Captain
Join Date: Feb 2013
Posts: 502
# 11
03-14-2013, 09:27 AM
My cruiser build's probably one of the worst, but it consists of:

- 3 fore and aft polaron beam arrays
- 1 Tractor Beam mine launcher
- 1 Hargh'Peng torpedo
- Matching consoles that increase the beam array damage of the Polaron weps (don't recall their name currently.)
- A Positron Deflector

The fact cruisers turn rate sucks is a real issue. I wish it were halved somehow.

Btw, I'm looking for active longterm players like myself to build a fleet with me. It's made quite a stir in zone chat the past week. Check it out on the Starbase One section, thread title is: STO Talent Search. Maybe some of you might be interested. Thanks.
Lieutenant
Join Date: Feb 2013
Posts: 82
# 12
03-14-2013, 03:21 PM
I do not have any duty officers, and in general my gear is pretty crappy. I sadly have not parsed my build either, but the general idea is to run a very aggressive dragon, keeping up EPtS and EPtW. I play a tactical.

My ship is an Odyssey Tactical, my gear being

Fore: 2x Phaser beam arrays, 1x Phaser dual beam bank, 1x Wide Angle Quantum torpedo

Aft: 3x Phaser Beam arrays, 1x Borg Cutting Beam

Deflector: Positron Mk XII

Impulse and Shields are the Jem Hadar set Mk XI due to me not having anything else yet.

Engineering: Assimilated Console, Neutronium Armor, Chevron Sep, Aquarius escort

Science: Zero Point Energy Conduit, Work Bees, Field Generator

Tactical: 3x Phaser Relays

Boff layout:

Universal Lt Comm: Tactical Team 1, Fire at Will 2, Attack Pattern Beta 2

Universal Ensign: Emergency Power to Weapons 1

Lt. Tactical: Tactical Team 1, Attack Pattern Beta 1

Commander Engineers: Emergency Power to Weapons 1, Emergency Power to Shields 2, Emergency Power to Shields 3, Auxiliary to Structural Integrity Field 3

Lt. Science: Hazard Emitters 1, Transfer Shield Strength 2

My skill tree looks like this http://skillplanner.stoacademy.com/?build=meli_0
Commander
Join Date: Aug 2012
Posts: 497
# 13
03-14-2013, 03:44 PM
This is still a work in progress.

Fleet Support Cruiser Retrofit

When I saw the Lt Universal Bridge Officer on the Fleet Support Cruiser Retrofit my first thought was to stick a tac in there and make the ship as dps focused as possible. I didn't want to lose the innate tankyness of the cruiser and I think I have struck a fairly good balance between damage and survivability.

Weapons
Fore: 3xFleet Advanced Phaser Arrays Mk XII, Wide Angle Quantum Torpedo Launcher
Aft: 3xFleet Advanced Phaser Arrays MK XII, Kinetic Cutting Beam

Equipment
Deflector: Adapted M.A.C.O. Deflector Array Mk XII
Engines: Adapted M.A.C.O. Impulse Engines Mk XII
Shields: M.A.C.O. Resilient Shield Array Mk XII

I generally use the Borg Assimilated set for the hull and shield healing proc as well as the tractor beam, but since I am specked into torpedoes I wanted to test out the bonus damage from the Adapted M.A.C.O set.

Consoles
Engineering: Assimilated Module, Zero Point Conduit, Tachyokinetic Console, Point Defense
Science: 2xField Generator Mk XII, Rule 62 Console
Tactical: 3xPhaser Relay MK XII

You will probably notice the lack of resistance consoles. Frankly, I find them to be completely useless. I specked 6 points into resistance and kinetic resistance respectively and that along with the 66% up-time of Auxiliary Power to Structural Integrity Field 3 have enough resistance and heal to counter bleed through. So Engineering is basically my dumping ground for all the toys.

Bridge Officers
Lt Tac: Tactical Team 1, Attack Pattern: Beta 1 (Romulan)
Lt Universal (Tac): Beam: Fire at Will 1, Torpedo: Spread 2 (Romulan)
Ens Tac: Torpedo: Spread 1 (Romulan)
Cmd Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Eject Warp Plasma 1/Reverse Shield Polarity 2, Auxiliary Power to Structural Integrity Field 3 (Human)
LtCmd Sci: Hazard emitters 1, Transfer Shield Strength 2, Gravity Well 1 (Human)

Duty Officers
2xCon Officers (Tactical Team Cool down)
3xDamage Control Engineers (Reduce Recharge time of Emergency Power to Subsystem)

