Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Build critique please!
02-14-2010, 02:24 PM
Science Captain, almost entirely Space PvP focus

T1

Engineering Team Leader 9
Science Team Leader 9
Starship Command 9
Tactical Team Leader 4
Starship Energy Weapons Training 9
Starship Projectile Weapons Training 9
Starship Engineering Training 9
Starship Warp Core Training 9
Starship Operations Training 9

T2

Bird-of-Prey Captain 9
Starship Cannon Weapons 9
Starship Mines 9
Starship Torpedo Weapons 9
Starships Auxilliary Systems Maintenence 2
Starships Engine Maintenence 2
Starships Shield Maintenence 7
Starships Weapon Maintenence 2
Starship Deflectors 9
Starship Emitters 9
Starship Sensors 9

T3

Starship Photon Projectiles 9
Starship Auxiliary Systems Efficiency 2
Starship Weapon Efficiency 2
Starship Engine Efficiency 2
Starship Shield Efficiency 9
Starship Deflector Dish 9
Starship Sensor Array 9

T4

Starship Plasma Energy Weapons 9
Starship Engine Performance 2
Starship Shield Performance 5
Starship Subsystem Repair 9
Starship Deflector Field 9
Starship Sensor Probes 9
Starship Hazard System 2

T5

Hegh'ta Bird-of-Prey Captain 9
Starship Hull Repair 2
Astrometrics 5

---

Commander Science
Science Team I
Photonic Officer I
Viral Matrix I
Charged Particle Burst III

Lieutenant Commander Tactical
Tactical Team I
Cannon: Rapid Fire I
Attack Pattern: Omega I

Lieutenant Engineering
Engineering Team I
Reverse Shield Polarity I

Lieutenant Engineering
Emergency Power to Shields I
Reverse Shield Polarity I

---

Current setup (T2) is three Dual Heavy Plasma Cannons forward, one Quantum Mine Launcher rear.

Planned setup at T5 is three Dual Heavy Plasma Cannons and one Photon Torpedo Launcher forward, and... something rear. Have no idea what.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-14-2010, 02:48 PM
Use this site
http://sto-builder.binarybit.ch


why tactical team? THY is like getting 2 torps for 1
why charged particle?
why plasma weapons?
why photon torps?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-14-2010, 02:58 PM
Quote:
Originally Posted by Digglez
why tactical team? THY is like getting 2 torps for 1
D'oh, good catch. I'm using Tactical Team I now as I have no torpedo launcher on my ship, but was planning to swap that out for Torpedo: High Yield I at T5 when I get that fourth forward weapon slot.

Quote:
Originally Posted by Digglez
why charged particle?
I have heard good things about it, and it seems rather nasty from having it used on me. I haven't tried it myself so can't speak with much authority on it, though.

Quote:
Originally Posted by Digglez
why plasma weapons?
They seemed to me to have the best secondary effect of the various weapon choices (excepting the new purples added which I don't know much about). I'm open to suggestions if there's another option that is better.

Quote:
Originally Posted by Digglez
why photon torps?
Faster reload speed, mostly, and the fact that you can skill them up lower on the tree than some of the other types. As with everything else, I'm not dead set on them, so if there's a better choice out there I would certainly be willing to try it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-14-2010, 02:58 PM
I'd get 6 mine launchers. You'll be doing more DPS than using plasma weapons lawl
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-14-2010, 03:03 PM
charged particle burst is a counter to cloak, I've never seen it do any significant damage. Tachyon beam on the other hand can be outright vicious

plasma's dot does not stack and is considered probably one of the weaker energy weapons. only bonus is most people probably wont have noticable resists against it

photons are good for pve. pvp you have a limited window as a BoP and need to do as much damage as possible. if you got 1 or 2 torpedo shots, quantums would do more damage than photons
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-14-2010, 03:03 PM
Quote:
Originally Posted by pmcubed
I'd get 6 mine launchers. You'll be doing more DPS than using plasma weapons lawl
What in particular is bad about Plasma energy weapons? I haven't noticed any significant DPS dropoff when I switched from Dual Heavy Disruptor Cannons to Dual Heavy Plasma Cannons, but I've only been using them for a few levels.

EDIT: If it's because the secondary effect is considered lousy (which I guess makes some sense), what is a better choice? I was under the impression that none of them stacked, and if the tooltip's 2.5% chance of proc is correct it seems rather unlikely that they would be occuring frequently enough for that to be an issue anyhow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-14-2010, 03:05 PM
atm Viral matrix is the flavor of the month. Do not be surprised to see it nerfed near useless-ness in the near future.

but, if you really want to use it.. USE IT!!!! I would get Jam targeting sensors 1 and 2 and Viral matrix 1 and 3. This way you are focusing your deflector and console needs into Sensor array and whatever sensor VM runs on.

with two VM's you are can perma-VM them. If they arent VM'd they are jammed so you can shoot them with impunity.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-14-2010, 03:13 PM
Quote:
Originally Posted by Genosaurer View Post
What in particular is bad about Plasma energy weapons? I haven't noticed any significant DPS dropoff when I switched from Dual Heavy Disruptor Cannons to Dual Heavy Plasma Cannons, but I've only been using them for a few levels.
use disruptors until antiproton.

Basically, the 2.5% chance to do 'whatever disable you are thinking about' is stupid. You have to deeply analyze this. Get maximum DPS, because the chance you are going to get this proc is next to none. And when you get it, it lasts maybe a FEW seconds.

And by analyze I mean realize that cryptic doesn't have some deeply thought out amazing weapon system.

You want whatever gives you the most damage until antiproton.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-14-2010, 03:28 PM
Do the bonuses on the Anti-Proton weapons (crit chance, crit severity, accuracy) make up for the fact that given the current cap it is much more difficult to skill them up fully, and their lack of any kind of proc ability? They do the same base damage as any other weapon type.

For example, putting 9 points into the "Starship x Energy Weapons" skill gives you a +52 bonus (whatever that actually translates to in actual bonus damage) to that weapon type.

Are Anti-Proton weapons really so much better that it's worth losing out on the other very useful skills at that tier (such as your T5 Ship Captain skill, Starship Hull Repair, etc.) to max them, or alternately not skilling them fully?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-14-2010, 03:41 PM
Quote:
Originally Posted by Genosaurer View Post
Do the bonuses on the Anti-Proton weapons (crit chance, crit severity, accuracy) make up for the fact that given the current cap it is much more difficult to skill them up fully, and their lack of any kind of proc ability? They do the same base damage as any other weapon type.

For example, putting 9 points into the "Starship x Energy Weapons" skill gives you a +52 bonus (whatever that actually translates to in actual bonus damage) to that weapon type.

Are Anti-Proton weapons really so much better that it's worth losing out on the other very useful skills at that tier (such as your T5 Ship Captain skill, Starship Hull Repair, etc.) to max them, or alternately not skilling them fully?
probably not.. plus there are no consoles to give them bonus damage.

so you're stuck with disruptors for the entire game ^-^ yay cryptic!!!
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