Empire Veteran
Join Date: Jun 2012
Posts: 7,093
# 741
05-22-2013, 07:32 PM
so busy lately, sorry.

Quote:
Originally Posted by trixiefan View Post
Hey how's this for the blockade retrofit?

Cmd Tac: TT1,APD1,CRF2,APO3
LtCmd Tac:TT1,CRF1,APO1
Lt Eng: EPTS1, A2SIF1 ( or RSP)
Lt Eng:EPTS1,A2SIF1(or RSP)
Ens Sci:HE1

I'd be using that with my tactical,science and engineering captains.
thats a good use of a steamrunner. i would suggest using 2 or 3 damage control doffs and ETpS1, with EPtE1 too. with those doffs you just need 1 copy of each skill


Quote:
Originally Posted by dilbart View Post
Just cracked opened a Wells. Really torn right now due to the sheer number of options available.

TT, APD
EPtE1, RSP1, ES2
EPtS1
HE1, TSS2
PH1, ST2, FBP2, PSW3

Borg Deflector, Borg Engine, Elite Fleet Shield

Temporal Backstep, Neutronium x2
Particle Generators x4
Phaser Relay x 3

Fore: 2x DBB, Chroniton
Rear: 2x Array, Chroniton

I don't have subspace decompiler or countermeasure systems spec'd at the moment because I was running a Sci/Escort before. Definitely needs some fine tuning so opinions are welcomed.
the wells is pretty much the best sci ship, it does everything well. that looks pretty good, i think thers some wells builds in this thread. check the table of contents in the first post.

Quote:
Originally Posted by akalexior View Post
I have a question about dual beam bank, beam overload, and cannon rapid fire.
On my MVAE currently, I have two CRF1, and BO1/BO3, with APO3. Would it be wiser to have BO1/BO2 with CRF1/CRF2, or keep this? I can't directly tell any difference between the two levels of rapid fire, and BO3 is a bit spikier.

Or should I just ditch the beam bank entirely and use torpedoes? Torpedoes are trickier to use, any tips on how to use them? I've been experimenting around lately and can't tell which is better, dual beam bank or torpedo. I can get shields down fairly fast and like the instant attack of the beam overload, but I know torpedoes will take down hull faster :<
i got a MVAM build that talks about this. id use BO3/BO1 at this point, with 2 CRF1. BO3 is a lot more accurate since they fixed FAW
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 742
05-24-2013, 12:57 AM
Hi dountdrunkimshoot
I have a challenge for you lol
I'm a reman engineer with the kdf,
please can you post a Tal Shiar Adapted Battle Cruiser build that is romulan and Borg as possible efficiently / adaptive / and shield that regenerate as possible, i know 3pc Borg
a build that has crazy firepower.
that can take a beating.

please can you also post a skill plan please.
i have the phonic leech universal console if that helps

thank you
Captain
Join Date: Jul 2012
Posts: 2,432
Hey drunk, I have a build for ya that I've been working and testing on for the past 4 months. Hopefully people can find some use out of it.

Note that I didn't know Drunk had made his own Aux2Bat Galaxy until I posted this. I'm not intending to step on anyone's toes here; just offering an in-depth ship setup for this vessel.

This post is currently out of date. Please check out the STO Academy build of this ship.

SUMMARY

There's a lot of hate towards the Cryptic Galaxy-class (the "What is your beef with the Galaxy Cryptic" thread being the most, but not exclusively, prominant example). The boff stations. The seating. The turn rate. The saucer separation. The model look (that last one is me). Generally, most people seem to be unhappy at how the Galaxy-class of this game fails to live up to its television screen counterpart, notably the USS Enterprise-D, and other Galaxy-class ships in the Dominion War.

While I can't offer a solution to some of these issues (although if you want to help make the Galaxy-class look better, comment on this thread), I can offer my build on this ship.

PLEASE NOTE:
UPDATED! The information on this page is out of date.
UPDATED! T5-U Skill Planner build is now up here.

Also note, this is not the *best* build, but *a* build. Feel free to tweak, comment, constructively criticize in a polite manner. If you find improvements, don't hesitate to let me know, I will update this thread with your information and full credit.

stardestroyer001's Fleet Galaxy-class PVP Build

THE ROLE: If you have seen Star Trek: The Next Generation, you will see that the Enterprise-D often faces two or three ships at once (or one massive dreadnought) and is able to hold its own. Its firepower is not that effective, but it does a good job at withstanding damage. Also, if you have seen Deep Space Nine, quite frequently Galaxy-class ships serve to act as large bulls-eye ships for enemies to fire at, and quite often they do the job.

