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-   -   Returning player Engineer Star Cruiser Build (http://sto-forum.perfectworld.com/showthread.php?t=248436)

Archived Post 01-15-2012 06:17 PM

Returning player Engineer Star Cruiser Build
 
Hello all i am a returning player enjoying the game after all the changes. I would love to hear from some experienced player about current builds about Engineer Star Cruiser Builds. Although i plan to move to a Gal-X soon i would love to keep my star cruiser to feel a healerish role in STF's.

My main questions are:

1. Skill point allocation and BOff abilities used (and what ranks).An STOacademy build as an initial starting point to pick some ideas would be much appreaciated

2. Weapon types preferred.I am currently fitted with Mk XI antiproton purple beam arrays and Tricobalt torp launchers.Any other direction would be much appreciated.

3. New sets in game.What combos work best,what should i look into getting.

I am interested primarily in PVE builds for Elite STF's.

Any info will be much appreciated.

Archived Post 01-19-2012 01:26 PM

1) I would suggest something like this build: http://www.stoacademy.com/tools/skil...arCruiserPVE_0

This point allocation lets you give out some good heals while tanking lots of damage.

2) With the skill point change all weapon types are the same to spec so its more of a personal choice of whatever your favorite type is. I like phasers for the disable proc plus it just feels right loading up a galaxy class with a bunch of phaser arrays :) I also love the Har'Peng torpedoes - the secondary explosion goes off all the time against borg ships and the time to target is great to slip in on a downed shield facing.

3) I am still a fan of the old borg set but the MACO and OMEGA are both good depending on what kind of role you want to fill. STOked did a nice episode going over all the sets I would highly recommend giving it a watch: http://www.jupiterbroadcasting.com/1...ar-stoked-109/
The show notes also have a quick breakdown of sets if you just want some quick info.

Archived Post 01-19-2012 05:27 PM

Quote:

Originally Posted by shmutzig (Post 3958662)
1) I would suggest something like this build: http://www.stoacademy.com/tools/skil...arCruiserPVE_0

This point allocation lets you give out some good heals while tanking lots of damage.

No offense, but thats a horrible build. You wasted a couple dozen skill points maxing things out that won't make a difference.

Archived Post 01-19-2012 05:46 PM

Quote:

Originally Posted by kostamojen (Post 3959095)
No offense, but thats a horrible build. You wasted a couple dozen skill points maxing things out that won't make a difference.

Like what? Just bashing something without corroborating info is generally regarded as 'not useful'.

Archived Post 01-19-2012 05:59 PM

Quote:

Originally Posted by kostamojen (Post 3959095)
No offense, but thats a horrible build. You wasted a couple dozen skill points maxing things out that won't make a difference.

You are indeed right that I have maxed some things out at the cost of other skills having no points. This is not the most efficient use of skill points but it does give me the maximum possible boost to hull, shields, dmg resist, etc. I spec for a Healing/Tank build mainly in STF's and a similar spec to what I posted has worked very well (I fly a galaxy so available BO's are a little different).

Someone looking for more wide ranging boosts would certainly do better to stop at 6 points or even less and get more skills boosted that's just not for me. That's part of the fun of the game everyone can equip their ship and spec their characters to match the sort of role they desire to play.

I have fun with the maxed skill points build I use so by that metric its a successful build for me.

I'd be interested to hear what kind of build you go with if you would like to share.

Archived Post 01-20-2012 01:45 AM

This thread has a detailed analysis of what skills are currently doing what with how many skill points:

http://forums.startrekonline.com/sho...d.php?t=247338

For example, running 9 points in thrusters is useless. 3 is probably plenty, 6 if you REALLY need it.

Running 9 points in weapon performance only gets you 2 more power over 6 points, better off putting those 3 points into Aux for your heals and moving your power sliders to compensate. Same goes for Engine Performance and even Shield performance.

You probably don't need 9 points into Projectile weapons with a Star Cruiser either. Also, the final 3 points for Maneuvers or Targeting systems is negligible, but if you want to max defense put the last 3 in maneuvers.

You also have no points in Electro-plasma (power-transfer), Subsystem repair (important for a tank), Power insulators or Inertial Dampeners (both also now important for a tank). You don't have any in Threat Control which Cruisers should probably have to help them take agro from Escorts, but Its not functioning right right now I don't think (Note: It supposedly adds a defensive resist too).


As for ship skills, DON"T run tractor repulsors for STF's! Those cause more problems than they solve. Stick with a normal tractor beam or run Eject Warp Plasma if you are concerned about stopping probes/etc. I'm also surprised at the use of 2 Engineering Teams PLUS a Tactical team. Kind of hard to use all 3...

Archived Post 01-20-2012 01:49 AM

Quote:

Originally Posted by kostamojen (Post 3959572)
This thread has a detailed analysis of what skills are currently doing what with how many skill points:

http://forums.startrekonline.com/sho...d.php?t=247338

For example, running 9 points in thrusters is useless. 3 is probably plenty, 6 if you REALLY need it.

Running 9 points in weapon performance only gets you 2 more power over 6 points, better off putting those 3 points into Aux for your heals and moving your power sliders to compensate. Same goes for Engine Performance and even Shield performance.

You probably don't need 9 points into Projectile weapons with a Star Cruiser either. Also, the final 3 points for Maneuvers or Targeting systems is negligible, but if you want to max defense put the last 3 in maneuvers.

You also have no points in Electro-plasma (power-transfer), Subsystem repair (important for a tank), Power insulators or Inertial Dampeners (both also now important for a tank). You don't have any in Threat Control which Cruisers should probably have to help them take agro from Escorts, but Its not functioning right right now I don't think (Note: It supposedly adds a defensive resist too).


As for ship skills, DON"T run tractor repulsors for STF's! Those cause more problems than they solve. Stick with a normal tractor beam or run Eject Warp Plasma if you are concerned about stopping probes/etc. I'm also surprised at the use of 2 Engineering Teams PLUS a Tactical team. Kind of hard to use all 3...

For a PvE STF build, as stated in the OP, subsystem repair and Inertial dampened are next to useless...

Archived Post 01-20-2012 02:01 AM

Quote:

Originally Posted by Heathen666 (Post 3959577)
For a PvE STF build, as stated in the OP, subsystem repair and Inertial dampened are next to useless...

Borg boarding parties strip your crew, and Subsystem repair increases the repair speed for your crew. So if you tend to have very little crew, the quicker your subsystems repair the better at least in theory.

And Inertial Dampeners help combat Borg tractor beams.

And I'm not talking about maxing these out, putting just 3 points into ANY skill dramatically increases its stats now.


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