Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
05-23-2012, 06:57 AM
Quote:
Originally Posted by Teleon View Post
I also found out that there is absolutely no hard Cap on Hull Damage resistance. So to get up to 75% all damage resistance on your hull, you need a resistance value of 300.
Hmm... A sci ship running max PH3, and all consoles, that get APD3 from an escort, AtoSIF3 from a cruiser, HE3 from another sciship etc. (phaps even multiple copies?) Could get close... especially if they stack
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
05-23-2012, 09:08 AM
Quote:
Originally Posted by Dassem_Ultor
Hmm... A sci ship running max PH3, and all consoles, that get APD3 from an escort, AtoSIF3 from a cruiser, HE3 from another sciship etc. (phaps even multiple copies?) Could get close... especially if they stack
I have found through painfully expensive testing that all of the Abilities in the game that increase your starships hull resistances stack. The highest I’ve gotten my hull to resist all incoming damage was 70.9%.

However, that is an impractical number to maintain due to the requirement of multiple uses of defensive abilities with long cool-downs and short duration. Instead, I’ve found it much easier to maintain an average 47.9% to 57.6% all damage resistance on my ship’s Hull. I couple that with a 65% all damage reduction on my shields. In times of real danger, I can increase my shield resistance to 75% all damage reduced for 15 seconds.

Now, there is a trick to this, but it sacrifices DPS slightly. In the build I’ve been discussing, I’ve actually swapped out the two copies of Emergency Power to Weapons for two copies of Emergency Power to Auxiliary. The increased Auxiliary power is extremely useful for all the healing abilities you will need and the Auxiliary abilities that add to your hull damage resistance.

Here is my current Dreadnaught Cruiser “Support Build”
Weapons:
Fore: MKXII Phaser Beam Array [ACC X3] x 2 & 2 MKXII Photon Torpedo [ACC X2]
Fore: MKXII Phaser Beam Array [ACC X3] x 2 & 2 MKXII Photon Torpedo [ACC X2]

Equipment:
MACO MKXII Shield, Borg Engines, Borg Deflector Array
Engineering Consoles: Very Rare Diburnium MKXII x2 & Very Rare Tetraburnium Hull Armor MKXII x 2
Science Consoles: Rare Field Generator MKXI x 2
Weapon Consoles: Assimilated Module, Point Defense System, Impulse Capacitance Cell

Bridge Officer Layout:
T/L: TT-I & APD-I
T/E: BO-I
E/C: EPTA-I, Aux-ID-I, EPTS-III, Aux-SIF-III
E/LC: EPTA-I, ES-I, EPTS-III
S/L: TTS-I, HE-II

Base Power Settings:
50/75/25/50
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
05-23-2012, 03:31 PM
[quote=Roach;4226263]
Quote:

To clarify; Are you saying we only need EPTS1/EPTW1 or we only neeed a single EPTS1/EPTW1?
No I mean having both.

Full shield power provides a ton of extra resist and regen... in order to switch to full shield power with out giving anything up use EPTW 1.... and when your EMTS 1 is back up off cool down switch back to weapon power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
05-23-2012, 04:40 PM
[quote=Husanak;4228815]
Quote:
Originally Posted by Roach View Post

No I mean having both.

Full shield power provides a ton of extra resist and regen... in order to switch to full shield power with out giving anything up use EPTW 1.... and when your EMTS 1 is back up off cool down switch back to weapon power.
this is what we call part of "piloting" your ship.

please new pvp'rs understand what husanak is trying to get through here. changing power levels is a key part of sustainability. a lot of people just dont pay enough attention to eptX cooldowns and things like batteries and how to chain them to fit your build. its key.

also, hull hardening is great for escorts. ive preached that over and over for well ....almost 2 years now. max that go down fighting duration.

have fun kill bad guys

-horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
05-23-2012, 04:56 PM
[quote=CaptainHorizon]
Quote:
Originally Posted by Husanak View Post

this is what we call part of "piloting" your ship.

please new pvp'rs understand what husanak is trying to get through here. changing power levels is a key part of sustainability. a lot of people just dont pay enough attention to eptX cooldowns and things like batteries and how to chain them to fit your build. its key.

also, hull hardening is great for escorts. ive preached that over and over for well ....almost 2 years now. max that go down fighting duration.

have fun kill bad guys

-horizon
lol ya if you see Horizon flying around with 30% hull stay the heck out of his arc.

