Banned
Join Date: Jun 2012
Posts: 846
# 11
10-07-2012, 11:29 AM
Quote:
Originally Posted by hyprodimus View Post
Everyone has their own play style. I think I use two quite effectively. Tac team mostly for myself, plus a global ST II, for heals and for clears.
But you aren't carrying 3 teams.

Also, anytime you use TT you no longer have ET3 going. I run ET and TT on mine most of the time, myself. It can be difficult to work both in, proper rotation. 3 teams would be far far too many.
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 12
10-07-2012, 11:33 AM
Alright Sonu, ditch the sci team. This guy made the cruiser thread, so listen to him. Im still in love with my sci team. Unless its an escort, I never leave home without 1...or 2 with doffs.
Banned
Join Date: Jun 2012
Posts: 846
# 13
10-07-2012, 11:36 AM
Quote:
Originally Posted by hyprodimus View Post
Alright Sonu, ditch the sci team. This guy made the cruiser thread, so listen to him. Im still in love with my sci team. Unless its an escort, I never leave home without 1...or 2 with doffs.
Well, you Can make a ST based cruiser and have it be Very effective. (ST3 with TSS2? = Winning) Imo, you should have either ST or ET3 on an Oddy. That's the best thing about the Oddy, is the ability to have one or other other on rotation, depending on battlefield conditions.

If you go the ST route, get a pair of Dev Lab Scientists, and don't use lower than ST2. (ST2 and TSS3 is also very strong)

I always recommend every cruiser, hell any ship in the game should have a Tac Team, so the secondary Team choice is always TT.

Starfleet Veteran
Join Date: Jun 2012
Posts: 307
# 14
10-07-2012, 11:50 AM
TY everyone this is great stuff! A lot for me to absorb so it's going to take me some time to repost my changes. Glad I'm here in the PvP forums, thanks hyprodimus.
Lieutenant
Join Date: Jun 2012
Posts: 42
# 15
10-07-2012, 12:49 PM
Quote:
Originally Posted by sonulinu2 View Post
Thanks! I'll put in the Emitter Arrays and a SIF Gen; good to know.

Do you have any suggestions on Power Levels, what % settings for Aux, Eng, Shield & Weapons?

Also, I expect to be going back and forth between PvP and PvE alot which will require me to change some of my BOFFs. I notice whenever I do this, however, my skill trays get all messed up and I have to rearrange them, which might screw up my keybinds (if I ever get around to doing them). It also makes ppl wait while I fix things back. Is there a way to get around this, maybe save tray/skill positions for diff boffs? I would hate to get a second ship just for PvP, but even then there will be a need to share some Boffs so things will get messed up anyway... Arggh! Any solutions here?
I mainly use

Dmg Dealing: 100/25/25/50
****s hit the fan and i'm gonna die Healing: 25/50/25/100

I'm sure there are other power level setups but those are the ones I mainly use.

I'm not sure about your keybind and skill layout problem. I sometimes use different ships for PvP, PvE and they use different boff skills, but once that layout is set up on that ship it stays that way. I can switch ships, change skills, then switch everything back again and they are still the same. My suggestion is use another ship for PvE otherwise I'm afraid I can't help.
Commander
Join Date: Jun 2012
Posts: 461
# 16
10-07-2012, 03:06 PM
I strongly recommend keeping Sci Team 1 to clear Subnucleonic Beam. You can't heal your team if your powers are all on cooldown, and your team can't maintain the self-buffs that they need to make your heals effective if their powers are all on cooldown.
Starfleet Veteran
Join Date: Jun 2012
Posts: 307
# 17
10-07-2012, 05:27 PM
Quote:
Originally Posted by ghostyandfrosty View Post
First, Come to my Cruiser thread. It will help you. Though you picked mostly solid choices

http://www.stoacademy.com/tools/skil...ild=MavMod22_0

That should be your spec.
And changes to you ship are quoted.

Reason I ditched Sci Team? you have 2 team abilities already. one of which should be in it's shared CD quite often anyway. Target Subs2 is kinda bupkiss, so the extra HDR from APD1 is more reliable. And it provides a debuff to whoever shoots the guy you boost with it.

SIF Generators, up your hull healing Tremendously. (and also boost the dmg resist bonuses of HE, and ASIF).
Thank you, ghosty and to everyone else who contributed their comments. This is truly amazing stuff and I feel like I'm back in school jamming for an exam (and that was a looong time ago). The game dynamics take on a fresh perspective and I begin to understand why PvPers sometimes seem like they're talking about a whole different game in these forums. Some questions, if you don't mind.

1. Since I have no skill points allocated to Attack Patterns will my use of Attack Pattern Delta 1 be of material assistance to the team? An alternative, proposed by guriphu, might be the use of Dispersal Pattern Beta 1 and even add a second trico mine launcher.

