Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Dragon Build Z
03-09-2012, 10:04 PM
This is a re-write of the Dragon Flagship build for friends.

Credits of the great Dragon: http://forums.startrekonline.com/sho...d.php?t=251422


This is a re-write of the Dragon Flagship build, for friends.

Credits of the great Dragon: http://forums.startrekonline.com/sho...d.php?t=251422


This is a basic guide to, "The Dragon Flagship Build." It's designed to achieve maximum Weapon and Shield power levels over as long of a duration as possible. This is done by cycling duplicate versions of Emergency Power to Weapons and Emergency Power to Shields. Adjust your power levels so that you reach as close to 125 in both weapons and shield power settings as possible. Don't worry about your engines or auxiliary power levels.

Having high weapons power means that you will dish out maximum damage. Having high shield power means that your shields will have increased regeneration and resistances. With this setup, it is possible to tank as well as dish out high amounts of damage and healing.

The most difficult ability to obtain for this build will be Auxiliary to Structural III. Good luck finding it, ask around


Several cruisers can accomodate the Dragon Flagship BOFF Build:

Dreadnought: http://www.stoacademy.com/tools/skil...DreadnoughtZ_0

Odyssey: http://www.stoacademy.com/tools/skil...agonOdysseyZ_0

Assault Cruiser: http://www.stoacademy.com/tools/skil...aultCruiserZ_0


My personal favorite is the Dreadnought.

It is clear to see that the Odyssey loses Attack Pattern Beta I but gains Polarize Hull I.


Typical ship layout:

Weapons FORE: Preferred Beam Array x 4

Deflector: Assimilated Deflector Array

Impulse: Assimilated Subtranswarp Engines

Shields: M.A.C.O. Resilient Shield Array

Weapons AFT: Preferred Beam Array x 4

Engineering Consoles: EPS Flow Regulator and Neutronium Armor x As many as you can fit

Science Consoles: Field Generator

Tactical Consoles: Preferred Damage Type

Universal Consoles: Assimilated Module, Graviton Pulse Generator or other


Recommended DOFFS:

Shield Distribution Officer
Hazard Systems Officer
Warp Core Engineer


Build Tips:

When you're in a team, it's good to keep your teammates alive. For this reason I keep an alternate Lt. Cmdr Engineer Bridge Officer that has Emergency Power to Weapons I, Emergency Power to Shields II, and Extend Shields II, as a swap-in during team combat.

You might be asking yourself, "Why an EPS Flow Regulator?" Well, even though EPS Flow Regulators do not affect normal weapon power recharge when cycling your weapons, they DO provide a recharge bonus when using weapons powers such as Beam Fire at Will or Beam Overload or Cannon Rapid Fire.

The most important thing to remember when using this build is that every 15 seconds, you must activate either Emergency Power to Weapons or Emergency Power to Shields.

I have designed a handy keybind that I use within the game in order to keep my buffs running. I will include my keybind and explain how it's used so that hopefully it can help you too.

/bind space "GenSendMessage HUD_Root FirePhasers$$+power_exec Distribute_Shields $$ +trayexecbytray # # $$ +trayexecbytray # # $$ +trayexecbytray # # $$ +trayexecbytray # #"

This command, when typed into the chat within STO will bind your Spacebar to perform the following actions: Distribute Shields, Fire Energy Weapons, and activate four different powers in different tray slots.

I will breakdown the command so that it might be easier to understand the next step:

/bind (begins the keybind command)
space (your spacebar)
+power_exec Distribute_Shields (distribute shields)
$$ (seperates commands)
GenSendMessage HUD_Root FirePhasers (fires energy weapons)

The other command that you need to worry about is +trayexecbytray # #

Now the # signs correspond to command tray slots, where your BOFF abilities are located. The first # is the bar slot or row, and the second number is the tray slot or column.

In order for this keybind to work correctly, you must change the number signs to the correct numbers for your command tray slots, here's how:

If you wanted to use a skill located in command bar 1, slot number 1, the command would be:

+trayexecbytray 0 0

This is because the first bar is number 0 and the first slot in each bar is also number 0.

