Lieutenant
Join Date: Jul 2012
Posts: 37
# 1 adapt or die...
06-04-2013, 07:49 PM
Hey folks - I've been playing STO for awhile, I leave, I come back, everything changes...

I'm wondering if those that have kept up with the game a little more strictly than I have can help me catch up with some of the changes regarding ship design

I'm a VA tac officer, and I spend most of my time in my sci-odyssey, although I've also got a defiant tac retrofit for dps focusing when/if necessary

I'm using xii and xi borg anti-proton weapons (beam arrays for the cruiser, dhc and turrets for the escort) and xi borg quantum torpedoes, borg engine/deflector/universal console (from before they split it up into 2 different sets), maco xii shields, anti-proton mag regulators, and a variety of other consoles

I'm still using 2 RCS consoles (I know, for an odyssey, they're not all that useful, but I have a hard time deciding what else to put in there, and they'll do when I can't make up my mind), 2 sci shield buff consoles (can't remember what they are called, but they're the 12% to shields ones), and the worker bee console, and 2 of the generic armor consoles (17.5 resist to energy and kinetic, I think)

I've got a shiny new warp core I bought off the exchange with + to engine power, and s-->w % power bonus...

I'm currently running a minor personal mod of the old "dragon" build - the rotating eptw, epts build, with the basic HE and PH sci, TT1 FAW2 and TS1, and eptw1x2, et 2, a2id 2, epts3x2, and rsp3

I know that's a bit of a mess, but I hope it covers all the relevant information

What I'm hoping is, can people catch me up on weapon changes, power changes, and so forth, and tell me if what I'm currently running has been clearly and significantly passed over by some other new fangled doodad

example - I've been hearing about the new romulan gear weapons, which I guess are disruptor/plasma procs? sounds like quantum is still the way to go...with fleet gear, are the advanced/elite weapons significantly better than what I'm currently running? what about the other dual proc weapons (i've got access to some phased tetryon, but I've heard that phaser-proc changes have altered their utility), like phased tetryon, or polarized tetryon (is there even a polarized tetryon? I thought there was, but I can't find any on the exchange to take a look at), polarized disruptors sound handy, and so forth

So, yes, that's my basic question - given the new assortments of gear available, is there anything that is clearly and definitively better than my current setup that I should be aiming for

for the inevitable question of pvp/pve, and my personal "role" - I'd like to be *competent* in pvp, although I don't play it often, as I find most competent pvp builds are more than sufficient for pve, and I like to play a survivable "outlast" tank style cruiser generally during my pve

during pvp, using my cruiser, usually the best I can manage is doing competent damage and spam killing while eating tons of damage in my cruiser hoping that my teammates are focus firing other targets while someone is distracted by me - my escort, of course, can afford to be a little more pro-active

sorry 'bout the mess, but I appreciate any help anyone can offer...
There is no correct resolution; it's a test of character.
James T. Kirk
Captain
Join Date: Jul 2012
Posts: 658
# 2
06-04-2013, 09:26 PM
Well, RCS consoles got a bit of a buff with LoR, so they're less useless now than they used to be. ET2 is generally seen as overshadowed by A2SIF1, especially with the importance of TT in PvP, while for PvE I would definitely drop the PH for TSS, but other than that it's a pretty solid build. Fleet weapons will be slightly better than what you currently have, but what you have is more than adequate, so feel free to not change it (I'm still using the [borg] weapons myself). AtB builds have gained a lot of popularity lately, but Dragon is still a solid choice (and AtB builds are really just a variant of the Dragon that sacrifices almost all Aux power and 3 doff slots to get greatly reduced cooldowns on abilities). The one thing you really should change is that you should pick up the Zero Point Energy Conduit from Romulan Reputation as soon as possible, as it gives a very nice boost to crit chance. Overall, a pretty solid build, which is very nice to see.
Lieutenant
Join Date: Jul 2012
Posts: 37
# 3
06-04-2013, 09:42 PM
thanks jaden - I had a lot of help with the initial build, and took a lot of time to figure out - I'll check out replacing ET2 with AuxtoSif - I think I avoided it last time because the ET I could cast on other targets, and I'm disappointingly low on team-heal abilities...but I'll check it out regardless

I had no idea what the zero point console did - I'll have to see if I can track that down

I'm pushing my way thru the new rep tiers now - so I'm gonna have to relearn what all can be bought, and from whom - I'll keep an eye on the romulan tiers for the zero point - I'm at tier 2 now, omw to 3 - dunno where the zero point shows up, but if it's anything like the other top gear, that'll take awhile to get there

still looking for any other suggestions or input people might have - thanks a lot!
There is no correct resolution; it's a test of character.
James T. Kirk
Career Officer
Join Date: Jun 2012
Posts: 2,523
# 4
06-05-2013, 05:26 AM
Quote:
Originally Posted by kermit1013 View Post
thanks jaden - I had a lot of help with the initial build, and took a lot of time to figure out - I'll check out replacing ET2 with AuxtoSif - I think I avoided it last time because the ET I could cast on other targets, and I'm disappointingly low on team-heal abilities...but I'll check it out regardless

I had no idea what the zero point console did - I'll have to see if I can track that down

I'm pushing my way thru the new rep tiers now - so I'm gonna have to relearn what all can be bought, and from whom - I'll keep an eye on the romulan tiers for the zero point - I'm at tier 2 now, omw to 3 - dunno where the zero point shows up, but if it's anything like the other top gear, that'll take awhile to get there

still looking for any other suggestions or input people might have - thanks a lot!
The AuxSiF can be thrown on teammates also. Much shorter CD plus adds resists. Doesn't share CD with TT.