2. I see what you did by deleting all skill points from Projectile Weapons and replacing the Trico torpedo with a 7th BA. That was very smart. However, in my limited experience even with Weapon power level at 100+ seven BAs broadside power drops significantly (I don't remember the numbers but I think it was 70-). Or is it that since the Odyssey turns like a brick broadside attacks won't happen very often anyway in PvP?

3. Are Phased Tetryons really better than Phasers in PvP? In STFs I found my Phased Tetryon BAs worked slower then my plain Phasers not only on ships with shields but on transformers, generators and nanite probes, and it took a lot longer to gain aggro. You are also suggesting replacing one of my two Tetryon tac consoles with the Borg console. I know cruisers aren't the main damage dealers in PvP but at what point should I start worrying about causing any meaningful damage?

4. Instead of two HE1s would I be better off using a second TT; or maybe even PH1 since I don't have any skill points in Inertial Dampeners? Should I even care if I get TB'ed since it's my squishier teammates that need protection from being held? Edit: Seeing guriphu's comment above, maybe replace it with ST1?

5. Should I be concerned about not having RSP or do my BFI DOFFS effectively act as replacement rsp?

6. Should I replace the order of ES3 with AuxSIF2? I have an Aux3 BOFF.

7. Do Maintenance Engineers definitively reduce ET's recharge timer or is it a % chance like Damage Control Engineers? I only have 2 Blues atm, will that do for now?

I hope you realize these questions are not expressing doubt rather I'm just trying to understand the game better. Thanks so much for taking the time to explain all this to me!

Last edited by sonulinu2; 10-07-2012 at 05:34 PM.
Commander
Join Date: Jun 2012
Posts: 461
# 18
10-07-2012, 06:32 PM
APD1 will not be very useful with no points in Attack Patterns. However, you can scrounge 3000xp from almost anywhere, and those three ranks (numerical value of 54) will make it solidly effective.

Beam arrays beyond 6 decrease your total dps unless you are running a weapon battery or possibly EPTW. (I don't use EPTW, so I'm not sure of its specifics.) The 6th one only adds a tiny amount of dps, but doesn't decrease it at all either, and helps if you are out of your optimal firing arc, and gives you more procs, so is generally advisable. 7 or 8 are a waste of slots.

If you're going to run tricobalt mines, invest at least three and probably as much as 6 ranks into projectile Weapons. Torpedoes are hard to pull off with a cruiser, though. I agree with removing the torp.

Chronoton mines can be another nice addition to a cruiser as a general purpose annoyance weapon, if you're looking for ideas to fill that 8th weapon slot.
Starfleet Veteran
Join Date: Jun 2012
Posts: 307
# 19
10-07-2012, 06:55 PM
Quote:
Originally Posted by guriphu View Post
APD1 will not be very useful with no points in Attack Patterns. However, you can scrounge 3000xp from almost anywhere, and those three ranks (numerical value of 54) will make it solidly effective.

Beam arrays beyond 6 decrease your total dps unless you are running a weapon battery or possibly EPTW. (I don't use EPTW, so I'm not sure of its specifics.) The 6th one only adds a tiny amount of dps, but doesn't decrease it at all either, and helps if you are out of your optimal firing arc, and gives you more procs, so is generally advisable. 7 or 8 are a waste of slots.

If you're going to run tricobalt mines, invest at least three and probably as much as 6 ranks into projectile Weapons. Torpedoes are hard to pull off with a cruiser, though. I agree with removing the torp.

Chronoton mines can be another nice addition to a cruiser as a general purpose annoyance weapon, if you're looking for ideas to fill that 8th weapon slot.
My thinking for the mines was to discourage scorts from my 6 since my turn rate is so low, and like you said, more than 6 BA are a waste of slots. However, you bring up another interesting point. My new build will include EPtW as well as a warp core engineer DOFF, so maybe thats why ghosty suggested 7. Lots to think about lol. But it's really great that there are so many ppl who play this game that are smart and willing to help like you, ghosty and all the others. Thanks! - I keep saying that in all my posts.
Career Officer
Join Date: Jun 2012
Posts: 411
# 20
10-08-2012, 05:04 AM
When running beam arrays, you have your best dps sideways. But like everyone mentioned: dont use more than 6 beam arrays. The 7th wont contribute anymore except for the proc. However, you can increase your best DPS angle by equiping 2 double beam banks. Then your front will be as strong as your side (= 270? high DPS angle)

If you want to maximize your proc rate, running 8 turrets (with possibly rapid fire or scatter volley) will do constant dps, and high proc chance, no matter where the opponent is.
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 07:04 AM.