Lt. Commander
Join Date: Dec 2007
Posts: 120
# 391
06-09-2011, 12:36 PM
Here is what I'm thinking for my spec:

http://tinyurl.com/yc6q3bx
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 392
06-09-2011, 12:36 PM
You should just make your own spec, based on skills you like to use, state what you're trying to accomplish with it and post that, hoping someone (like me when I have time) will check it over to ensure it maximizes what you're trying to accomplish, as opposed to asking people to look through others posts and do all the work for you, especially when we're not sure what kind of playstyle you have
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 393
06-09-2011, 12:36 PM
Hi all, first time posting and I'm fairly new to the game, but I have powered my way to RA1 and have bought my Recon.Vessel, so I would love some advise or harsh critisim about my current / planned build. I have read almost all of this thread, so I think I have omitted most of the normal errors you get with new builds, but once again please let me know if I have messed up somewhere, or how I could improve something.

I am currenly playing PVE but intend to switch to PVP soon. I love playing as a gunboat / disabler so I've spcced my build around those points.

Power Settings:
My power settings are normally 25 Engines, 25 Aux (I use batteries alot), Weapons around 80 and the rest Shields. I have tried to incorporate these settings into my Engineering Effeciency / Performance settings.

Build:
Proposed Build

I'm not a huge fan of land PVE or PVP, so I have not specced into any of those skills at all. I am building this character as space based.

Tactical:
For Tactical I've deciced to go for: Beam Fire At Will I, HYT II and Beam overload I

Engineering:
For Engineering I've gone for Engineering Team I, RSP I

Science:
For Science I've gone for: (CMDR) Jam Sensors I, Tractor Beam II, Charged Particle Burst II, VM II
(LT.CMR): Hazard Emitters I, Science Team II, Scramble Sensors II (this will be changed to Science Team III once I go PVP).

Questions I have:
1) Hazard Team or use something like Tachyon Beam?
2) StarShip Combat Maneuvers - I haven't seen many people spec into this, but from what I can tell, more movement is good, and its served me well so far. Is this a good investment for my playstyle?
3) I haven't used Charged Patricle Burst as yet since I've only hit Admiral 10mins ago, so is this a good skill? Or should I use something like Energy Siphon or Feedback Pulse?

I've read that Feedback Pulse is great in PVP, so I am leaning towards that. If so I could remove my points in Astrometrics and use them elsewhere?

Any help would be greatly appreciated!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 394
06-09-2011, 12:36 PM
Quote:
Originally Posted by Cheeseus View Post
The only time I have problems healing on ground is when either someone is very stupid and makes a big mistake (ie pulling more than one group) or the first 4 pull in Cure, as it rounds a corner and means I have a lot of ground to cover, LoS issues, and medical drones holding me closer than my ex This is also with something like 4 tier 1 filler points and potentially 4 tier 2 filler points in ground based healing. As I'm not an exceptional healer, I find it very difficult for anyone to justify spending a large amount of point in and ground based skills (though I guess for pvp it would be fine).
Well, I confess I have only done the STFs about a half dozen times (beaten both of them), but generally PUGs do not play smart, may have mediocre gear, may be spec'ed totally wrong, don't know what some of their skills do, don't have the consumables they should, etc.

In my admittedly limited experience, an "average" (meaning pretty bad) STF group needs all the help it can get. The final boss in Infected, for example, can do a lot of damage. Probably a well-oiled strat avoids this, but the times I have run it, it has always been a very near-run thing, even in the better groups. The transformer pulls in Cure are pretty hard if you don't exploit - the ability to permanently lock-down one mob with Stasis Field seems like it would be good there. Dampening Field is also a very, very strong (and from what I've seen, under-used) ability.

Obviously, the best build depends entirely on what you are doing and with whom. The level-capped content consists of:

1) Solo PvE exploration missions - trivially easy; build is almost irrelevant, more DPS means you finish a little faster

2) STFs - so far heavily ground-focused, average PUG can only complete with difficulty; I think support trumps DPS for Science officers both in space and on the ground.

