Lt. Commander
Join Date: Jun 2012
Posts: 245
# 201
04-12-2013, 06:55 AM
It looks as if a bug report has been filed about it and I know I'm not the fist to notice. I did a search for "Star Trek Online STL" and the first result was this thread

http://sto-forum.perfectworld.com/sh...d.php?t=245206
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 202 New Builds
04-12-2013, 08:47 AM
I have added builds for the following ships to the bottom of the original post.

Patrol Escort - Beginner Setup

Chel'Grett Tac STF Build

Defiant STF Build (Tactical Escort Retrofit)

Advanced Escort STF Buiid

Temporal Destroyer (Mobius) STF Build

Kumari Tactical Escort STF Build
Lieutenant
Join Date: Jul 2012
Posts: 54
# 203
04-14-2013, 02:05 PM
Considering the huge variety of power combinations and ways to make a synergy come about, I tend to advise people through a philosophy rather than a build...

To that end the philosophy in an STF is simple. Use abilities that support or enhance the entire team whenever possible. Everything else is, really, up to personal taste. The dps changes from specifics tend to amount to drops in the bucket, which, while indispensible for power gamers is really neither here nor there for the average player. Especially considering that even an elite stf can be completed with mark Xi whites and still have the player giving valuable contribution.

The single largest damage multiplier in any PVE mission lies in attack pattern beta. Especially because it is a relatively inexpensive power toa cess and any ship currently available has the ability to run at least one copy. Very few races, as NPC's, run tac team to counter and no borg at all have that ability. The damage resistance debuff stacks, can reduce an enemies resistances to below 0%. and makes that increased damage available to your entire team. Also, it affects any enemy hit by your weapons while it is active meaning multiple targets are affected when combined with any weapon based AOE. Fire at will and cannon spread when combined with Beta become extremely useful when used across a five man team.

for escorts I reccommend having two copies of cannon spread 1 so it can be run constantly, beta 3 and 2, two tac teams to keep shields balanced and fight off borg boarding parties, then two copies of emerg to shields, one haz(to clear the shield-sucker) and one tss of choice.

For sci ships, one tac team, one AP beta, and if there are additional tac slots faw or a second copy of beta, or torp spread depending on the player's choice of weapon layout. The rest being the usual two copies of emerg to shields, a sci or engineering team (depending on boff layout), gravity well (exceptionally useful in delaying probes in KA and infected), tss, and hazard emitters.

(as a note gravity well is the preferred sci crowd control. scramble does little to nothing, and few people have the technique to use repulsors properly- often knocking enemies away from the firing arcs of your allies and therefore making their lives more difficult.)

For cruisers and carriers, again the usual minimum copy of one tac team and an AP beta (sensing a trend?) and faw or spread by preference. The remainder being the usual survival powers (epts, haz, tss) and then supplementing with crowd control powers and additional team support as it fits with the available boff slots. Such as warp plasma, which is tricky to use but very effective in slowing probes, and additional shield transfer and aux2sif or engineering team abilities to heal/maintain team mates.

As you can see, the build choices are left very open for personal tastes, save for some basic tools to facilitate a philosophy of team damage multiplication, slows, roots, and cross team support. The rest really is just knowing what to do and (most importantly) NOT to do during an stf.

For example when fighting donatra do NOT go within 7 kilometers of her ship as that is what triggers her cloaking. Stay away and it happens much less often which leads to consistant DPS and a faster kill. Also do NOT use tractor beam repulsors (or gravimetric overload) as it knocks her out of the firing arc and range of your teammates- completely spoiling their ability to shoot (and thus dropping dps)

Similarly, there is never any need to fire on the gates in infected and KA from any closer than 9.5 k, at the equator or lower. you can fire with impunity with no return- no return fire means no dying. no dying means consistant damage that far outweighs dps loss while respawning and getting back into the fight.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet
Rihannsu
Join Date: Jun 2012
Posts: 1,780
# 204
04-15-2013, 10:01 AM
Quote:
Originally Posted by espiritas View Post
...For example when fighting donatra do NOT go within 7 kilometers of her ship as that is what triggers her cloaking. Stay away and it happens much less often which leads to consistant DPS and a faster kill...
Cryptic recently "fixed" this bug (thought it 5k, not 7k, but anyway). Donatra cloaks at will, and quite often now. Further, for such a large ship she's extremely maneuverable as well, as she can cloak, and pop-up only a couple seconds with a new facing at over 10k+ away. She also spams her Uber death ray much more often (and that seems bugged to me now, as I've got insta-killed by it while outside 10k range, outside the targeting cone, and before the usual warm-up (ie she fires prematurely)).

Fighting Dontra has become a annoying game of whack-a-mole. As you have to keep chasing her down, it's especially frustrating if you're flying a big/slow moving/turning ship (like a carrier).

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Need Help with Ship's Power? Check out my Ship Power Guide and Calculator.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 205
04-15-2013, 01:16 PM
Quote:
Originally Posted by espiritas View Post
Considering the huge variety of power combinations and ways to make a synergy come about, I tend to advise people through a philosophy rather than a build...

To that end the philosophy in an STF is simple. Use abilities that support or enhance the entire team whenever possible. Everything else is, really, up to personal taste. The dps changes from specifics tend to amount to drops in the bucket, which, while indispensible for power gamers is really neither here nor there for the average player. Especially considering that even an elite stf can be completed with mark Xi whites and still have the player giving valuable contribution.

