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What survivable ships should I focus on flying?

bluedrakebluedrake Member Posts: 37 Arc User
What survivable ships should I focus on flying that I own? These are what my characters owns.
KDF side: Pilot Tactical Raptor, War Command Battlecruiser, Kolasi Siege Destroyer, Kar'Fi Battle Carrier, and War Bortasqu' Cruiser Tier 5.
Romulan Faction: Romulan legacy bundle plus Tier 5 Scimitar Bundle.
Federation: Fleet Jupiter Class Carrier and the biggest temporal ship bundle.
Lock box ships: KDF kitty engineer: Ferengi D'Kora Marauder.
KDF Lethern Engineer: Tal Shiar Adapted Destroyer.
Starfleet science kitty: Herald Quas Flight Deck Cruiser.
Others: Obelisk Carrier.
I want help selecting which character and ship should I focus on that is fun for me? I love carriers, missile swarms, survivability, deployables, and healing.

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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    edited January 2017
    Any T5-U or T6 ship is survivable at normal difficulty with the right gear and set of captain and bridge officer powers.

    My default "safety first" power set is:

    Shield -: Science team, Emergency power to shields, one of: { Transfer shield strength, Reverse shield polarity, second EPTS, Engineering captain - Rotate shield frequency }
    Hull - Engineering team, Hazard emitters, Polarize hull. If a ship has heavy engineering seating I might add aux to SIF

    Consoles
    Hull - maybe 1 x Neutronium, either regular or Fleet with +Turn or +HP;
    Shields - If you have Gravity Well as a science power or other exotic damage then an Exotic Particle Field Exciter for PartiGens + Shield - http://sto.gamepedia.com/Console_-_Science_-_Exotic_Particle_Field_Exciter

    What else I add depends on the ship console, space set, ship type, captain type, etc.

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    tiberious#6095 tiberious Member Posts: 183 Arc User
    edited January 2017
    They are all survivable. Each of my 3 Fed characters (Sci, Tac & Eng) are set up with T6 heavy escort carrier, Andromeda cruiser, Pathfinder Science ship and Breen cruiser from winter event .

    They can play advanced PvE queues generally with little issue. This is Mark X to Mark II power sets, some weapon sets and general items all obtained playing either missions or queues.

    Bottom line, only you know what really is fun and workable for "you". Just because I have all those ships for each character, I enjoy certain ships over others for each character and now starting to work on end game builds for that character/ ship combo. Experimention is the key.

    So mix and match till it feels right for you then build on from there. Game is too grindy to spend all that time on someone else's suggestions for something you might not like after a time.

    Oh, most important thing since you mentioned a focus on survivability. 50% of your survivability comes from your piloting skills and knowledge of who are fighting. If you find yourself dying a lot, I'd first look at how you are flying the ship with the set up you have on it.
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    captainwellscaptainwells Member Posts: 718 Arc User
    edited January 2017
    I'm a console player, so have only been with this game since September of last year. I have a dozen characters of different factions. Thus far I feel as if the tier 6 ships generally are more for the pvp crowd that wants to focus on dominance against others. For me the tier 5 ships that can be upgraded are sufficient for simply playing through most of the actual story content, since if you get into a tight spot a shout out to your fleet members can help bail you out in order to advance.