3) PvP - haven't tried yet

So far, I am mainly oriented toward #2.

This is my current support/STF build, tweaked as of today:

http://tinyurl.com/y9csn4a

Goal was to maximize the stat points/skill points ratio for abilities that I actually use in STFs.

A bit unorthodox, since I spent a fair number of T3 points on T2 skills. Tractor Beam, Sensor Array, and Deflector Dish abilities aren't ones I use much in STFs (Sensor Scan being an exception). The heals and CC are pretty beefy though, both in space and on the ground. In the right group, I imagine this might be OK for PvP too.

Console load-out for STFs is something like

Eng: 2x +Aux, 1x +30% Kinetic resistance (haven't settled on the latter)
Tac: +Phaser, +Photon
Sci: 2x Sensor Probes, 1x Hazard Emitters, 1x Deflector Field; all +28 or +30...

As much as I dislike the DSSV, I am trying to get used to soloing with it (with a very different BO and console line-up than shown in the above link, obviously) because I hate switching boats repeatedly... Yes, it takes longer for the "Defeat XXXX squadrons (0/5)" missions, but it saves me a trip to Earth if I decide to join a STF pug on my way to or from the cluster...

----
For my DSSV "good enough" solo build, I have

Tac Lt: Torpedo High Yield I and II

Eng Ensign: Emergency Power to Shields I
Eng Lt: Engineering Team I, Directed Energy Modulation I

Sci LtC: Jam Sensors I, Tractor Beam II, Scramble Sensors II
Sci Cdr: Science Team I, Polarize Hull II, Tachyon Beam III, Feedback Pulse III

(or I can have the Scis swap seats and get Viral Matrix III instead of FBP)

Not thrilled with Polarize Hull, but I couldn't see anything much better for that slot. Trying out Directed Energy Modulation; if I don't like it I'll try RSP, but I already have a ton of defensive abilities.
----
In my RSV, I go with the same, except:

Tac Ensign: Tactical Team I

Eng Lt:: Emergency Power to Shields, Engineering Team II
---
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 395
06-09-2011, 12:36 PM
Quote:
Originally Posted by Cas0311
Good evening Gents.

Im currently up to page 37 on this wonderful thread and still reading. I have learned a lot and wanted to thank you all for the great information found in this thread.

This is my current build:

http://sto-builder.binarybit.ch/inde..._4-70-59-60-@0

I want to be able to solo PvE content but be a good space healer/support. My current "fleet" is a joke and I dont think I will be doing any "raiding" for a while, so there will be no ground healing in my near future. Living in Germany has proven to be though on finding an English speaking fleet, that's not even mentioning the six hour difference.

My current power settings are 75W-25-25-50 or 25W-50-25-75 when I'm in trouble.
Unlike WoW, I have not been able to wrap my head around the stats and mechanics of healing / dps on this game, so if I have totally messed this guy up, let me know. I would also love some weapon / consoles suggestions.

Thanks in advance for the help.
I'm still quite new to all this, so take my comments with a grain of salt.

1) Why go to lvl 9 in all those the tier 1 skills? Compared to lvl 7 you gain 1 measly point more in skill bonus but have to spent a ton of skill points that could be used elsewhere.

2) No starship attack vectors on a solo PvE ship? Isn't that a bit odd?

3) In general, you seem intent on taking as many skills to lvl 9 as possible. That might not be the most sensible approach. You might want to take a look here http://theenginescannaetakeit.wordpr...s-the-numbers/. Based on that, you could, with a bit of shifting points around, get nearly the same skill boni out of your build and cover a lot more ground skill-wise.

4) 6 hour difference? I take it UK-based fleets are not an option then?