After three or four months of testing this vessel non-stop, in a variety of different PVP locations such as Ker'rat, 1v1, 2v1, 5v5 Arena, Cap and Hold, etc., I have found that this ship actually fulfills the role of large, tanky bulls-eye effectively, although the firepower is something else entirely. The Galaxy-class can also take a "side job" of healing, slow, etc.


It is a tank, first and foremost, and that's why it is great for 1v1 and Ker'rat.

THE BUILD:


Click here for the STO Academy build.

Fore Weapons: [Phaser Beam Array Mk XII [Acc]x2 [CrtH]] x2, [Omega Plasma Torpedo Launcher] and [Borg Kinetic Cutting Beam Mk XII]
Deflector: [Borg Assimilated Deflector Mk XII]
Engine: [Borg Assimilated Engine Mk XII]
Shield: [Elite Fleet Covarient Shield Array Mk XII [Adapt] [ResB]] or the Resilient one with same modifiers
Aft Weapons: [Phaser Beam Array Mk XII [Acc]x2 [CrtH]] x3, [Transphasic Mine Launcher Mk XII [CrtH]x2 [CrtD]]

Engineering Consoles:
[Enhanced Neutronium Alloy Mk XI [+HullRep]] x2
[SIF Generator Mk XI] x3

Science Consoles:
[Field Generator Mk XI] x2
[Fleet Emitter Array Mk XI [HuH] [+Th]]

Tactical Consoles:
[Assimilated Module]
[Zero Point Energy Conduit]

Boff Powers:

Lt Tac: TT - APD
Cmdr Eng: EPtS - Aux2Bat - Extend Shields - RSP
Lt Cmdr Eng: EPtA - Aux2Bat - Aux2SIF
Ens Eng: ET
Lt Sci: TSS - Hazards

Doffs:
2x Purple Technician with the "reduce bridge officer cooldowns" trait
1x Blue Technician with the above trait
1x Warp Core Engineer with "boosts Emergency Power to Subsystem" trait for tank
1x Maintenance Engineer (blue for the cheaper version)



THE BREAKDOWN: This ship is quite the tanky ship, but like any ship in this game, it suffers from some pretty severe drawbacks.

Strengths: This ship is a tank, pure and simple. The high, often called "excessive", number of Engineering spots allows the Galaxy-class to take a side job if need be. I recommend healing on the side, using ExtSh and Aux2SIF. Despite the comments of people stating that this ship sucks at healing, it is actually not too bad, if heals are placed carefully. Do keep in mind though, as the ship is Aux2Bat based, the healing potential of this ship is far worse than any other cruiser not running Aux2Bat. More on this later.

Weaknesses: The turn rate is an issue a lot of people have with this ship. The main issue however, is the nerfing of your science abilities once you use Aux2Bat, forcing you to rely solely on Engineering abilities and Attack Pattern Delta to handle your heals and tanking abilities. Another downside is a lack of hull healing abilities, since Hazards is nerfed, Aux2SIF shares cooldown with Aux2Bat and Engineering Team shares cooldowns with Tactical Team.

Generally speaking, be sure to get your Aux2Bat timings down. Get Tactical Team and other abilities' cooldowns reduced as quickly as possible. Leave Aux2Bat at the ready, use Hazards, TSS, APD, ExtSh, and if desperate, Aux2SIF and Tactical Team on teammates when the opportunity is seen. Leave shield power at 50 and Aux at 100, or Shields at 75 and Aux at 75, to get the most out of your heals. Once you start taking fire, switch your power levels back to 100 Shields and 50 Aux, to avoid too much "slosh" with Aux2Bat.

Alternatively, and I will comment on this at the bottom of this post, you can aim for a more offensive side job. Often times, people will get frustrated when their escort gets blown up suddenly by a Galaxy-class (and us Galaxy-class captains have their android officers yell, "YES!"). I wouldn't recommend this unless you have the specific career and setup for this.

THE FLYING: I have a feeling that people who have had experience with an Aux2Bat Excelsior build will find the flying of this ship is similar to that setup, with the exception that there is no emphasis on damage output - you are doing pure tanking, with healing on the side.

Ker'rat Space War: Set up for pure tanking, unless you are bringing in a team. Make sure you have DEM instead of Aux2SIF (or something that has no shared cooldowns with Aux2Bat, for example an EWP for fun). Set shield power to 100, aux power to 50. Don't activate Tactical Team unless the shields are taking heavy hits, or an Alpha Strike is impending. Start running Aux2Bat to keep those cooldowns going. Don't be afraid to use Hazard Emitters to clear warp plasma or Plasma burns if they are eating away at either your hull or your computer's graphics speed. If you are taking severe hits (shields are fine, hull is going down quickly), switch to Turtle mode: cease Aux2Bat, hit RSP, and then focus on repairing hull, via Hazards, Engineering Team, Miracle Worker, etc., until RSP ends. Then hit Aux2Bat, get back your Tactical Team and/or Evasive to gain defense, and resume your Aux2Bat cycling.