This was my attempt at making the Fleet Support Cruiser tactically oriented and I think I succeeded. The Uni as a tac gave me access to a couple more skills allowing more flexibility in combat. My excelsior build lacks fire at will so I had no way of dealing with spam other then my Torpedo Spread which is somewhat less reliable. Fire at will is also great in a team environment since It allows me to spread Attack Pattern: Beta 1 on all enemies in range and pull aggro off of the more squishy team mates. I've managed to maintain a decent level of tanking. Particularly if you replace Eject Warp Plasma 1 with Reverse Shield Polarity 2. I tend to keep Eject Warp Plasma as it combines well with Gravity Well and I'd rather be a little more offensive and toss caution to the wind. You basically have a lot of offense with no real downside (other then it costs a lot for the duty officers to pull it off). The romulan bridge officers (while also expensive) stack their critical chance and critical severity. Currently, un-buffed at 14.9% chance to crit, 81.8% crit severity. Attack Pattern: Alpha alone gets this up to 19.9% and 131.4%.

I can also get decent burst damage by using the point defense system along with my tactical buffs. I often use it on borg cubes to dispatch them in about 10-20 seconds. In KASE for instance when you pop out a cube just fly up to it activate all your buffs and when you get to within 4 km or so use point defense and watch the ship die. Not only are your beam arrays and torpedoes doing massive damage, but that in combination with point defense is devastating.


U.S.S. Mary Celeste
Captain
Join Date: Jun 2012
Posts: 1,302
# 14
03-14-2013, 06:10 PM
this is my support retrofit (the free ambassador) i set it up to help out in pug STFs as much as possible with heals and crowed control

skills

http://www.stoacademy.com/tools/skil...ld=testvoriz_0

and rep system passives (only listing space)
romulan: precision, emergency secondary shielding, quantum singularity manipulation

omega: omega weapons training, superior shield repair

weapon
6 mk Xii advance fleet phases with dmgx3 and acc
1 MKxii advance fleet quantum torpedo rear with dmgx3 and acc
1 wide angle quantum front for broad side DPS

defector mk xi assimilated
engine mk xi assimilated subtranswarp
sheild mk xi maco

all of these where obtained before the rep system i am switching over to mk xii of the obove

consoles
eng 3 mk xi blue nuetronium 1 mkxi purple monotainium
sci 1 mk xi blue field gen 1 mk xi ultra rare emitter array with Huh and -th. reason for the -th i bought the wrong one but i still get aggro form every thing in most pug STFs any way this just allows me to get a way and heal or get a way and heal some one else so i am not so focused on just healing my own ship. it also has a proc that gives you some hull regen similar to the borg 2 piece. if you are not in a feet a feild emitter would work as well as it gives a bonus to your shield regen rate
tac 3 mkxi purple phaser relays

boffs
lt tac: TT1, APB1
ensign tac: BO1 could also use FAW i prefer focus fire DPS
Com Eng: EPTS1, EPT2, EPTS3, Aux2SIF3
LT eng: ET1, RSP2
lt. com sci: TSS1, HE2, grav well1 most team heal abilities with grav well. grav well can be used if some one pops a gen early i then can fly off and grav well the nanite probes giving them time to hopefully kill the transformer. also a lot of team heals to keep the others up or my self

devices sub space feild modulator big resist bonus good for when every one is shooting at you, with weapon, sheild, and aux bat. like to pop aux bat before healing or using grav wel

doffs

3 rare shield distribution doffs, i rare projectile weapons doff, and 1 rare warp core engineer

i am also using the exact same set up on my Dreadnought Cruiser but replace grav well with aceton beam

Last edited by gpgtx; 03-14-2013 at 06:16 PM.
Lt. Commander
Join Date: Sep 2012
Posts: 209
# 15
03-14-2013, 06:39 PM
Mine is a heavily offensive build focused on energy drain resist powers for high AOE damage. It regularly keeps up with escorts in my fleet stfs for overall damage and does over double the damage of the cruisers of what the fleet had considered its 'good' engineers.

http://sto-forum.perfectworld.com/sh...91&postcount=1
Career Officer
Join Date: Jun 2012
Posts: 1,233
# 16
03-14-2013, 08:37 PM
Cruisers are fine, beams are busted as all get out. I just got out of a private match with a friend who was running a beam cruiser, and I was in a Kumari. I took my shields off(!) when I was 10-0. I finished the match at 15-0... Beams are busted broken beat down dead. Niether of us PvP, and I am the higher skilled by far... but *NO* shields in a tac Kumari? I should have died 8 times over...

