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-   -   Yet another "best ship" question (http://sto-forum.perfectworld.com/showthread.php?t=588871)

princedimwit 03-20-2013 07:42 AM

Yet another "best ship" question
 
I've noticed shield strength caries from ship to ship. I put one shield into a Luna/Sol class and its rating is 9,000+ but when I put it on the Ambassador class, it's lucky to get to 6k.

What I want out of a ship and shield combination is to be able to hang in a firefight with the Borg or some other really powerful faction.

The weapons I could care about because I can upgrade those to very rare mk. xii across the board with all the upgrades. What I do care about is powers that my boffs can dish out. Certain things I want that I can't seem to be able to get. I need a respec for sure.

So, if you could advise on a ship that can really take advantage of a decent shield, let me know.

Thanks

baudl 03-20-2013 07:49 AM

all ships have a shield modifier...carriers and sci ships have the highest, but normally pay for it with less hull and 1-2 less weapon slots.

the stowiki has them listed and very well structured, you might want to take a look around there.

ferdzso0 03-20-2013 07:50 AM

well. I could go into what ship has what shield and why it has it, but the easiest answer for you seems to be just recommend the Vesta for purchase. cheers

lasonio 03-20-2013 09:39 AM

shield power means nothing, specially with the crazy sci skills out their that strip you faster then a frat boy to a pledge.... and then pretend he's not into it. Weirdo.

So what you shouldn't worry so much about is the thickness of shields so much as the ability cycle and buff them. All the shield facings (Unless you are surrounded then you're S.O.L) feed the facing that's being assaulted. so basically one shield facing with TT or human intervention makes it go from 6k to 6x4 meaning would be 24K to the accosted facing so in the face of those overwhelming numbers the shield doesn't really matter, the skills and equipment of the captain comes into prospective then so a Patrol Escort can have more tankability then a carrier in the hands of a able captain.

princedimwit 03-20-2013 11:15 AM

Quote:

Originally Posted by lasonio (Post 8683561)
shield power means nothing, specially with the crazy sci skills out their that strip you faster then a frat boy to a pledge.... and then pretend he's not into it. Weirdo.

So what you shouldn't worry so much about is the thickness of shields so much as the ability cycle and buff them. All the shield facings (Unless you are surrounded then you're S.O.L) feed the facing that's being assaulted. so basically one shield facing with TT or human intervention makes it go from 6k to 6x4 meaning would be 24K to the accosted facing so in the face of those overwhelming numbers the shield doesn't really matter, the skills and equipment of the captain comes into prospective then so a Patrol Escort can have more tankability then a carrier in the hands of a able captain.

I can't decipher a word of that.

ferdzso0 03-20-2013 11:30 AM

Quote:

Originally Posted by princedimwit (Post 8685121)
I can't decipher a word of that.

he tries to say, that shield does not rly matter, because the better captains can handle low shields too

the1tigglet 03-20-2013 11:35 AM

I'd suggest just picking one of the multitudes of Escorts. Apparently they are the best for tanking, the best for DPS, and the best for healing all in the same ship.

Seriously, I'm not kidding. Try one.

malkarris 03-20-2013 11:49 AM

Not quite, a cruiser is the best at tanking/healing with abilities, and sci ships are the best at dirty tricks, but the easiest ship to fly end game is an escort, seriously pick any of them. Just make sure you have two tac teams, at least one emergency power to shields, at least one reverse sheild polarity, and at least one transfer shield strength (you can use it on yourself or a friend). Another science skill should probably be hazard emitters, they clear a lot of stuff, mostly plasma fires. Slap on some cannons and turrets, some cannon skills, and attack pattern omega or beta, and you have the cookie cutter escort, which can survive, or at least not die that much, verses anything in the PvE end-game.

There are ways to make cruisers and science ships acceptable at end game, or you could do a one off build that can work, and work well (I know a quantum torpedo defiant captain who can trash other escorts), but until you want ot experiment or look further in the forums, the escort I just described is going to be good enough.

All that to say, shield level doesn't really matter as long as you have at least Mk X shields.

eraserfish 03-20-2013 12:00 PM

Quote:

Originally Posted by malkarris (Post 8685741)
Not quite, a cruiser is the best at tanking/healing with abilities, and sci ships are the best at dirty tricks, but the easiest ship to fly end game is an escort, seriously pick any of them. Just make sure you have two tac teams, at least one emergency power to shields, at least one reverse sheild polarity, and at least one transfer shield strength (you can use it on yourself or a friend). Another science skill should probably be hazard emitters, they clear a lot of stuff, mostly plasma fires. Slap on some cannons and turrets, some cannon skills, and attack pattern omega or beta, and you have the cookie cutter escort, which can survive, or at least not die that much, verses anything in the PvE end-game.

There are ways to make cruisers and science ships acceptable at end game, or you could do a one off build that can work, and work well (I know a quantum torpedo defiant captain who can trash other escorts), but until you want ot experiment or look further in the forums, the escort I just described is going to be good enough.

All that to say, shield level doesn't really matter as long as you have at least Mk X shields.

Cruisers are best at nothing. They may be good at tanking and healing, but they are by far not the best. As for science vessels, their skills are generally most effective against cruisers...

Carriers like the Recluse, Vo'Quv and Atrox are generally better at support of all kinds and tanking.

reginamala78 03-20-2013 12:15 PM

The power Emergency Power To Shields makes a bigger difference to durability than shield multiplier, because it hardens the shields and reduces the damage they take per hit, to the point that a cruiser can easily double its effective capacity, and even the simple Patrol Escort can readily boost up to half again. Carry two Emergency To Shields powers and cycle them for always-on ability, add on Tactical Team when under heavy fire (for near-instant shield redistribution), and anything in this game can tank pretty thoroughly.

At that point it just comes down to what you like to fly. Escorts aren't quite as durable (but close enough) and have their speed bonuses and ungodly firepower besides. If you don't like DHCs though (bores me; I don't want to play a starfighter game), you can grab science and still be pretty quick, have some fun tricks, and much higher base shields. The Vesta in particularly can be a heck of a hybrid ship with speed, durability, and firepower, or simply be configured into a straight-up science ship. Alternately a cruiser can have its durability maxed to the point where you eat High Yield Plasma Torpedo hits and keep on going, but then you have to get used to the turn rate.

Honestly just hit the Exchange, buy a couple of mirror ships for cheap, and try them out to figure out which you prefer. Best for durability are:

Mirror Universe Patrol Escort
Mirror Universe Star Cruiser
Mirror Universe Deep Space Science Vessel

One of them is bound to work for you.


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