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Join Date: Jun 2012
Posts: 846
# 1 The Cruiser Thread 3.0
09-07-2012, 07:26 AM
http://sto-forum.perfectworld.com/sh...1&postcount=43

I have to be able to edit my posts. So this thread is copy pasta of the last one This will likely be a gradual process of copy pasta ing. Stupid perfect world for botching the migration... Of course with the new fleet ships, and new other ideas for old ships, I'll be adding new content as well.


"I should be facerolling Escorts and bops with my Ship of the line! This isn't canon!" This is a common variation on frustrated pvpers. Often times they will post what appears to be an indepth analyisis even as to "just what makes Escorts and bops OP" When frankly, they couldn't be more wrong. The first question to ask, is a Cruiser a DPS Ship? The answer is as follows. While there are a couple of exceptions to the rule, by and large...

Nope unless you are following a fairly narrow Tac Cruiser build your job isn't dps (and then with a tac cruiser the best ones in my opinion, treat damage at best as an equal partner to the ships native role fedside). Your role is support, first and foremost as a cruiser. You have to keep your team mates alive through the alpha strikes coming in from the klingon attacks / enemy escorts (FvF if the latter). Once you keep your team mate alive (most likely an Escort since those are almost always priority one in pvp to kill, they are the squishiest fedside. Though, I often target Gal X's first, as nothing is so clearly a Noob Pilot as someone in any Galaxy Class Variant) then your enemy you'll find has alot less damage for around thirty seconds or so afterwards, in which case it's a slow build up back up, which is far more managable with healing.

Throughout this thread I will post various builds (others are welcome to post builds as well) that I recommend for use in pvp. NOTE if it works in pvp it will ROFLSTOMP any and all pve.

Cruisers are actually the hardest ships to kill when built properly, due to having very high native damage reduction, shield strength and hull points. Especially engineering cruisers, as they have access to a host of self heal capability that other classes do not have. When the pilot of a cruiser doesn't suck, he doesn't become a high priority/easy quick kill.
Use powers like Emergency Power to Shields 2, and 1, Engineering team 2 and 3, Aux to structural integrity field 3, Extend Shields 2, Reverse Shield Polarity1, and if you are a Tac, Emergency Power to Weapons1, or if you are an engineer or sci captain, Emergency Power to Aux1. For tactical slots, run Tactical Team1, and either Attack Pattern Delta1, or Tactical team 1, and Beam Overload2. (if you are a tac) Science powers, Hazard Emitters1/Polarize Hull1, and Transfer Shield strength2, or two transfer shield strengths. (1 and 2)

If you have an extra ensign slot, you might as well throw target engines there to assist in controlling enemy movement.

If you have the following powers on your ship remove them immediately because they are utterly worthless. Emergency Power to Weapons 2 and up. Emergency to Aux 2 and up, Emergency to Engines 2 and up. Aux to Battery 2. Boarding Party 1 and up, Aceton Field 1 and up. Aux to Inertial Dampeners 2 (1 is just as good as 2 is), Jam Sensors, Scramble Sensors (not really worthless but it's not a cruiser power by any means), Tachyon Beam1 or 2, (1 is terrible and you do not have the turn rate to make 2 work) Energy Siphon1, Torpedo High Yield 1 or 2 *again you don't really have the turn rate for this one, and only tacs really get the miles out of this use Torp Spread instead great for Escorts though* Beam Overload1 (only good for killing shuttles... BO2 is much better)

Power levels should be weapons /25 Shields /75, Engines /25 Aux /75 for healing configuration, and if you are running emergency to weapons instead of aux, weapons /75 shields /75 engines /25 aux /25

That's just a sample fairly standard healcruiser build it works great with the Assault Cruiser, and the gal X (as much as anything can work with that ugly, and horrible ship seriously gtfo out of it ASAP the Galaxy X is a terrible ship. It's not as bad as it used to be but it's still the worst cruiser in the game. It's a Vanity Item at best and a Bullseye creator at worst as no other ship in the game clearly marks you as a Noob as a Gal X.. cause everyone that has experience avoids it, and the Gal Retrofit like the black plague) star cruisers I'll cover later. There's a few other more advanced build options you can run, but this is a good one to learn on as it has plenty of healing for team mates, (and heal your team mates! if you save them all for yourself you are only getting your allies killed!) The Excelsior is a damage ship, but is best employed by Tactical and Science captains. Engineers need not apply unless you enjoy wasting your time. (as Engineer captains do not do DPS, nor do they do Debuffing like science captains do)

