Captain
Join Date: Jan 2013
Posts: 564
# 1 Need opinion
06-12-2013, 03:23 PM
Currently, this is my build as it stand (Fed Eng HEC):

http://www.stoacademy.com/tools/skil...d=jsaehec_3971

It is "okay" In that during a failed ISE, I have (using the ACT DPS counter) "All outgoing" 3170 EncDPS, Avg 561.38, with "maxhit" of 13950

Obviously it's not optimized - my Fed is more or less an alt, and I just started the reputation grinds. That being said, I am wondering if I can do better.

My playstyle is basically "keep damaging" and tank/heal through enemy's attack.
Captain
Join Date: Jul 2012
Posts: 658
# 2
06-12-2013, 04:03 PM
Drop one of the torps for another DHC, and move both the universals into eng slots so you can fit 4 Disruptor Induction Coils. Drop Eng Team 3 for Aux to SIF 2, which doesn't conflict with Tac Team, and probably drop AtB for a second EPtS (you can use a single AtB with Technicians to get full or close to full uptime from one EPtS, but it's simpler to just get 2 EPtS, and that avoids conflicts with the A2SIF). See if you can find some of those TT cooldown reduction doffs, if you can get enough you can go to just one copy of TT , move High Yield down to Ensign, and get a second Attack Pattern Beta.
Captain
Join Date: Jun 2012
Posts: 758
# 3
06-12-2013, 04:37 PM
Hi,

All of your firepower will come from your energy weapons. Torps/Mines are only kinetic and spike damage. You really need to go with one energy type for all your cannons. Plasma and Disruptor both have best recommended procs, but only choose one type.

For the Tactical consoles, you will want to have ALL slots used to enhance your energy weapons. Disruptor = Disruptor Induction Coils, e.g. (http://sto.gamepedia.com/Category:Sh...tical_Consoles)

Generally I would recommend two Cannon Rapid Fire abilities, one on each BOff, but since your are using AuxtoBattery (reduces cooldowns on BOff abilities) you might be able to get by with just the one. Your goal is to keep cannons on rapid fire all the time!

Here's the tough one, Team abilities share cooldowns. To keep Tactical Team and Engineering Team(ET) up without bouncing off each other. I'd recommend Aux2SIF (to replace ET) but Aux2Bat is likely to steal power from Aux2SIF unless you carefully manage them. Aux2Batt may be too complicated for this layout.

Regarding warp cores, make sure to pick a core that boosts the power that you are in high demand of. Aux, Engines or Shields. There are other modifiers on the more rare cores but these are the basic mods. Field Stabilizing are best if you like to run high shields, like on a cruiser. For escorts, Hyper Injection boosts engine power. (http://sto.gamepedia.com/Warp_Core)

Yeah, get going on the Reputations, that'll get you the better gear. You'll need lots of EC, so plan to do the Tour the Universe event when it comes up - usually a few times a week on a rotating schedule. Do STFs (to get the chips, Omega points and Dilithium) as much as possible.

When you change BOff abilities, make sure to max them out with experience points so that they are as effective as possible. (http://sto.gamepedia.com/Abilities)

Your character's skills are important too (http://sto.gamepedia.com/Respec)

Finally DOffs also affect performance. They basically reduce cooldowns and make other abilities occur more often on chance, etc.
All of this stuff adds together to make your characters, bridge officers and ships as effective as possible.

Here another possible layout I found in the PvP forums: http://sto-forum.perfectworld.com/sh...&postcount=668

Hope this helps.
What's Star Trek Online without Exploration? Star Wars! (War zones and STFs)
Are you sure it isn't time for a "colourful metaphor"? --Spock in 'The Voyage Home'
Star Trek Battles Channel - Play STO more like Star Trek with challenge, teamwork and FUN!

Last edited by sirokk; 06-12-2013 at 04:39 PM.
Captain
Join Date: Jun 2012
Posts: 758
# 4
06-12-2013, 04:45 PM
Quote:
Originally Posted by jadensecura View Post
Drop one of the torps for another DHC, and move both the universals into eng slots so you can fit 4 Disruptor Induction Coils. Drop Eng Team 3 for Aux to SIF 2, which doesn't conflict with Tac Team, and probably drop AtB for a second EPtS (you can use a single AtB with Technicians to get full or close to full uptime from one EPtS, but it's simpler to just get 2 EPtS, and that avoids conflicts with the A2SIF). See if you can find some of those TT cooldown reduction doffs, if you can get enough you can go to just one copy of TT , move High Yield down to Ensign, and get a second Attack Pattern Beta.
Nice. You posted while I was typing - I got a little wordy.

I like the refinements to the BOff abilities.

If you want to go all Plasma, just use Plasma Infusers instead of Disruptor Induction Coils. Avoid the general "energy" consoles as their abilitiy to boost is not as effective as the ones the focus on one energy type.
What's Star Trek Online without Exploration? Star Wars! (War zones and STFs)
Are you sure it isn't time for a "colourful metaphor"? --Spock in 'The Voyage Home'
Star Trek Battles Channel - Play STO more like Star Trek with challenge, teamwork and FUN!
Captain
Join Date: Jul 2012
Posts: 658
# 5
06-12-2013, 08:03 PM
Quote:
Originally Posted by sirokk View Post
You really need to go with one energy type for all your cannons. Plasma and Disruptor both have best recommended procs, but only choose one type.
Currently he's just using Disruptor weapons, since those Hybrids do Disruptor damage (http://sto.gamepedia.com/Plasma-Disr..._Heavy_Cannons).

Otherwise I'd agree with everything in your post except using double CRF, I much prefer double CSV, but of course double CRF is better for PvP.
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