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Starter Builds - 30k at Level 50

eionpeionp Member Posts: 12 Arc User
edited June 2016 in The Academy
So you've just hit level 50 and gained access to much of the game's PVE queues. Congrats!

Now, after the euphoria from this accomplishment wears off you may wonder to yourself: How will I ever do any damage with this rusty bucket of bolts I got at level 40?

"A Ha'apax, a Ha'nom? A patrol escort? These old T5 ships can't even be upgraded!"

Fret not my fellow Trekkers and Trekkies! For with the new skill point system revamp came a much needed improvement to the damage dealing abilities of a new toon. With this guide, I intend to give a few examples of how a new player can reach modest levels of damage appropriate for all normal queues and most advanced queues using the free ship they got at level 40, and only the most basic gear, doffs and traits, with perhaps only a few days worth of dilithium spent. This is not a min-max guide where I try to do 100k with white quality gear from the vendor and brag about it. Many of the decisions I've made are perhaps not the most optimal. Such as weapon energy type, or using cannons+torp, They're merely meant to show some build diversity is possible, even at these low levels, without sacrificing too much effectiveness.

Side note: The reason the engineer has more fleet gear is because I thought this project would be harder than it ended up being and hit the 30k+ mark on the first few tries with the tac and sci toons using only basic tac consoles from the exchange.

TLDR links:- Skilltree, boffs, doffs, gear included (EDIT: Props to sto-league.com for the base skill tree i started from)
http://skillplanner.stoacademy.com/7e684b35abb2db624c7c4b04ac9cfa12 - Cheap FedTac Patrol Escort
http://skillplanner.stoacademy.com/eedcc4db9f156f14de4c524a84def9d1 - RomSci in a Hanom Guardian Warbird
http://skillplanner.stoacademy.com/7cd132bb8e5f6e7a7e4fa4af7caad100 - RomEng in a Ha'apax Warbird
The gear was all bought off the exchange usually for tens of thousands or only hundreds of thousands of EC.
Nothing was more than 1.5 million EC so a free 2 play person with no EC unlock could easily get all of this with minimal grinding, and a few days of dilithium.

The boffs were cheap too, I got a mix of basic romulan operative and normal romulan operative from mission rewards then filled in the rest from the vendor on new romulus which can give you basic romulan operatives, or the exchange. Leadership humans all the way on the fed tac.

I went tetryon just for variety and the fact tet is cheap for a new player and has mission reward synergies like the butterfly episode set.

I only did a handful of runs with each of these builds because they hit the minimum 30k mark pretty fast. You could min-max these a lot further.


The Patrol Escort

260px-Federation_Fleet_Escort.png?version=1e3397ac0f8ce84857bebc6b7a43750e

http://skillplanner.stoacademy.com/7e684b35abb2db624c7c4b04ac9cfa12
This was perhaps the easiest one of the three, even without the fancy Romulan BOFFs. The captain skills a tactical gets and the huge boost to base CRITICAL HIT the revamped skill tree provides through WEAPON AMPLIFICATION made this a walk in the park and I rarely fly escorts or use cannons.

Skilltree - Sticking to the skill tree is advised. The tactical ultimate has been fixed and no longer lags out instances while providing bonuses through firing haste, energy damage, and cooldown reduction. The tactical skills are quite useful as well so there are no wasted points on the way to 27. In the SCI and ENG tree, the 2 points in EPS, 3 points in long range targeting sensors, and 1/1/2/1 in offensive/defensive tuning, potential, efficiency are mandatory. The drainx is there for your tetryon weapons and in case you were to get a leech someday but could be rearranged along with the other defensive bonuses to your liking with minimal impact on overall dps.

Boffs and Doffs - The build's core
We have plenty of Tactical Boff slots on this ship and we're going to make full use of them!

With two conn officer doffs on active duty and the three points in tactical readiness in the skill tree you'll be able to have tactical team synced up with both sets of power copies. Also, as everyone is firing off tactical initiative and the tactical ultimate focus frenzy is reducing your CDs, in a normal ISA run you'll usually have your higher rank tactical skills boosting your weapons. Tacteam + APB2 + CSV3 + TS3. The lower power set is there as a backup since you don't have a full cooldown reduction scheme yet, and with so many tac slots who needs one!

