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Rihannsu
Join Date: Jun 2012
Posts: 1,405
Lately I have been confused on how people are doing things with other escorts. Things like super shield drain (With out Tachyon Mines), to being able to tank better then I can even on an Engi. So I thought I'd post my two current builds and get some skill point allocation advice at least to see if perhaps that might be my problem. Yes, I know this could go into the Ship advice thread, how ever I thought it might due to get a wider audience.

My First build, is my Tactical/Khyzon Escort:

http://www.stoacademy.com/tools/skil...ild=Furtile1_0

(I am using the Skill planner to show Boff powers)

For Weapons I'm going with as follows:

Fore: Plasma Dual Heavy Cannons Mk XI [CrtD] [Dmg]x2, Plasma Dual Heavy Cannons Mk XI [Acc]x2 [Dmg], Plasma Dual Heavy Cannons Mk XI [CrtD]x2 [CrtH], Plasma Dual Heavy Cannons Mk XI [CrtD]x2 [Dmg], Plasma Dual Heavy Cannons Mk XI [CrtH] [Dmg]x2 *
Aft: Kinetic Cutting Beam, Experimental Romulan Plasma Beam Array

Deflector: Omega Force Tachyon Deflector Mk XII
Engines: Hyper Impulse Engine Mk XII [Full] [Spd] [Turn]
Shield: Omega Force Shield Array Mk XII

Engineering Consoles: Assimilated Module, Ablative Hull Mk XI **
Science Consoles:Flow Capaciter Mk X[-th][Pla]x2, Particle Generator Mk X Mk X[-th][Pla], Zero Point Energy conduit***
Tactical Consoles:Plasma Infuser Mk XI x4****

* I'm considering trying to work towards a full 5x of Romulan Plasma DHC [Acc]x2 From the Reputation Store.

**Some times I switch between the Ablative Hull and the Tetraburnium Armor also VR Mk XI

***I Don't currently have access to Mk XI or Mk XII Embassy consoles and I know I need 3 Flow Capacitors.

****I don't have the funds to equip this with MK XII Purple variants yet.

Now below is Build #2, my Engineer/Kumari:

My engineer is built more towards the Tank side of a build. Even the Reptuation abilities are focused on that, selecting the Shield recovery procs, bonus to shield power, shield regen, etc. (I'm an Engineer, I need to be tough!) Although I will admit I am starting to wonder if that was a mistake as well.

With my engineer I'm experimenting with a different build then my Tactical officer.

http://www.stoacademy.com/tools/skil...ild=Gearhead_0

Fore Weapons: 3x Dual Phaser Beam Bank Mk XI [CrtD] [CrtH]x2, Dual Phaser Beam Bank Mk XI [CrtH]x3, Kumari Phaser Wing Cannons[Dmg]x4*

Aft Weapons: Kinetic Cutting Beam, Plasma Mine Launcher Mk XII [CrtH]x3

Deflector: Assimilated Deflector Array Mk XI
Impulse Engine: Assimilated Subtranswarp Engines Mk XI
Shield: M.A.C.O Resiliant Shield Array Mk XI**

Engineering Consoles:Zero-Point Energy Conduit, Assimilated Module, Ablative Hull Armor Mk XI
Science consoles:Tachyon Induction Relay, Phaser Dispersal Array
Tactical Consoles: 4x Phaser Relay Mk XI, Phaser Relay Mk XI***

*I don't have the funds to get Mk XII Dual Beam banks, and I'm also considering saving up to try out the Andorian [Acc]x2[Dmg] versions.
**I know this needs to be upgraded. I'm working on it, but I'm not at Tier 5 Romulan on Gearhead yet.
***I don't have the funds to upgrade the consoles to Mk XII Very rare, and the one Uncommon I plan to change out soon to a Rare.

The Engineer's current Idea is to utilize Nadion Inversion to help run FAW, or at least Multiple Beam Overloads while also using the Wing Cannon Overload. I am also considering Changing out the Cannons for a 5th DBB and the sci consoles for 2x Embassy Consoles. But haven't decided on that yet. Not sure if 5 DBBs would be worth it.
You think that your beta test was bad?
Think about this:
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Lieutenant
Join Date: Jun 2012
Posts: 59
# 2
02-23-2013, 10:15 PM
Notes in orange:

Quote:

My First build, is my Tactical/Khyzon Escort:

http://www.stoacademy.com/tools/skil...ild=Furtile1_0

(I am using the Skill planner to show Boff powers)

For Weapons I'm going with as follows:

Fore: Plasma Dual Heavy Cannons Mk XI [CrtD] [Dmg]x2, Plasma Dual Heavy Cannons Mk XI [Acc]x2 [Dmg], Plasma Dual Heavy Cannons Mk XI [CrtD]x2 [CrtH], Plasma Dual Heavy Cannons Mk XI [CrtD]x2 [Dmg], Plasma Dual Heavy Cannons Mk XI [CrtH] [Dmg]x2 *
Aft: Kinetic Cutting Beam, Experimental Romulan Plasma Beam Array

I'd get rid of the plasma. Most people are likely using STF shields still. Phased Polarons are pretty inexpensive and a solid choice for PVP as are Phasers/Pols/etc. *Unless you want to try for a full rommie plasma build with embassy consoles like you say below. That could work. If you plan on using the Andorian phaser weapons, then go phaser so your consoles boost it. Mk XI is plenty if you can't afford XII. Try for 1 ACC on your DHC and 2 on your turrets. This opens up a huge debate which I don't want to get into, but I think you'd do well with [ACC] [CRTH]x2 or even [ACC] [CRTD] [CRTH] and I'd stay away from [DMG].

Deflector: Omega Force Tachyon Deflector Mk XII
Engines: Hyper Impulse Engine Mk XII [Full] [Spd] [Turn]
Shield: Omega Force Shield Array Mk XII

Try for 2-Piece Borg and Maco Shield. Still a solid choice. If you have access to fleet gear you can go that way too. Most people use the 2 piece Omega for the glider with tet weapons.

Engineering Consoles: Assimilated Module, Ablative Hull Mk XI

Trade the ablative for a Neutronium. XI Blue is fine. XI purp is good too.**

Science Consoles:Flow Capaciter Mk X[-th][Pla]x2, Particle Generator Mk X Mk X[-th][Pla], Zero Point Energy conduit***
Tactical Consoles:Plasma Infuser Mk XI x4****

Last I heard, flow caps and particle gens are not effecting plasma proc. Put some sort of shield console in there such as an emitter or field gen. Embassy shield emitter with ShH or HuH would do well. If you go tet or pol, you can put a flow cap in there as well. You could put 2 hull consoles in eng and put your 2 universals in the sci slots along with a shield console and something else that makes sense with your final decision on build.

* I'm considering trying to work towards a full 5x of Romulan Plasma DHC [Acc]x2 From the Reputation Store.

I would be curious to see this in action.

**Some times I switch between the Ablative Hull and the Tetraburnium Armor also VR Mk XI

If you want to use a TyA or TyB hull armor i'd pair it with a Monotanium. There's a lot of mine spam going around.


***I Don't currently have access to Mk XI or Mk XII Embassy consoles and I know I need 3 Flow Capacitors.

****I don't have the funds to equip this with MK XII Purple variants yet.

Not a huge deal for consoles. The grade of weapon matters more than the grade of weapon console. i.e. XII purple weapon with XI purple console is better damage than XI purple weapon with XII Purple console the last time tested it.

Last edited by captainf00k; 02-24-2013 at 12:07 AM.
Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 3
02-24-2013, 08:40 AM
First of all, you made suggestions all with in the Tactical build, and some of them looked like they were ment for my Engineering build. (There are 2 builds in that one thread. )

Second, I'm going to post my skills spent on both builds so that there can be some checking on where I'm going wrong. Though I should note that I usually flip around in different ships. My Tac especially. I'll fly Science ships mostly with him but this new escort just made me want to fly it with him since I had finished his reputation first, and gave me the stuff I needed for the build faster.

This is Furtile's Skill Point set up. (My Caitian Tactical/Khyzon)



Gearhead I just did a Skill modification. And being that he Is my first character from when the game first launched, he has no more respec tokens. I can how ever spend some Dilithium to get the Zen for one if it is absolutely necessary. I've also changed the ship he's flying, from the Kumari to the Khyzon for some tests on Power Insulators. Currently he has 2x Power Insulator Mk XI consoles in the sci slots Otherwise the build from the Kumari is still the same with some universal officer changes.

Some Notes about Gearhead's Build.. First, I've noticed that the Cannon Overload doesn't seem to care about range, making it act more like a Beam Overload, then cannons.. (might be a bug?) I've noticed that when I use my Beam Overload 3 + Beam Overload 2 + Cannon Overload with Nadion Inversion, the weapon fire doesn't drain enough weapon power between shots to even reduce the damage. Still considering getting Andorian [Acc]x2 [Dmg] Dual Phaser Beam Banks for Gearhead.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 4
02-24-2013, 09:10 AM
After an arena, I've forgotten Cannon Overload's biggest flaw:

You can't use ANY powers while it's charging. (Not sure if that's a bug) So switching it out for the Wing Platforms to keep the +10% Accuracy.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 5
02-25-2013, 01:35 PM
I'm still looking for help with this... Just thought I'd mention that..
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Lieutenant
Join Date: Jun 2012
Posts: 59
# 6
02-25-2013, 04:09 PM
Quote:
Originally Posted by webdeath View Post
I'm still looking for help with this... Just thought I'd mention that..
I have not forgotten about you.