Emergency powers are the lifeblood of a good fedcruiser, as they enable you to greatly boost your power level for whatever emergency to X you are running at the time. Emergency Power to Shields can be chained one after another (which is why so many ships seem ''invincible'' to you) Tactical team makes all but the most fiercesome anti proton beam overload 3 crit a complete joke, even if your emergency power to shields isn't up at the time. Reverse shield polarity is used as an oh crap button when you have already given away your transfer shield strengths to a team mate and you are almost out of shields. (it's especially useful just after you get sub nucleaonic beamed, and you pop a shield battery with it. Then you can usually save Rotate Shield freq if you are an engineer for the second sub nuc if it's coming and chances are someone's given you a sci team to clear the debuff, and an emergency power is probably also ready at that point) you should always always always if possible have an emergency power to shields up.

And yes you can run two emergency powers at the same time if they are for different subsystems.

When running at the /75 powers I mentioned emergency power 2, is enough to put your shields at full strength, which boosts your shield regen, and it's native damage reduction, it also has the pleasant side effect of almost maxing out your extend shields' damage reduction bonus. While emergency 1 almost kicks everything to capacity as well.

Devices I recommend keeping the following handy. Shield Batteries, (or rechargeable shield battery if you can get one) Weapon Battery, Subspace field modulator, and Aux Battery. Shield Batteries are for when you have been Sub Nucleaonic beamed. This gets your shield power right back up to 125 and gives a small shield heal in the process. For Engies this makes them even more frustrating to kill since often you can then save rotate shield frequency for either being nucced again, or just for use as your shield strength falls to roughly half. For Tacs and Sci it's a straight up life saver. Weapon batteries are to be used when a target is near death (if you aren't using emergency power to weapons1 or if it's cooldown is active), so you can cram that last little bit of DPS into the target to hopefully down it before they can get heals.
Subspace field modulators are good for when you are being focus fired and a shield is near critical, it increases both your damage resistance and your Defense Score, Aux Batteries are for when you are running weapon power bias (ie thats one of your /75s) or for when your EPTA (emergency power to aux1) is off, and you need that -extra- bit of healing to save someone's life.

Don't forget to put Distribute Shield power somewhere you can easily keep hitting it, when the enemy starts attacking you. Most people keybind it to the space bar, but honestly I shield tank worse then I run it there, because it throws off the rhythm of the shield distribution when damage comes in. Sure it's more micro intensive than what most people do, but honestly it pays dividends especially when tac team is on cool down. (and now you all know my secret for shield tanking... I'm doomed)

Also, pay attention to your positioning relative to the other players on your team. Cruisers should either be in the middle where they can put their extend shields outwards, or circling slowly behind the Escorts on the outside edge of combat, and adjust your throttle as you go along. Also, I recommend you move throttle control to the mouse scroll wheel. That lets you pull off fancy moves, like the reverse flat spin which is very difficult if not impossible with the default bind of it being on your keyboard, this also frees up your fingers so they can more easily hit the number rows and keep fighting, or frees up the default throttle keys for staple abilities so you do not have to hunt the keyboard and never leave WASD.

For example when I'm at a buddies place, and I need my sto fix and I forget to take my Razer Naga with me (which really is worth the investment if you plan on playing alot of mmos and rts games) I bind whatever my emergency power to shields is, (third ability, on the top row usually) to Q, and the second emergency power to shields to E.

Speaking of, if you really want to get serious in pvp without springing for a razer naga you might want to consider a keyboard layout different from the standard WASD+ Numbers and start binding various abilities to other keys, like the aformentioned E and Q. Some other good non number keys to bind powers to are also C, X, Z, V and B, just to cite some examples. This means you never leave total control over your ship, while you are hitting powers. Which is one of the reasons the Razer Naga is just so good. All the numbers are on the side of the mouse leaving your other hand free for actually moving about, hitting push to talk keys, firing weapons etc.

To change your control scheme press Escape, hit options, and click on the tab for keybinds. Begin arranging as desired.

I also recommend heavily regardless of what you do for ability activation running the 3 row power tray instead of the default one with the silly pictures of your bridge crew. The default tray is completely useless in pvp, wastes time in searching for abilities, and even worse clutters up your screen. Also, practice using the numbers instead of mouse clicking abilities. It saves your mouse for healing allies then or clicking through enemy targets.