    Surprisingly one of my most fun ships is the APU Cruiser with a Federation Admiral. It is a wonky-looking thing for sure, but I've got it upgraded and equipped with the Obelisk Subspace Rift Warp Core and Ancient Omni-Directional Antiproton Beam Array backing up a full slate of tetryon beams (although I'm probably going to change those out for antiproton very soon). That ship is a blast in deep space encounters and I have no plans to move that character onto another vessel. The APU Cruiser also has one of the better bridges in my opinion. It is very basic and smaller in scale like the starter Romulan bridges, but that is actually what I like about it.
    Post edited by captainwells on
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    bluedrakebluedrake Member Posts: 37 Arc User
    Is this console missile swarm ability single target or multi target? Console - Universal - Battle Module 3000. http://sto.gamepedia.com/Expedited_Delivery_Set
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    tobiashirttobiashirt Member Posts: 630 Arc User
    bluedrake wrote: »
    What survivable ships should I focus on flying that I own? These are what my characters owns.
    KDF side: Pilot Tactical Raptor, War Command Battlecruiser, Kolasi Siege Destroyer, Kar'Fi Battle Carrier, and War Bortasqu' Cruiser Tier 5.
    Romulan Faction: Romulan legacy bundle plus Tier 5 Scimitar Bundle.
    Federation: Fleet Jupiter Class Carrier and the biggest temporal ship bundle.
    Lock box ships: KDF kitty engineer: Ferengi D'Kora Marauder.
    KDF Lethern Engineer: Tal Shiar Adapted Destroyer.
    Starfleet science kitty: Herald Quas Flight Deck Cruiser.
    Others: Obelisk Carrier.
    I want help selecting which character and ship should I focus on that is fun for me? I love carriers, missile swarms, survivability, deployables, and healing.

    Survival in general would be cruisers or battlecruisers, with destroyers being able to be made durable as well. Besides the base stats of the ship, durability also comes in large part from what consoles you have access to. For example, my t6 science flagship gets the console 'Adaptive Emergency Systems', giving both passive and active bonuses that other ships at that tier don't have.

    For the kdf, the command BC/Kar'fi/Bortasqu' are good bases, the first and third of those partly for equipment set they have access to. All factions can also access the Sol Defense space equipment set, whose shield buffs shield heals and 2-part set bonus adds armor. 3 parts of the set also add a powerful area-effect hull heal.

    Rom faction gets one of the best single survival tools in the form of the Absorptive Frequency Generator console from the Valdore, which can add a lot to any ship it's on. The other ship that stands out is the Quas, due to the effect of the depolyable from it's console, the console's passive effect, the presence of a hangar, and the command specialization seating for the use of the boff power Rally Point.
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    bluedrakebluedrake Member Posts: 37 Arc User
    edited January 2017
    Is the temporal reputation set any good for survivability and healing? And is the bortasqu' any good with cannons? Is this what you refer to Sol Defence set? http://sto.gamepedia.com/Solanae_Hybrid_Technologies
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    sunseahlsunseahl Member Posts: 827 Arc User
    edited January 2017
    bluedrake wrote: »
    Is the temporal reputation set any good for survivability and healing? And is the bortasqu' any good with cannons? Is this what you refer to Sol Defence set? http://sto.gamepedia.com/Solanae_Hybrid_Technologies

    No... in the Iconain Arc, the mission Midnight has a gear set called the Sol(as in The Sol-ar System) Defense

    http://sto.gamepedia.com/Desperate_Defenses​​
    Member of the "Disenchanted"
    We don't want what the Feds have. We want the equivalent. We want fairer treatment. Concern, desire, greed to some extent, and passionate belief that the enough people would buy KDF items to make it worth Cryptic's while.
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    nightkennightken Member Posts: 2,824 Arc User
    bluedrake wrote: »
    Is the temporal reputation set any good for survivability and healing? And is the bortasqu' any good with cannons? Is this what you refer to Sol Defence set? http://sto.gamepedia.com/Solanae_Hybrid_Technologies

    bortasqu is terrible with cannons. sol defence is the Desperate Defenses set from midnight. temporal set is more a sci offensive set.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    bluedrakebluedrake Member Posts: 37 Arc User
    What other set is good? I have finished as far as the dominion for episodes. But the Breen one wont activate? And I can't skip as far to the midnight episode?
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    nightkennightken Member Posts: 2,824 Arc User
    bluedrake wrote: »
    What other set is good? I have finished as far as the dominion for episodes. But the Breen one wont activate? And I can't skip as far to the midnight episode?

