Go Back   Star Trek Online > Feedback > Builds, Powers, and Game Mechanics
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-31-2012, 12:55 PM
Few random things:

3k for a cruiser isnt good, with slacking and a lot of room for improvement 4.5k is norm for tac capt (eng cap will be few hundred dps less). Regular Assault Cruiser can easily get to 6k and more.

8 beams are great with 125 power to weapons, lower than that and turrets will be same if not better dps (its about power consumption per shot). Beams rock with fire at will but its in many situation not best idea to use, turret canon skill rapid shot is great for single target and you can use it every time its up. Another plus of turrets is for not to good pilots that have issues with broadsides tactics, as turrets have 360 degree firing arc and you will always hit with all 8.

In your setup i didnt noticed assimilated console, if you want to do any decent dps this thing is a must have. It came from first mission in undine line episodes.

About weapon dmg types:

I agree antiproton is great, disruptor is decent too, but tetryon kick *** too with nice build, its great for striping shields from opponent (combine with omega set 2 set bonus, tetryon glider, without dont bother), if tac cube have 0 shields and you run with random pug they attack from all sides, if shields are down cube and tac cube die much much faster.

If you run tanker healer cruiser and have far less than 125 weapon power tetryon with glider is way to go as it helps team much more than raw (low without 125 power) dmg.

I also played 3 weeks, my assault cruiser dps is around 5k through elite stf, could be much more but i need respec and its quite costly

Oh dont forget to cycle emergency power to weapons and shields, this helps a lot.

Just my 2c.

Edit. ps. Sardoc, polaron with Jem'hadar set is good dps, but i would advise against it in elite stfs. Issue is the plasma dmg coming from enemies, and JH shields have only 10% resistence to all. Best shield is maco for feds, as its same as jh 10% + 20% to plasma. Best setup imho is maco shield + omega engine, deflector for glider, but only if you have the skill that increase its strength, if not and you dont want to respec best setup i found out is: maco shield + deflector + retro borg engine + assimilated console. You get nice 2set bonuses from both maco and retro borg setcand maco shields are great against borgs. I can tank tac cube in elite from 20 sec to max 1.5 minutes depending if reverse shield polarity was up when i started tanking (i have 2 of those for 1 rsp each minute).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-31-2012, 01:15 PM
Some good advice here...
Although I have to ask, You just started playing 3 weeks ago but joined the forums in August 2011...?

And your builds focus on Fed builds...no advice for novice Klingon builds?

Other than that, good posting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-31-2012, 01:36 PM
Thank you very much for this guide, I am struggling. I want to be more helpful myself to the STF teammates.

Cheers!

edit: Could you explain why 3 TT skills? I think by the time one is finished, 2nd one is ready? I am assuming 3 TT skills because of enemy's slowdown skill that causes longer cooldown?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-31-2012, 01:59 PM
Quote:
Originally Posted by KBFLordKrueg View Post
Some good advice here...
Although I have to ask, You just started playing 3 weeks ago but joined the forums in August 2011...?

And your builds focus on Fed builds...no advice for novice Klingon builds?

Other than that, good posting.
Im not OP but can help you a bit.

For carriers use typicall fed cruiser build for raptors and bops typical fed escort build. Battlecruisers are tricky beast try to setup them and fly like fed dreads there are few builds in this forum for this.

And mine joining date is correct

For pve there isnt really that much diffrence between setups on fed and klingon side for pve. Tactics change in pvp from what i noticed, but cant help you in that part.

I would advise going for BoPs as they are nice little wasps and setup them like defiant on some threads. It will work well, not optimal maybe but should be enough to get your dps on top of most pugs
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-31-2012, 03:18 PM
I never MMO without a parser. I don't listen to the general mis-information you get from public ingame chat and neither should you.

Use a parse program and learn for yourself what works and what does not.


Sadly, Combatlogparser has a few issues with it. While it does get pretty in depth, it tends to break up the stf KA fights when fighting Donatra and can be a bit hard for those wanting to see what Burst DPS is like.

STOIC is another parse program for STO, but it is more flash than content.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-31-2012, 04:05 PM
Quote:
Originally Posted by 4DM310
Thank you very much for this guide, I am struggling. I want to be more helpful myself to the STF teammates.

Cheers!

edit: Could you explain why 3 TT skills? I think by the time one is finished, 2nd one is ready? I am assuming 3 TT skills because of enemy's slowdown skill that causes longer cooldown?
3 is likely because there is nothing better to put there, as it's just a throw away slot
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17 trop console
03-31-2012, 04:58 PM
can you go into detail why when running cannons and a torp that your consoles should be 3 of your energy type and 1 for the torp type?
I would have thought 4 of the cannons energy type
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-31-2012, 05:26 PM
There are a few things I disagree with in your build.

Warp Core Effiency: No point in taking past 6 points, get a boff or two with the trait to make up the slack of a whooping 1 power for the two set at 25.

Warp Core Performance: No point in going from 6 to 9, just not worth it.

Armor Reinforcements & Hull Plating: No point in taking past 3 points, in total you gain around 7 resist by taking these from 3 to 9. By contrast a single console or boff ability grants 30+.

Starship Weapon Performance: No reason to take past 3 in an escort as by then you already hit max weapon power unless you want it to act as a 2nd Shield Power booster indirectly but still not worth it if packing Epower to shields

Now where to put those points you wasted.

Max Shield Systems, thats 5% more shield HP.

Take Projectile Weapons to 6 atleast, thats nearly as much of a boost to torp damage as a console gives.

Take Projectile Specialization to 3 or 6, DPS is DPS!~

Max Power Insulators and/or Shield Emitters, I find Insulators maxxed to be much better than at 6.

Take Aux Performance to 3, that will boost your heals/resists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-31-2012, 06:02 PM
I guess I'm having some trouble figuring out the data. When I parse the file and look at my 'outgoing damage', it divides it by weapon, and labels it 'Mag'. Is mag = damage, and MPS = DPS? I assume sum mag is total damage? So I need to total up the entire column to figure out the total, and the same with MPS? Some of the numbers look off as the MPS for phaser dual heavy cannon is 18.2??
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-31-2012, 06:26 PM
Did they change beams?

It used to be common knowledge that 8 beams was a bad idea.
It's alright front/rear, but for broadside you only get the same cycle/firing as six.
So any more then 6 beams and you're taking up two slots that would be better off with more DPS .. say a dual beam or torp.

In other words, 8 beams does no more damage broadside then 6 beams.

Again, unless the mechanics have been changed in the last 6 months or so in this respect.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 07:59 PM.