Hi there peeps. A few times I have been asked to post my ship setups but never got around to it. So I thought I would do so now. This is one of the builds I use as "standards" to gauge newer setups against in terms of DPS. Please note, this is not a mega dps build. It is simply designed to use *easy to get* gear in a standard layout that will give you some decent damage potential. There are much more powerful builds available, but they can be tricky to master or require specific gear thats hard to come by or cost a lot of EC. This is by contrast simple to use, and has items that can be earned in game simply by playing.
So without further ado, I present to you;
The USS Audacious - Defiant class Escort Tier 5-U
First things first, lets setup the bridge officers and skills we are going to use.
This is designed for simplicity, with you controlling when your high damage attacks will strike in between your standard auto attacks. Cannons and turrets are set to auto-fire with you manually launching torpedoes and beam overload strikes. With these skills your technique is to activate scatter volley for auto-fire, pick a specific "high value" target and manually trigger beam overload on it to weaken shields and/or cause massive hull damage. Follow up with a manual launch torpedo spread for best results. Repeat every 15 seconds with your double stack of skills.
This will give you what can be described as an area of effect build. Your scatter volley will hit multiple targets to the fore, as will your torp spread therby giving you an area to the front of deadly firepower. The Gravametric torpedoes we will be using (see below) have a 33% chance to form small gravity wells which can further increase your damage to units in the area, while also providing a small tractoring effect keeping enemies grouped up. And since beam overload now always critical hits, its very nice for softening up or finishing off a high value target in the group which can then set off a chain reaction of core-overloads taking out all the targets.
Your selection of attack pattern should either be Beta for enhanced damage or Omega as a dps and disabled/tractored countering skill.
Engineering Seating
Lt. Engineering - Any race / Engineering Team 1 ~ Emergency Power to Shields 2
The two above seating setups are your "healing" and countering skills.
Engineering team will restrore hull health, remove any engineering debuffs, and instantly restart any offline subsystems. And when combined with Hazard Emitters, (which removes hazard debuffs and restores your hull over time) it can be very effective at keeping your hull in good order.
To make sure your hull gets as little damage as possile we also use Emergency Power to Shields as a "buff" when under attack. It provides +30 shield power when activated, reduces damage to your shields by increasing shield hardness, repairs disabled shields and gives a small shield heal on top. It does take 45 seconds to reload but it is worth it for its 30 seconds of active time. When combined with Science team, which removes science debuffs and provides a large shield heal, you have a rather effective self healing capability.
Its not perfect, and you will find yourself in "hot water" at times if your generating a lot of threat, but you should be able to evade with evasive manouvers and/or use other captain skills to cover any "gap" time in your healing.
Now for the ship gear.
This gear is not the best you can get, but its close though. It should be simple enough to come across and form a strong "baseline" for you to use the above officer skills to best effect.
For weapon bonuses I advise CRTD (critical damage), as the rest of the gear in this build should suffice to improve your critical hit rate near to or above 30%, which is a considerable amount.
Ok so your wondering "Why nukara?";
Simply put, its bloody easy to get since CCA is a cake walk these days. It can be had double quick and is actually a decent "tanking" setup. Also the two piece bonus provides a small damage boost (2.5% all weapons), while providing a weapons offline repair after 3 seconds.
You may also ask "Why Phasers?";
Phasers are plentifull across the storyline content and should be easy to attain. Once you get some reputation the Bio-Phasers from counter command are a nice option as the two piece weapons set bonus for Counter Command is a phaser and disruptor damage bonus of 7.5% and an increase in the proc rate of the bio-weapons to 4%. They can be bought for refined dilitium in the reputation store tab or be had from reputation boxes you get from leveling the rep, so again they are easy enough to come by.
The warp core should provide extra power and give you AMP, which provides a damage bonus for each sub-system above 75 power. With the consoles we add (see below), this will allow for 3 sub systems above 75 power for a nice extra damage bonus of 9.9%. As for the exact type of warp core to use, it really depends on what feel is best for your power levels. W-E modded versions are a good choice as is W-S but you may struggle to find AMP on such cores.
The fleet shield array is your ace in the hole. With the ADAPT and resiliant version, the ship will be able to resist damage bleeding though to the hull and harden itself against that type of energy weapon for reduced shield damage. RES A and RES B provide increased defence again on top of ADAPT, so chose the type that fits against what you are up against the most. The more your shield hardens, the better. High values of shield hardness combined with the+30 power and resistance bonus from the "emergency power to shields" skill makes your shields extremely durable.