The single largest damage multiplier in any PVE mission lies in attack pattern beta. Especially because it is a relatively inexpensive power toa cess and any ship currently available has the ability to run at least one copy. Very few races, as NPC's, run tac team to counter and no borg at all have that ability. The damage resistance debuff stacks, can reduce an enemies resistances to below 0%. and makes that increased damage available to your entire team. Also, it affects any enemy hit by your weapons while it is active meaning multiple targets are affected when combined with any weapon based AOE. Fire at will and cannon spread when combined with Beta become extremely useful when used across a five man team.

for escorts I reccommend having two copies of cannon spread 1 so it can be run constantly, beta 3 and 2, two tac teams to keep shields balanced and fight off borg boarding parties, then two copies of emerg to shields, one haz(to clear the shield-sucker) and one tss of choice.

For sci ships, one tac team, one AP beta, and if there are additional tac slots faw or a second copy of beta, or torp spread depending on the player's choice of weapon layout. The rest being the usual two copies of emerg to shields, a sci or engineering team (depending on boff layout), gravity well (exceptionally useful in delaying probes in KA and infected), tss, and hazard emitters.

(as a note gravity well is the preferred sci crowd control. scramble does little to nothing, and few people have the technique to use repulsors properly- often knocking enemies away from the firing arcs of your allies and therefore making their lives more difficult.)

For cruisers and carriers, again the usual minimum copy of one tac team and an AP beta (sensing a trend?) and faw or spread by preference. The remainder being the usual survival powers (epts, haz, tss) and then supplementing with crowd control powers and additional team support as it fits with the available boff slots. Such as warp plasma, which is tricky to use but very effective in slowing probes, and additional shield transfer and aux2sif or engineering team abilities to heal/maintain team mates.

As you can see, the build choices are left very open for personal tastes, save for some basic tools to facilitate a philosophy of team damage multiplication, slows, roots, and cross team support. The rest really is just knowing what to do and (most importantly) NOT to do during an stf.

For example when fighting donatra do NOT go within 7 kilometers of her ship as that is what triggers her cloaking. Stay away and it happens much less often which leads to consistant DPS and a faster kill. Also do NOT use tractor beam repulsors (or gravimetric overload) as it knocks her out of the firing arc and range of your teammates- completely spoiling their ability to shoot (and thus dropping dps)

Similarly, there is never any need to fire on the gates in infected and KA from any closer than 9.5 k, at the equator or lower. you can fire with impunity with no return- no return fire means no dying. no dying means consistant damage that far outweighs dps loss while respawning and getting back into the fight.
I had given a couple examples of builds similar to this as there was good evidence of getting more damage out of say CRF1 and APB3 rather than CRF3 and APB1. A lot of newer players however want to blast, and thats how most of these builds are setup for the most part. While playing in a team, APB can be great so long as the others can do some damage as well. The time in which this backfires a bit, is when you end up in an STF with a bunch of circling rainbow cruisers who can't take advantage of the debuff.

I also tend to prefer a higher CSV than RF with the exception of a couple ships. Builds such as the defiant don't have enough defense to deal with the aggro from CSV3 and TS3. They are one of the unfortunate few to end up with the dreaded 3rd tac ensign slot, which is not very useful, and much better served by a SciT1, EngT1, EPW1, EPS1, etc.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,270
# 206
04-15-2013, 03:32 PM
I find myself torn on the 3rd tac ensign slot. I use to hate it but now with the romulan boffs and with a wider variety of doffs I have kinda gotten use to it. The only time I can still see it being an issue with with a pure cannon build. Now one I am really not fond of is the Kumari. I think having the third Lt is a bit much and probably wouldn't advise it unless people know how to tank with few heals.

When it comes to ApB3, ApO3 or Crf3/csv3 I have see so much data pointing one way or another I really do think all that should be done is come up with a few proven setups that we know work and let them choose what works for them. I know I will always advise crf3 since it is safest.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 207
04-17-2013, 10:26 AM
I think they need to make more skills for the ensign tac slot that aren't beam related. I think nerfed versions or CRF, CSV, APB, APD, etc. would make sense.
Lieutenant
Join Date: Jul 2012
Posts: 54
# 208
04-18-2013, 09:08 AM
When it comes to the extra ensign tac, I iften see people use that for a beam overload 1 to use as a supplement to a copy of bo 3, freeing the other lt. comm slot for a second attack pattern (omega 1 or beta).

Though lately with the advent of the 'clip' based omega plasma torp I have been seeing a little more use of torpedo spread 1 and 3 in its place because it gives a nice spam-killing spread, has a bit of direct to hull burn, and does not cut into your weapon power. so while the damage is slightly lowered by losing a cannon, it is not lowered further by also draining damage potential.

Also thanks for the Donatra update. Heh though the repulsors stuff still stands. :-P

Oh, and I understand what you mean with teammates not taking full advantage of a beta debuffed enemy through popping their alphas to maximise the damage. But as long as they are shooting, no matter what they are shooting with, they are still dealing more damage than without it. Funniest thing I ever see is a completely unbuffed sci ship doing 2k damage per hit with its beams because of beta stacks.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet

Last edited by espiritas; 04-18-2013 at 09:38 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 209
04-22-2013, 08:42 AM
Yeah, for beam builds, most ensign slots will be useful, but for escorts, which should all be using cannons, beam overload as well as the subsystem targeting attacks do not do anything. Those are for beams only.
Captain
Join Date: Jun 2012
Posts: 2,756
# 210
04-22-2013, 01:23 PM
Those that argue against torpedoes should really see what a triple high yield hyper plasma or energy bolt with Alpha strike can do.

Trust me, it will make the borg hurt badly. It may not be good for pvp, but against all those unshielded hulls its a real pain.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.

Last edited by tpalelena; 04-22-2013 at 01:25 PM.
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