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Captain
Join Date: Jun 2012
Posts: 3,109
# 11
10-04-2012, 05:06 PM
i would definatley use a TSS 2 or 1 instead of a second HE.

also, the DOFF that reduces the cooldown on EPtX could be usefull instead of a 3rd shield distribution (those are expensive btw)

also i may suggest a complete 3 single cannon+4 turret weapon setup, with rapid fire 1 or 2 and AP:B 1 or 2.
for stfs i use 2 photon tubes [borg] front +2 cannons, rest turrest since there aren't many shielded targets...and those that have shields do not replenish them.

http://www.stoacademy.com/tools/skil...d=cruisernew_0

thats my idea...but very similar to the ones already suggested anyway. just with cannons. the skilltree is actually the one i use on my engi, on a sci oddy.
Go pro or go home
Captain
Join Date: Jul 2012
Posts: 3,240
# 12
10-04-2012, 05:32 PM
Ok, I did a little more playing with it and got the keybind to work, That is stupidly useful though, Why do they not teach this at the academy?
Lt. Commander
Join Date: Jul 2012
Posts: 232
# 13
10-04-2012, 05:39 PM
Quote:
Originally Posted by adamkafei View Post
Well I have now officially tried all the keybinding methods shown to me and none have worked... I have even tried running a two command script and still nothing... So I don't know if I'll be pulling that particular trick off in which case I'll have to settle for a good tray layout (one thing I don't fail dismally at)
Did you use the code I posted above?
I ... ummm ... made a typo there. Replace "spacebar" by just "space", 'that should fix it, if you placed the abilities correctly. Sorry, 'will fix it in the previous post.


Quote:
Originally Posted by baudl View Post
i would definatley use a TSS 2 or 1 instead of a second HE.

also, the DOFF that reduces the cooldown on EPtX could be usefull instead of a 3rd shield distribution (those are expensive btw)

also i may suggest a complete 3 single cannon+4 turret weapon setup, with rapid fire 1 or 2 and AP:B 1 or 2.
for stfs i use 2 photon tubes [borg] front +2 cannons, rest turrest since there aren't many shielded targets...and those that have shields do not replenish them.

http://www.stoacademy.com/tools/skil...d=cruisernew_0

thats my idea...but very similar to the ones already suggested anyway. just with cannons. the skilltree is actually the one i use on my engi, on a sci oddy.
With shield distri DOffs, you don't need TSS, and when tanking against borg a second HE is more than helpful, even with the Borg set. And it's a second hull heal, with a damage resistance effect. It's not a bad choice.
Of course TSS or even Polarize Hull instead are good options, too, but after testing each of these, I'm favoring dual HE, especially for STFs.
YMMV though.

Single Damage Control DOffs are pretty pointless - they won't save you a BOff slot, and there's no downtime if you run dual copies, in fact you get a perfect rotation going, while a DOff proc can actually screw that up and make the wrong EPtX trigger.

And yes, a cannon-setup works, nothing wrong with it, but it's not superior to beams, either - it just plays differently.
Beams are better at gaining aggro when mobs are all over the place, for cannons they need to be in nice groups. Beams also make it easier to run at full speed while firing.
On the other hand, for DPS purposes, cannons can get better DPS - if you're running CRF or can fire at tight groups with CSV. 'Takes practice to maneuver for that, though, and you need to think ahead.
Both are viable though.

Quote:
Originally Posted by adamkafei View Post
Ok, I did a little more playing with it and got the keybind to work, That is stupidly useful though, Why do they not teach this at the academy?
Nice to hear, despite my typo.

There's little point in teaching keybinds to real beginners - while leveling, your abilities are in constant change, the content is easy enough without, and having to work through that keybinding business takes a bit of time, unless someone sets it up for you.
So it's usually treated as "don't worry about if for now, read up on it when you want to PvP or do ESTs" - and that's no longer Academy business.
On the other hand, once people post in shipyard, it's usually assumed they have done their homework and read up, so it's rarely discussed here, either.

Keybinds make a hell of a difference though.

Last edited by flekh; 10-04-2012 at 05:49 PM. Reason: Edit to avoid double-post
Captain
Join Date: Jul 2012
Posts: 3,240
# 14
10-04-2012, 06:13 PM
I noticed they make a difference, It changes things completely, I found a new difficulty setting: Ultra easy

I saw you mentioned ES + TSS

What does ES stand for? I'm suddenly interested in having it
Lt. Commander
Join Date: Jul 2012
Posts: 232
# 15
10-04-2012, 06:22 PM
Quote:
Originally Posted by adamkafei View Post
I noticed they make a difference, It changes things completely, I found a new difficulty setting: Ultra easy

I saw you mentioned ES + TSS

What does ES stand for? I'm suddenly interested in having it
ES was supposed to be ST which means Science Team.
You found another typo I missed.
Sometimes my brain is running a bit ahead of what I'm typing ...

