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Best JOAT build???

w3dg3l0urd3w3dg3l0urd3 Member Posts: 4 Arc User
Hey dudes,

I am trying to build a ship that can pretty much tank it's way through any match and put a hole in any kind of shields without a whole bunch of load out swaps. Currently I run a star cruiser with the ageis set and 1 polaraon, 1 ap, 1 disrupt, 1 phaser, 1 tet, and 1 plasma. I have the rmc, eptw and a bunch of large weap batteries. But I'm not getting much damage across the board. I was in an stf yesterday and I barely dinged the spheres. Can anyone give me some tricks for upping my dps that won't break my bank?

Comments

  • usskentuckyusskentucky Member Posts: 402 Arc User
    You are running what is called a “Rainbow Boat,” meaning that you are mixing energy types. Primary damage output from weapons works best when you stick to one type and stack tactical consoles that boost it alone. The best tac consoles come from the fleet spire and they provide more than a 40% dmg increase and 10% critical severity boost each. Multiply this times the number of tactical console slots on your ship and you will likely double or triple your damage. If you do not have access to fleet gear there are similar, though lesser tactical consoles on the exchange and as drops, but they will not provide the crit severity boost.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    What @usskentucky said.

    Generally speaking, it is easier to do well if you stick to one weapon type. If you like to use different colours, you can still do so while choosing one weapon type. There are, for example, blue, orange, yellow and green phasers.

    That alone should relatively easily increase your damage. Try not to waste tactical console slots (or Boff abilities for that matter) on torpedo consoles if you don't specialise in that; on a Star Cruiser you'll need every tac console to boost the energy weapons of your choice if that's the main type of weapon you are using.

    Besides that, increasing your crit chance and severity should also help. The Romulan and Dyson reputations have useful traits for this so you may want to get to Tier 2 in those reputations as soon as possible.

    After that, getting set bonuses will be another way of increasing your damage potential but this will be a lot easier once you have chosen one specific weapon type.
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  • kiralynkiralyn Member Posts: 1,576 Arc User
    "Jack of all trades" in STO wouldn't be having weapons of many damage types. It would be more like having an even mix of Tac, Sci, and Eng abilities/traits/skills, with survivability, Sci damage, and weapons. You'd still want to keep all your weapons to one type of damage.


    (That said, there are people who've made deliberate "rainbow" or "skittles" builds with many different energy types. But they stack generic +beam/+cannon consoles and "+energy damage" effects, and they realize that they're making a cute/fun build, not a super effective one.)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Honestly a good build is more important than using a single damage type. You can do decent damage without even using +damage consoles at all. They don't increase your DPS as much as you'd think looking at the tooltips.
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  • robertcrayvenrobertcrayven Member Posts: 355 Arc User
    I agree with the above. In STO, DPS is king - nothing else matters. You want a build that is all one energy type, with the DPS maxed as far as it will possibly go. You can even cut corners on durability if you need to, because in the end, it all comes down to who can make the other player or NPC go boom first.
  • w3dg3l0urd3w3dg3l0urd3 Member Posts: 4 Arc User
    Thanks for everyone's infos. I guess I got lucky choosing tac. RobertCrayven you're like the 5th person who has said you're not killing unless you're tac. Is there any point to any of the science consoles? I know armor is the only really useful eng slot.
  • questeriusquesterius Member Posts: 8,509 Arc User
    Been told that this build for a tank is pretty good, but i haven't tested it.
    https://www.reddit.com/r/stobuilds/comments/6dwxvd/uss_bedivere_jayiies_s13_science_star_cruiser_t6/
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    I agree with the above. In STO, DPS is king - nothing else matters. You want a build that is all one energy type, with the DPS maxed as far as it will possibly go. You can even cut corners on durability if you need to, because in the end, it all comes down to who can make the other player or NPC go boom first.