Look for the Tachyokinetic console from the lobi store, adds to crit and turn. The zero point console is from the romulan reputation.

Last edited by edalgo; 06-05-2013 at 07:31 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 184
# 5
06-05-2013, 07:55 AM
the zero point console is a t2 rep item, and costs 500 marks plus some random other things
great console get it asap
Lieutenant
Join Date: Jul 2012
Posts: 37
# 6 aux2batt builds
06-06-2013, 03:56 PM
Hey folks - so, with my current cruiser/tac setup, I'm still using the old "dragon" build, the rotating epts and etpw type build...

...but I've been hearing a lot of talk about the aux2batt builds, and I'm wondering if someone can give me the basics on how this design works

what I've gathered so far, is that aux2batt runs with one or 2 copies of aux2batt, and uses a...technician?...doff in conjunction with the aux2batt to lower the cooldowns on all your other boff skills.

If that's the case, given cruiser/tac builds, I'm wondering, what exactly do you do as far as weapon buffing, shield damage resist builds, energy levels, battery usage, timing on the aux2batt (am I cycling them for a constant uptime like I do with the eptw/epts now?) and so forth...

for example - am I hitting aux batteries right before hitting aux to bat? am I keeping aux2batt up constantly? if I am, how much of my overall power supply am I pumping into aux in general? like...50/50/30/70? or something along those lines? In short, what are the details to an aux2batt build, and, how am I losing out on power supplies (10% bonus damage I think from eptw1, almost 20% damage resist from epts3) and extra bonuses from the more specific eptx skills, and how am I using the aux2batt builds, in what order, etc, etc...

thanks as always for any input
There is no correct resolution; it's a test of character.
James T. Kirk
Empire Veteran
Join Date: Jun 2012
Posts: 959
# 7
06-07-2013, 05:17 AM
Quote:
Originally Posted by kermit1013 View Post
Hey folks - I've been playing STO for awhile, I leave, I come back, everything changes...
Go to the PvP forum, where there is a stickied 'PvP and build help' thread. It will give you some good explanations of how current builds work.
http://sto-forum.perfectworld.com/sh...d.php?t=427091
Also has some abbreviations explained.

Also, there is another thread on running dual AuxPower2Bat builds that may interest you.
http://sto-forum.perfectworld.com/sh...d.php?t=547581
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Lieutenant
Join Date: Jul 2012
Posts: 37
# 8 spiral wave disruptors...
06-09-2013, 02:54 AM
another question - some of the pvp builds were recommending cannons (at least for the excelsior refit builds), which is less of an issue atm...

but, I'm currently running mk11 (and a couple of 12's) Anti-proton borg weapons - they serve quite well...

but, I also have access to spiral wave disruptors (which used to fire this blue wavy thing that looked absolutely stupid, but now they fire bright yellow beams, which I like), and I've heard some people talking them up as about the top tier weapon right now

given mk 11 AP anti-borg weapons, would spiral disruptors be a good upgrade for a dragon-build beam boat? and would they carry over reasonably well in an excelsior refit beam boat? (I'm envisioning APB2, FAW2 AND tt for the excelsior build as the tac skills, hoping for, with the dmg/resist proc from the spiral wave disruptors, being a good team "make everything more fragile" build)

any recommendations along those lines?
There is no correct resolution; it's a test of character.
James T. Kirk
Career Officer
Join Date: Jun 2012
Posts: 2,523
# 9
06-10-2013, 10:21 AM
Quote:
Originally Posted by kermit1013 View Post
another question - some of the pvp builds were recommending cannons (at least for the excelsior refit builds), which is less of an issue atm...

but, I'm currently running mk11 (and a couple of 12's) Anti-proton borg weapons - they serve quite well...

but, I also have access to spiral wave disruptors (which used to fire this blue wavy thing that looked absolutely stupid, but now they fire bright yellow beams, which I like), and I've heard some people talking them up as about the top tier weapon right now

given mk 11 AP anti-borg weapons, would spiral disruptors be a good upgrade for a dragon-build beam boat? and would they carry over reasonably well in an excelsior refit beam boat? (I'm envisioning APB2, FAW2 AND tt for the excelsior build as the tac skills, hoping for, with the dmg/resist proc from the spiral wave disruptors, being a good team "make everything more fragile" build)

any recommendations along those lines?
If you have the disruptor consoles then I'd absolutely use the spiral disruptor beams for a beam boat. The anti borg AP beams are a bit outdated. If you really want to use AP get the fleet AP Acc x2 weapons.

You can run a beam boat or a cannon cruiser. I've found that its personal preference for the individual. Cannons you have to keep ppl in your forward 180 degree arc while beams you're broadsiding alot more and less to turn to bring your beams to bare.

EWP is a very useful control ability. Small hull dps while leaving your target unable to move. Or there's old reliable DEM for more bleed through dps.

Last edited by edalgo; 06-10-2013 at 10:25 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 227
# 10
06-11-2013, 11:48 AM
The Assault Cruiser Refit and the Ambassador Retro-fit, and their respective fleet versions, are great cruisers to try out cannon builds on if you want to go that route, same goes for the Excelsior, which seems to be one of the few ships that always remains reliable no matter how many lockbox ships, patches and expansions come out.
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