Sci Ody (Tac will do more DPS, but I fly my Ody when I don't want to stop at port to change ships, and the Sci ody is the better hybrid, IMO. Adjust to taste)

Tac Team 1, Scatter Volley 1
Torp spread 2, Attack Pattern Beta 1, Beam Overload 3
Ep2S1, Aux2batt1, Aux2bat2, Directed Energy Modulation 3
Ep2W1
Transfer shield strength 1, hazard emitters 2

Expermental romulan beam, 2x plasma single cannons, romulan torpedo
KCB, 3xplasma turrets. For my plasma weapons I prefer Romulan Plasma [Acc]x2

Omega set. Optionally you can replace the shields with MACO.

3x Oddy consoles, assimilated module
zero point energy conduit, 3x romulan threat reducing consoles, flow capacitor, +plasma damage. Flowcap for your omega 2pc. In this build you aren't going to get DPS out of any other sci console.
2x plasma energy console

3xtechnician doffs (lowers cooldown on A2B)
2 free - I prefer torp doffs.

There really is no finesse to this build. Saucer sep for weapon power and maneuverability. Use the Aquarius if you die or need to be a bit more tanky so you don't want to sep. Bind all of your skills to the space bar save the science ones for healing yourself. The A2B will give you near constant uptime on everything. Use your rommie 3pc for burst. Do tons of damage and wonder why people crap on the Ody as you swap out all your gear to be an uber tank the next match and then as a pretty potent ghetto sci ship for the one after that...
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Lieutenant
Join Date: Jun 2012
Posts: 65
# 17
03-15-2013, 12:01 AM
This is my assault cruiser refit.

3x polarized disruptor cannon mk xi and wide angle quantum fore.
4x disruptor turret mk xi aft.

jem'dar resilient shields mk xi
aegis deflector
fleet advanced hyper engines mk xii [turn]x3 [spd]

2x neutronium mk xi, rcs mk xii common, tachyokinetic console
2x +threat flow capacitor console 1 plasma and 1 hull
3x disruptor induction coils mk xi rare

4 human boffs plus one alien

tac ensign : tac team
tac ltc: torp spread, cannon volley, ap omega
eng com: epw1, eng team2, auxtobat2, aux to sif
eng lt: eps1, auxtb1
sci lt: he1, tss2

3 tech doffs.
2 evasive doffs or 2 projectile doffs. Still testing.

It's a work in progress and used only in pve. still making changes to it. Thinking of changing aux to sif for dem.
I stay usually 1-3 km from target.

I have fun with it in ras and stfs. Haven't parsed it yet.
Captain
Join Date: Jun 2012
Posts: 1,489
# 18
03-15-2013, 12:53 AM
The problem with beams is that they drain power almost constantly. More beams equals more drain, period. Beams are fine weapons if you don't use more of them than you can actually supply power to. This means if your weapon power is at 125 and you're using EPTW1 (+20), then don't use more than 4 beams simultaneously and expect your weapon power level to stay over 100. Turrets rear with beam arrays on front works okay. Or consider 2 beam arrays front and rear, 2 turrets in the rear, dual beam and torpedo launcher in the front. Don't be afraid to mix it up. Just don't use too many beams. And forget about Fire At Will unless you have some way to turn off the power drain, e.g. you're exploiting Aux2Batt with DEM and no-drain doff.

That said, after weapon power, the largest factor of doing good damage is maintaining firing arcs and dictating range to target. Otherwise known as tactical mobility. Shooting from short range equals more hits and more damage. And obviously only weapons that are firing are doing damage. This is pretty much why whale cruisers are a waste of time if you're looking to do some real damage. Ships like D'kora, Galor, and Vor'cha can get in close to the target and rip them up. The Excelsior is a little slower but workable. Once you go below a base turn rate of 8 (which is every end-game Fed cruiser except the Excelsior), you just don't have the practical agility anymore. My opinion of course, but that's the way it feels to me and I've flown a great number of cruisers.


