Captain
Join Date: Aug 2012
Posts: 1,091
# 1 Ha'apax Heavy Tank
09-29-2013, 03:26 AM
This is a build I am working my new Engineer Rommy to.
This is nothing I have made already.
Note that is will be a character I am not willing to invest millions of EC in, but a gradual grind for dilithium and marks is something I can do. Its not that I need to have all that equipment within 24 hours, this is my 5th char so I have plenty of others to play with.

Anyway, the build
http://skillplanner.stoacademy.com/?...rwraptorstar_0

Feedback please.
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Captain
Join Date: Jan 2013
Posts: 3,158
# 2
09-29-2013, 03:57 AM
Well, let's start:
1. You only have one EPTS. This means you have shields half the time, and the other half of the time, you explode. Get another EPTS.
2. You have BOARDING PARTY. This skill is now firmly in the realm of crap. Lose it. Get something else. ANYTHING else.
3. You are an engineer, but you don't have 2xEPTx + 2xEPTy. This means you will be unable to use your EPS Manifold class trait. Also, you need at least 4 ranks in Batteries so that the duration will last until the next EPT cycle, including activation time.
4. You have beam overload, but an eclectic mishmash of different beam types. The arrays will steal the BO from your DBBs.
5. Your weapons don't all point in the same direction. This means in any given direction, only some of your weapons actually function.
6. You didn't max out your Targeting. You need more Targeting.

Your buld is basically a schizophrenic trainwreck where half the things on your ship don't work with the other things, and the other half don't work at all. I could destroy this thing in only a few seconds once your RSP goes down.

So, here's what I suggest.

Boff Loadouts, Basic:
TT1, APB1
FAW1
EPTW1, RSP1, EPTS3, Aux2SIF3
EPTW1, Extend1, EPTS3
HE & TSS (what you have is fine)

If you wish to upgrade to an Aux2Batt build, which requires that you acquire 3 Purple Technicians:
TT1, APB1
FAW1
EPTW1, ATB1, RSP2, DEM3
EPTS1, ATB1, ET3/ES2 or ET1, ATB1, EPTS3
TSS1, HE1

This will effectively double your firepower, since you will be able to fire your guns twice as often as before, instead of them sitting idle half the time. Your hull repair abilities may suffer somewhat, though.

Last edited by doffingcomrade; 09-29-2013 at 04:00 AM.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 3
09-29-2013, 05:24 AM
Putting the Nukara and the Assimilated Consoles in there with a Kinetic Cutting Beam could really help.

I honestly don't think you need 4 Neutoniums. 2 should suffice, if your serious about having all armour maybe stock a Monotanium or two.

Losing the Stealth Console for another could also be helpful. If you have the Valdore Console that will make any ship Tank better. Failing that a Embassy +threat Shield Emitter.

Buffing stealth doesn't make sense for a Tank, you want to be out there being seen and holding agro not hiding away.

I like doffingcomrades BOFF layout far better.
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Survivor of Romulus
Join Date: Jun 2012
Posts: 4,028
# 4
09-29-2013, 07:24 PM
If you desire a heavy tank for your Ha'apax, I may be able to help. doffingcomrade has a very solid build, but I'll provide an alternative. What I propose may hinder your firepower somewhat compared to his suggestion, but if you want a truly tough warbird to break, this may help.

We'll start with your engineering consoles first. One Neutronium Alloy should be plenty. If you are going to focus on tanking, I'd recommend a purple Mk XII SIF Generator, the assimilated borg console, and the zero point energy conduit.

For your science consoles I'd recommend either a purple Mk XII field generator and a purple MK XII emitter array with +threat and [ShH], or simply doubling up on two Mk XII Emitter arrays with +threat and [ShH].

Your tactical consoles seem fine.

Next I'll address your duty officers. (I'll save the bridge officers for last (since they're the most important)

You'll want a purple damage control doff that gives you a chance to reduce the cooldown times of your Emergency to Power abilities, a purple maintenance engineer which reduces the cooldown of engineering team and provides a hull repair buff which will work in tandem with your SIF Generator, and a warp core engineer that has a 40% chance to remove all debuffs on you upon use of an emergency power ability. In addition, you might want to consider a good energy weapons officer. My suggestions would be the one who has a 5% chance to grant you +20 shield power when firing weapons, or the one that improves your base singularity charge rate. Alternatively, if you have the money, I'd suggest the Fabrication Specialist that grants you a longer duration on use of Reverse Shield Polarity.

Your fifth slot is typically going to be a warfare specialist, but you can really do whatever you want with it. You want to get dilithium, so I'm assuming you'll want a warfare specialist that lets you deal 10% extra damage against borg.

Bridge officer wise:

Ensign Tac: Tactical Team I

Lt. Tac: Fire At Will I, High Yield II (alternatively High Yield I and Fire At Will II, depending on how much you like torpedos).