If you had 3 damage control engineers you could cycle emergency power to weapons 1 with a copy of emergency power to shields 1 but I decided it wasn't necessary on this ship and just went for a cheaper solution of carrying two copies of emergency power to weapons. Aux2Sif helps keep you alive and you will need it! This things a glass cannon with no t5u hp upgrade.

Sci powers are self explanatory.


Traits
----
Normal personal traits: Operative for CRTH, Cannon Training Projectile training and Fleet Coordinator, Elusive, Accurate (not sure this is necessary with the skill tree), Innocuous for -threat, Crippling fire and Impact Defense specialist for res.


Gear
----
Deflector - Any old cheap neutrino deflector with drainx off the exchange will do, this will boost the shield stripping of your tetryon weapons and there aren't many other useful deflectors for you. The jemhadar one isn't necessary for example as the 2 piece boosts an energy type you're not using and the solonae has EPG you don't need!

Shield - Always the most expensive part of these builds, 1.5m or so off exch, adapting resistance to energy types is nice. Just wish it wasn't covariant!

Impulse Engine - Run operation Gamma for the jemhadar engine simply for the +5 weapon power. Remember you dont have a plasmonic leech or any other fancy junk!

Warpcore - Deuterium stabilized for the reduced weapon power drain and EPS for faster power transfer. You can splurge and get the Elite fleet spire version of this for more eps and the beloved AMP modifier for very little dilthium and fleet credits but a green one with these two qualities will suffice.

Weapons - Tetryons strip the shields, Quantum torp spread gives a knockout punch on unshielded targets. You might ask why not the breen set from the level 40 missions for transphasic, or why not LAW the PWO for reduced torp cd. The reason is that most of your torp damage will come from torp spread 3 so slightly increasing your basic fires is modifying a small number. Best to go with the highest base damage torp as thats what torp spread will modify. This is obviously not true for more advanced torp builds just this specific scenario.

Consoles - Pretty basic stuff, An EPS flow regulator for more power transfer to keep your weapon power up, Two neutroniums since you are a glass cannon. Sticky web is a universal console off the exchange from a lockbox that acts as a wildcard tactical console you can put anywhere and the click power can be used 2 times in an ISA usually for about 1-1.5k extra dps. Tetryon pulse generators or Vulnerability locators if you grind fleet credits. The defensive consoles, neutronium and emitter array can be changed/rearranged to your liking as they did not contribute directly to the damage focus of this project. Another option for the science console would be a crafted exciter console from the exchange with perhaps plasma or pla/tet res to keep it cheap. The periodic +10 weapons power sometimes wouldn't hurt.

Shield battery helps keeps shields up, energy amp boosts your DHCs/Turrets.

The Ha'nom Guardian Warbird

260px-Rom_Ship_Ha%27nom.jpg?version=5af9c6f6d76ba04575b3d5f052723b03

http://skillplanner.stoacademy.com/eedcc4db9f156f14de4c524a84def9d1

I honestly thought this would be the hardest one with the lower damage of exotic abilities, the missing weapons, singularity core and so forth but with some careful planning in the skill tree it was done on the second try.

Skilltree - The important change here over what was in the tac build is that I went for Control amplification and drain infection since I knew I would have grav well 3 activating the -resistance debuff of C.A., and various drain powers activating the modest electrical DOT effect of drain infection. I was not disappointed with the results! I changed projectile skills to offensive coordination as well as I have no torps.

Boffs and Doffs - The build's core
We have plenty of Science Boff slots on this ship and we're going to make full use of them!

Not much we can do here with the tactical boff seating. 2 copies of faw and a Tac team to clear the borg power recharge debuff "assimilate ship" as well as redistribute shields and boost damage.

Engineering is rather limited as well so it's important we get the most out of what little we have. You must use the damage control engineers here to try to get near-full uptime with only 1 copy of Emergency power to weapons and Emergency power to Aux. keeping your weap and aux power high is essential. I used 3 blue doffs to keep it cheap though this doesn't give you 100% uptime. The purples were too expensive.

For the SCI skill CD reduction I used the remaining two doff slots for two very rare deflector doffs which give a cd reduction on gravity well, tachyon beam and energy siphon when you activate those skills. Essentially the tachyon beams and energy siphon are fired off to try to bring that GW3 to its lowest CD possible. as well as provide their skills bonuses of removing shields and boosting your power levels while also triggering the electrical damage from drain infection and radiation DOT of your sec. deflector. Gravity well 3 will be your highest damage exotic and also activate control amplification which will debuff your enemies' resistances significantly. Which is great since you can't slot attack pattern beta yet. Charged particle burst also activates the radiation DOT of your secondary deflector, as does tachyon beam and energy siphon which is a high amount of radiation damage when the sec def is mk 14. Charged particle burst could be replaced with something else as could perhaps one copy of tachyon beam. Disclaimer: I'm not an expert at sci powers. I avoided feedback pulse since this is a glass cannon and you won't have the trait to improve it anyway.

