test content
What is the Arc Client?
Install Arc

Advice on where to go from here.

juiced#4018 juiced Member Posts: 2 Arc User
edited January 2016 in Federation Discussion
I'm still a reletive noob here so bear with me if I repeat a topic. I've been doing searches through the forums here and at other places trying to figure out how to increase my dps as well as survivability. Right now, I'm flying an assault cruiser as a tac and haven't decided which ship I should go for now that I'm 60. But as I want to start building up for my next ship, I've got to figure out how to take my thrown together build and make it so that I don't get turned into a flaming space wreck whenever I go into some battles. My battle style is pretty simple. I pretty much bow-on to the enemy releasing my forward batteries and drift off to the left or right depending on the enemies course. I then take him under broadside. If I damage them enough, I'll keep going straight until my rear torpedo tubes are clear then torpedo volley them. This allows me to alter course to put my damaged shields away from the enemy and then when I turn back, my strong shields are facing them. So my build tries to reflect that. I have 3 anti-proton beams (1 XIV ultra rare, 1 XII, both Ace Crit Dmg and 1 XI herald Critd and Crithx2) in the bow with a Cluster torpedo. On the stern, I have 2 X lvl antiprotons with Ace, Crit, Dmg as well as 2 Chroniton torpedo launchers Crit Dx2, Dmg. Only problem is I get torn up pretty bad and my dps sucks.

For shields, I have the Solenea Resiliant XII, Engine is the Field stabilizing warp core Ecap, EPS, S>A, SSS. Impulse is the Quantum Phase Mk XII, deflector is the Nuetrino Deflector Array Mk XII EM, INS, SIF. I know some guys are probably laughing at the build so far, but I pretty much added what was I thought was better then what I had before. Consoles are in worst shape. Some of the weapons I upgraded before I caught myself and decided to bring it up for discussion before wasting time and dilithium upgrading things that I may have to replace.

Right now, in game, the only missions I have available is one for Dyson Sphere that I cannot find the person who I have to report to either due to not having enough rep or not experienced enough to get the missions and a daily for New Romulus that is broken. Nothing has popped up to give me any new missions so I either have to build up rep or I missed something. But that brings another question as to which rep I should focus on to build. I've been through post after post and page after page so any help you can give will be appreciated.

Comments

  • colorblind90colorblind90 Member Posts: 52 Arc User
    Good question, would be interested in the answers myself as well :)
  • leemwatsonleemwatson Member Posts: 5,522 Arc User
    edited January 2016
    First thing's first....work on getting Equipment sets. Assimilated (Omega Rep) ship set is usually good to work towards. The point I'm making is, you have nothing on your ship that works together with other equipment (Synergy). For survivability, get Fleet Neutronium Eng consoles to boost resistance. Also have Boff's that enable you to use Hazard Emitters, Polarize Shields etc. DPS issues are relative to what MK weapon you have combined with what damage boosting consoles and what Power Setting you are running (which should always be max in combat). Other things to look at, your Personal Traits (Space) and Rep Traits (Space). There are many to choose from that can boost survivability and damage.

    As for what Reps to do, well, do all of them ideally. Omega, Nukara and Romulan are the easiest to work on, so get doing those Red Alerts and use the filter in the PvE queues to show you which STF's gives what marks.

    At the end of the day, it WILL take time to get you where you want to be. There's no need to rush building. Take the time to consider those synergies, and don't rely on DPS to win everything, being able to take punishment also counts.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • vetteguy904vetteguy904 Member Posts: 3,943 Arc User
    I've been looking at the builds on the academy, and a lot of then seem to be using the iconian rep set, though i cannot determine why
    sig.jpg
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited January 2016
    I've been looking at the builds on the academy, and a lot of then seem to be using the iconian rep set, though i cannot determine why

    Because the iconian set is pretty much the jack of all trades for general usefulness. Pretty good defensive stats an all pieces, automatic instant (1sec) restart for disabled weapons & shields, and neat DPS boosting 3 & 4pc bonus (one being a passive the other a clicky). <3

    More important than weapons & deflector/core/etc. are your consoles & boffs. There's no point in having some hyper agressive boff & console layout when you can't take hits or heal them off or everything stuffed for tanking & healing but your shots hitting as hard as marshmallows. It's about the overall performance which needs a compromise between DPS & survivability.