Now you may start to see where we have been going with our build. With the above reputation and fleet consoles combined with a few traits and upgrades, you can give yourself something in the region of 30% critical chance and 90%+ critical damage. Two traits to help this are the Romulan space trait "Precision" (+4% critical chance) and Dyson space trait "Advanced Targeting Systems" (+16% Crit Severity). Optionally the Delta space trait "Advanced Rending Shots" is another great addition to increase your critical hit rate. There are also some personal space traits that should be added such as "Operative" & "Fleet Co-ordinator" plus optionally "Innocuous".
Additionally the consoles provide enough power bonuses to give you at least 1 sub system at 125 (weapons) and two others over 75 power (shields & engines). Also do not think using the Dyson rep console is a wasted slot because of its apparent lackluster bonuses. The two piece set bonus is a whopping + 3% critical hit chance and an additional 26.6% damage to photon torpedoes. This effectively makes it an "extra" tactical console, so dont overlook it!
Star Ship Traits (optional)
Some additional star ship traits can enhance this build further, such as "Pedal to the Metal", "Super Charged Weapons" and most importantly "Withering Barrage" which increases cannon scatter volley firing to give it 100% up-time.
Gameplay Notes
Stay at full throttle for bonus defence and damage. If the TRIBBLE hits the fan, have "rock and roll" on your tray for emergencies. Dont get target fixated, make sure your doing an "attack run" pass by selecting the most central and furthest target in a group for maximum firepower. Break off and fly to 5k from your target and repeat your attack runs.
Anyhoo there is probably stuff I forgot to add, and again I stress this is not an uber dps build. However it will have some rather tasty DPS, and it should become a staple in your selection of ships until such times as your more adept at ship building and skill setups. And since there is no lockbox gear or lobi store stuffs, it should be a straight forward task of play X content get X item type of progression with a clear path of upgrades ahead.
Also you can transpose every phaser for disruptors and use the exact same build if your a klingon in a Raptor with similar seating. Since the Bio-bonus is both phaser and disruptor you can use the either weapon type just as easily (but not both at the same time please). You can also tweak this build a bit for T6 Defiant and garner the same or better results.
I am puzzled by your choice of the Gravimetric torpedo and Bio-Neural Gel Pack. Could you elaborate more? Why not use Neutronic?
or
Why not utilize the Quantum Phase set from Sunrise, where you can get a Phaser DHC + Quantum Phase Torpedo + Quantum Phase Console? Then you can swap one of your TS2's for a HYx for a hard hit, shield stripping, and self shield heal. Also, Overwhelming Force (starship trait) is very cheap for Feds, but you have to know how to use it properly for maximum effect.
If you're going for a Rep "armor" set, why not the Iconian one? You can run that in between CCA cooldowns in multiple areas and gain more marks faster that way. Also, the Inconian Core and Shield have very nice secondary effects that improve your quality of life, ESPECIALLY in CCA.
For Disruptor builds, you're going to have to dip into the Terran Rep in order to get the DHC + Torp, but those are extremely powerful.
The gravametric torpedo and the proton particle accelerator console are part of the Dyson Weapon set. The two piece bonus for this is ( as I explained above) a flat +3% critical chance to all weapons, and a photon torpedo damage bonus. An extra three percent critical chance its not something to be overlooked. No other rep or storyline weapon set I know of provides a critical chance bonus of this nature, and the torpedoes themselves are imo far superior to the neutronic set. They have a much faster cooldown and thus have a much greater benefit for traits such as "super charged weapons". I tried both torpedoes and came to the conclusion that the extra 3% was just too good to pass up when you compared both sets directly.
As for the quantum set, the torpedo proc is a shield damage effect. When using this setup your torpedoes are far more likely to strike the hull than shields thanks to cannon scatter volley. So the proc is going to wasted more often than not. Gravametric wells by contrast cant really be "wasted". A +3% critical chance trumps a shield damage proc, the weapon power bonus from the proton console beats the aux power bonus from the quantum console and so when all things are considered, the dyson set proves superior.
The bioneural pack provides some power to all subsystems, a small bridge officer skill cooldown bonus and an increase in the ships shield capacity . In an escort ship of this nature, the more shields you have and the more often you can "heal" the better. So the bio-pack cooldown bonus can be combined with doff bonuses to give you engineering team and science team every 20 seconds or so with additional small buffs from the doffs. If you then have the star ship trait "Emergency Response" from the Kobali T6 cruiser, you have the potential for healing on global cooldowns. This is a way to give your healing skills more usage more often.
I personally never use HY, its extremely lackluster without the corresponding traits. Traits are in short supply, and this build makes use of at least 2 space, and really requires an additional space trait and some star ship traits to work well. So your choice is then limited after that. This build is based on hitting as many targets at one time as possible, rather than single target dps. So torpedo spread synergises well with scatter volley. Plus we are making use of beam overload as our single target strike attack which is always a critical hit.