Set your weapons power to max and then drag the rest into aux.

Traits
----
Normal personal traits: Romulan Operative for CRTH, Operative for CRTH, Beam Training and Fleet Coordinator, Elusive, Photonic Capacitor for more photnoic fleet, Innocuous for -threat, Conversion of energy for a little extra exotic dmg.


Gear
----
Deflector - Any old cheap Tachyon deflector with EPG, drainx, CRTLX off the exchange will do, this will boost gravity well's exotic damage and control effectiveness as well as the shield stripping of your tetryon weapons and there aren't many other useful deflectors for you. The jemhadar one isnt necessary for example as the 2 piece boosts an energy type you're not using and the solonae has only a little more EPG for one long TRIBBLE mission playthrough.

Secondary Deflector - This one is important. You want mk14 and deteriorating because the radiation damage from deteriorating triggers on several of your skills and the DOT is strongest at mk14. You can get cheap ones from the research lab and use cheap superior upgrades to take them from mk12 to mk14. EPG, EnDamage, SA Dmg.

Shield - Always the most expensive part of these builds, 1.5m or so off exch, adapting resistance to energy types is nice. Just wish it wasn't covariant!

Impulse Engine - Run operation Gamma for the jemhadar engine simply for the +5 weapon power. Remember you dont have a plasmonic leech or any other fancy junk!

Warpcore - Thoron-infused singualrity core for the reduced weapon power drain and EPS for faster power transfer. You can splurge and get the Elite fleet spire version of this for more eps and the beloved AMP modifier for very little dilthium and fleet credits but a green one with these two qualities will suffice.

Weapons - Tetryons strip the shields. Broadside all 6 beams on your target, dip slightly towards to fire off a tachyon beam

Consoles - Pretty basic stuff, An EPS flow regulator for more power transfer to keep your weapon power up,. Sticky web is a universal console off the exchange from a lockbox that acts as a wildcard tactical console you can put anywhere and the click power can be used 2 times in an ISA usually for about 1-1.5k extra dps. Tetryon pulse generators or Vulnerability locators if you grind fleet credits. Particle generators for more exotic damage and an exciter with platet res since it was very cheap and borgs fire plasma energy weapons.

Energy amp for faw, exotic particle flood for grav well and other exotics.



The Ha'apax Advanced Warbird
________________________________

260px-Rom_Ship_Ha%27apax.jpg?version=4cd8e2cd5919e1a501a1fbe94ae341f6

http://skillplanner.stoacademy.com/7cd132bb8e5f6e7a7e4fa4af7caad100


The first one I attempted in this little project, Engineer powers and extra engineer consoles help you run 8 beams without the plasmonic leech. Also a little bit less of a glass cannon than the others with all the oh TRIBBLE buttons for self-healing.

Skilltree - Not much here that hasn't already been covered by what was in the tac's explanation.

Boffs and Doffs - The build's core
We have plenty of Engineering Boff slots on this ship and we're going to make full use of them!

Not much we can do here with the tactical boff seating. 2 copies of faw and a Tac team to clear the borg power recharge debuff "assimilate ship" as well as redistribute shields and boost damage.

Engineering gives us a lot toys to play with. Two copies of EPTW and DEM for damage, RSP to save our lives, Aux2sif and eng team for periodic heals.

Sci is self explanatory.

Traits
----
Normal personal traits: Romulan Operative for CRTH, Operative for CRTH, Beam Training and Fleet Coordinator, Elusive, EPS manifold efficiency for more power, accurate, Warp theorist


Gear
----
Deflector - Any old cheap neutrino deflector with drainx2 off the exchange will do, this will boost the shield stripping of your tetryon weapons and there aren't many other useful deflectors for you. The jemhadar one isnt necessary for example as the 2 piece boosts an energy type you're not using and the solonae has EPG which you don't need.

Shield - Always the most expensive part of these builds, 1.5m or so off exch, adapting resistance to energy types is nice. Just wish it wasn't covariant!