    midnight is level 59 minimum, so probably not. the dominion set can carry you til you get whatever it is your aiming for as long at you get a new copy once you hit level 50 or whenever content gets too annoying. from there really depends on what your looking for. I personally have a fondness for the counter command rep stuff on my kdf charaters. both Quantum Phase set work well on any phaser using ships. actually like the breen stuff but the set is actually not that good.

    as for the breen mission line make sure your level is high enough you can also redo the last dominion mission again. also they switched the breen and borg arcs at one point try starting the borg one to see what happens.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    bluedrakebluedrake Member Posts: 37 Arc User
    edited January 2017
    What reputation sets are very good?
    Which carrier pet is better on a fleet Jupiter class ship? http://sto.gamepedia.com/Hangar_-_Advanced_Delta_Flyers or http://sto.gamepedia.com/Hangar_-_Advanced_Callisto_Light_Escorts
    Post edited by bluedrake on
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    bluedrakebluedrake Member Posts: 37 Arc User
    So far I am leaning towards the ( http://sto.gamepedia.com/Ferengi_D'Kora_Marauder ) the ( http://sto.gamepedia.com/Kar'Fi_Battle_Carrier ) and the ( http://sto.gamepedia.com/Herald_Quas_Flight_Deck_Cruiser ). Which of these ships do you guys feel is more fun? I also have this Rapid Fire Missile Launcher. http://sto.gamepedia.com/Ferengi_Marauder
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    pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited January 2017
    Honestly the only thing that really determines the survivability of a ship is its bridge officer seating.

    Some ships have more engineering or science console slots, but you really don't need a single defensive console to stay alive, even in elite content. And yes some ships have a larger shield modifier, passive hull repair rate or more hull points, but again, this isn't too important.

    Bridge officer powers are the name of the game when it comes to survival, damage or pretty much anything else. Equipment is just there to boost what they can do., Because of this traits and doffs which can reduce cool downs on those abilities are a huge boon to any one having trouble surviving, more uptime on Boff abilities means less chance of death.

    Try and fly with at least one hull heal and one shield heal on your ship if you can, and try and get them on their global cool down if possible. Remember that science team and engineering team and emergency power to shields scale off your captain skills but not your aux power, so if your build runs with low aux, these are good choices.

    Auxiliary power to Structural Integrity field, Hazard emitters and transfer shield strength all scale off your skills and your aux power, so if you run high aux these are good choices.

    Its good to consider Polarize Hull and Auxiliary power to Dampeners as well, while these are not heals they serve the same purpose of keeping you alive, more damage resistance increases the value of each hull point you have, effectively increasing your buffer and multiplying the usefulness of each point you can heal.

    The majority of damage NPCs do is kinetic, 9 times out of 10 its their torpedo's that kill you, so if you really feel you need a console to help you stay alive consider monotanium as being just as good if, not better then neutronium.

    Also consider running emergency power to engines. This is not only a fantastic ability to increase your DPS (by decreasing time spent not shooting things) its also a fantastic ability to keep you alive, moving faster increases your chance to avoid enemy attacks completely, even a cruiser can expect to avoid a fair amount of damage if it doesn't sit in one place.

    Beyond helping with your avoidance coupling emergency power to engines with evasive maneuvers will shoot you across the screen faster then full impulse, without dropping your over power levels. This combination is a grate way to buy some time to for your heals to come off cool down. just speed out of the enemies weapons range for 5 seconds or so to take some pressure off, and nip back in guns blazing.

    I don't recommend using reverse shield polarity. Yes it can be a very effective 'Oh TRIBBLE' button. But its also a crutch. Yes it saves you from the first disaster, but its still cooling down when disaster number two comes along, and you die. Use that slot on a different heal or resistance buff, or something to help your damage and learn to survive without reverse shield polarity, you will become a better player for it.

    Hear is some more in depth info about each of the standard defensive options. Some of the most experienced players with the best builds will not need more the two of these for elite content, but without the experience and resources of some one who has been around awhile, there is no shame in needing to use more then a couple on your ship.