Last edited by ghostyandfrosty; 09-07-2012 at 10:24 AM.
Banned
Join Date: Jun 2012
Posts: 846
# 2 Skill Specializations.
09-07-2012, 07:26 AM
http://www.stoacademy.com/tools/skil...=mavmirrorSC_0 This is the one my Engineer presently uses Assault Cruiser, Mirrorstarcruiser.

.http://www.stoacademy.com/tools/skil...VorchaKarfi1_0 Tac Cruiser KDF. Vorcha and Karfis Can also use with an Excelsior using broadside torps.

http://www.stoacademy.com/tools/skil...rgyExcelsior_0 Standard Excelsior build. Tacs, and sci.

http://www.stoacademy.com/tools/skil...vgifttoSivar_0 Tac build for Excelsior, AC refits, Fleet Vorcha.

Oddy, starcruiser, and assault cruisers, eng and sci captains. Can also use this with the Fleet Flight Deck Cruiser and Orion Ball Sack. http://www.stoacademy.com/tools/skil...uild=MavOddy_0

http://www.stoacademy.com/tools/skil...ineticnegvar_0 Kinetic Negvhar. Eng, Tac or Sci captains.

http://www.stoacademy.com/tools/skil...=Superhealer_0 Super Healing Recluse. Sci and Eng Captains.

http://www.stoacademy.com/tools/skil...awHealingMav_0 Heal Spammer Recluse, Oddy, starcruiser.

Bortas. Reserved.

Last edited by ghostyandfrosty; 09-13-2012 at 11:08 PM.
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Join Date: Jun 2012
Posts: 846
# 3
09-07-2012, 07:27 AM
http://forums.startrekonline.com/sho...&postcount=277


This, is an extremely valuable tool tool to have. I heartily recommend everyone at least check this out at least once.
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# 4 Set Items.
09-07-2012, 07:28 AM
Set Items By now you are probably wondering "mav... or anyone what set do I get? There's so many out there!"

The Answer? Is a little complicated and easy at the same time. It depends on what you are after.
I really really recommend going with either 3 piece borg and Maco shield fedside (pretty standard setup gives you great longevity)

Or consider 2 piece Omega and 2 pieces Borg.

Unfortunately this isn't even a choice that's as much tied to your own build as what your team mates are packing as to what really works best for you and your group of friends. (and trust me you really want to start pvping with friends... or make some friends while pvping. There's pugging and winning.. then there's being part of a team, and -knowing- your team mates. Obvious tactical benefits aside, mmos are ultimately a social experience and there's no better one out there imo than sto pvp with friends)

For example, if your team is already loaded for bear with control spam (such as CPB, Shockwave, Gravity well PANDAS I AM LOOKING AT YOU ) 3 Piece borg and Maco might be your best bet as to minimize the "Oh **** I need a heal!" moments. Your team is already overkilling crowd control anyway and when your targets don't have any shields as it is... one more Tet glider won't make much of a difference.

However if your team is lacking in crowd control (like say 2 Escorts 2 Sci or god help you 3 Escorts a Sci and you) a 2 piece borg 2 piece Omega might be your best bet. You need all the cc you can cram in. The regenerative shields of say Borg or Omega (if you go borg shields, go Borg Shield, Borg Console, Omega Deflector and Engine. If you go Omega shield, go Omega Engine with it and Borg Deflector and Console) are still fairly stout on a max or near max shield power cruiser and are honestly a little less vulnerable overall to Tetryon Gliders, Tetryon Procs, Tachyon beam3, and CPB drains as they spring back incredibly quickly. Sure you are a little more vulnerable to burst from an Escort but no setup is truly perfect shield wise.

"What do I run without these borg / stf sets though?" I really recommend the old school MK X purple shields like Resilient Cap3s, Covariant Cap3s, or Regenerative cap 3s, and purple X deflectors or blue XIs. Pre Purple Shields, I recommend MK XI or X Covariant Cap2s at least to get you by for shields.