Also HY gravametrics currently only fire a single torpedo with a 33% chance to create a grav rift (dont know if this is intentional or not). In this case the more torpedoes that you can fire, the more chances it gives you of gravametric rifts forming. And with cannon scatter volley, your going to be creating multiple targets with no shields facing you. Again more torpedoes means more targets, with the potential to cause multiple kills increased.
Finally on the Nukara set its as a I said its extremely easy to get. The deflector increases shield capacity, shield healing, Hull healing and hull regeneration with an additional drain resistance bonus . The engines also provide a rather large shield power bonus, along with good speed and turning. CCA last less than 3 minutes these days. And unless you run in to a complete beginner team, it doesnt really matter how much damage you have as long as you have enough to qualify for mark rewards. Other STF's are not as forgiving of low dps builds, nor are they played as often as CCA is. Also personally I have not got the full set yet for Iconian and tested it with this setup. So I cant say for certain if it would have a negative or positive effect on the build. As such I stuck with a set that I know "does the job". You could likely use the Iconian core, but a fleet version has AMP as standard and is far cheaper. The iconion core by contrast costs a lot more and would require upgrading to a "gold" core to earn AMP. We are trying to maximise our critical hit rate and damage without needing expensive exchange items, or "lucky" upgrade rolls.
What I will say is that if you already have all the bits plus a defiant, its worth giving it a whirl and seeing it in action. Its a rather nice style and has very nice dps for such a simple setup. You may just be nicely surprised.
But would you elaborate on how overwhelming force is "cheap" for federation players?
I'd like to preface this response by saying that the community does need more people trying to help others out, especially with builds. We, collectively, have to make sure that we're sending out the right information to people, or else we'll be adding to the confusion and frustration that many are already dealing with.
The gravametric torpedo and the proton particle accelerator console are part of the Dyson Weapon set. The two piece bonus for this is ( as I explained above) a flat +3% critical chance to all weapons, and a photon torpedo damage bonus. An extra three percent critical chance its not something to be overlooked. No other rep or storyline weapon set I know of provides a critical chance bonus of this nature, and the torpedoes themselves are imo far superior to the neutronic set. They have a much faster cooldown and thus have a much greater benefit for traits such as "super charged weapons". I tried both torpedoes and came to the conclusion that the extra 3% was just too good to pass up when you compared both sets directly.
You are correct about the 3% critH bonus from the 2pc of the Protonic Arsenal, but you are incorrect about it being far superior to the Delta Ordinance's Neutronic torpedo + one other of the set. If you're looking at the single shot of the torpedo, yes, the Gravimetric has a shorter cd, but it also has a significantly lower damage range compared to the Neutronic. The strength of the Neutronic is the radiation damage and power drain that weakens shields BEFORE the kinetic damage impacts. This is amplified with Shield Weakening (in your Captain skills, and when it works properly). Now, if you're going for Supercharged Weapons (the only trait that concerns itself w/ torpedo rate of fire), that's a different discussion to have, and it would still depend on overall build. Besides, that trait is well beyond your premise of this not being a "mega dps build".
For this build sticking w/ Phasers, I'd recommend the Quantum Phase set. Here's why:
1) Doesn't cost dilithium to acquire.
2) Great synergy w/ Phaser builds and DrainX
3) The set bonuses are nice to have.
As for the quantum set, the torpedo proc is a shield damage effect. When using this setup your torpedoes are far more likely to strike the hull than shields thanks to cannon scatter volley. So the proc is going to wasted more often than not. Gravametric wells by contrast cant really be "wasted". A +3% critical chance trumps a shield damage proc, the weapon power bonus from the proton console beats the aux power bonus from the quantum console and so when all things are considered, the dyson set proves superior.
I can see this being true for Normal difficulty STF's vs Adv and Elite STF's (where shields are stripped via CSV prior to the torpedo landing). Even then, the Quantum Phase kinetic damage still hits harder than the Gravimetric torpedo. Furthermore, comparing a 3% critH (2pc) and a 33% chance to create a low-damage rift doesn't compare to a 100% proc rate AoE shield strip on a hard-hitting quantum torpedo, and if you use High Yield, a decent shield heal on your ship when you hit a target w/ HYx (2pc), AND any targets within 4km will see shields go down. For an entry level build, increasing survivability while simultaneously doing damage is a win-win. The subsystem power bonus can go either way, as you can manually adjust the subsystem power levels. Do note that Nukara Offensive (Rep Trait) provides a Cat2 damage bonus, which is significantly* (*depending on Aux level) greater than AMP's Cat1 bonus. With no means of gaining subsystem power via Leech-like effects (Supremacy, The Nandi trait, Plasmonic Leech), it doesn't matter which consoles provide what power where, you're going to have power management decisions to make.
