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Captain
Join Date: Jun 2012
Posts: 1,015
# 21
02-11-2013, 10:23 AM
baudl is correct.

Warning, bluntness incoming: If you want to heal run a Star Cruiser.

That said, try this:

Lt CMDR tac: TT1, CRF1, APO1
CMDR engi: EPTS1,A2B1, ES2, EWP3 or DEM3
Lt engi: EPTA1,A2B1
Ens engi: ET1
Lt sci: TSS1, HE2

Phaser is still the best proc in PvP. DEM goes well with single cannons but EWP will provide holds which your team will use to get kills.

Again, Kirk it up in a Tac Excelsior or go get a Star Cruiser to heal.
Lt. Commander
Join Date: Jun 2012
Posts: 190
# 22
02-11-2013, 10:46 AM
First off, are you running the combat tracker? It's nigh impossible to tell if you are being more or less effective without one. What kind of DPS/HPS numbers do you post?

It seems like you are spending a lot of slots to get turnrate. Or are the Evasive DOFFs and Deuterium tanks more for speed/defense than turning? Are you having problems getting your cannons in line with targets?

If so, could beams and BFaW be a better choice for you? Less turning and worrying about hitting targets, IMO.
Captain
Join Date: Jun 2012
Posts: 1,332
# 23
02-11-2013, 10:57 AM
Quote:
Originally Posted by baudl View Post
you can put in an Extend shields instead of the DEM, and the ET1, HE, TSS should be sufficent team heal anyway...but be sure to use them only while you are high on aux power.
Even without the DEM you should be able to do good dps (atleast on unshielded targets) while having 4 heals + RSP at your disposal.
the drastically shortened cooldowns from the technician doffs on all your BOFF abilities make this build highly effective in many situations...it's not called a "cookycutter build" for nothing, it's been proven effective by many people countless times.

but to be honest, you are currently running 3 engineering teams + a EPtengines ontop of 2 EPtShields and no tac team, from that point pretty much anything is better.
I did change one of my ET2's to an Auxsif.

My concern with the TT1 is that it might hamper my ability to throw heals while its on a cooldown that is still linked to ET's, is that a reasonable concern?

In regard to the 2x EPTS1's, isnt that similar to the cookie cutters build for it EPTAux?

I have the EPTE1 in there for a quick burst of speed (in addition to the others) if I need it. I figured that I wouldnt be using EPTE1 and EPTS1 at the same moments so I figured it wouldnt be a conflict. Do you think that the EPTAux would really be that helpfull in its place?
Captain
Join Date: Jun 2012
Posts: 1,332
# 24
02-11-2013, 11:06 AM
Quote:
Originally Posted by moronwmachinegun View Post
First off, are you running the combat tracker? It's nigh impossible to tell if you are being more or less effective without one. What kind of DPS/HPS numbers do you post?
My Friends that have run their parser said I do between 4.5-6.5 in KASE, mostly depending on what else makes up the team, cruisers make me go higher, escorts, lower. I'm not sure there is a totally accurate "baseline" way to get a real dps value enless everyone is using the same, controlled situations. What I do know is that some escorts that are resistance stacked are having my shots more or less bouncing off of them.

I tried to do the parser thing myself, but I couldn't figure it out

Quote:
Originally Posted by moronwmachinegun View Post
It seems like you are spending a lot of slots to get turnrate. Or are the Evasive DOFFs and Deuterium tanks more for speed/defense than turning? Are you having problems getting your cannons in line with targets?

If so, could beams and BFaW be a better choice for you? Less turning and worrying about hitting targets, IMO.
The only console 100% dedicated to my turn rate its the RCS, the Tackyokinetic Converter I threw in mostly because of the damage bonuses it gives, the 22% turn rate bonus was just a nice add on to it. It leaves me a little bit more comfortable than if I didnt have it.

The other gear:
-Deut' Tanks are my "Get outta Dodge" items. The evasive doffs are more for speed/defense. I sometime pop it and EPTE1, just before I get into firing range for speed instead of full impulse of wasting a deut burn. Other times I throw evasive to improve my reverse speed. I don't have that much of a problem keeping my cannons on target, but I probably would pick up a little more turn if I wanted to go DBB heavy in the front.

Last edited by whamhammer1; 02-11-2013 at 11:11 AM.
Captain
Join Date: Jun 2012
Posts: 2,561
# 25
02-11-2013, 03:24 PM
Quote:
Originally Posted by whamhammer1 View Post
I did change one of my ET2's to an Auxsif.

My concern with the TT1 is that it might hamper my ability to throw heals while its on a cooldown that is still linked to ET's, is that a reasonable concern?

In regard to the 2x EPTS1's, isnt that similar to the cookie cutters build for it EPTAux?

