.com/?build=xxxromulanbuild3_0

    NOTE: I do have an EPIC Universal Singularity Stabilizer and a EPIC Universal Photonic Displacer. Will those replace anything?

    I also do not mind grinding missions for a better piece of equipment (within reason)
    Additional Questions:

    I do not see specs for free antiproton weapons from missions like Mission: Fluid Dynamics http://sto.gamepedia.com/Mission:_Fluid_Dynamics (is this the best free one?)
    Are they better than than the AP fore weapons that I have chosen?

    Is the Console - Universal - Assimilated Module still good even though I don;t use gravity?
    Or should I just get a BOFF that can do gravity well? (not sure i know what I am talking about)

    Which is better Change the Universal - Zero-Point Energy Conduit for a Nukara Particle Converter? Other choice?
    Post edited by kittyhawknx91036 on
  • dakkalvar1dakkalvar1 Member Posts: 32 Arc User
    edited July 2015
    Dual Cannons? Why do people use these? Not that cannons are even worth a carp in the current meta....

    The only point in using DHCs is if you combine them with a BO for heavy decloak ambush. A HY torp may also help though most use DBB+3/4 DHC.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    @dakkalvar1
    Read above to the new build I no longer am using Dual Cannons. TY! ;)
  • westmetalswestmetals Member Posts: 8,390 Arc User
    edited July 2015
    Referring to the newly posted build:

    - Your first Engineering console (the Neutronium Armor)... there is a Fleet version of this type which also carries additional bonuses, which would allow you to "upgrade" your build without needing more console space than you are already using.
    - Similarly, the second Science console (Field Generator) could be replaced with either an Exotic Particle console (crafted) or one of the Fleet science consoles which may have this bonus and additional bonuses.
    - The five tactical consoles, as well. The Fleet tactical consoles with [+Ap] will have the exact same AP bonus (actually slightly better as they come from the shop at a slightly higher rarity) AND either crit hit chance or crit severity. Either will result in more damage output (either from causing more frequent crits or making the crits you land hit harder), though this does not show up in the tooltip damage (as that does not take crits into account). Preferably, get the hit chance ones.
    - Your Bridge Officers. Do some or all of them have space traits? Particularly, Efficient and (Superior) Romulan Operative would be very useful.
    - I would consider replacing some or all of the forward weapons with dual beam banks; they have higher damage with a narrower firing arc, but the 90 degree arc should be workable on such a fast escort (particularly since one of the pilot BOFF powers can be used to help keep you on target). I know this kinda sounds backward given my earlier advice on beams vs. cannons, but DHCs only have a 45 degree arc, so the dual beams are still wider. But, try it out with one or two and watch how often you're trying to fire with them out of arc before you go all-in.
    - If you are replacing the forward weapons (either with dual beams or just with singles with different mods to try to fine tune), try to get ones that have CrtD mods (preferably multiples). This will enhance crit severity (which is the damage done by crit hits).

    None of those are "essential" but all are potential areas of improvement. The Fleet consoles are purchased from fleet vendors using Fleet Credits and dilithium, not EC, so that would be separate from your EC budget.

    Weapons replacement might be possible from grinding. Note that the wiki link you quoted doesn't include the actual numbers on the weapons; that is simply because there is several scaling effects involved, so whoever put them on the wiki decided not to include specific numbers which will almost always be wrong. The numbers should be available in-game via the episode replay button. The weapons available from missions will also increase in mark to meet your level (up to Mk XI). Here's a better (though incomplete) link to use when "shopping": sto.gamepedia.com/Episode_replay

    As for your BOFF skills, I see you have not filled that in, but here's what I would suggest:
    LtC Tac: Tac Team I, Beam Fire at Will II, Attack Pattern Beta II
    Lt Eng: Eng Team I, (your choice for Lt power)
    Lt Sci (in the universal slot): Sci Team I, Hazard Emitters II (or vice versa)

    This would leave the two hybrid BOFFs for you to experiment with (and also the Lt Eng power).

    The ideas above regarding crit hit chance and crit hits... Romulans are the best at stacking it up (because you have access to Superior Romulan Operative BOFFs in all three professions, where Fed and Klingon can only get them in tactical), and Antiproton weapons are the best at exploiting it, so why not go for it? It's entirely possible that you could stack up your crit chance into the 25-30% range fairly easily, which with seven weapons, would mean every round of shots, statistically, you'd be landing two crits. And your AP weapons have built-in crit severity bonuses (adding CrtD mods would simply increase these).

    The Assimilated Module will help with the crit setup, and that 2 pc bonus you get with the KCB will help with all of your weapons.

    As for gravity well, it cannot be used on this ship (it's a LtC/Cmdr sci power, which you have no slots for). The other two pilot consoles (Subspace Eddy and Subspace Sinkhole, I think) do have powers somewhat similar... but you'd have to make sacrifices to get them into this build.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    @westmetals: After reading your post the phrase "castting pearls to swine" comes to mind ;) Your reply has so much information I will need to reseach what you said to understand some of it. thank you for taking the time to teach me.

    I will look into the Fleet versions of my consoles, I hope they will not be super hard to get as I am in a very small fleet. That said I started collecting fleet Marks in Risa Summer Event.

    Thanks for the suggestions about dual beam banks!

    Thank you, Thank you, Thank you for your Boff suggestions!!!

    Again your post was very helpful. I just need to do some research. I learned so much about builds from this thread
  • westmetalswestmetals Member Posts: 8,390 Arc User
    edited July 2015
    @westmetals: After reading your post the phrase "castting pearls to swine" comes to mind ;) Your reply has so much information I will need to reseach what you said to understand some of it. thank you for taking the time to teach me.

    I will look into the Fleet versions of my consoles, I hope they will not be super hard to get as I am in a very small fleet. That said I started collecting fleet Marks in Risa Summer Event.

    Thanks for the suggestions about dual beam banks!

    Thank you, Thank you, Thank you for your Boff suggestions!!!

    Again your post was very helpful. I just need to do some research. I learned so much about builds from this thread

    Re: fleet items. As long as your fleet has reached tier 1 in all holdings, you will be okay. This is because you can be invited as a guest to the bases of other fleets, and while there, their fleet's level is used to determine what is available from the vendors, while the actual purchases require provisions which are taken from your fleet's supply (and these can be produced after tier 1). Many fleets will freely invite you for such a visit as it costs them nothing (my fleets both do and have invite ability given to all members, for example).

    There is one exception - you cannot buy the Fleet ships themselves by this system.

    Shopping uses fleet credits, NOT fleet marks. Fleet credits are earned by donating things (fleet marks being one among several options) to your fleet's construction projects.
  • kittyhawknx91036kittyhawknx91036 Member Posts: 41 Arc User
    We are a very small fleet. I talked to the commander and we need lots of consumables to get us up to tier 1. So I have a lot of work to do. ;)

    Thanks ever so much for the help!
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