Impulse Engine - Run operation Gamma for the jemhadar engine simply for the +5 weapon power. Remember you dont have a plasmonic leech or any other fancy junk!

Warpcore - Thoron-infused singualrity core for the reduced weapon power drain and EPS for faster power transfer. You can splurge and get the Elite fleet spire version of this for more eps and the beloved AMP modifier for very little dilthium and fleet credits but a green one with these two qualities will suffice.

Weapons - Tetryons strip the shields. Broadside all 8 beams on your target,

Consoles - 2x EPS flow regulator and 2x Plasma Distrubution maniforlds to keep your weapon power up,. Sticky web is a universal console off the exchange from a lockbox that acts as a wildcard tactical console you can put anywhere and the click power can be used 2 times in an ISA usually for about 1-1.5k extra dps. Tetryon pulse generators or Vulnerability locators if you grind fleet credits. I did the rep for a few days on this for the assimilated module to see if the KCB/Assimilated 2 piece was worth it on a new toon with no other power reduction traits and it was not worth losing the 8th beam. Probably because i had so much EPS from other sources. The story might be different on a tactical cruiser but the 2 piece isnt that great these days.

Energy amp for faw, weapons batteries for more FAW!!!


ONWARD to 60! - Things to consider for the future

This is merely a starting point. Even for a F2P player the missions available 50-60 award some pretty powerful gear sets such as the butterfly episode's tetryon omni, or the Destabilizing Resonance Beam skill for your hanom which would add to your exotic damage.

The new secondary specialization strategist should be the focus of your first spec points because once you get the second point of the CD reduction tier 2 ability, a single copy of aux2sif with threatening stance turned on can give you sufficient CD reduction to run one copy of your skills without the damage control engineers in the hanom build for example. This opens up a lot of extra boff seating so you could run tac1 apb1 faw1. Intel should be your primary spec most of the time in PVE for these builds.

As for dilithium spending? Get the Fleet tactical locator consoles for crth and fleet embassy science consoles with plasma generating explosion, and EPG if you have exotics or drainx if you have leech and upgrade them to gold mk14. A spire core with power transfer and AMP is good. A deteroiriating secondary deflector with energy weapon damage partigen and SA dmg is also a good buy for the hanom. Perhaps aim for the iconian set since these are all energy weapon builds.

There's too much to cover it all here and it would be somewhat off topic anyway so I'll put a period on this one. Thanks for reading :).
Post edited by eionp on

Comments

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    sw1tchstarsw1tchstar Member Posts: 14 Arc User
    edited June 2016
    This is a great guide and will help new players a ton.
    Thanks so much for passing on your infinite gaming wisdom over and over. I cant think of another player who has ever helped me as much as you have. <3
    Post edited by sw1tchstar on
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Interesting guides, should give new players something to try out.

    One thing I would do though is explain exactly where you got that 30K DPS from, as in which runs were you doing. It's all well and good getting 30K in ISA but that same DPS won't be possible in say GTGA or UAA. New players need to be aware that a build will perform differently in each situation and it's more about learning your limits and how the ship behaves rather than aiming for a number that you expect from any situation.
    SulMatuul.png
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    daviesdaviesdaviesdavies Member Posts: 277 Arc User
    Is tac ultimate nice? A couple days ago a lot guys insist that it isnt good
    their reasonings were (mostly) because that it cause lag and it doesnt work (optimal) with faw
    another point they made was that if it is a non-rom toon with low crit ,
    sci ultimate is a better choice (30 sec with 50% crith, 90 sec on cooldown )

    any thoughts? or new conclusions ?


    I got a non-rom fed tac toon, it has 30~40% crith in combat situation, I dont feel like it need to be switch to sci ultimate
    what is your opnion in this matter?

    an I got some non-rom toons they have 20%~30% crit in combat situation, they need to be switch to sci ultimate?
    they can go near 35% crith in combat , but I have to spend money on starshiptraitslot and make some consoles into goldie ones (would still be cheaper than buying a retrain token LOL )
    what is your opnion in this ?