I have the EPTE1 in there for a quick burst of speed (in addition to the others) if I need it. I figured that I wouldnt be using EPTE1 and EPTS1 at the same moments so I figured it wouldnt be a conflict. Do you think that the EPTAux would really be that helpfull in its place?
i feel i need to explain what the build i posted actually does:

the technician doff lowers all cooldowns of all Boff abilitys by 10% each time you hit AUX2Batt...and is stackable, 3 times. So 30% every 15 seconds because you rotate your 2 aux2batt.
that means you effectively DOUBLE the output of ALL boff powers. and you increase all powerlevels (except aux) by 18 (thats without skills counted, its actually higher ingame) every 15 seconds for 10 seconds.

it is true that it leaves you without aux power, but doubles your TAC powers and increases powerlevels. Run 2 additional warpcore engineers to increase powerlevels on use of EPtaux and EPtS and you basically run full power to weapons, schields, engines endlessly.
Weaponpowerdrain becomes insignificant, your shields resistance is through the roof and you move fast as an escort...slightly exagurated

downside: 3 technician doffs cost 12 million EC, so do warp core engis (not without a reason obviously)

so that's basically the synergy of the aux2batt build, if anybody feels to add something or correct me, feel free to do so.

PS: atleast 1 tac team is obligatory for each and every ship build...the auto shield distribution is just too powerfull to not have...and i think that is basically what makes "your shots bounce off the escorts" ...they use 2 tac teams in rotation, instead of fireing on 10-12k shields you fire on 40-48k + resistance buffs and heals...
even giving a TT to a teammate is more help than the occasional ET...actually the ET is just to counter certain debuffs

PPS: If you really want to be an asset for your team in PVP, run a heal cruiser. Star cruiser, Oddy are a good choice for that. Engi or sci captain in a dedicated healcruiser are the true matchwinners, not the escorts.
Go pro or go home

Last edited by baudl; 02-11-2013 at 03:32 PM.
Captain
Join Date: Jun 2012
Posts: 1,332
# 26
02-12-2013, 10:49 AM
Quote:
Originally Posted by baudl View Post
i feel i need to explain what the build i posted actually does:

the technician doff lowers all cooldowns of all Boff abilitys by 10% each time you hit AUX2Batt...and is stackable, 3 times. So 30% every 15 seconds because you rotate your 2 aux2batt.
that means you effectively DOUBLE the output of ALL boff powers. and you increase all powerlevels (except aux) by 18 (thats without skills counted, its actually higher ingame) every 15 seconds for 10 seconds.

it is true that it leaves you without aux power, but doubles your TAC powers and increases powerlevels. Run 2 additional warpcore engineers to increase powerlevels on use of EPtaux and EPtS and you basically run full power to weapons, schields, engines endlessly.
Weaponpowerdrain becomes insignificant, your shields resistance is through the roof and you move fast as an escort...slightly exagurated
From what I am reading... in a nutshell:

-EP2Aux ups the aux power levels

- Then hitting Aux2batt distributes power from the already upped auxiliary to the other three sensors.

-Aux batt with proper DoFFS makes the cd for boff powers 30% shorter per application of the ability

Quote:
Originally Posted by baudl View Post
downside: 3 technician doffs cost 12 million EC, so do warp core engis (not without a reason obviously)
I think this toon already has two blue quality technicians that deal with aux batt/boff use cooldown reduced. Is the gap between blue and purple level doffs dramatic (in actual application)?

Is there an actuall description required for the Warp Core Engi's that are helpfull, or is that the only buff ability that that type of Doff can have?

Quote:
Originally Posted by baudl View Post
so that's basically the synergy of the aux2batt build, if anybody feels to add something or correct me, feel free to do so.

PS: atleast 1 tac team is obligatory for each and every ship build...the auto shield distribution is just too powerfull to not have...and i think that is basically what makes "your shots bounce off the escorts" ...they use 2 tac teams in rotation, instead of fireing on 10-12k shields you fire on 40-48k + resistance buffs and heals...
even giving a TT to a teammate is more help than the occasional ET...actually the ET is just to counter certain debuffs
I saw some sort of description that TT also increase damage by 10% for the duration, does this play out to be true?

Quote:
Originally Posted by baudl View Post
PPS: If you really want to be an asset for your team in PVP, run a heal cruiser. Star cruiser, Oddy are a good choice for that. Engi or sci captain in a dedicated healcruiser are the true matchwinners, not the escorts.
Should I take it that you mean that cruisers should only be for healing, or just that if someone in a cruiser that wants to heal team mates should be in an Oddy or Star Cruiser?
Captain
Join Date: Jul 2012
Posts: 658
# 27
02-12-2013, 11:20 AM
Quote:
Originally Posted by whamhammer1 View Post
Is there an actuall description required for the Warp Core Engi's that are helpfull, or is that the only buff ability that that type of Doff can have?