The bioneural pack provides some power to all subsystems, a small bridge officer skill cooldown bonus and an increase in the ships shield capacity . In an escort ship of this nature, the more shields you have and the more often you can "heal" the better. So the bio-pack cooldown bonus can be combined with doff bonuses to give you engineering team and science team every 20 seconds or so with additional small buffs from the doffs. If you then have the star ship trait "Emergency Response" from the Kobali T6 cruiser, you have the potential for healing on global cooldowns. This is a way to give your healing skills more usage more often.
No argument there, although the BOff cd is best paired w/ other cdr (cool down reduction) effects, like Krenim BOffs, Capt Skills, Traits, etc.
I personally never use HY, its extremely lackluster without the corresponding traits. Traits are in short supply, and this build makes use of at least 2 space, and really requires an additional space trait and some star ship traits to work well. So your choice is then limited after that. This build is based on hitting as many targets at one time as possible, rather than single target dps. So torpedo spread synergises well with scatter volley. Plus we are making use of beam overload as our single target strike attack which is always a critical hit.
So if BO is your single target strike, the 3% critH is wasted on it, because BO ALWAYS crits. The low critD doesn't do it justice. Whenever CSV is up, your beam is just going *pew*.....*pew*.... Slot a Quantum Phase DHC in that slot, and have it contribute to the AoE storm.
As for the trait, Overwhelming Force, and HY in general, it all comes down to how you use it, which torpedo you use it with, and when you use it. To call it lackluster is severely misleading at best, though. Last checked, Overwhelming Force was ~20M EC on the Exchange for Feds, which is ~40 STF's worth of vendoring the junk gear to one of the NPC's in ESD. Since you're running STF's for rep marks anyway, this is something you're working on in parallel. Also, if this is for a veteran player who has lots of traits, this guide is typically not for them, as they'll have Supremacy, All Hands On Deck, Reciprocity, Superfluous Emitters, Withering Barrage, The Best Defense, Subwarp Sheath, and a whole host of other traits that would synergize better with this build.
Also HY gravametrics currently only fire a single torpedo with a 33% chance to create a grav rift (dont know if this is intentional or not). In this case the more torpedoes that you can fire, the more chances it gives you of gravametric rifts forming. And with cannon scatter volley, your going to be creating multiple targets with no shields facing you. Again more torpedoes means more targets, with the potential to cause multiple kills increased.
HY Grav fires a slow, destructible, very hard hitting torpedo that has a 100% chance to proc a gravimetric rift. The problems with it are:
1) It's so easy to shoot down, even when fired at 1km away from the NPC/Player
2) Its 3km blast radius can hurt/kill (most likely kill) you.
3) If you're going for the rift procs for damage, you'll be sorely disappointed with the results.
See my Quantum Phase analysis, and why it would synergize better w/ your build.
Finally on the Nukara set its as a I said its extremely easy to get. The deflector increases shield capacity, shield healing, Hull healing and hull regeneration with an additional drain resistance bonus . The engines also provide a rather large shield power bonus, along with good speed and turning. CCA last less than 3 minutes these days. And unless you run in to a complete beginner team, it doesnt really matter how much damage you have as long as you have enough to qualify for mark rewards. Other STF's are not as forgiving of low dps builds, nor are they played as often as CCA is. Also personally I have not got the full set yet for Iconian and tested it with this setup. So I cant say for certain if it would have a negative or positive effect on the build. As such I stuck with a set that I know "does the job". You could likely use the Iconian core, but a fleet version has AMP as standard and is far cheaper. The iconion core by contrast costs a lot more and would require upgrading to a "gold" core to earn AMP. We are trying to maximise our critical hit rate and damage without needing expensive exchange items, or "lucky" upgrade rolls.
The thing is w/ this advice: wasted dilithium. Players can get the Quantum Phase ship set until they have enough marks and dil for the Iconian set (or whatever new rep set that comes out... we have to see), as the Iconian set is the best boost for energy weapons in the game.
The Iconian core alone is worth it for multiple builds, ESPECIALLY in CCA, because of its Hot Restart for weapons (1sec) vs Nukara's 3 sec... an eternity. The Iconian shields clear 1 debuff every 10 seconds. The 2pc gives a bonus to shields. Those 3 points alone make them superior to Nukara's bonuses for a new/low DPS player. Also, why waste dil on a Fleet core for this build? You can get AMP later on the Iconian core. Nukara Offensive (rep trait) is much more important than AMP.