    Mzd8i1c.gif
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    thunderfoot#5163 thunderfoot Member Posts: 4,541 Arc User
    @eionp
    Thank you for doing this. Always nice to see an explanation of the thoughts and concepts. Further, I am appreciative of the time and effort you took to help your target audience. Did you post these to r/sto/builds as well?
    A six year old boy and his starship. Living the dream.
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    gradiigradii Member Posts: 2,824 Arc User
    I want to know how to do it with canon builds. that's all I'm interested in. that means faction appropriate weapons, (Orange phasers for feds etc) and at least one faction appropriate torpedo fore and aft in every build.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
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    eionpeionp Member Posts: 12 Arc User
    edited June 2016
    gradii wrote: »
    I want to know how to do it with canon builds. that's all I'm interested in. that means faction appropriate weapons, (Orange phasers for feds etc) and at least one faction appropriate torpedo fore and aft in every build.

    Follow the link above to the patrol escort build my friend. It is 3 dual heavy cannons 1 Torp fore, and 3 Turrets aft. This build shouldn't need any major tweaking to become a phaser + quant ship. Infact it might even be BETTER this way because you get a phaser + quantum 3-piece set in one of the missions 50-60. The Quantum Phase torpedo + a Phaser% damage console which would replace the tetryon% dmg console in this build. And of course the set DHC."Sunrise" I believe.

    lordsteve1 wrote: »
    Interesting guides, should give new players something to try out.

    One thing I would do though is explain exactly where you got that 30K DPS from, as in which runs were you doing.

    Sorry about that! I suppose there is a lot of STO lingo out there we pick up and take for granted. When people say 50k, 100k, they are indeed referring to running Infected: The Conduit Advanced as a benchmark for one's damage. True that running other STFs will produce different numbers. They have a lot of downtime and other random variables or the ships simply are too far away from each other for the combatlog to record.
    Is tac ultimate nice? A couple days ago a lot guys insist that it isnt good
    their reasonings were (mostly) because that it cause lag and it doesnt work (optimal) with faw
    another point they made was that if it is a non-rom toon with low crit ,
    sci ultimate is a better choice (30 sec with 50% crith, 90 sec on cooldown )

    any thoughts? or new conclusions ?


    I got a non-rom fed tac toon, it has 30~40% crith in combat situation, I dont feel like it need to be switch to sci ultimate
    what is your opnion in this matter?

    an I got some non-rom toons they have 20%~30% crit in combat situation, they need to be switch to sci ultimate?
    they can go near 35% crith in combat , but I have to spend money on starshiptraitslot and make some consoles into goldie ones (would still be cheaper than buying a retrain token LOL )
    what is your opnion in this ?

    The lag with the tactical ultimate was fixed. It is no longer an unintentional pause instance button for space. It works great with FAW as far as I know as it gives firing cycle haste as well as an energy weapon damage buff! The highest ISA record at the moment is one of the Wizards from sto-league, at 410k and he does use the Tac ultimate I believe.

    As for the SCI ultimate, In my personal experience, I tried it on many lower critical hit% rate alts thinking, as you did, that it would be more valuable to these toons but it never panned out in the results. I'd end up respeccing my alts back to the tac ultimate path, likely because of two things: The DOWNTIME of the sci ultimate AND the various skills you have to sacrifice in the tac path which are always-on benefits.

    There is ONE place I do use the SCI Ultimate though and that is my toon I use soley for Crystalline Catastrophe Advanced. With some mixture of torpedo weapons and science abilities, min-maxed toons can shred the crystalline entity in 10-30 seconds thus negating the downtime problem of the sci ultimate.

    So short fights, CCA, PVP maybe?


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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    eionp wrote: »
    As for the SCI ultimate, In my personal experience, I tried it on many lower critical hit% rate alts thinking, as you did, that it would be more valuable to these toons but it never panned out in the results. I'd end up respeccing my alts back to the tac ultimate path, likely because of two things: The DOWNTIME of the sci ultimate AND the various skills you have to sacrifice in the tac path which are always-on benefits.

    There is ONE place I do use the SCI Ultimate though and that is my toon I use soley for Crystalline Catastrophe Advanced. With some mixture of torpedo weapons and science abilities, min-maxed toons can shred the crystalline entity in 10-30 seconds thus negating the downtime problem of the sci ultimate.

    I've found the Sci ultimate invaluable on my torp/sci boat. It does require a lot of investment on the science tree though, which is not worth it unless you are a science ship captain and will use all that stuff. But combined with torp spread and a few other buffs if can produce some serious fireworks. As you mentioned in CCA it can melt the thing in seconds.

    The downtime is a bit long but if it were any shorter it'd be overpowered.
    SulMatuul.png
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    daviesdaviesdaviesdavies Member Posts: 277 Arc User
    Thanx guys. awsome
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