    As for the reps, omgea would be a good place to start for the KCB + assimilated console combo. And then more or less whatever keeps your boat afloat. The Zero Point from the rom rep is still a nice consolse and has a sweet set bonus with the rep's experimental plasma beam which dosen't drain weapon power, though it's performance greatly fell behind over the years. The only good thing about the rom stuff these days is that's being easy to get.

    Though as for your weapons, TRIBBLE the standard torps. Most of the rep torps are so much better it's not even funny. The best torp for raw damage is probably still the Neurtornic from the delta rep. That in your front + the delta rep console and the KCB in your rear + assimilated consolse instead of one of the torps will make a good difference.

    Would be helpful for all of us to know your console and boff layout since that seems to be the biggest issue regarding your ship's lifespan.
  • juiced#4018 juiced Member Posts: 2 Arc User

    Would be helpful for all of us to know your console and boff layout since that seems to be the biggest issue regarding your ship's lifespan.

    Right now, it's pretty much all over the place but put in 3 rep consoles in last night. I put in 2 anti-protons mag regulators Mk IX and a universal assimilated module. The other slots are science- inertial dampners with the universal in the second slot, engineering- Conducting RCS, Nuetronium alloy, and 2 field emitters all MK x, Tact- Chroniton flux regulators and the 2 anti-protons. Started working hard on building up fraction rep. Will take awhile to build up to full sets though.

    On Boff layout, I've been rotating through officers to figure out the ideal setup. Been buying the training books to update their skills to at lvl 3 as that seems to be the highest the consoles will allow me to go and rotating through the officers and attacks to try them out. What I have on at the moment is Emergency power to shields 1 and 2 (rotating through them in order to keep shields up.) I hit lvl 2 first when shields get low and lvl 1 if I need a boost if the shields need it before the timer fully resets. Torpedo yield 1 on two tac officers so I always have a spread ready and it gives me one volley every 15 seconds. Fire at will lvl 1. Engineering team 1. Emergency power to weapons 1. Tach beam, tractor beam, and jam sensors lvl 1.


  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited January 2016
    I already see a couple things.
    things you should ditch:

    consoles:
    inertial dampeners: alomst completely poitnelss since the actual benefit is pretty much nonexistent
    the torp console: better buff your all your energy wepons that are (should be) constantly firing than the one torp you can fire at a time
    field emitters: aren't especially useful either since their gain is not worth a console slot

    powers:
    both tractor beam & jam sensors (especially the second one) as they are of no almost use once you face more than 1 enemy which is pretty much 90% of the time.

    Also there's a thing with all the emergency powers, they all activate each others shared cooldown. So using more than 2 is often a waste since you're basically locking yourself out on some of your boff powers constantly.

    I know the space is kinda limited bceause of the engi cmdr & lt.cmdr but some things just work infinitely better than others.

    some setup like:

    http://skillplanner.stoacademy.com/?build=makeshiftac_0

    As for the torps:
    Once you get there I'd defenitly replace the aft torp with the KCB and the fore with one of the rep torps if you want to keep one. Dyson Gravimetric, Neutronic, Plasma Emission Particle (the lvl15 crafting project), the list goes on.

    Weapons:
    The ancient omni beam and core from "Sphere of Influence" are a great and free starting point for AP beam-builds. No reason not to use it now.

    As for the boffs:
    With 6 or more beams weapon power will become an issue. Low weapon power means weaker shots so to keep it at decent levels 2 x EptW comes in handy.
    2x engi team and Aux2SIF may be overkill on hull healing but while you can rotate on the engi teams you can also pop Aux2SIF if both are on cooldown and sh*t hits the fan.
    DEM for a slight damage boost and RSP to support your shields. You could swap those two depending on the ranks you have available.
    HE1 for some dot & debuff clearing, especially useful against borg and their shenanigans and SCI team 2 for a shield heal and sci debuff clearing.

    It could be even more optimized but this would be a more than solid starting point to go for rep gear.
    Post edited by seriousdave on
Sign In or Register to comment.