Career Officer
Join Date: Jul 2012
Posts: 742
Hello.


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Edit; see post nr 7 for my DPS build, I changed.
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I've been away from sto for a bit (since start season 8) and I'm slowly getting familiar with the new stuff. There's however so many spread out options for modules and weapons that I do not know what current 'endgame' options are.

I'd like experienced players to look over my builld/items and assist me where I may improve.
My ship items and build:
http://skillplanner.stoacademy.com/?...dpstankbuild_0


I'm an engineering captain, I run an operations odyssey. The ship and captain isn't changing.
I'm heavily focuses on tanking even though I'm well aware with the power creep that's been happening that's entirely unnecessary. But It's fun and I enjoy taking all the agro and being pretty much invulnerable.

This build is spitting out around 10k dps.

The biggest issue I'm having is the weapon types. I'm running Romulan plasma-disruptors for two reasons.
- Disruptor proc is hidden bonus damage
- plasma is the only type that is effected by science console damage bonus (embassy ones).

I have + plasma damage from my
-tactical consoles (+28% each) they'll be upgraded to spire crith ones in a few days
-embassy science +threat consoles (+9.6% each)
-zero point energy consoles (+7.6%) 2 set bonus


If i change to any other I basically lose the disruptor proc and 3x 9.6% plasma damage and the 7.6% 2set plasma damage bonus.


Are there consoles/options I'm missing? I'm dabbling with the idea of going a bit more dps oriented but I do not wish to switch to Aux2Bat builds since they'll eventually get nerfed.
Are there better options for tanking also? For example, I've always been confused at what the best shields are. I kind of really like the threat consoles too, but it does come at a sacrifice of shield hp consoles. In any case, I do not want to lose dps.



Thanks in advance!
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Last edited by guilli88; 03-09-2014 at 10:30 PM.
Captain
Join Date: Aug 2012
Posts: 3,714
# 2
03-08-2014, 10:48 PM
Your build is more or less solid. The only changes I would make would be change the Nukara set to the Assimilated Set, and some minor changes to your BOff layout. Other than that (since you said your tac consoles were going spire soon), it actually looks great.

I would modify your BOff layout to this:

Lt Tactical: Tactical Team 1, Attack Pattern Beta 1

Cmdr Engineering: Engineering Team 1, Emergency Power to Shields 2, Emergency Power to Weapons 3, Auxiliary to the Structural Integrity Field 3

Lt Science: Hazard Emitters 1, Transfer Shield Strength 2

LtCmdr Universal: Tactical Team 1, Beam Fire at Will 2, Attack Pattern Beta 2

Ensign Universal: Hazard Emitters 1

DOffs for this build:

Energy Weapons Officer (chance to reduce cooldown on Beam Fire at Will) purple
Damage Control Engineer (chance to reduce cooldown on EPtX) x2 purple
Warp Core Engineer (chance for +power with each EPtX activation) blue or better

Rest of DOffs are player choice.

But other than that, it's a relatively solid build. Very similar to the one I currently use on my Tac Oddy, which was recently parsed at spitting out 17k DPS when I was being lazy.
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.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Career Officer
Join Date: Jul 2012
Posts: 742
# 3
03-08-2014, 11:18 PM
Thanks for the feedback. I did forget to mention the doffs I'm using:

purple Energy weap officer (chance to remove hostile buffs on beam attacks)
purple energy weap officer (chance to gain shield power when using energy weapons) (procs alot)
blue con officer (recharge time on tactical team reduced + attack pattern buff)
purple con officer (recharge time on tactical team reduced + attack pattern buff)
purple warp core engineer (chance + power on EPTx abilities)

+1 doff slot in 3 days from spire (+power on eptx abilities if it allows me)



I find they work pretty nice with my boff layout. I'm permanently running an epts and eptw with 2 copies of each. The tactical team is really used to buff my attack pattern beta. (tactical team -> beta -> fire at will). Puts out a lot of damage.


Only in elite borg stfs do I need to use the tactical team to tank, but I rarely do them anyway since I capped all the rep.

I'll take a look at the assimilated stuff.
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Captain
Join Date: Jul 2013
Posts: 1,473
# 4
03-09-2014, 10:39 AM
If you don't want to switch to a2b, you need more tac, enough to double up on at least faw and apB. 2x tac team also helps. That means setting both universals to tac. Since the only Romulan boffs available to feds are tacs, it may not be a bad thing from that perspective...

4x emergency abilities is no good, they run into shared cooldown. Look into the eng and sci teams with newly removed shared cd.

Nukara set sucks. If you're going to use a 2 piece, make it the borg 2 piece. Nukara console is worth considering for the large acc bonus. Acc overflow for faw is currently broken, but it'll likely be fixed at some point.
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Captain
Join Date: Aug 2012
Posts: 3,714
# 5
03-09-2014, 06:13 PM
Quote:
Originally Posted by noblet View Post
If you don't want to switch to a2b, you need more tac, enough to double up on at least faw and apB. 2x tac team also helps. That means setting both universals to tac. Since the only Romulan boffs available to feds are tacs, it may not be a bad thing from that perspective...