1v1: In most cases, this type of combat is easy for you to live, unless you have a clever and well prepared opponent. Just do the same thing as in Ker'rat, but space out the activation of your heals in anticipation of a prolonged fight. Keep hull and shield heals from overlapping, space them out and watch the cooldown timers. 2v1 is the same deal, except your heals will most likely need to overlap. Eject Warp Plasma is recommended, along with Tractor Beam Mines. With Aux2Bat, you can keep a warp plasma field on your tractored opponent consistently and without a break.

5v5 Arena: Highly not recommended. Although Extend Shields, Hazards, ET, APD and TSS can be used on your teammates, there are far more effective cruisers to fly if you are aiming to heal opponents as your first priority. That being said, you are a huge bullseye that takes a long time to kill. Watch for subnucs, once those roll in, pop a RSP and switch to hull healing and tossing heals to teammates. You will break about even ground in terms of heal points in a match - far less than a dedicated healer, but more than the "tank - escort" or science vessel. However, you will no doubt piss off your teammates since you practically offer nothing of value to them - neither damage output, kills, disruptions, or team healing. My advice: This is NOT the place for this ship.

Cap and Hold: It really depends on the strategies you and your team use in a Cap and Hold match. You will fare well in 1v1 or 2v1 if your objective is to hold some enemies in an isolated area while the rest of your team captures the important command posts. 4v1 or 5v1 will not end up so well, as the problem of facing a concentrated, Premade team will quickly overwhelm you. Stick with at least one teammate that can throw a heal or two when needed. Again, not recommended, since you can't really kill enemies, and you can't offer any use to your teammates who are doing the killing.

PvE/STFs: Not recommended, since that type of combat requires damage output over tanking ability. However, due to your increased Threat generation, you will be able to live with literally no problems at all, and throw heals to your teammates. Only issue is clearing plasma, and surviving heavy torpedo attacks from Borg, just gotta brace for impact.

Other Setups:

Hull repair rate, with the Season 8 changes, is the main issue with this starship's tanking abilities. Shields will not be a problem, it is redistributing them and keeping hull from dropping too fast.

Also, and I recommend this for any healer/tanker starship in the Season 8 era: Have F2, F3, F4, and F5 (Defaults) reserved for selecting the teammates. The ability to click on the teammate ship icon is broken, and keybinds are extremely useful for doing this quickly.

McCullian's Offensive Galaxy-class Build: My friend McCullian has an alternate take on the Galaxy-class build. Using a Tactical Captain with the spec of an Engineer (there's a long story associated with that), and using DEM and a small adjustment to the console layout, he can tank with above average effectiveness in Ker'rat while dishing out some damage.

Make the following adjustments to the first build, including switching your captain to a Captain with an Engineer's spec. Note that this build is on a Fleet Galaxy.

Set: MACO XII Set, or 2pc Borg and MACO Shield; preferably all of them are XII.

Boff Powers:

Lt Tac: TT - APD
Cmdr Eng: EPtS - EPtW - DEM - RSP
Lt Cmdr Eng: EPtA - ExtSh - Aux2SIF
Ens Eng: ET
Lt Sci: TSS - Hazards

Engineering Consoles:
[Universal Console: Point Defense System], [Neutronium Alloy Mk XII], [Console - Universal - Saucer Separation], [Borg Module], and [Zero Point Energy Console]

Tactical Consoles:
[Phaser Relay] x2

Doffs:
1x Warp Core Engineer, "Boost to Emergency Power to Subsystem" trait
1x Tactical Team doff
1x Beam weapon ability boosting doff
1x Maintenance Engineer, the Exocomp
1x Brace for Impact doff

Your Alpha Strike: Hit these abilities, in addition to throwing 100 power into Weapons:
EPtW - DEM - TT - RSP (for your protection) - Weapons Battery - APA - GDF - FOMM
Get up close, within 1km, and hit the Point Defense button. If you have the Borg set, hit the Tractor Beam when within 1km. Just sit there and let the tiny bullets pass through the shields and tear into the hull. If your opponent is in a "Frigate" (BoP or other small ship), your Point Defense will deal more damage.

