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-   -   Balanced Cruiser build? (http://sto-forum.perfectworld.com/showthread.php?t=229146)

Archived Post 08-22-2011 10:12 PM

Balanced Cruiser build?
 
Hey all! I'm looking for a Cruiser build that I can use for PvP that won't suck in PvE. I'm probably gonna go Star Cruiser (the one with extra Science, not extra Tac) and am primarily looking for Boff power configurations. Show me what you've got!

Archived Post 08-23-2011 05:31 AM

Firstly, I'd recommend a read of a skillpoint spending guide, because this relates immediately to BOff power effectiveness.

Secondly, due to the options available to Star Cruiser BOff layouts, you can take it many multiple ways. I have seen successfull Aux-to-Dampener cruisers that turn on a dime on demand, to hard-as-nails tankers, to even sneak-killers via Directed Energy Modulation.

For example:
- Emergency Power to Engines for the initial speed boost and Eject Warp Plasma, laying down a stream of burning death. Time this right and you could catch a majority of the enemy, burning and slowed down.

- Beam: Fire at Will with Directed Energy Modulation to quickly whittle down targets through shields

- Emergency Power to Auxiliary and Aux to Structural Integrity Field for a suddenly hardened and repaired hull

- Aceton Field on its own is a great target debuff that shoots a lot (like escorts)

- Emergency Power to Shields and Extend Shields allows you to boost your shield power and then share that shield with a friendly target

Take time to read on what each power can do, and think ahead on combining them for the effect/s you want to cause on the battlefield. Always a good place is stowiki.org, so might as well bookmark it.

Archived Post 08-23-2011 07:12 AM

It's almost impossible to have an innefective pve build. All powers work the way they are intended to on npc's.

A solid pvp build will wreck pve house with purpose.

All of the above info is accurate.

Archived Post 08-25-2011 02:41 PM

I fly an assault cruiser

boff abilities:

science
polarize hull 1, hazard emitters 2

tactical
tac team 1
fire at will 1, fire at will 2

engineering
EPtS 1, eng team 2, EPtS 3, RSP 3
eng team 1, RSP 1, aux SIF 2

Archived Post 08-31-2011 11:49 AM

Quote:

Originally Posted by Dalamarth (Post 3713623)
Hey all! I'm looking for a Cruiser build that I can use for PvP that won't suck in PvE. I'm probably gonna go Star Cruiser (the one with extra Science, not extra Tac) and am primarily looking for Boff power configurations. Show me what you've got!

A starcrusier is meant to do an endurance run with PvE.

A Assult crusier is better at DPS because it has an extra Tac + faster EPS transfer.


Lesson 1 in starcrusier design.

1. Your either a super massive heal bot with very little DPS <--- 90% of all the well built PVP SC's.
2. Your a GIMP SC which is trying to be an assault crusier but aint <---- 10% that fail at making an SC.

Archived Post 09-04-2011 11:08 PM

Quote:

Originally Posted by TovalMorgan

engineering
EPtS 1, eng team 2, EPtS 3, RSP 3
eng team 1, RSP 1, aux SIF 2

A bit overboard on the RSP's don't you think? One of those slots should be used for team support (Extends) or your own damage (DEM, EmptW). If you have to rely on two RSP's to survive, something's wrong.

Archived Post 09-05-2011 04:27 AM

Ive never been one for balanced build. I stay with one extreme. DPS or Heal. Eng in DPS Cruisers are survivable but not to the rediculous levels of heal cruisers. With the right gear and speccing in a cruiser you can have above average levels of power across all your subsystems and shield tanking will be sufficient to skip a few hull heals and dish out more damage in return. Wait erm :confused: i think that is a balanced build Ok nevermind :D

Archived Post 09-07-2011 03:45 PM

A good PvP build will always tear through PvE, but a good PvE doesn't always do so well in PvP.

For a Star Cruiser:
- 100 Weapons, 25 Shields, 25 Engines, 50 Aux.

8 Beam Arrays, or 2x DBB + 2x BA, 4x Beam Array

Lt Tac: FAW 1, Attack Pattern Beta 1 (swap for Target Engines for PvP)
Ens Sci: Transfer Shields 1
Lt Sci: Transfer Shields 1, Hazards 2
LtC Eng: EPtS 1, Aux to SIF 1, EngTeam 3
Cmdr Eng: EPtS 1, EngTeam 2, Aux to SIF 2, Extend 3 (or swap for Extend 2 and Aux to SIF 3)

It's definitely a wannabe Assault Cruiser build, and I can't stress that you should go with an AC over an SC if you want to any sort of DPS.

Archived Post 09-07-2011 04:47 PM

Depends on what you want to play Dalawarth. Do you want to be a more offensive (DPS) or deffensive (support/heal) player?

Archived Post 09-07-2011 09:56 PM

Well technically the SC can't do quite as much damage as an AC because of the loss of one tac console, so you lose say 50 dps-ish off your beams. Not a big deal because you are still just a sustained damage/support dps ship. The tac ensign can also give you a bit more damage potential as well but the sci ensign is much more versatile.

Offensive SC, with decent support healing

Lt Tac: target engines 1, beta 1
Cm Eng: epts1, aux2damp1, aux2sif2, ewp3
LC Eng: epts1, rsp1, ET3
Lt Sci: he1, tss2
En Sci: tractor1

So the idea here is to hit the enemy's engines and/or tractor him, pop your aux2dampeners for a sweet mobility boost then smother the target in that glorious green goop :D. You could put a tac team in there. Maybe a beam overload (or faw if you're that kinda guy :p). Sci team rather than tractor if you are snb'ed/scrambled often. 8 beams, maybe 1 or 2 dbb.

Heal/support dps

Lt Tac: tess1, delta1
Cm Eng: epts1, rsp1, aux2sif2, es3
LC Eng: epts1, et2, et3
Lt Sci: he1, tss2
En Sci: he1 or tss1 or st1

For both of these you can run 100/25/25/50 power levels. The full aux heal cruiser is kind of unnecessary IMO. You can always pop an aux battery or switch to full aux for a bit if you get in a tight spot.

Tank/dps

Lt Tac: tac team1, delta1 (or beta1, or beam skill)
Cm Eng: eptaux1, rsp1, epts3, aux2sif3
LC Eng: eptaux1, et2, epts3
Lt Sci: he1, tss2
En Sci: st1 (or tss1)

Kind of a selfish setup and a bit overkill unless you're solo against multiple ships. You could switch the eptaux1's fo eptw1's for a bit more damage. Run 100/25/25/50 power levels again. You could run 50 shields but I prefer the higher aux, and max weapons is the way to go because a pure tank can just be ignored. The 3 team skills are to cover all your debuff clearing. Some may say that its too many because of global cooldowns but I like to have each so if I need it I have it. You could drop the tac team if you can manage your own shield distribution well. Waiting for an snb or scramble to wear off is agony though, if you live long enough that is.


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