4x emergency abilities is no good, they run into shared cooldown. Look into the eng and sci teams with newly removed shared cd.
You're wrong on a few points. 4 copies of EPtX works just fine. I used to run that on my freebie Assault Cruiser before I swapped out to an Odyssey. I explained it in another thread... but long story short, you can cycle all 4 without having any real cooldown issues. If you want, I can show how it works again.

Also, you only need the LtCmdr universal to be set to tac. I find that the Ens universal works far better as a sci (another HE1 never hurts).

Quote:
Originally Posted by guilli88 View Post
Thanks for the feedback. I did forget to mention the doffs I'm using:

purple Energy weap officer (chance to remove hostile buffs on beam attacks)
purple energy weap officer (chance to gain shield power when using energy weapons) (procs alot)
blue con officer (recharge time on tactical team reduced + attack pattern buff)
purple con officer (recharge time on tactical team reduced + attack pattern buff)
purple warp core engineer (chance + power on EPTx abilities)

+1 doff slot in 3 days from spire (+power on eptx abilities if it allows me)



I find they work pretty nice with my boff layout. I'm permanently running an epts and eptw with 2 copies of each. The tactical team is really used to buff my attack pattern beta. (tactical team -> beta -> fire at will). Puts out a lot of damage.


Only in elite borg stfs do I need to use the tactical team to tank, but I rarely do them anyway since I capped all the rep.

I'll take a look at the assimilated stuff.
Don't take this the wrong way, but your BOff layout is kinda inefficient, which is why I suggested what I did. You'll find your damage output is significantly increased with the LtCmdr as tac, and it won't affect your tank very much if you run the right abilities on your Cmdr Engi.

I run an Oddy, and I only have one Engi BOff (the Cmdr), and I can still tank all PvE content (ESTFs included) with relative ease. In all honesty, half the time I don't even really need to use the full tank capability of my cruiser.
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.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Captain
Join Date: Jul 2013
Posts: 1,473
# 6
03-09-2014, 07:06 PM
Quote:
Originally Posted by hereticknight085 View Post
You're wrong on a few points. 4 copies of EPtX works just fine. I used to run that on my freebie Assault Cruiser before I swapped out to an Odyssey. I explained it in another thread... but long story short, you can cycle all 4 without having any real cooldown issues. If you want, I can show how it works again.

Also, you only need the LtCmdr universal to be set to tac. I find that the Ens universal works far better as a sci (another HE1 never hurts).
Now I know you don't use 4 emergency skills, because it doesn't work that way in practice. It means you won't be able to pop heals or counter weapon drain when you need to, having to branch them perfectly for cycling. It's not a2b that you just pop and leave at that. Had you actually tried, you would've known that.

Having 4 emergency skills also means you have no room for tac to double up on tt, beta, and faw, a fatal flaw for non a2b builds. Just try a non a2b beam boat with only one copy of faw, and see what that does to your dps.

Besides, that esn tac may be low level, but still gives the full Romulan bonus. What kind of esn eng skill is worth both the tt and crit?
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Last edited by noblet; 03-09-2014 at 07:08 PM.
Career Officer
Join Date: Jul 2012
Posts: 742
# 7
03-09-2014, 10:21 PM
Wow, such responses!

Thank you everyone!


I've decided to actually spec full damage. No real point being a tank and I want to change pace for the moment. If they ever create some harder content I may swatch back.

Our fleet is finishing shipyard V in two days, that means fleet assault cruiser refit!

I've got this planned up based on the feedback in this thread.
http://skillplanner.stoacademy.com/?...sondpsbuild3_0


Skills are done too, I think they're alright unless I miss something. I really like running with high power levels due to the warp core and aux power to skill increase from the reputation one.

The only thing not on the website are the new tactical consoles. I'm opting for the +crit chance ones.
My current ship accuracy = +25% and I already have 87% crit severity, assuming the ingame stats display correctly.
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It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
Captain
Join Date: Aug 2012
Posts: 3,714
# 8
03-09-2014, 11:54 PM
Quote:
Originally Posted by noblet View Post
Now I know you don't use 4 emergency skills, because it doesn't work that way in practice. It means you won't be able to pop heals or counter weapon drain when you need to, having to branch them perfectly for cycling. It's not a2b that you just pop and leave at that. Had you actually tried, you would've known that.
Now I know you don't know what you're talking about. Thank you for confirming it. Allow me to explain:

You have two copies of EPtS, and two copies of EPtW. So let's follow this in sequence. I will even color code them to make it easier to understand:

Activate EPtS1. Places other EPtS1 on a 30 second cooldown, and places both copies of EPtW2 on 15 second cooldown. Buff duration 1 (EPtS) on 30 seconds.

