Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 301
12-19-2012, 12:44 PM
Quote:
Originally Posted by curvygolem256 View Post
Hi. I've played since mid-Summer and was inactive for a couple of months. I've read around a bit but I'm still stuck on whether or not I'm doing things right. e.g. APB or APD? Is Aux important? Should i be using 2 field gens? Is Omega 2-set bonus worth it?

You obviously have more understanding about this stuff so I thought I'd ask for your advice, on how I could improve this for PvP. This would be limited to smaller teams or even 1v1s (inter-fleet stuff, you know the drill )

Class: Tactical Officer
Ship: Fleet Tactical Escort Retrofit
Build:
http://www.stoacademy.com/tools/skil...=Kelldefship_0

Fore weapons
4x Phaser Dual Heavy Cannons Mk XII [Acc] [CrtH]x2

Aft weapons
3x Phaser Turret Mk XII [Acc]x3

Deflector
Omega Deflector Dish Mk XII (currently Aegis)
Engine
Omega Impulse Engine Mk XII (currently Aegis)
Shield
M.A.C.O. Resillient Shield Array Mk XII

Engineering Consoles
Neutronium Mk XII
Diburnium Hull Plating Mk XII / Cloaking Module
RCS Accelerator Mk XII

Science Consoles
2x Field Generator Mk XII (currently Mk XI rare)

Tactical Consoles
5x Phaser Relay Mk XII (currently Mk XI rare)


Doffs
1x Damage Control Engineer (to cycle EPtS)
2x Conn Officer (to cycle APO)
3x Shield distribution officer


Btw, i'm also wondering if Phasers are really worth it, or if I should switch to disruptors (but i heard they only affect hull). My worry would be due to the elite fleet weapons being limited to the aforementioned, and everyone putting on the resists for them.
that all looks put together pretty well actually. APB tends to get erased by TT more often then not, but APD even if TT removes its debuf still grants you a resist bonus. aux is what your 2 sci abilities run on, the more you have the more they will heal. on a phaser using escort field gens arent a bad thing to slot. don't worry to much about mkXII purple consoles, their only slightly better and cost a fortune, especially field gens and phaser consoles..

the omega set with lots of flow cap and flow consoles is good at chipping away at your opponents shields extra, but more often then not your better off with the borg 2 part set for the free powerful hull heal. the aegis set pieces you have are giving you +10 to your evasion score, damage you don't take is damage you don't heal, so not a bad choice actually. you can carry all these things and swap between them depending on the situation. if you have lots of friendly heals coming at you you could go with a more offensive omega 2 part, if your on the defensive borg or aegis instead.

not having full EPtS up time is a bit of a problem, but if you often run with fleet mates that throw heals you should be fine. the damage control eng doff works best when running 2 different types of EPtX, so there are more chances for the doff to work. with only 1 copy of EPtS, consider running 3 of them. the conn doffs for APO and the distro doffs are very good and help this build just as much, tough call.

on the skill tree, i wouldn't put over 6 points in the energy performance skills. i would max Electro-Plasma Systems so EPtS gives its maximum benefit though. also reduce your energy armor to 6, and put those 3 points in threat control. 0-3 into that will give you more armor then 6-9 will in the energy armor skill. you could lower efficiency and potential down to 6 to scavenge some points for not much effect too. also you would only need flow cap if you used 2 part omega for the glider. 3 into the battery skill makes them last a good bit longer too. theres nothing significantly wrong with the skill build though.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 302
12-19-2012, 01:00 PM
Quote:
Originally Posted by drake122svk View Post
So 2 DCE Doffs with just one EPt power is ineffective/waste of Doff slots?
its unreliable is all, exactly like the cannon and beam skill doffs are. id say its still worth it for the chance to have better EPtS up time.

Quote:
Originally Posted by stealthrider View Post
Tried out Tractor Beam Repulsors, and while the damage seems nice I'm finding the skill difficult to use and somewhat selfish. Am I wrong in thinking so? AM I just using it wrong?
well, theres only so much damage that ship can deal on its own. its still a sci ship, but it is the 1 sci ship that can contribute spike damage. re evaluate after the tier 4 passives are nerfed, thats making a lot of people nearly invincible.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Ensign
Join Date: Dec 2012
Posts: 3
# 303
12-19-2012, 02:47 PM
Thanks a lot. That's certainly interesting info to know . There were a few things I'd like to clarify though.

