Career Officer
Join Date: Nov 2012
Posts: 6
Hey everyone,
I just recently started playing STO again and was wondering how the following build would work for me. I like to be able to control agro, but still deal a fair amount of damage.

http://www.stoacademy.com/tools/skil...NGbuildtest1_0

Feel free to ask any questions and offer any advice (other than going tactical lol)
Commander
Join Date: Jun 2012
Posts: 346
# 2
12-05-2012, 09:45 AM
Quote:
Originally Posted by aaronjarcher621 View Post
Hey everyone,
I just recently started playing STO again and was wondering how the following build would work for me. I like to be able to control agro, but still deal a fair amount of damage.

http://www.stoacademy.com/tools/skil...NGbuildtest1_0

Feel free to ask any questions and offer any advice (other than going tactical lol)
The Skill build is ok, but a couple of things:

1. Driver Coil sucks. Yes, yes, it makes Full Impulsing into a fight slightly less terrible... but it's still terrible. Full Impulse is something you should aim to use the least possible.

2. Impulse Thrusters>Engine Power. Both for Speed and Turn Rate, so it makes no sense to max Engine Power but not Impulse Thrusters.

3. More Hull is always nice.

4. This is more arguable, but personally I prefer to decide between Energy Weapons and Projectiles.
Putting points in both makes it easier to change your build, but it also means you've always got a Skill that doesn't do much.

So, the changes I'd make:

Driver Coils: 6->0
Impulse Thrusters: 4->9
Engine Power: 9->3
Structural Integrity: 4->9
Power Insulators: 0->6
Projectile Weapons: 9->0
Energy Weapons Spec: 6->9

The BOFF setup? Well, tbh, you'll change it a few times until you find something you like.
Captain
Join Date: Jun 2012
Posts: 1,994
# 3
12-05-2012, 10:29 AM
Quote:
Originally Posted by quiscustodiet View Post
The Skill build is ok, but a couple of things:

1. Driver Coil sucks. Yes, yes, it makes Full Impulsing into a fight slightly less terrible... but it's still terrible. Full Impulse is something you should aim to use the least possible.

2. Impulse Thrusters>Engine Power. Both for Speed and Turn Rate, so it makes no sense to max Engine Power but not Impulse Thrusters.

3. More Hull is always nice.

4. This is more arguable, but personally I prefer to decide between Energy Weapons and Projectiles.
Putting points in both makes it easier to change your build, but it also means you've always got a Skill that doesn't do much.

So, the changes I'd make:

Driver Coils: 6->0
Impulse Thrusters: 4->9
Engine Power: 9->3
Structural Integrity: 4->9
Power Insulators: 0->6
Projectile Weapons: 9->0
Energy Weapons Spec: 6->9

The BOFF setup? Well, tbh, you'll change it a few times until you find something you like.
If he is going for a tank build, there is really no need for him to put a 9 in Energy Weapons Specialization. I run an escort with just 3 points and I have no trouble putting out damage. Tanks usually do not run high weapons power, therefore these points will be wasted most of the time. Driver coil is also an invaluable skill to have if you want to go a decent speed in Sector space. Dropping Projectile weapons to 0 means effectively decreasing effectiveness of all torpedoes by 25%. Cruisers can not run 8 energy weapons effectively. It just drains too much power in the broadside (-80 all weapons power per volley). There have been numerous tests that can be found on the forums to prove that 6 beams function more effectively than 8 beams. The sweet spot for a cruiser is 6 beam arrays and 2 torps/mines. Take away points in projectile weapons and cruisers lose their one effective spike damage ability.
Career Officer
Join Date: Nov 2012
Posts: 6
# 4
12-05-2012, 11:27 AM
Thank you all so very much for your information and input on this matter. Going to read over everything you all have and come back with a more finalized build later tonight

Again thank you all so much.
Ensign
Join Date: Dec 2012
Posts: 1
# 5
12-14-2012, 12:47 AM
Quick question about this build, I see there are no points allocated to Ground Skills, is ground combat not important?
Career Officer
Join Date: Nov 2012
Posts: 6
# 6
12-19-2012, 05:41 AM
Quote:
Originally Posted by lexclex View Post
Quick question about this build, I see there are no points allocated to Ground Skills, is ground combat not important?
Sorry for the late response. And of course ground combat is important, but I was just focusing on getting my space skill sets, set.
Commander
Join Date: Jun 2012
Posts: 346
# 7
12-19-2012, 01:33 PM
Late answer, a moron (pwebranflakes) needed to wave his e-peen around and I was randomly selected.
Not a pleasant experience; I understand why he has to use force, nobody would willingly.

Quote:
Originally Posted by majortiraomega View Post
If he is going for a tank build, there is really no need for him to put a 9 in Energy Weapons Specialization. I run an escort with just 3 points and I have no trouble putting out damage.
No trouble putting out damage? What does that mean?
I'd understand arguments about gaining survivability or utility at the cost of damage, but just "having no trouble"? You put more points there, your damage will increase, if slightly.

Quote:
Tanks usually do not run high weapons power, therefore these points will be wasted most of the time.
Yes, they do. A Cruiser can easily max both Shields and Weapons and should.
If you run low Weapons, you're not holding hate, so you're not tanking very well.

Quote:
Driver coil is also an invaluable skill to have if you want to go a decent speed in Sector space.
Sacrificing combat performance for Sector Speed is dubious, especially when Driver Coil is such a small factor in Sector Speed compared to Engines, Slipstreams, Diplomacy and Fleetbase level.

Quote:
Dropping Projectile weapons to 0 means effectively decreasing effectiveness of all torpedoes by 25%. Cruisers can not run 8 energy weapons effectively. It just drains too much power in the broadside (-80 all weapons power per volley). There have been numerous tests that can be found on the forums to prove that 6 beams function more effectively than 8 beams.
The sweet spot for a cruiser is 6 beam arrays and 2 torps/mines. Take away points in projectile weapons and cruisers lose their one effective spike damage ability.
Yes it does, yes they can, no it doesn't, -70*, no there haven't, no it isn't, no and no one over 12 cares about "spike damage".
Career Officer
Join Date: Nov 2012
Posts: 6
# 8
12-20-2012, 06:43 AM
Okay I have changed the build quite a lot as I have moved from Odyssey to Assault Refit. I took some input from everyone to improve on my build. I will make it more clear though that this is meant as a Hybrid: DPS/ off tank. So DPS is Primary and I can off tank if the main tank were to need it. Here is the new build.
http://www.stoacademy.com/tools/skil...ultRefitBui2_0

Edit*Updated*

Last edited by aaronjarcher621; 12-20-2012 at 08:10 AM.
Commander
Join Date: Jun 2012
Posts: 346
# 9
12-28-2012, 06:31 AM
Quote:
Originally Posted by aaronjarcher621 View Post
Okay I have changed the build quite a lot as I have moved from Odyssey to Assault Refit. I took some input from everyone to improve on my build. I will make it more clear though that this is meant as a Hybrid: DPS/ off tank. So DPS is Primary and I can off tank if the main tank were to need it. Here is the new build.
http://www.stoacademy.com/tools/skil...ultRefitBui2_0

Edit*Updated*
No threat control on a Cruiser=terribad.
It's not a DD, it's a tank.
Career Officer
Join Date: Jan 2013
Posts: 111
# 10
01-12-2013, 04:45 PM
How will the build being discussed operate in other theaters, such as doing damage or support? I ask because I'm also a new engineer and I'm looking for some viable builds that maximize DPS and survivability. Any pointers are appreciated.
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