Activate EPtW2. Places other EPtW2 on 15 second cooldown, while not affecting the currently running cooldown on either EPtS1! EPtS1 is on a 30 second cooldown, while the other EPtS1 is on a 15 second cooldown. Buff duration 1 (EPtS) has 15 seconds remaining, and buff duration 2 (EPtW) is now at 30 seconds.

Activate EPtS1. Does not affect any currently running cooldowns. Places buff duration 1 (EPtS) back up to 30 seconds, while buff duration 2 (EPtW) has 15 seconds left.

Activate EPtW2. Does not affect any currently running cooldowns. Places buff duration 2 (EPtW) back up at 30 seconds, while buff duration 1 (EPtS) has 15 seconds left.

Activate EPtS1... and so on and so forth. You can cycle those 4 indefinitely. I would know, used to run it.

As for countering weapon drain, and heals? Ever heard of Aux2SIF? Or maybe TSS? Or HE1? Or maybe some points in PI? Oh right, you don't have aux heals cuz you run aux2bat. And the fact that you don't know that just 6 points in PI makes external drains a non-issue merely continues to show your lack of experience in game.

And if you're referring to weapons drain? Yeah. Command: Weapon Efficiency. Points in Warp Core Potential. And Weapons Performance. And putting 100 base power in weapons. And EPtW2 (that's +31 weapons power). What weapons drain?

I don't run aux2bat for a reason. And that reason is that you don't get any aux heals of any kind, nor do you get any aux based buffs (like TSS, one of the most powerful shield heals in game, or hazard emitters, one of the better HoTs, or Aux2SIF3, one of the best quick cooldown chunk hull heals in game. If you actually did something other than Aux2bat, you would know how good those are).

Now for your other comment?

Quote:
Originally Posted by noblet View Post
Having 4 emergency skills also means you have no room for tac to double up on tt, beta, and faw, a fatal flaw for non a2b builds. Just try a non a2b beam boat with only one copy of faw, and see what that does to your dps.
Let's see... I can run a Scimitar beamboat with no Aux2bat and have 4 EPtX and still hit 20k DPS. I can run an Odyssey beamboat with no Aux2bat and have 4 EPtX and still hit 20k dps... I can run so many different ships that have no Aux2bat and 4 EPtX and still hit very high DPS. So... no. Don't patronize me, don't tell me it doesn't work. I know for a fact it works just fine.

As for the one copy of BFAW? Ever heard of a DOff that reduces cooldown on BFAW? Yeah. Those exist. And they work very well.

I don't run ANY Aux2bat boats. And I can still very easily top 10k dps on all ships you see usually running Aux2bat. All my cruiser builds are EPtX based, don't use Aux2bat, and still hit quite nice DPS.

Quote:
Originally Posted by noblet View Post
Besides, that esn tac may be low level, but still gives the full Romulan bonus. What kind of esn eng skill is worth both the tt and crit?
You fail to realize that setting the ens to tac on an Odyssey if you already have the LtCmdr at tac will leave you with 3 TT1s. I would very quickly and without even thinking give up that 2% crit and 5% crtd for another HE1. I wouldn't even need to be asked, I would just do it.


Allow me to let you in on a little secret:

I have been running cruiser beamboats since I started playing. I have succeeded and failed many times. I have posted up builds, gotten feedback, and perfected them over my time in game. So please. Don't insult me by saying I have no idea what I'm talking about, and please, don't patronize me. Because... believe it or not... I do.
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.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!

Last edited by hereticknight085; 03-09-2014 at 11:59 PM.
Rihannsu
Join Date: Jun 2012
Posts: 10,774
# 9
03-10-2014, 01:20 AM
Quote:
Originally Posted by guilli88 View Post
The only thing not on the website are the new tactical consoles. I'm opting for the +crit chance ones.
My current ship accuracy = +25% and I already have 87% crit severity, assuming the ingame stats display correctly.
spire consoles were added long ago; look under Vulnerability Exploiter/Locater
Quote:
Originally Posted by pwecaptainsmirk View Post
*reassuringly strokes your hair*
Hush now, you will be back kicking Neelix and killing those nasty Vaadwaur soon enough... hush child.
*pat pat on your head*
epic smirk is epic
Captain
Join Date: Jul 2013
Posts: 1,473
# 10
03-10-2014, 04:37 AM
Lol, silly noob, learn to fly. It means you have to wait 15 sec to heal your shields. You'll be dead 14 seconds ago. In a different situation, you'll be running with low weapon power for 14 seconds. Again, these aren't the a2b that you just need to cycle. "Cycling" emergency abilities with no margin for error means expending your heals when shield is full and being in cd when you need it to live. Giving that science/eng teams are recently separated from tt, this is just retarded.
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