Quote:
Originally Posted by dontdrunkimshoot View Post
on a phaser using escort field gens arent a bad thing to slot.
What did you mean by aren't a bad thing 'on a phaer using escort'? Would i use something else if it was a different weapon type?

Quote:
Originally Posted by dontdrunkimshoot View Post
more often then not your better off with the borg 2 part set for the free powerful hull heal. the aegis set pieces you have are giving you +10 to your evasion score, damage you don't take is damage you don't heal, so not a bad choice actually.
would the Borg 2-piece set be any more preferable if it was the Mk XII?

Quote:
Originally Posted by dontdrunkimshoot View Post
on the skill tree, i wouldn't put over 6 points in the energy performance skills.
I presume these are the 3 energy skills in the Tactical systems area of the skill tree.


Quote:
Originally Posted by dontdrunkimshoot View Post
theres nothing significantly wrong with the skill build though.
That's good to know. Now to tinker around some more. haha Thanks a bunch.
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 304
12-19-2012, 03:46 PM
Quote:
Originally Posted by curvygolem256 View Post
Thanks a lot. That's certainly interesting info to know . There were a few things I'd like to clarify though.

What did you mean by aren't a bad thing 'on a phaer using escort'? Would i use something else if it was a different weapon type?
some weapons like tetryon and polaron's proc benefit from flow caps. makes no difference with phasers and on an escort there really isn't anything else needed. it doesn't have any high end eng or sci skills that rely on certain sci consoles to be effective.


Quote:
Originally Posted by curvygolem256 View Post
would the Borg 2-piece set be any more preferable if it was the Mk XII?
mk XII will be better, slightly. might as well get it if you think its worth the grind once you get to tier 5.


Quote:
Originally Posted by curvygolem256 View Post
I presume these are the 3 energy skills in the Tactical systems area of the skill tree.
i was talking about the skills shield performance, engine performance, stuff like that that buffs energy level. keep all damage skills maxed.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jul 2012
Posts: 793
# 305
12-19-2012, 04:53 PM
Quote:
Originally Posted by stealthrider View Post
Tried out Tractor Beam Repulsors, and while the damage seems nice I'm finding the skill difficult to use and somewhat selfish. Am I wrong in thinking so? AM I just using it wrong?
it took some time for me to adjust with certain abilities. Remember: in STO you're one person controlling all the functions of a ship, where as in reality you would have crew members doing their thing in each department.
As for tractor beam repulsors, it takes some practice to push your enemies away. I've polished my ability to use that skill, and now it works wonders in STFs and Azura Nebula missions.
Tractor beam repulsors, I believe, are ideal on ships with less hull - in pvp or pve. For example on my Intrepid-class science vessel, or my Belerophon-class science vessel, it helps me compensate, in Azure Nebula for example, to push enemies away while you are taking heavy damage so that you can quickly circle back to the imprisoned ship (to free it).
T.B.R. is ideal on a large vessel, I believe, during PVP. Of course on a small science vessel its very useful in pvp when too many ships are baring down on you - or when you are fighting KDF who are cloaked; tracking, locating, et.c..
You just need to give it time. Of course science class captains are the best scrappers, but you might find out, later on, that your improving skills better match another class.
Just give it time and experiment
Career Officer
Join Date: Jun 2012
Posts: 20
# 306 Ship Choice
12-20-2012, 06:31 PM
DDIS, I am a LvL 50 KDF Tac captain looking for some advice on ships. Currently I am flying a Vet destroyer but I am also considering the Fleet Qin and the Fleet Vor'cha. I know the Qin still has maneuverability issues but I am hoping that gets fixed sooner or later.

I guess what I am looking for is a sub-battle cruiser damage dealer. I like the vet ships movement but the Disruptor Lotus on a 5 min cooldown...meh.
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 307
12-21-2012, 04:39 PM
Quote:
Originally Posted by gostdajtink View Post
DDIS, I am a LvL 50 KDF Tac captain looking for some advice on ships. Currently I am flying a Vet destroyer but I am also considering the Fleet Qin and the Fleet Vor'cha. I know the Qin still has maneuverability issues but I am hoping that gets fixed sooner or later.