    Hazard Emitters removes Damage over time effects on you and some subsystem drain effects. Hazard emitters is typically the hull heal to chose if you only have space for one. It heals a lot, but has the longest reuse time of the three primary hull healing abilities. It also gives a modest amount of damage resistance although if you run with extremely low aux power your going to need to run engineering team as well as a lack of aux kills its otherwise grate healing.

    Polarize hull also grants complete immunity to tractor beams and teleportation. Not many enemies in the game will teleport your ship, but tractor beam immunity is very useful if you fly a faster ship that relies on avoidance over resistance.

    Auxiliary Power to Structural Integrity Field has a global reuse time of just 10 seconds, a normal reuse of 15 and provides a fair damage resistance boost in addition to its heal. It removes no debuffs but its quick reuse time is fantastic. It scales off aux power though, so if you run with this low it may not be a good choice for you.

    Auxiliary Power to Inertial Dampeners has no healing component and no debuff removal effect. It dose provide a boost to your resistance to holds, pushes and pulls, but this is very modest. It likewise provides only a modest boost to your ships maneuverability. On its own it is primarily a huge kinetic damage resistance bonus. If your not going to be able to keep your shields up through a fight, its a very effective buff to have. If your shields are going to stay up its not very useful though, unless you acquire a doff which adds energy damage resistance and increases its duration, allowing for 100% uptime. It also shares a global cool down with Aux to Sif, so I don't recommend using both on the same build.

    Engineering Team instantly removes subsystem disables (though not those caused by having all power drained from them, use Hazard emitters for drains). Engineering team 3 is one of the largest hull heal options with a standard reuse time of 30 seconds, or 15 if its on global, it wont need aux power but it wont grant any damage resistance.

    Science Team is essentially the same as engineering team, but for shields. It will remove the effects of debuffs which jam or confuse your sensors rather then fix disabled subsystems.

    Tactical Team is primarily a defensive ability. Shields on the other side of your ship from an income torpedo are pointless. Using tactical team 1 for its automatic shield rebalancing is highly recommended by almost every one. Never use tactical team 2 or 3, unless you only have one tactical station, no cool down reduction traits or abilities and want this on its global cool down. Other wise run tactical team on everything, it helps a lot. It also removes boarding parties.

    Transfer shield Strength is both a grate way to restore your shields over time, and thus waist less due to over healing, and to increase your shields damage resistance. It scales off your aux power and has a longer reuse time then science team, this makes it fairly equivalent to hazard emitters but for shields. It dose not help with any debuff removal or resistance however.

    Extend shields is unique for two reasons. One it dose squat for you as it can only be used on another player or friendly NPC. Two its the only heal in the game to scale off your ships shield power. For keeping another player alive it is surprisingly good. Transfer shield strength, science team, auxiliary power to structural integrity field, engineering team, hazard emitters and tactical team can all be used on other players as well, but extend shield strength gives the most damage resistance to its target, and its reuse time after it expires is not all that long.







    If you really just want a ship recommendation though then of those you said you had, the 31st centaury ships are all very good. I love the temporal multi mission myself.


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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    I haven't unboxed my Quas yet and I don't have the Marauder.

    The Kar'fi is a full carrier (2 bays) and is fun if you like carriers. DPS chasers don't like them since they won't top the charts, but it's sturdy and gets the job done. If you get this, you might get one set of advanced Fer'Jai Frigates from the dil store. Frigates survive longer than fighters but you only get 1 per launch instead of 3: http://sto.gamepedia.com/Hangar_-_Advanced_Fer'Jai_Frigates
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    smokebaileysmokebailey Member Posts: 4,664 Arc User
    if you got a temporal ship, the demolecular beam acts like an extra weapon, and can heal you if set right.
    dvZq2Aj.jpg
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    officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    What's a "survivable" ship versus a "unsurvivable" one? All my ships respawn if my ship gets killed in a fight.
    If you're constantly getting killed quickly in a fight that isnt the ships fault.
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