Warp Plasma build: Starboard Nacelle is one infamous user of this technique. By using EWP and Aux2Bat, a constant stream of warp plasma can be emitted from your ample nacelles, keeping them wrapped up and immobile. I don't have the specific build required to maximize this, but it is indeed possible to use this ship for this purpose. Separating the saucer can help with the turn rate necessary to use this effectively.

CONCLUSION:
"The Galaxy-class was one of the largest and most powerful Federation starship classes of its time."

This ship by far is not the most ideal cruiser to be flying in Star Trek Online, simply because it can't effectively deal damage or be a good team support vessel compared to all other cruisers suited for those purposes. However, for people who are looking for a challenge, or are Enterprise-D fans such as myself, I'm hoping this build can help maximize your effectiveness in this ship.

This ship is a tank, with the added benefit of taking on a side job. It is NOT primarily a damage dealing starship, or a healer, even though it can take on those roles in a limited fashion. If you are flying this ship, stay out of teamed PvP (5v5 Arena, Cap and Hold)!

stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
My Useful List of STO Forum Threads, Ship Builds & More!
IMO: Season 9 was the best season, Devs were right to focus on bugfixing. Roll back Delta Rising to that.

Last edited by stardestroyer001; 10-23-2014 at 09:00 AM. Reason: Season 8 - small edits for warp core/trait inclusion
Ensign
Join Date: Nov 2012
Posts: 2
# 744
05-28-2013, 12:12 AM
I've had an adapted battle cruiser for about half a week, and so far I've liked it. It's great in PvE, and pretty good in PvP as well. The main goal of my build is tanking, with good pressure damage and team healing on the side. However, I was wondering if I could get a few pointers on how I could improve my current setup.

Lt Tac: TT1, BFaW2
Cmd Uni: EPtW1, EPtS2, ES2, AtSIF 3
Lt Eng: EPtW1, EPtS2

Ens Uni: TB1
LtCmd Sci: HE1, TSS2, TBR2


Fore: Breen Cluster Torpedo, Disruptor Beam Array x3
Aft: Kinetic Cutting Beam, Disruptor Beam Array x3

MACO Deflector
Adapted MACO Impulse
Tal Shiar Adapted Borg Warp Core
MACO Resilient Shield

Tac consoles: Disruptor Induction Coil x3
Eng consoles: Indoctrination Nanite Dispersal, Zero-Point Energy Conduit, Assimilated Module, Neutronium Alloy
Sci consoles: Tachyokinetic Converter, Plasmonic Leech, Field Generator

My Captain is a Human Scientist.
Ensign
Join Date: Oct 2012
Posts: 13
# 745
05-29-2013, 09:18 PM
Note: This post is for post-LOR escort pilots who don't know what they're doing with power levels

The DDIS Method

Due to the new changes (power levels begin at 15, warp cores, etc) theres been a myriad of new things into the game since LOR, especially EPtX. In the words of DDIS, "I think the EPtE changes are bigger than LOR!" The game has changed quite a bit. No more weapons overcapping, hard cap of 125. Ouch for escorts.

How does the DDIS Method work? Well, it goes off on one of escorts basic rules, 50 engine power. Before LOR this was 100/25/50/25 for most players. The base guideline for that being more speed -> more bonus defense, more manueverability. The DDIS method throws a wrench into the standard power levels and goes off EPtE changes. EPtE is now more potent and does better, doubling or tripling your speed, upgrading turn rate, for 30 seconds now. In the DDIS method, one can go with 15 engine power. Using either two EPtE, or EPtE + EPtX + 3 damage control Doffs, you can have full uptime of EPtE and its like the power levels dont matter anymore. Engine power wont matter when youre going permanently at 80 impulse.

Warp cores help a bunch too. I use a hyper injection core (+engines) with [sep] (+engines) and [S+E] (7.5% shield power to engines.) I run 90/80/15/15 and can even get 125/110/60/110 most of the time - on an escort too.

You might also want to use a combat impulse engine on your escort as you just wont get the boost from a hyper impulse. KHG combat engine might be a good idea.

The power you get from toning everything down is quite large. I use the 4 presets:
90-15-15-80 (offensive aux) more aux is useful because it boost all my sci captain abilities, different for tac/eng
90-80-15-15 (offensive shields) cruiscort with high shields, better for shield tank
90-15-80-15 (offensive classic) you can actually put in extra engine power if you want
95-35-35-35 (offensive balance) all the stats balanced, good for everything

Last edited by akalexior; 12-06-2013 at 06:00 PM.
Career Officer
Join Date: Jun 2012
Posts: 397
# 746
05-31-2013, 12:23 AM
For escorts (which usually run 125, or overcapped weapon power) should run the hyper injection cores with [W->E].