Notice what I left off the table here? Aegis Reman, and Breen. That's cause both of them are Junk. Like not even a little junk they are total junk. Okay, I'll be fair the Aegis is an almost stop gap till you get your borg stuff its got a really nice Deflector that adds to shield power and has some decent skill bonuses and the engine isn't terrible. Breen stuff though... that's irredeemably bad. It's not even as good as "normal" gear in all honesty.
Do note that if you do run Aegis deflector I might shoot for the borg shield or Maco shield first in your stf gear. The Borg shield cause you'll get another +5 shield power (meaning now you have +10 over someone without that stuff, +14 shield power if you have the shield power console too and they don't have the shield power console) which allows you to put power into either your Weapons, Aux or Engines. Engines are a good idea if you are running DPS hybrid with your ship, as is it's a good option for Control ships. This will help mitigate the gear disadvantage you have till you can get your better equipment. While the maco will give you +2 to everything when you are being shot at. Giving you a still nifty bonus but great resistance to damage. I'll leave the visual of what your power levels will look like if your EPTX bonus power doff procs with all this going on for yourself. (+29/+26 to your shield power on the proc and static bonuses alone... throw on the EPTS boost now... Yeah. Crazy. Lots of room to play there)
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Join Date: Jun 2012
Posts: 846
# 5 Consoles. 101
09-07-2012, 07:28 AM
Consoles
Every cruiser that has even one eng team, ASIF or Hazard emitters Needs 2 SIF Generators for the builds I've discussed so far. They tremendously boost your healing capability. To not have them is almost criminal. RCS? Only put on a control focused AC and then I wouldn't run more than 2, at max.


Another very solid console layout is 2 SIF Generators, and 2 Armors. I prefer Tetraburnium coupled with Diburnium for my armors as this gives you ridiculous resists to all energy types, with abit more leaning on Phasers and disruptors.

Sci Consoles, Field Generator at least one of these is mandatory, Borg Console can fit in here as well. For builds where the DPS isn't as important, you can move the Borg out and put in either a Shield Emitters console, or another Field Generator. Oddy's for example I recommend 2 to 4 Field Generators, couple that with a regen shield and the oddy's OP shield modifier and you get some insane shield tanking, at very low effort on your behalf, which means more heals for everyone else.

Tactical Consoles, for Damage and Control, as many energy consoles as you can stuff in here. For healing, any cstore consoles, and the borg and maybe an energy console.
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Join Date: Jun 2012
Posts: 846
# 6
09-07-2012, 07:29 AM
This post is going to be going over some quick and dirty ability tray layouts that I've found to be quite effective while in a cruiser.

Definition and term Row Through, in the context of this post Row Through, is a reference to the optimum speed and accuracy that you can rifle through your bridge officer skills without having to backtrack. Rowing Through, tremendously can affect your reaction times and ability to appropriately respond.

The first thing I want to mention is there isn't any one layout that will work for everyone every time. The biggest piece of advice I can give you (before showing you examples) is to find a configuration that can allow you to "row" through your powers quickly and effectively with minimal searching. Some people put their emergency powers right next to one another, or one above the other, same with eng teams etc. Some people (like myself) prefer a gap between Emergency powers, as the ability won't be needed till later and it sets up a clean visual way of showing which emergency power is which in terms of Priority.

Some people like putting their second emergency power system near the relevant bridge officer skills. (like EPTW1 next to FAW or Beam Overload, EPTA1 next to Transfer shield strength, or Hazard Emitters). As you can successively just roll from one ability to another.

Some people like all their emergency powers together.

The important thing is that you experiment, and practice with each layout you try until you find one that you can "row through" not only the fastest, but repeatedly Every Time. Anyone that's a veteran to pvp (regardless of game type.. FPS, MMO, RTS, Racing, Flight Sim etc) can tell you crap can happen incredibly quickly so it's best to have your powers, and abilities straightened out to something that is as user friendly to you as possible.

The optimum Row Through time I have found is all of your abilities fired off or at least clicked in 4 seconds or less. This will make you more than fast enough to deal with whatever happens in live combat.

This is is my current layout on my healer controller
http://postimage.org/image/m601ls5h1/full/
http://cloud.steampowered.com/ugc/57...BEF6D9E9F89A2/ Here's Drunks layout.
http://cloud.steampowered.com/ugc/57...4EA9772153F69/ Drunks other layout.

Notice how my Row Throughs are set up for the most part based around relevant energy related powers. Things that boost my power to the relevant system get shunted over. EPTS takes priority since I refuse to keybind it to space bar (as it randomizes which EPTS comes up that first time, or during any significant gaps of not smashing the space bar). Other than EPTS, my more selfish abilities take the bottom row and middle row. In order of the activation sequence I tend to need them in.

You get the idea though I think.
The important thing is, you lay your powers out in the order that you most often need them

Last edited by ghostyandfrosty; 09-13-2012 at 07:36 AM.
Commander
Join Date: Jun 2012
Posts: 369
# 7
09-08-2012, 10:24 PM
Your hate for the Galaxy-X is... I can't even find a word for it...