I saw some sort of description that TT also increase damage by 10% for the duration, does this play out to be true?
Just chiming in to toss out some links and numbers on these. There is only one type of Warp Core Engineer, you can find the description here: http://www.stowiki.org/Specializatio..._Core_Engineer And TT does not boost damage by 10%, it boosts weapon damage by ~3.6% of the base value (which is without any Weapons Training skill or consoles or anything). Pulled that from here: http://home.comcast.net/~amicus/Skil...%20Effects.htm

I'll leave the rest to those with more personal experience.
Captain
Join Date: Jun 2012
Posts: 1,015
# 28
02-12-2013, 12:23 PM
Quote:
Originally Posted by whamhammer1 View Post
From what I am reading... in a nutshell:

-EP2Aux ups the aux power levels

- Then hitting Aux2batt distributes power from the already upped auxiliary to the other three sensors.

-Aux batt with proper DoFFS makes the cd for boff powers 30% shorter per application of the ability

I think this toon already has two blue quality technicians that deal with aux batt/boff use cooldown reduced. Is the gap between blue and purple level doffs dramatic (in actual application)?
A2B info is here.
Lt. Commander
Join Date: Nov 2012
Posts: 115
# 29
02-13-2013, 03:18 AM
As a big fan of the Fleet Excelsior i can tell you i tried alot of things with that old Lady.
From a cannon built to a beamboat to a mix of both and so on. I also tried out alot of engineering powrs to match my impression of what that ship should be able to do, wich is as follows:
Deal more damage than a standart cruiser while being able to tank well. Tanking well means for me. Flying in front of a tac cube in pve and take the agro and survive most shots (apart from the occasional one shot wonder) and in pvp it should be able to face most things 1on1 and survive 2vs1 long enough to get away.
So far it worked well enough. 1on1 against my fleetmates it gets the victory most of the time. In the Ker`rat system i usualy test my builds for durability. Im happy when after a spawn my ship is the last to be blown up by those klingons. Bops ar anoying but mostly manageble, curisers are a piece of cake most times , but raptors are very hard to go 1on1 against.

However, those are just my expieriences with that ship. So heres my build , maybe you can find something usefull for you. And maybe i can get some advice as well.

Tactical Captain.

Forward weapons: 3x fleet advanced phaser beam arrays (ACC), 1x wideangle Quantum torpedo

Rear weapons: 3x fleet advanced phaser beam arrays (ACC), 1 Fleet Quantumtorpedo (ACC)

For PVP You should go for ACCx2 or even ACCx3 - im to low on ECs at the moment to go for those - i still have a whole set of standart purple mkXII phaser beams with ACC,CrtH,DMG wich wort just as well as those overrated fleet weapons.

Deflector, Engine, Shields: MACO Mk XI for PVE/STFs ( Aegis for PVP)

Devices: Weapon-battery, Shield-battery, Aux-Battery, Subspace-field-modulator

(Whenever i can get them ill ither take the large battery versions of the above or the double batteries like Shield+Aux -Battieries.

Consoles: Transwarp-Computer, Borg-assimilated module, Phaser-point-defense-system,
Neutronium Alloy MkXI purple

2x Field Generator MK XII blue

4xPhaser Relais Mk XI purple

This console Setup is what i use for PVE and STFs. For PVP maps and duels i use other consoles, mostly in place of the transwarp computer.
Consoles i found usefull are : Tachyokinetic converter, Zero Point Energyy Conduit, RCS Thrusters, Grappler

For Boff Powers i use:

Tac LTC: Tactical Team I , Torpedo Spread II , Beam Overload III

Eng COM: Emergency Power to Weapons I, Auxiliary to Structural I, Directed Energy Modulation II, Reverse Shield Polarity III

Eng LT, Engineering Team I , Emergency Power to Weapons II

Eng ENS: Emergency Power to Shields I

SCI LT: Science Team I, Feedback Pulse I


Doffs Space: Buff for Tactical Team reduced cooldown, Projectile Officer for faster Torpedo reloads, Doff for DEM wich reduces Energy drain, Doff for reduced cooldown for beam attacks, Doff for reduction in Boff abilities cooldown
All are purple.
Alternativly for Borg STFs i have a Doff that increases damage against Borg. I usualy swap out the tectical team doff for it.


Thats a configuration that works quite well for me. The one thing that bugs me are it has alot of tier I powers and engineering powers often have shared cooldowns.
I thought of replacing one of the Emergency power to weapons with something else and more usefull but i dont want to loose the tier II ability and there is nothing much usefull to replace it.
Only Engineering team I comes to mind but than id have 4 team powers with shared cooldowns. Not very efficient either.


Eddy
Cruisers ftw!
Captain
Join Date: Jun 2012
Posts: 1,332
# 30
02-14-2013, 12:36 PM
ehragrund,

Would that be approximate for an engineer build as well?
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