But true, with 15 engine power setting, you run with 70 to 80. Its a strange idea. In My steamrunner, I use 2x AtoD, on top of this. ZippyZip. I also tried EptW instead of EptE, because of the constant uptime of AtoD. Works also fine. Speeds still around 60, but with the good resists and more damage output.
Do you want to improve healing; use keybinds

@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Ensign
Join Date: Oct 2012
Posts: 13
# 747
05-31-2013, 08:40 AM
Quote:
Originally Posted by rudiefix1 View Post
For escorts (which usually run 125, or overcapped weapon power) should run the hyper injection cores with [W->E].
I dont think the [W->E] is necessarily better because in battle your weapon power fluctuates wildly with weapon power drain. If I ran 100 weapons and 50 engines with [E-W] (no more overcap since LOR) I would reach the hard cap for 125. But the extra power from overcap can be taken into another subsystem, in this case engines, boosting the weapons power. Unlike weapons, other power wont change, and you can run a 80 weapons 90 engine with a [E->W] and reach 125 weapons 115 engines, in some cases youll have more engine power. but thats just an example, you could use shields, auxiliary, with other warp cores
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 748
05-31-2013, 05:36 PM
Quote:
Originally Posted by akalexior View Post
Recently, I had a very nice conversation with DDIS. We talked about various things, EPtX changes, power levels, etc. He came up with something for power levels that I think works great. I'm calling it The DDIS Method for escorts.

The DDIS Method

Due to the new changes (power levels begin at 15, warp cores, etc) theres been a myriad of new things into the game since LOR, especially EPtX. In the words of DDIS, "I think the EPtE changes are bigger than LOR!" The game has changed quite a bit. No more weapons overcapping, hard cap of 125. Ouch for escorts.

How does the DDIS Method work? Well, it goes off on one of escorts basic rules, 50 engine power. Before LOR this was 100/25/50/25 for most players. The base guideline for that being more speed -> more bonus defense, more manueverability. The DDIS method throws a wrench into the standard power levels and goes off EPtE changes. EPtE is now more potent and does better, doubling or tripling your speed, upgrading turn rate, for 30 seconds now. In the DDIS method, one can go with 15 engine power. Using either two EPtE, or EPtE + EPtX + 3 damage control Doffs, you can have full uptime of EPtE and its like the power levels dont matter anymore. Engine power wont matter when youre going permanently at 80 impulse.

Warp cores help a bunch too. I use a hyper injection core (+engines) with [sep] (+engines) and [S+E] (7.5% shield power to engines.) I run 90/80/15/15 and can get 125/110/60/40 most of the time. Full EPtE time I get 80 engine power and doubled speed around 80 impulse. With the extra power you save by toning down engine power/ other power, you can put it into other places like aux or shields, making a "cruiscort" with high shield power in the 80 range or a "scivescort" with aux power in the 80s range boosting sci abilities.

The power you get from toning everything down is quite large. I use the 4 presets:
90-15-15-80 (offensive aux) more aux is useful because it boost all my sci captain abilities, different for tac/eng
90-80-15-15 (offensive shields) cruiscort with high shields, better for shield tank
90-15-80-15 (offensive classic) you can actually put in extra engine power if you want
95-35-35-35 (offensive balance) all the stats balanced, good for everything


Ive tested out this method and it works like a charm. Great engine power and somtimes I can get full power across the board. Boosting power levels!

Note:
Im aware some people may already do this. Im just formatting what DDIS and I came up with and putting it on a post so others can see
nice post , will you be updating the skill plans ?
also is it true that if your a romulan you get penalties ( drop in power ) if so what skill plan is best to use ?
Ensign
Join Date: Oct 2012
Posts: 13
# 749
05-31-2013, 07:38 PM
Quote:
Originally Posted by unheard1978 View Post
nice post , will you be updating the skill plans ?
also is it true that if your a romulan you get penalties ( drop in power ) if so what skill plan is best to use ?
I'm only level 20 with my romulan toon right now, so Im not sure what to use for them. When I reach max level ill fiddle around with romulan ships and see whats best for them.

I do know however that Romulan ships have base power of 40 in all subsystems, so they lose 40 potential power, but get singularity powers.
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 750
05-31-2013, 10:21 PM
Quote:
Originally Posted by akalexior View Post
I'm only level 20 with my romulan toon right now, so Im not sure what to use for them. When I reach max level ill fiddle around with romulan ships and see whats best for them.

I do know however that Romulan ships have base power of 40 in all subsystems, so they lose 40 potential power, but get singularity powers.
thank you i look forward to read your post ,

this power calculator may help you,
http://sto-forum.perfectworld.com/sh...d.php?t=532731
its a great tool, it need a update a the moment,
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