The Goomba ship is one of my fav escorts these days because its so easy to put EMTS 1 and EMTW 1 on and not loose anything... I switch back and forth from full shield and full weapon... and rock the 2 EPT skills to keep both my weapon power maxed... and my shield power always over 100.

I use a borg shield (Omega works well as well) something with high regen. Keeping your shield power that high gives you great regen. I still run my engine power at 50... so
100 25 50 25
50 75 50 25
With skills and EPTS its tons of power always on.

EMTW 1
EMTS 1 - Aux to Damp
Hazards 1 - TSS 2
Tac Team x 2
Delta 1
Omega 1

Those are my tank skills on my escort. That little goomba ship rarely goes down. Same build would work well on a fleet escort as well.
Beta 1 and Rapid 2 and 3... are the dmg skills. In my opinion its about the perfect escort build. Tons of dmg tons of hull resist... tons of speed resist... tons of kinetic resist... the only thing you really need to think about is rocking the power setting back and forth with the Ept skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
05-24-2012, 07:52 AM
Quote:
Originally Posted by Husanak View Post

No I mean having both.

Full shield power provides a ton of extra resist and regen... in order to switch to full shield power with out giving anything up use EPTW 1.... and when your EMTS 1 is back up off cool down switch back to weapon power.
I feel I may have stated my question incorrectly. let me try again.

On a BortasQu I sometimes run;

EPTW1 EPTS2 XXX XXX
EPTW1 EPTS2 XXX

Rotating the EPT powers via keybind and running a 75 75 25 25 power set-up.

I was curious if you meant I could run say;

EPTW1 EPTS2 XXX XXX

I could just switch between a weapon power setting and a shield power setting to compensate as needed by the EPT ability at the time?

interesting......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
05-24-2012, 08:04 AM
Quote:
Originally Posted by Roach View Post
I feel I may have stated my question incorrectly. let me try again.

On a BortasQu I sometimes run;

EPTW1 EPTS2 XXX XXX
EPTW1 EPTS2 XXX

Rotating the EPT powers via keybind and running a 75 75 25 25 power set-up.

I was curious if you meant I could run say;

EPTW1 EPTS2 XXX XXX

I could just switch between a weapon power setting and a shield power setting to compensate as needed by the EPT ability at the time?

interesting......

hmm my spidey senses tell me that Roach is *in controooool* of the BP spamming BortasQu on the other side .

you could even add the preset power to activating the repsective EPtX power, might be worth trying out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
05-24-2012, 08:06 AM
Quote:
Originally Posted by Roach View Post
I was curious if you meant I could run say;

EPTW1 EPTS2 XXX XXX

I could just switch between a weapon power setting and a shield power setting to compensate as needed by the EPT ability at the time?

interesting......
Why would you need to switch between power settings when both power settings can be actively powered up at the same time by running?

EPTW, EPTS, XXX, XXX
EPTW, EPTS, XXX

Or are you saying… run a single copy of both, compensating when one lapses in its duration? Therefore, say you activate EPTW, you then switch more power to shields for the duration, and then back to weapons once you activate EPTS? What would be the advantage to this however when again you can have both powered up at all times? Unless of course… you are in a escort or science vessel with very few engineering Bridge Officer Slots…?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
05-24-2012, 10:14 AM
Quote:
Originally Posted by Teleon View Post

Or are you saying… run a single copy of both, compensating when one lapses in its duration? Therefore, say you activate EPTW, you then switch more power to shields for the duration, and then back to weapons once you activate EPTS? What would be the advantage to this however when again you can have both powered up at all times? Unless of course… you are in a escort or science vessel with very few engineering Bridge Officer Slots…?
I thought that was the gist of Husanaks post, yes.

Possibly a simple two key-keybind could do it........
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
05-24-2012, 11:57 AM
You free up two ability slots when you only run two emergency powers instead of four. It requires a bit more thought than simply chaining four but it does open up additional options.
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 02:18 PM.