So yeah. Cruisers pilots wanting to do damage. Don't use too many beams and don't fly whales. Battle cruisers have far more destructive potential and can be made very survivable.
Captain
Join Date: Aug 2012
Posts: 3,553
# 19
03-15-2013, 03:23 AM
Quote:
Originally Posted by kimmym View Post
Cruisers are fine, beams are busted as all get out. I just got out of a private match with a friend who was running a beam cruiser, and I was in a Kumari. I took my shields off(!) when I was 10-0. I finished the match at 15-0... Beams are busted broken beat down dead. Niether of us PvP, and I am the higher skilled by far... but *NO* shields in a tac Kumari? I should have died 8 times over...
Quote:
Originally Posted by momaw View Post
The problem with beams is that they drain power almost constantly. More beams equals more drain, period. Beams are fine weapons if you don't use more of them than you can actually supply power to. This means if your weapon power is at 125 and you're using EPTW1 (+20), then don't use more than 4 beams simultaneously and expect your weapon power level to stay over 100. Turrets rear with beam arrays on front works okay. Or consider 2 beam arrays front and rear, 2 turrets in the rear, dual beam and torpedo launcher in the front. Don't be afraid to mix it up. Just don't use too many beams. And forget about Fire At Will unless you have some way to turn off the power drain, e.g. you're exploiting Aux2Batt with DEM and no-drain doff.

That said, after weapon power, the largest factor of doing good damage is maintaining firing arcs and dictating range to target. Otherwise known as tactical mobility. Shooting from short range equals more hits and more damage. And obviously only weapons that are firing are doing damage. This is pretty much why whale cruisers are a waste of time if you're looking to do some real damage. Ships like D'kora, Galor, and Vor'cha can get in close to the target and rip them up. The Excelsior is a little slower but workable. Once you go below a base turn rate of 8 (which is every end-game Fed cruiser except the Excelsior), you just don't have the practical agility anymore. My opinion of course, but that's the way it feels to me and I've flown a great number of cruisers.


So yeah. Cruisers pilots wanting to do damage. Don't use too many beams and don't fly whales. Battle cruisers have far more destructive potential and can be made very survivable.
Guys... NO. WRONG BLOODY THREAD FOR THIS.

This is a BUILD thread. So you post up BUILDS. NOT balance commentary...
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Aug 2012
Posts: 3,553
# 20
03-15-2013, 04:31 AM
You guys were probably wondering when I would post up a build, since OP (me) is such a huge cruiser fan. Anyways, enjoy.

Odyssey Tactical Cruiser

Weapons:
Fore: Phaser Beam Array mk XII [acc] [crtd] [crth]x3, Wide Angle Quantum Torpedo Launcher
Aft: Phaser Beam Array mk XII [acc] [crtd] [crth]x3, Kinetic Cutting Beam

Shields: MACO mk XII
Deflector: MACO mk XII
Engine: MACO mk XII OR Borg mk XII (if you want the extra 5 engine power, since other than that the engines are very similar in performance)

Devices: Deuterium Surplus, Subspace Field Modulator, Large Shield Battery, Large Weapons Battery

Consoles:
Tactical: Phaser Relay mk XII (blue)x3
Engineering: Neutronium Alloy mk XII (blue)x4
Science: Chevron Separation, Assimilated Module, Zero Point Energy Conduit

BOff Layout:
LtCmdr Universal: TS1, BFAW2, APO1
Lt Tactical: TT1, APB1
Cmdr Engineering: ET1, EPtW2, EPtS3, Aux2SIF3
Lt Science: HE1, TSS2
Ens Universal: HE1

DOffs:
Conn Officer (TT cd red) x2
DCE x2
WCE x1

Note: All purple

General Strategy:

This is basically an offensive combat cruiser build. I use the Odyssey, since other than the Fleet Tor'kaht, there is no other cruiser/battlecruiser that comes close to such an ideal damage dealing/survival BOff layout.

For equipment:
I use the MACO shield and deflector since they are ideal for tanking and surviving, and the 2 piece bonus is nice for cruisers period. The engine can either go MACO or Borg, since again, they are almost identical in performance, even though you get a SLIGHT boost in nimbleness using the Borg engine (+5 engine power does that). The Tactical consoles are a given. The Engineering consoles are just pure armor, since any other console on an Odyssey really isn't that useful. The Science consoles are what put it apart from a heal cruiser, since it's purely offensive consoles. The Zero point combined with the Borg module, and rep passives put my BASE crit hit up to 8.4%. Add in the [crth] mod on all my weapons, I enjoy a 10.4% crit chance, with 179.4% crit severity. And this is before skills are applied. And the Chevron sep is to give me even more firepower with boosted mobility. Self explanatory I think.

For weapons:
This build is designed to basically maximize damage. I use BAs since they are ideal for cruisers (despite their low damage), allowing constant fire on a target despite the slower turn rate. The cutting beam is basically for PvE, in PvP I replace it with another BA. The wide-angle is simply for utility. I would use a regular quantum, but the wide-angle allows me to keep up a constant broadside whilst still being able to blast the target with torpedoes. And as for phasers? It's true that AP and Disruptors are more ideal for PvE, but I just like how phasers look on the Odyssey. That's a slight sub-optimization, but it's for vanity's sake, nothing more.