As for CCA, The Entity PUNISHES energy weapon builds. Since this is not a high energy DPS build, you may want to call in a few torpedo boats to make the run last less than one minute. 30 seconds or less on a non-laggy day.
What I will say is that if you already have all the bits plus a defiant, its worth giving it a whirl and seeing it in action. Its a rather nice style and has very nice dps for such a simple setup. You may just be nicely surprised.
But would you elaborate on how overwhelming force is "cheap" for federation players?
The build will work, but it's having players spend dil for consoles that they may not use ever again. Having done that myself to see what would work for some of my builds, it gets rough when you have something that you spent resources on sit on a shelf for the duration of your time in STO.
A lot of points to cover here for forgive me if I get a little scattered in my response.
First things first the torps -
As I said earlier, I tried both neutronic and quantum with this build. Niether gave the same similar results in usage as the grav torps did. The Neutronic cooldown is rather long (15 sec base iirc), and can easily go "out of sync" with the rest of the skill setup. Also this build makes zero usage of drainX, so the power loss proc is a minimal bonus. The radiation damage is really nice, which was why I considered it for a long time. However the loss of the extra 3% critical something that I could not bear, as in play the crit rate of the cannons did in suffer. Plus the 26.6% damage bonus for photons (the second part of the 2-piece bonus) means that the torp itself is almost comparible to neutronic on base DPS. With the shorter cooldown on gravs making it easier to keep "in sync" with the build that means in practice I get more DPS because im firing more often than I would with the neutronics. Also keep in mind that the critical bonus also affects the torpedoes themselves.
As for quantums I did rather like those, but not in conjunction with this because as I said the proc is mostly wasted. The thing about the gravametrics is not the damage from the proc but the utility of it. The grav effect is small, but its enough to keep units together in close proximity for core overloads to take hold. Even a lowly frigate can cause some serious damage with an core overload. A chain effect is extremely deadly.
So we have a "good" dps torp that has a utility proc effect which synergisis well with the firing cycle and that also adds to our critical hit rate.
As for the guns - You could use the quantum cannon in this easily, thats a simple addition that would improve its survival rate.
But your missing the point of the DBB completely. Yes beam overload is always a critical, so yes obviously the base critical rate is not an issue for it. But when you have crtdx? on that beam bank its a gauranteed critical with the potential extreme damage and no real downside.
Your also telling me that I should be taking a single target high damage attack (High Yield) and then in almost the same breath essentially saying that doing so with BO is pointless and I should disregard it. I would say the opposite is true. The HY effect is often a destructable torp which may or may not make it to the target and requires times to get there. Imo BO is in general is a "no brainer" comared to HY. If you want an attack that has the potential to cause massive single target damage with the option of an additional bonus utility effect on top with zero travel time, then beam overload is the clear winner. Also BO no longer drains power as it once did. Its only "downside" is the need for it to stall a single firing cycle to prepare the shot.
A beam doff can give you shield penetration with your BO, and the overwhelming force trait with BO causes (iirc) shield stripping splash damage. For such a basic attack (ensign level), that is a helluva strike.
This is why I say HY is lackluster. Beam Overload these days is far far superior.
Other stuff -
Power - This setup can almost completely forgo aux power, as its only used for hazard emitters. A such you can drop it to base power levels (to shunt to other sub-systems) and still have a decent hull heal from any base power bonuses (warp core potential etc). That means things like the phase console that adds aux power for crit is essentially wasted. While the aux damage bonus from nukara is cat2, its a wasted trait without high levels of aux power in the first place. The core is only cat1 but even without aux at 75 it still provides a good bonus of 9.9%.
Your also completely disgregarding a pertinant factor. Time.
Ok so you have maxed all your reps right? Not everyone has, and the core premiss of this build is for newer players. Thats why it features low tier rep gear thats easy to attain and that many may already have. You can gain a console in 2 days of "rep" play tops, as thats 2x dailies to unlock the tier, by which time you have the resources required on hand. Its the same with the warp core, the fleet core is CHEAP and can be had extremely easily in very little play time.
The high rep level gear require a fair amount of time to access. The tiers need a lot of xp to access items at higher levels, which may or may not be what your after or even usefull to you. Thats why I advised Nukara to start with. Your going to be unlocking this reps tiers to gain access to the trait for aux power damage for subsequent builds. The deflector and engines are only rep t2&3 respectively and have solid bonuses. By contracts Iconian is well down the "list" of reps, with the core and shield rep t3&4 respectively.
Also Just because some players may have T6 traits does not automatically make them veterans. Your conflating money and experience there. You may have a number of characters already in the game to give you a "leg up" with a new character, many do not.