My intent was to respond to the tactical build as I feel it is what I could offer the most assistance with. So all information in my response was in fact intended for a tac. Looking over your second post though I see that you're flying escorts on both toons. The specs for this should be very similar as the ship type (BOff powers) offen determines a lot of what a spec will specialize in. After looking at the first spec I suggest the following:

-This is not "tanking" related, but try to get 3 points in energy weapon special. That accounts for the majority of the bonus you can get for crits (both CrtD and CrtH) from skill points.

-Put a couple (2) points in subsystem repair if possible. It can help your survivability issues and lower your vunerability to the large amount of VM being used lately.

-Flow caps depend on what weapon you settle for. The last I heard it is only working for weapons that drain energy, so Tetryon and Polaron. It used to add to the plasma DOT, but I understand it no longer does. It also used to effect BFI DOff healing which Bort thankfully fixed.

-For a tacscort, I do not understand the purpose in having point allocation in particle gens or subspace decompiler. If you intend to continue flying tac/sci, you could try leaving 3 points in each, but as it stands now, you have 30,000/300,000 (10%) of your points allocated towards 2 sci specific skills. To my knowledge, the only escort that can make good use of this is a MVAE.

-Again, regarding sensors, 6 points is a pretty heavy investment for a tacscort. I also saw someone post that FOMM is currently not working with sensor skill.

-From my understanding of Inertial Dampers, they do not help against player holds, only NPC ones. You could probably take a couple points out of there and put them elsewhere.

Most of what you are probably experiencing with tanking probably has to do with the new shield passives, human BOffs being fixed, and the recent appearance of Elite Fleet Shields with TypeA and TypeB modifiers, which stack to give 35% resistance to energy weapons. 20% base resistance to all energy with 15% additional to specific energy types.

As far as engineercaptain powers go, I am not very knowledgeable in that department.

This is an exellent resource for speccing: home.comcast.net/~amicus/Skill%20Point%20Effects.htm

Feel free to contact me in game with questions.
Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 7
02-25-2013, 04:42 PM
Quote:
Originally Posted by captainf00k View Post
I have not forgotten about you.

My intent was to respond to the tactical build as I feel it is what I could offer the most assistance with. So all information in my response was in fact intended for a tac. Looking over your second post though I see that you're flying escorts on both toons. The specs for this should be very similar as the ship type (BOff powers) offen determines a lot of what a spec will specialize in. After looking at the first spec I suggest the following:

-This is not "tanking" related, but try to get 3 points in energy weapon special. That accounts for the majority of the bonus you can get for crits (both CrtD and CrtH) from skill points.

-Put a couple (2) points in subsystem repair if possible. It can help your survivability issues and lower your vunerability to the large amount of VM being used lately.

-Flow caps depend on what weapon you settle for. The last I heard it is only working for weapons that drain energy, so Tetryon and Polaron. It used to add to the plasma DOT, but I understand it no longer does. It also used to effect BFI DOff healing which Bort thankfully fixed.

-For a tacscort, I do not understand the purpose in having point allocation in particle gens or subspace decompiler. If you intend to continue flying tac/sci, you could try leaving 3 points in each, but as it stands now, you have 30,000/300,000 (10%) of your points allocated towards 2 sci specific skills. To my knowledge, the only escort that can make good use of this is a MVAE.

-Again, regarding sensors, 6 points is a pretty heavy investment for a tacscort. I also saw someone post that FOMM is currently not working with sensor skill.

-From my understanding of Inertial Dampers, they do not help against player holds, only NPC ones. You could probably take a couple points out of there and put them elsewhere.

Most of what you are probably experiencing with tanking probably has to do with the new shield passives, human BOffs being fixed, and the recent appearance of Elite Fleet Shields with TypeA and TypeB modifiers, which stack to give 35% resistance to energy weapons. 20% base resistance to all energy with 15% additional to specific energy types.

As far as engineercaptain powers go, I am not very knowledgeable in that department.

This is an exellent resource for speccing: home.comcast.net/~amicus/Skill%20Point%20Effects.htm

Feel free to contact me in game with questions.
Thanks again for coming to this thread and responding. Can't say I don't wish I was getting more attention with this, but I'm happy to have the help regardless.