I guess what I am looking for is a sub-battle cruiser damage dealer. I like the vet ships movement but the Disruptor Lotus on a 5 min cooldown...meh.
well in my opinion you have several very fun options. the vet ship is great, the fleet vorcha is kind of a more cruiser like version of the vet ship, and proboly sorta redundant. it can be quite a bit more sturdy though. the qin is jut a bad ship to fly though, its long, and pivots on ther very aft part of the ship and just feels wrong. its also got a bad shield mod, an unideal ens station and a below average turn rate. the mirror qin at least has an eng ens though. the retro and fleet somraw lack basically all of the qins problems, and the fleet nasican escort can go toe to toe with fed escorts. a vorcha, mirror vorcha, or fleet ktinga are great ships too, i have several builds posted for all these ships. they are all a lot of fun.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Aug 2012
Posts: 601
# 308
12-22-2012, 10:39 AM
Not sure if this is the right topic to ask this (apologies if it's not), but how's the Omega Plasma torp launcher rated for PVP play? Thinking about using it as a rear launcher, though I might just stick a regular Plasma torp there.
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 309
12-22-2012, 04:35 PM
Quote:
Originally Posted by drake122svk View Post
Not sure if this is the right topic to ask this (apologies if it's not), but how's the Omega Plasma torp launcher rated for PVP play? Thinking about using it as a rear launcher, though I might just stick a regular Plasma torp there.
the omega torp is very interesting. i think an entire torp overhawl should be based off of it. the omega torp has 5 charges, and fires about once a second. it seems to have a bit higher dot damage too, thats a very good combination then. its a good torp to use up front unmodified by torpedo abilities, just autofireing. it sets fires well, and everyone in a wile will strike direct hull, just because of the rate of fire.

where it shines, and has a deep drawback is with torp abilities. spread is a bit useless on it other then for dealing with npcs as part of an aoe PVE build. but the HY projectile actually has hitpoints, 4k of them, and can survive a few TBR hits, a fair amount of often missing weapons fire, a PSW, all sorts of stuff. its the most reliable to hit heavy projectile yet, and tends to deal around 30k damage to other players if it hits hull.

the MAJOR downside to this though is every time you use a torpedo ability, or exhaust all the charges, there is a 10 second cooldown before you can fire again at all. so if you use a torp ability every 15 seconds, it will almost never be able to do what its best at, have actual dps and fire rapidly. if you want to use spread, a standerd torp would be beter frankly, and fire more often. the HY projectile is nice though

they best part is you can disintegrate ships borg command ship style. even an unbuffed torp can, and i almost suspect that if your at a low enough % hull, it will instantly disintegrate someone. im pretty sure a shield impact on a very near death target vaped them, when the torps damage alone, through shields, should not have. ive seen this multiple times now, and think i heard a dev float the idea a month ago before all this launched
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 20
# 310
12-22-2012, 05:16 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
well in my opinion you have several very fun options. the vet ship is great, the fleet vorcha is kind of a more cruiser like version of the vet ship, and proboly sorta redundant. it can be quite a bit more sturdy though. the qin is jut a bad ship to fly though, its long, and pivots on ther very aft part of the ship and just feels wrong. its also got a bad shield mod, an unideal ens station and a below average turn rate. the mirror qin at least has an eng ens though. the retro and fleet somraw lack basically all of the qins problems, and the fleet nasican escort can go toe to toe with fed escorts. a vorcha, mirror vorcha, or fleet ktinga are great ships too, i have several builds posted for all these ships. they are all a lot of fun.
Thanks! I am a bit of purist so I tend to stick to Klingon only ships. I am looking at the Somraw to go with my vet ship.

I also had a DOFF question, do you think the Nigulan bridge officer who according to STOwiki does: Chance to reduce the time for any subsystem targeting attack to recharge after use/20% chance: Improve recharge time by 30 sec, Chance to reduce recharge time on Cannon Rapid Fire and Cannon Volley is worth picking up?
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