As for CCA, its pretty much irrelevant what happens in CCA. The mission is a cake walk, and lasts less than a minute in its current incarnation with a decent team. As long as you have enough dps to get a mark reward, then it doesnt matter what happens.
And lastly - While I appreciate the insight and information, this setup is an alternative option for players to try or not as the case may be. You have your own builds and thinking, this is an alternative to them. If every build was the same it would be a boring game. So would you kindly refrain from trying to force the quantum set and HY on it.
I'm going to keep this short - the build that you propose would cost more dil and be less effective than the gear that can be obtain by the Featured Episodes that I listed.
From there, they can choose to get whatever rep set they wish to modify the build as they see fit.
That would be better suited for new players with limited resources, and they'll be geared faster.
Comments
I am puzzled by your choice of the Gravimetric torpedo and Bio-Neural Gel Pack. Could you elaborate more? Why not use Neutronic?
or
Why not utilize the Quantum Phase set from Sunrise, where you can get a Phaser DHC + Quantum Phase Torpedo + Quantum Phase Console? Then you can swap one of your TS2's for a HYx for a hard hit, shield stripping, and self shield heal. Also, Overwhelming Force (starship trait) is very cheap for Feds, but you have to know how to use it properly for maximum effect.
If you're going for a Rep "armor" set, why not the Iconian one? You can run that in between CCA cooldowns in multiple areas and gain more marks faster that way. Also, the Inconian Core and Shield have very nice secondary effects that improve your quality of life, ESPECIALLY in CCA.
For Disruptor builds, you're going to have to dip into the Terran Rep in order to get the DHC + Torp, but those are extremely powerful.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
As for the quantum set, the torpedo proc is a shield damage effect. When using this setup your torpedoes are far more likely to strike the hull than shields thanks to cannon scatter volley. So the proc is going to wasted more often than not. Gravametric wells by contrast cant really be "wasted". A +3% critical chance trumps a shield damage proc, the weapon power bonus from the proton console beats the aux power bonus from the quantum console and so when all things are considered, the dyson set proves superior.
The bioneural pack provides some power to all subsystems, a small bridge officer skill cooldown bonus and an increase in the ships shield capacity . In an escort ship of this nature, the more shields you have and the more often you can "heal" the better. So the bio-pack cooldown bonus can be combined with doff bonuses to give you engineering team and science team every 20 seconds or so with additional small buffs from the doffs. If you then have the star ship trait "Emergency Response" from the Kobali T6 cruiser, you have the potential for healing on global cooldowns. This is a way to give your healing skills more usage more often.
I personally never use HY, its extremely lackluster without the corresponding traits. Traits are in short supply, and this build makes use of at least 2 space, and really requires an additional space trait and some star ship traits to work well. So your choice is then limited after that. This build is based on hitting as many targets at one time as possible, rather than single target dps. So torpedo spread synergises well with scatter volley. Plus we are making use of beam overload as our single target strike attack which is always a critical hit.
Also HY gravametrics currently only fire a single torpedo with a 33% chance to create a grav rift (dont know if this is intentional or not). In this case the more torpedoes that you can fire, the more chances it gives you of gravametric rifts forming. And with cannon scatter volley, your going to be creating multiple targets with no shields facing you. Again more torpedoes means more targets, with the potential to cause multiple kills increased.
Finally on the Nukara set its as a I said its extremely easy to get. The deflector increases shield capacity, shield healing, Hull healing and hull regeneration with an additional drain resistance bonus . The engines also provide a rather large shield power bonus, along with good speed and turning. CCA last less than 3 minutes these days. And unless you run in to a complete beginner team, it doesnt really matter how much damage you have as long as you have enough to qualify for mark rewards. Other STF's are not as forgiving of low dps builds, nor are they played as often as CCA is. Also personally I have not got the full set yet for Iconian and tested it with this setup. So I cant say for certain if it would have a negative or positive effect on the build. As such I stuck with a set that I know "does the job". You could likely use the Iconian core, but a fleet version has AMP as standard and is far cheaper. The iconion core by contrast costs a lot more and would require upgrading to a "gold" core to earn AMP. We are trying to maximise our critical hit rate and damage without needing expensive exchange items, or "lucky" upgrade rolls.
What I will say is that if you already have all the bits plus a defiant, its worth giving it a whirl and seeing it in action. Its a rather nice style and has very nice dps for such a simple setup. You may just be nicely surprised.
But would you elaborate on how overwhelming force is "cheap" for federation players?