Last edited by flekh; 10-04-2012 at 06:47 PM.
Captain
Join Date: Jul 2012
Posts: 3,240
# 16
10-05-2012, 02:44 AM
So what is likely to be the toughest thing this build can take?

Just so I know where I need to draw the line
Captain
Join Date: Jun 2012
Posts: 3,109
# 17
10-05-2012, 03:49 AM
Quote:
Originally Posted by adamkafei View Post
So what is likely to be the toughest thing this build can take?

Just so I know where I need to draw the line
anything PVE has to offer +1, especially with a engi captain.
Go pro or go home
Lt. Commander
Join Date: Jul 2012
Posts: 232
# 18
10-05-2012, 08:04 AM
Quote:
Originally Posted by adamkafei View Post
So what is likely to be the toughest thing this build can take?

Just so I know where I need to draw the line
Quote:
Originally Posted by baudl View Post
anything PVE has to offer +1, especially with a engi captain.
Unfortunately not EVERYTHING, but close enough.
There are a couple of enemies in ESTFs that can currently one-shot anything. Gates, Cubes in CSE - 300k+ torpedo spreads,
Negh'vars - if Isometric Charge jumped to you after hitting two teammates, or if you try to tank three at once and slip on positioning (they can shoot 60k+ torps, too),
and in Starbase Defense it can be quite tough if you aggro everyone at once.

You can still be killed. But except for the one-shots, it's avoidable by learning when you need to run (or having a team that crossheals), and that's not really something that can be tought, you'll have to find out the hard way.
For practical purposes though, baudl pretty much has it right, no reason to shy away from anything.
Captain
Join Date: Jul 2012
Posts: 3,240
# 19
10-12-2012, 03:26 PM
Ok, new direction for this

Excel - R (RA version)
DPH 500 - 800, Crit 1000-1500

Tank 101k over 5 mins
Heal 200k

Excel (CMDR version)
DPH 500 - 900, Crit 100-1500

Tank 46907 over 5 mins
Heal 156k

All outgoing damage was to an Oddy with no shelds or buffs of any kind all incoming damage was to the configs shown here

I'm afraid I don't have the specs from the oddy at the time however I was using the following on both ships

100/75
95/75
50/25
40/25

The range was roughly 1.3km (give or take 0.005, shouldn't be noticeable anyway) so yeah... I'm properly confused
Captain
Join Date: Aug 2012
Posts: 1,824
# 20
10-13-2012, 04:40 PM
Quote:
Originally Posted by adamkafei View Post
Hiya... again... I fly An Excelsior with an engineer at the helm and despite efforts of my own to refine my current build I've come back looking for ways to improve my ship and character builds for STFs although they are used for a little of everything.

So let's get down to business.

My ship

Weapons
Fore: 1 Quantum torpedo launcher Mk XII [Borg], 1 Polarised tetryon beam array Mk XI, 1 Phased tetryon beam array Mk XI [Acc] [Dmg], 1 ADV Fleet tetryon beam array Mk XII [Dmg]x3 [Acc]
Aft: As Fore

Equipment
Full M.A.C.O set

Consoles
Eng: Monotanium Mk XI (Blue), 2x Neutronium Mk XI (Blue), Borg console
Sci: 2x Field generator Mk XI (Blue)
Tac: 3x Tetryon pulse gen Mk XI (Blue)

BOFF and character spec here

I am working on another retrain token as I have made some skills redundant so I'm planning to retrain to something approaching this

My current doff layout for space is:
2x Projectile officers (Purple), Matter-antimatter specialist (Green), Damage control engineer (Green), Technician (Blue)

So I hope you guys can give me some pointers as my unbuffed broadsides do about 300 damage per hit at 5km. The one thing I really can't afford to do is change my energy type so I'm afraid that's one thing that does have to stay.

The best way to increase your damage is to level up a tac character for your cruiser you will get about a 100% increase in damage be sure to max out the attack patterns skill thats where most of the damage is at then select only a few weapon skils dump any remaining into attack patterns from your boffs

Also if your a space only person pick a alien so you can put all 4 passives into space skills

Put your engineer in a escort

Both characters will be happy I think you will be too

A Engineer in a cruiser was a frustrating team for me

I have a fully decked out engineer in gear acoladyes wealth ships and he is collecting dust
because the Tac and science characters can do anything he can do better and are more fun to play imo
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
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