Commander Engineer: Emergency Power to Engines I, Reverse Shield Polarity I, Engineering Team III, Aux to SIF III (alternatively if you want to go with the fabrication specialist doff, Reverse Shield Polarity III and Aux to SIF I)

Lt. Cmdr. Engineer: Emergency Power to Weapons I, Emergency Power to Shields II (or Aux to ID I), Emergency Power to Shields III

Lt. Sci: Science Team I, Hazard Emitters II

You'll be taking advantage of EPS Manifold Efficiency with this build, and your shields will be up constantly. The chance to reduce your emergency powers will be used constantly with a 30% chance. Your Emergency Power to Engines (and if you so choose, Aux to ID I) will be used to get you where you need to go given the bulk of the Ha'apax. Your emergency power to weapons will be used to increase firepower, and using Fire At Will and your threat generation capabilities will allow you to see just how much punishment you can take when everything around your team is firing at you.

Engineering Team III with the SIF Generator and Borg console will provide you with superior hull healing abilities. You'll want to pop Engineering Team III first and take advantage of the hull repair buff and having a high aux power before popping Hazard Emitters II and Aux to SIF III (if you so choose).

Weapon-wise, you'll want to focus on broadsiding, so I'd suggest 3 beam arrays in the fore, and 2 in the aft, along with the kinetic cutting beam which will work in tandem with the assimilated module and grant you the omega weapon amplifier which will enhance your overall damage. Torpedo wise, the Romulan Hyper-Plasma torpedo and Omega Torpedo are suggested for the fore and aft. I suggest High Yield II since your heavy torps will do more damage, while Fire at Will I is basically there to make everyone fire at you so you can tank.

In addition, the Romulan torp and zero-point energy conduit will give you enhanced plasma damage. You can alternatively use different embassy science consoles and double up on 2 [Pla] emitter arrays if you want, but I'm working on the impression you want a nearly unbreakable Ha'apax, and that damage is not as important as being indestructable.

I'd suggest a singularity core that has the [Res] buff if you plan on using Quantum Absorption as a panic button if Grace Under Fire for Miracle Worker is on cooldown.

Skill-wise you'll want to invest a lot in Batteries, your EPS Systems, Threat control, accuracy, damage resistance, etc. etc.
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Captain
Join Date: Jan 2013
Posts: 3,158
# 5
09-30-2013, 08:20 AM
Quote:
Originally Posted by iconians View Post
Commander Engineer: Emergency Power to Engines I, Reverse Shield Polarity I, Engineering Team III, Aux to SIF III (alternatively if you want to go with the fabrication specialist doff, Reverse Shield Polarity III and Aux to SIF I)

Lt. Cmdr. Engineer: Emergency Power to Weapons I, Emergency Power to Shields II (or Aux to ID I), Emergency Power to Shields III
This build has too many EPTx powers. You will not be able to run them all, since you must pick 2, which operate in lockstep with each other, so the result is deadspace. As a personal preference, I also dislike lopsided chains where one is greater than the other, producing an annoying on/off wobble. If EPTS2 is enough, then get two of it, not one 2 and one 3. Besides, if you're going to use Damage Control Guys, and run two EPTx powers, you're basically to EPTS1, or you have a dead Ensign slot. Which you then filled with an equally dead EPTE. This entire thing is just awkward. Plus, one DamCon guy will not be enough to cycle properly. You will need at least 2, preferrably 3 (as even 2 is extremely unreliable).

Quote:
Originally Posted by iconians View Post
Lt. Sci: Science Team I, Hazard Emitters II
Science Team fights with both your Engi and your Tac team. 3 teams is definitely too many teams. Use TSS instead: Unlike Sci Team, it provides resistance.

Quote:
Originally Posted by iconians View Post
You'll be taking advantage of EPS Manifold Efficiency with this build, and your shields will be up constantly. The chance to reduce your emergency powers will be used constantly with a 30% chance.
Which means there's a 49% chance your ship seizes and fails to cycle, with only one doff. You seem to recognize that seizure is practically assured under battlefield conditions: That's why you apparently have a redundant EPTS, but this renders the DamCon guy irrelevant anyway: If you have two, you don't need him!

Quote:
Originally Posted by iconians View Post
Weapon-wise, you'll want to focus on broadsiding, so I'd suggest 3 beam arrays in the fore, and 2 in the aft, along with the kinetic cutting beam which will work in tandem with the assimilated module and grant you the omega weapon amplifier which will enhance your overall damage.
Only 5 beams and a KCB does not make for a particularly powerful broadside. It is not enough to make a ship tanky. The ship also has to do enough damage to at least take aggro some of the time. To fire the torpedoes, you'd also have to turn off broadside, losing even more damage in an attempt to discharge them. Given that you have picked some of the slowest-moving torpedoes in the game on top of that, this does not seem like a sound plan.

On top of that, your build, in addition to being inefficient, requires that the user purchase some rather unusual items that cannot be gotten for free from simply doffing. My Basic build will get him into the fight without the need for any fancy items or doffs, and the ATB version requires only techs that can be acquired for free by doffing: everything else is gravy.

Last edited by doffingcomrade; 09-30-2013 at 08:22 AM.
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