You are correct about the 3% critH bonus from the 2pc of the Protonic Arsenal, but you are incorrect about it being far superior to the Delta Ordinance's Neutronic torpedo + one other of the set. If you're looking at the single shot of the torpedo, yes, the Gravimetric has a shorter cd, but it also has a significantly lower damage range compared to the Neutronic. The strength of the Neutronic is the radiation damage and power drain that weakens shields BEFORE the kinetic damage impacts. This is amplified with Shield Weakening (in your Captain skills, and when it works properly). Now, if you're going for Supercharged Weapons (the only trait that concerns itself w/ torpedo rate of fire), that's a different discussion to have, and it would still depend on overall build. Besides, that trait is well beyond your premise of this not being a "mega dps build".
For this build sticking w/ Phasers, I'd recommend the Quantum Phase set. Here's why:
1) Doesn't cost dilithium to acquire.
2) Great synergy w/ Phaser builds and DrainX
3) The set bonuses are nice to have.
I can see this being true for Normal difficulty STF's vs Adv and Elite STF's (where shields are stripped via CSV prior to the torpedo landing). Even then, the Quantum Phase kinetic damage still hits harder than the Gravimetric torpedo. Furthermore, comparing a 3% critH (2pc) and a 33% chance to create a low-damage rift doesn't compare to a 100% proc rate AoE shield strip on a hard-hitting quantum torpedo, and if you use High Yield, a decent shield heal on your ship when you hit a target w/ HYx (2pc), AND any targets within 4km will see shields go down. For an entry level build, increasing survivability while simultaneously doing damage is a win-win. The subsystem power bonus can go either way, as you can manually adjust the subsystem power levels. Do note that Nukara Offensive (Rep Trait) provides a Cat2 damage bonus, which is significantly* (*depending on Aux level) greater than AMP's Cat1 bonus. With no means of gaining subsystem power via Leech-like effects (Supremacy, The Nandi trait, Plasmonic Leech), it doesn't matter which consoles provide what power where, you're going to have power management decisions to make.
No argument there, although the BOff cd is best paired w/ other cdr (cool down reduction) effects, like Krenim BOffs, Capt Skills, Traits, etc.
So if BO is your single target strike, the 3% critH is wasted on it, because BO ALWAYS crits. The low critD doesn't do it justice. Whenever CSV is up, your beam is just going *pew*.....*pew*.... Slot a Quantum Phase DHC in that slot, and have it contribute to the AoE storm.
As for the trait, Overwhelming Force, and HY in general, it all comes down to how you use it, which torpedo you use it with, and when you use it. To call it lackluster is severely misleading at best, though. Last checked, Overwhelming Force was ~20M EC on the Exchange for Feds, which is ~40 STF's worth of vendoring the junk gear to one of the NPC's in ESD. Since you're running STF's for rep marks anyway, this is something you're working on in parallel. Also, if this is for a veteran player who has lots of traits, this guide is typically not for them, as they'll have Supremacy, All Hands On Deck, Reciprocity, Superfluous Emitters, Withering Barrage, The Best Defense, Subwarp Sheath, and a whole host of other traits that would synergize better with this build.
HY Grav fires a slow, destructible, very hard hitting torpedo that has a 100% chance to proc a gravimetric rift. The problems with it are:
1) It's so easy to shoot down, even when fired at 1km away from the NPC/Player
2) Its 3km blast radius can hurt/kill (most likely kill) you.
3) If you're going for the rift procs for damage, you'll be sorely disappointed with the results.
See my Quantum Phase analysis, and why it would synergize better w/ your build.
The thing is w/ this advice: wasted dilithium. Players can get the Quantum Phase ship set until they have enough marks and dil for the Iconian set (or whatever new rep set that comes out... we have to see), as the Iconian set is the best boost for energy weapons in the game.
The Iconian core alone is worth it for multiple builds, ESPECIALLY in CCA, because of its Hot Restart for weapons (1sec) vs Nukara's 3 sec... an eternity. The Iconian shields clear 1 debuff every 10 seconds. The 2pc gives a bonus to shields. Those 3 points alone make them superior to Nukara's bonuses for a new/low DPS player. Also, why waste dil on a Fleet core for this build? You can get AMP later on the Iconian core. Nukara Offensive (rep trait) is much more important than AMP.
As for CCA, The Entity PUNISHES energy weapon builds. Since this is not a high energy DPS build, you may want to call in a few torpedo boats to make the run last less than one minute. 30 seconds or less on a non-laggy day.
The build will work, but it's having players spend dil for consoles that they may not use ever again. Having done that myself to see what would work for some of my builds, it gets rough when you have something that you spent resources on sit on a shelf for the duration of your time in STO.
I'll work on modifying my T5-U Defiant using the Quantum Phase & Neutronic torpedoes + DHC's to use more free gear, and come up w/ a build to list the locations of where you can get them. In short, run the following episodes:
Butterfly
Sunrise
Midnight
That will get you most, if not all of your gear for a nice starter build. Fill in Locators/Exploiters to flavor, and have fun!