If you wanted to use a skill located in bar 2 slot number 1, the command would be:

+trayexecbytray 1 0

I hope that makes sense! Now all you need to do is change the number signs in the command above and then paste it into your STO chat. After you enter in the command correctly, you will simply need to mash spacebar in order to keep all of your buffs up and distribute your shield power!

If you ever want to clear this keybind simply type /unbind space


That's it all in a nutshell, I just wanted to re-post this beauty of a build, with my own researched skill build and to add the macro. Enjoy!

If you would like to know more about Keybinds, check out this guide from STOWiki: http://www.stowiki.org/Guide:_Keybinds
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Great help
03-13-2012, 11:10 PM
Thanks for the build tip and the keybind. Even though as science officer i didn't have emergency power to sheild III and had to modify it a little. this was the most helpful detailed build i found. If you have come across any good builds for science captains for dreadnought or multi-vector escort. post away here
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-13-2012, 11:16 PM
Quote:
Originally Posted by davidamx
Thanks for the build tip and the keybind. Even though as science officer i didn't have emergency power to sheild III and had to modify it a little. this was the most helpful detailed build i found. If you have come across any good builds for science captains for dreadnought or multi-vector escort. post away here
Hey,

You can have an Engineer friend train your BOFFS in EPTS III.

Also, check out the original Dragon Build post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-14-2012, 12:55 AM
Like many others I have my 'space' bound to fire all energy weapons and 'ctrl' + 'space' to fire projectiles, how does one modify this macro to ALSO include both of those firing options as well.

P.S my EPtS are on my 2nd bar, slots 1 and 3, and my EPtW are on 2nd bar, slots 2 and 4, if someone really wants to write the entire macro out, pretty please......

Cy
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-14-2012, 02:03 AM
Thank you for the rewrite and the added bonuses and tips. And a big thank you to you Zahalu, keep up the good work on your posts....see you out there in the verse.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-14-2012, 05:56 AM
With all due respect, your skill build for the DN, is just a fking mess. I will add a MUCH better one to this thread when I get home (at work now and the pc is just to slow to use that website)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-14-2012, 07:08 AM
http://www.stoacademy.com/tools/skil...ild=CygoneDN_0

This is a much better build.

Their is no point in taking points 7, 8 or 9, in any of the performance skills as you will only get +1 power to these systems (for the combined 3 points)

Aux performance will give you 6 power points for 6 levels, and considering only A2SIF3 and HE even use aux, and the bonus from only 6 extra power is neither here of their, they are not worth taking.

You could if you wanted to, drop some of the points from the T2 torpedo tac skill, and take skills to improve attack patters in T1, then use the left over skill points for either energy or kinetic hull resistance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-14-2012, 11:30 AM
How about this build for the Odyssey Class?

http://www.stoacademy.com/tools/skil...ildZModified_0

I changed a few things around; like adding the easier-to-get Classic Blue Phasers; re-orienting things to focus around an Engineering player, and adding Weapons, Shields, Engine and Auxilliary Batteries, but mostly it's the same build.

How does that sound?

EDIT:

Oops, forgot the Skills I have as an Engineering Officer in Space and on the Ground. New link:

http://www.stoacademy.com/tools/skil...UpdatedLink2_0

(Sorry; I missed Link 1 because my Internet is messing up; cutting off when I least expect it to...)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-14-2012, 11:32 AM
i may just give this a try, i was using a modified version of Hakashins "Death god" cannon build for engineers but this may offer a more direct and potentially give me a chance if somebody gets behind or out of my forward 45degree firing arc.

I will compare and contrast against the Hakishin Dragon build too and report back ASAP
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-14-2012, 01:39 PM
Quote:
Originally Posted by Cygone View Post
Like many others I have my 'space' bound to fire all energy weapons and 'ctrl' + 'space' to fire projectiles, how does one modify this macro to ALSO include both of those firing options as well.

P.S my EPtS are on my 2nd bar, slots 1 and 3, and my EPtW are on 2nd bar, slots 2 and 4, if someone really wants to write the entire macro out, pretty please......

Cy
What I do is I take one of the upper tray rows, say 7, and stick the EPtW, EPtS, and a few other goodies in there, then have the space bar trigger them in succession along with fire all phasers. On the advice of the original build I stuck a qtorp up front for burst damage, so I tend to keep that on manual control for when I see a shield drop.
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