First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

They have same impulse speed, Boff Layout, Shields and so on...

What makes you think the Dread marks you as a noob?

People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

Please give me a good reason for why you feel this way about the ship...
The Average PvP player

1) Teamwork and timing is #1
2) You cannot "Kirk It" in every ship
3) You are going to die, just get back up
Career Officer
Join Date: Jun 2012
Posts: 566
# 8
09-08-2012, 10:49 PM
Quote:
Originally Posted by starcommando101 View Post
Your hate for the Galaxy-X is... I can't even find a word for it...

First of sir, they are nearly identical except for the fact that the Dreadnought has more crew and the Assault Cruiser has 1+ Turning... (Of Course Dreadnought has the Lance, which I will get to in a second). Also the Assault has better inertia (+5)

They have same impulse speed, Boff Layout, Shields and so on...

What makes you think the Dread marks you as a noob?

People come to these forums to look for guide and your bad experience in a ship is going to push people away because you frankly suck in it. If you do then don't tell others that it is horrible. Just express your disdain for it, not discourage others to stay away from it.

To be honest, it can do more than the Assault. More DPS from the lance and more hull regain from the more crew...

Now you may argue the lance is useless... I concur... You have never put a Jump console on a Dread have you? It is a game changer... Being able to kill an enemy ship every 3 mins is... lulz to say the least.

Please give me a good reason for why you feel this way about the ship...
Not to argue with you, but to die from a lance... Means too much vodka for that player, lol. Seriously, you target an escort, only a noob would stay an get lanced (even with teleport console), unless there is another vm stopping his engine. And his heals are in cool down. And he doesn't run any resist (ph, eps, he, atosi...). And/or is subnuked. And if that escort moves, that lance has such a bad accuracy that will most likely miss. About the same accuracy as the auto cannon from bortie. You target a cruiser, again good luck. Big hull, bigger shields, even more resists. That assuming again you hit your target. And from not enough energy consoles, that damage can't even come close to being deadly. It's at best good for killing somebody taken by surprise. And IMO, that's not a reason a tac should fly a dread. Fun? Maybe but definitely not efficient, or not as efficient as other choices.

Edit: if that lance and in the same time the auto cannon from bortie, would have been thought more with pvp in mind, and have at least 2xacc mods, it would've been a little different. Yea, in pve those barely miss, but in pvp, I would think twice before using them. At least auto cannon is a console and you may use that spot for some other console that's more usefull.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...

Last edited by trueprom3theus; 09-08-2012 at 11:15 PM.
Captain
Join Date: Jul 2012
Posts: 2,690
# 9
09-09-2012, 03:30 AM
I play an engineer in an excelsior and it's not as bad as everyone likes to paint it as a combination (sure it doesn't have the tactical VA powers driving it's damage over the 3k per hit point), it can hold it's own in a fight and beats Oddys

Weapons (Same both ends)
Quantum torpedo launcher Mk XII [CrtD] [CrtH] [Borg]
Polarised tetryon Beam array Mk XI
Phased tetryon Beam array Mk XI [Acc] [Dmg]
Tetryon Beam array Mk XII [Acc] [CrtH] [Borg]

Equipment
Deflector: M.A.C.O. Graviton Deflector Array MK XII
Engines: M.A.C.O. Impulse Engines Mk XII
Shields: M.A.C.O. Resilient Shield Array Mk XII

Consoles

Engineering:
Monotanium Alloy Mk XI (Blue quality)
Neutronium Alloy Mk XI (Blue quality)
Neutronium Alloy Mk XI (Blue quality)
Assimilated Module

Science:
Field generator Mk XI (Blue quality)
Field generator Mk XI (Blue quality)

Tactical:
Tetryon pulse generator Mk XI (Blue quality)
Tetryon pulse generator Mk XI (Blue quality)
Tetryon pulse generator Mk XI (Blue quality)

For skill and Boff layout: http://www.stoacademy.com/tools/skillplanner/
And while there are things that could be refined it's quite good anyway
Commander
Join Date: Jun 2012
Posts: 273
# 10
09-09-2012, 04:59 AM
Quote:
Originally Posted by adamkafei View Post
For skill and Boff layout: http://www.stoacademy.com/tools/skillplanner/
And while there are things that could be refined it's quite good anyway
Unless you're an LT Eng with no skill points distributed or BOffs equipped, bad link.
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