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
First things first the torps -
As I said earlier, I tried both neutronic and quantum with this build. Niether gave the same similar results in usage as the grav torps did. The Neutronic cooldown is rather long (15 sec base iirc), and can easily go "out of sync" with the rest of the skill setup. Also this build makes zero usage of drainX, so the power loss proc is a minimal bonus. The radiation damage is really nice, which was why I considered it for a long time. However the loss of the extra 3% critical something that I could not bear, as in play the crit rate of the cannons did in suffer. Plus the 26.6% damage bonus for photons (the second part of the 2-piece bonus) means that the torp itself is almost comparible to neutronic on base DPS. With the shorter cooldown on gravs making it easier to keep "in sync" with the build that means in practice I get more DPS because im firing more often than I would with the neutronics. Also keep in mind that the critical bonus also affects the torpedoes themselves.
As for quantums I did rather like those, but not in conjunction with this because as I said the proc is mostly wasted. The thing about the gravametrics is not the damage from the proc but the utility of it. The grav effect is small, but its enough to keep units together in close proximity for core overloads to take hold. Even a lowly frigate can cause some serious damage with an core overload. A chain effect is extremely deadly.
So we have a "good" dps torp that has a utility proc effect which synergisis well with the firing cycle and that also adds to our critical hit rate.
As for the guns - You could use the quantum cannon in this easily, thats a simple addition that would improve its survival rate.
But your missing the point of the DBB completely. Yes beam overload is always a critical, so yes obviously the base critical rate is not an issue for it. But when you have crtdx? on that beam bank its a gauranteed critical with the potential extreme damage and no real downside.
Your also telling me that I should be taking a single target high damage attack (High Yield) and then in almost the same breath essentially saying that doing so with BO is pointless and I should disregard it. I would say the opposite is true. The HY effect is often a destructable torp which may or may not make it to the target and requires times to get there. Imo BO is in general is a "no brainer" comared to HY. If you want an attack that has the potential to cause massive single target damage with the option of an additional bonus utility effect on top with zero travel time, then beam overload is the clear winner. Also BO no longer drains power as it once did. Its only "downside" is the need for it to stall a single firing cycle to prepare the shot.
A beam doff can give you shield penetration with your BO, and the overwhelming force trait with BO causes (iirc) shield stripping splash damage. For such a basic attack (ensign level), that is a helluva strike.
This is why I say HY is lackluster. Beam Overload these days is far far superior.
Other stuff -
Power - This setup can almost completely forgo aux power, as its only used for hazard emitters. A such you can drop it to base power levels (to shunt to other sub-systems) and still have a decent hull heal from any base power bonuses (warp core potential etc). That means things like the phase console that adds aux power for crit is essentially wasted. While the aux damage bonus from nukara is cat2, its a wasted trait without high levels of aux power in the first place. The core is only cat1 but even without aux at 75 it still provides a good bonus of 9.9%.
Your also completely disgregarding a pertinant factor. Time.
Ok so you have maxed all your reps right? Not everyone has, and the core premiss of this build is for newer players. Thats why it features low tier rep gear thats easy to attain and that many may already have. You can gain a console in 2 days of "rep" play tops, as thats 2x dailies to unlock the tier, by which time you have the resources required on hand. Its the same with the warp core, the fleet core is CHEAP and can be had extremely easily in very little play time.
The high rep level gear require a fair amount of time to access. The tiers need a lot of xp to access items at higher levels, which may or may not be what your after or even usefull to you. Thats why I advised Nukara to start with. Your going to be unlocking this reps tiers to gain access to the trait for aux power damage for subsequent builds. The deflector and engines are only rep t2&3 respectively and have solid bonuses. By contracts Iconian is well down the "list" of reps, with the core and shield rep t3&4 respectively.
Also Just because some players may have T6 traits does not automatically make them veterans. Your conflating money and experience there. You may have a number of characters already in the game to give you a "leg up" with a new character, many do not.
As for CCA, its pretty much irrelevant what happens in CCA. The mission is a cake walk, and lasts less than a minute in its current incarnation with a decent team. As long as you have enough dps to get a mark reward, then it doesnt matter what happens.
And lastly - While I appreciate the insight and information, this setup is an alternative option for players to try or not as the case may be. You have your own builds and thinking, this is an alternative to them. If every build was the same it would be a boring game. So would you kindly refrain from trying to force the quantum set and HY on it.
From there, they can choose to get whatever rep set they wish to modify the build as they see fit.
That would be better suited for new players with limited resources, and they'll be geared faster.
http://sto.gamepedia.com/Episode_replay
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.