For BOffs:
This is where the build's power really comes in. Starting with the easy ones, the science BOffs. The HE1 is for anyone who catches on fire/needs a strong heal. I pump power to aux (quick since I have the 2 piece MACO bonus and 9 points in EPS), and send them a 15k heal over 15 secs. I run 2 copies for maximum uptime. The TSS is same deal. Used to heal a target (or me). Allows me to continue to support my team or keep myself alive better.

Then we get to the lone Engineering Cmdr. In all honesty, you only need that one BOff. And that is the reason I use my Odyssey so much. The ET1 is for a nice big-heal if you aren't under fire. The EPtW2 is one of the core abilities of the build. It allows me major over-clockage of my weapons power, allowing my BAs to hit hard consistently. It also gives me a tiny burst damage with 5 seconds of an additional 20% damage. The EPtS3 is what really makes this build a pain in the rear for NPCs to deal with. It gives me a nice shield heal (over 4k to each facing), HUGE bonus to shield power (over 40), and hardens my shields quite a bit (an additional 30+% resist). Sufficed to say, I hit this, and even PvP escorts have to come around for a few more passes. Then we get to the Aux2SIF3. It's basically my main heal ability. Even during full weapons power, I can still heal over 4k with it, and it has a 15 second CD. It also adds to the targets hull resists, so if their shields are down, they have a slightly better chance of surviving.

Lastly, we have the two Tactical BOffs. The Lt Tac is easy. A TT1 (bread and butter defense ability for ALL ships), and an APB1 (amplifies my damage and team damage). Simple, easy. The LtCmdr Uni always goes to tac in my PvE builds. The TS1 is for the wide-angle. It either allows me to hit multiple targets, or a single target a little harder (roughly 30% additional damage). Then we have BFAW2. That's my "hey, look at me!" ability. Almost never fails to draw all sorts of aggro from NPCs, and generates lots of amusement in PvP. Combine that with TS1, you have a ton of AoE damage, and will be able to keep enemies off of your allies with relative ease. The final ability is APO1. That ability is just pure gold for an attack cruiser. Damage increase, crth increase, move speed and turn rate increase, and a wonderful immunity to holds. Combine that with BFAW2 and TS1, and you can usually get EVERYTHING's attention. And then hold it. And since you're an Odyssey, you can take the resulting pounding.

For DOffs:
This is the final portion and one of the most crucial in the build. Starting off, you have the two purple Conn Officers. They reduce your TT1 cooldown by 8 seconds each, and since you have two, you can cycle a single copy of TT1. This allows you to have access to TS1 (which is a very good ability, despite it being just a level 1 ability). They also enhance your attack pattern skill by 10 each. So quite useful. Then you get to the Damage Control Engineers. Purple ones give you a 35% chance of reducing the CD of EPtX abilities by 33%. So you can basically cycle just two EPtX abilities. It allows me to have 100% uptime on my EPtS3 and EPtW2. And it gets better. If you hit one of them and the two DOffs don't proc, when you hit the second one, they will attempt to proc on both the first AND second EPtX ability. VERY nice. The final piece of this build is the purple Warp Core Engineer. This little gem gives you a 20% chance of gaining an additional 25 power to ALL subsystems for 10 seconds when you hit an EPtX ability. When this baby procs, I usually end up with all my power levels above 80, sometimes over 90.

How to Use:
Ballz deep. Give no craps. I typically fly in beams blazing and torps firing. I draw all the attention so my team can deal with the enemies one at a time. It works like a charm on Infected, since I draw aggro from all 3 starting enemies with ease, and then we take them out nice and fast. And when the sphere swarm starts up after you blow the transformer, I just aggro all the spheres, who all target me, and then my team takes them out nice and easy with only me having to worry about dying. And then when you need added damage/mobility, you hit the chevron sep. You will have to be a mite more careful since you lose a chunk of hull, shield, and power, but you gain additional weapons power and a HUGE mobility boost. You also gain a pet with two BAs and some heals, and a tractor beam. Just be warned, if you die with this active, you have a 5 minute CD you have to wait on. Overall, this build is fun more than anything else. It's designed to wreck faces and give no craps about dying, since if you cycle your abilities correctly, you'll hardly ever lose a shield facing, and almost never die. AND you can still heal your team-mates quite well.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
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