    Survivability does matter a little bit, cause if your dead your DPS is zero.
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  • usskentuckyusskentucky Member Posts: 402 Arc User
    I know a guy who can kill players using no weapons and cloaked. There’s nothing to lock onto unless you trip the cloak with tractor beam repulsors. It requires a lot of niche traits and consoles, but he’s essentially putting everything into the tractor beam. There are plenty of ways to max out your sci damage instead of focusing on weapons. Treat your control and drain and epg powers the same way you would treat damage types and make sure your skill points, traits and boosts work in conjunction to serve one or the other. If you can get starship traits like “checkmate,” for example, you can boost your projectile and exotic damage by thirty percent by using control bridge officer abilities. Get them tractor beam replusors popping for like 20k a pulse for five seconds and just fly into a group of npcs and have fun.

    Then figure out a way to get your dmg types AND your sci powers synchronous and you will soon be in the dps clubs.
  • trennantrennan Member Posts: 2,839 Arc User
    For tanking. I'd advise the at least the Delta Reputation shield. The two piece bonus is also good for tanking. For warp core, I'd likely go with Terran Rep. Though, for tanking, I'd look at the various ways to increase my shield cap and hull caps as well. Then you'll want to think about shield/hull heals and shield regen.

    The main thing, as has been stated, is running with one energy type weapon. Select one energy type and build your tac for that. Outside of this review your options and select what set(s) you want to use. Once you have the core build set, then start looking at what you can do trait wise to build from that.

    This is one of those things you will build over a trial and error period. You could pick up a build from those you can find online. But this may not fit your play style. Besides, it's more fun to make your own build, than to become a cardboard cutout of someone else's build.

    Just be prepared. When working on a build, you'll be doing this over time. As I said, it's a trial an error process, and can be frustrating at times. But, then, this is also the fun of STO. With so many available options, one could potential create so off-the-wall builds.

    I mean, technically you can build for a rainbow boat. You'd just need to look at the Directed Energy manifolds. They'll increase your damage output for all energy weapons. But the damage boost isn't as high as using a singular energy type. Just remember, when selecting an energy type, to check the reputations. You might find a console in them that has a boost for that energy type as well.
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  • circeseye1circeseye1 Member Posts: 8 Arc User
    trennan wrote: »
    I mean, technically you can build for a rainbow boat. You'd just need to look at the Directed Energy manifolds. They'll increase your damage output for all energy weapons. But the damage boost isn't as high as using a singular energy type. Just remember, when selecting an energy type, to check the reputations. You might find a console in them that has a boost for that energy type as well.
    i run a t6 beam boat 4 xii anti up front 3 xii poloron and 1 xiv 360 beam(cant remember what it is) in back
    tac has 3 xiv Directed Energy Distribution Manifold which gives me 23.8% for each
    running melting pot set for shields and stuff
    with my skill sets and buffs this ship handles advanced very well. havent tryed epic yet.
    and watching some ships in the pve matches i sure wont try pvp lol
    but as all should. always looking for the better and more powerful goodies :P

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  • circeseye1circeseye1 Member Posts: 8 Arc User
    coldnapalm wrote: »
    circeseye1 wrote: »
    trennan wrote: »
    and watching some ships in the pve matches i sure wont try pvp lol

    Yeah...if you think the high DPS PvE ships are bad...

    PvP ships are a whole new level. Think about somebody who can do 200k damage (before res) in 2 seconds who is going triple full impulse speed and still firing at you. And that is a pretty basic PvP ship. You should try PvP at least once if you can just to see. I mean it's full of terrible...but it is an impressive terrible.

    you dont even need to go into a pvp. my god some of the ships ive seen in pve are scary. we did crystalline entity. this one huge ship went right up to it and stayed there and the dps coming off it was wow. it died (the crytstal) a few seconds after alot of us even got to the damn thing lol.
    in other pves same thing just watching those big ships wreck the enemy like they are nothing.
  • soullessraptorsoullessraptor Member Posts: 353 Arc User
    As some advice, run the Solanae Resilient set. At all 3 pieces, it gives a hull heal once per second when you land hits. Pair that with the Tier 2 Iconian trait Energy Refrequencer (same effect up to 5x per sec), and you've got a decent tank.
    From there, focus on one damage type, and get as many console sets as you can to beef it up. Personally, I run Plasma, with Zero-Point conductor, the Son'a Lobi gear, and the Na'khul set. Among other things.
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