Both builds are slightly different.. in that The Engi/Escort I'm currently experimenting with 4 Phaser Dual Beam Banks + Wing cannons (Gave up on using the Overcharge since it's too dangerous to wait 4 seconds and being unable to use ANY powers)

Like I said before, I Do have a few Science ships on the Tac, so I do some times jump into them. But I suppose I could change my Skill point allocation around to focus more on the Escort then the Science ship.. Just would hate to have my Orb being a wasted ship unlock on that character. :\

Having the points in Particle Generators is to buff powers that deal damage, such as Eject Warp Plasma, Gravity Well, Tractor Beam Repulsors, Feed Back Pulse, and Photonic Shockwave. (As a Tactical officer, Tac powers effect those skills and buff them significantly)
The character is also my Aux to Battery based character, so I was trying out theories of having Aux to Battery up all the time and permaing Eject Warp Plasma before the new ship came out. I think I was flying a Chimera Aux to Bat build.. can't 100% recall right now. Although I am starting to think I should save my Tac/Science based builds for my Joined Trill. Especially when they do introduce Re-traits this year. (Praying!)

Are you sure that Subsystem Repair is useful? Most of the time I run into other players my Crew is either dead, or Vent Thetad into submission. And I've never really seen Viral Matrix get reduced by Subsystem Repair so far with the character or two that do have about 3 points in it.

The 6 Points in Sensors is because of all the AMS and Scramble flying around lately. It helps reduce the duration on those powers and makes it more manageable when I have to heal my self with Hazard, or Tac team when I'm being alpha striked from my Experience. Not that I'm against removing those points, but those are the reasons why I have my points in there. Decompiler I suppose I could take the points out and put them into Energy Weapon Crit how ever.

Hmm.. Not sure on Inertial Dampners. I'm mostly using it to reduce the Push from Enemy TBR or PSW.. Although I do admit the push from those powers is still significant.

I have been hearing a lot about the Elite Fleet shields.. And I have been wondering if they really are that good compared to M.A.C.O. or Assimilated M.A.C.O. (Not that I have the assimilated).

The Flow Capaciters is for Tet Glider. Not the plasma weapons. Nothing buffs the Dot on the plasma Weapons out side of Tac Consoles and Energy Weapon Training as far as I know.
And I am thinking about saving up the 100k+ Dilithium in order to buy 5 Romulan Dual Heavy Plasma Cannons. (As I mentioned before) As I have been seeing the 5 Normal DHCs in the original post seem to do nice damage with the consoles I mentioned and the 2 piece Romulan set. I don't have ACT any more to actually see how much damage they are doing.. Not to mention I'm not as good as some people are with keeping on target long enough for such a test unfortunately. (Not to mention Math is not my strongest area.. I'm not really a numbers person.)
Would be nice if some one with the ship, 5 Plasma and rommy Plasma DHCs 4 +Plasma Sci consoles and 4 Plasma Weapon consoles could do a damage test to see if my theory really is sound, or just silly.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 8
02-27-2013, 08:47 AM
Sucks that there's only one person giving me help here.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Empire Veteran
Join Date: Jun 2012
Posts: 5,965
# 9
02-27-2013, 10:49 AM
in this ship, theres proboly little difference between sci and eng, with all the universals you will proboly use. zero point, borg, maybe temporal lobi console, the 2 that came with the ship, suddenly thats nearly all your non tactical console slots.

run it like a patrol escort, damage control with EPtW1 and EPtS1, with RSP, HE1 and TSS2. i might go for EPtA, or EPtE on other scorts, but for 5 weapons, i want a ton of weapons energy.

5 DHC, or 4 + the wing guns, and you can use. rear guns proboly cutting beam and maybe chrono mines. might help with your below average turn rate


TT1, APD1, CRF2, APO3
TT1, CRF1, APO1

if you can score 2 AP doffs, you could more easily include a BO or torp skill, id go with torp so your energy damage isn't impaired at all by big drain

TT1, APD1, CRF2, APO3
TT1, THY2, CRF2


if you use the tac version, you could go without AP doffs and have HY1 and HY2.

proboly best to go with phaser weapons, if you use the wing canon of course. i thought it might be cool to do a 4 flow cap build for tet glider, but your down to just 2 eng consoles then, only enough for the 2 consoles the ships come with, or the borg and zero point. or 2 turn consoles, something proboly needed too
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Rihannsu
Join Date: Jun 2012
Posts: 1,405
# 10
02-27-2013, 11:49 AM
DDIS, I'm a little confused.. was this advice supposed to be for my Tac Captain, or my Engi?

Edit: And I don't have the Temporal Console
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
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