5) Weapons: solo PvE in a science ship means you won't be able to fly circles around your enemies - but they will. So you want to be able to hit them with as many weapons as possible whereever they are. For me that says beam arrays, with a 250 attack radius. I currently use 2 phaser arrays fore and aft plus one torpedo launcher fore. Turrets would be another option, but I have no experience with those.

That's all. I only just became captain on my first char myself, so no comment on higher up skills.

Hope this helps, fly safe!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 396
06-09-2011, 12:36 PM
Quote:
Originally Posted by Flowergnome
5) Weapons: solo PvE in a science ship means you won't be able to fly circles around your enemies - but they will. So you want to be able to hit them with as many weapons as possible whereever they are. For me that says beam arrays, with a 250 attack radius. I currently use 2 phaser arrays fore and aft plus one torpedo launcher fore. Turrets would be another option, but I have no experience with those.!
Recon ships fly very similar to escorts. I fly with 2 dual beams, 1 torp, and 3 turrets, and can keep ships in my 90 arc almost all the time. Things that give me issues are tiny ships, which are free food for my turrets anyways.

This is obviously RA level commentary, and for 1/2 of the ship selections. I can't see java at work, so their link might show something that would nullify my opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 397
06-09-2011, 12:36 PM
Quote:
Originally Posted by Flowergnome
I'm still quite new to all this, so take my comments with a grain of salt.

1) Why go to lvl 9 in all those the tier 1 skills? Compared to lvl 7 you gain 1 measly point more in skill bonus but have to spent a ton of skill points that could be used elsewhere.

2) No starship attack vectors on a solo PvE ship? Isn't that a bit odd?

3) In general, you seem intent on taking as many skills to lvl 9 as possible. That might not be the most sensible approach. You might want to take a look here http://theenginescannaetakeit.wordpr...s-the-numbers/. Based on that, you could, with a bit of shifting points around, get nearly the same skill boni out of your build and cover a lot more ground skill-wise.

4) 6 hour difference? I take it UK-based fleets are not an option then?

5) Weapons: solo PvE in a science ship means you won't be able to fly circles around your enemies - but they will. So you want to be able to hit them with as many weapons as possible whereever they are. For me that says beam arrays, with a 250 attack radius. I currently use 2 phaser arrays fore and aft plus one torpedo launcher fore. Turrets would be another option, but I have no experience with those.

That's all. I only just became captain on my first char myself, so no comment on higher up skills.

Hope this helps, fly safe!
After taking a look at what you stated, I have reassigned my points and have changed my weapon load out.

My new build, please comment or suggest changes:

http://sto-builder.binarybit.ch/inde..._4-47-80-60-@0

I am now running Phaser Beam Array, Quantum Torp, and Dual Phaser Beam Back up front and Plasma, Phaser, and Tetryon turrets in the back.

My energy settings are:

Combat - 75w-35-30-70/60
Defence - 25w-75-25-85/75
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 398 meh
06-09-2011, 12:36 PM
FBP + TacBeam = high aux, and not condicative w/ turrets+rf.
That's 2x beams and 3x turrets in your forward arc. Meaning, that w/ that dedications to be, "I'm a science ship, who thinks he's an escort ", it'd really be better for you to drop the aux stuff, save maybe FBP, but FBP isn't required in PvE.

Eng team as your only hull heal is meh. Yes, it's instant, but you'd be better off using ST's to buff science skills and shield resist. (2x ST = 100% uptime of ST) This would allow you to use EPtS1 + RSP1. RSP would be your, OMG move, stacked w/ HE. (Mind you it's not all the great vs cubes, but will flux shields back and forth for you)

2x ST1 = all you really need, and if you really want them for shield heals for groups, extend shields does a way better job.

As for spec, well that's still all over the place.
You don't have anything in EPtAux, so why have pts in the buff for the skill? Could max out combat manuevers, and cannons.

Pts in the ship types is kinda wasted, if you have other places you could put the pts, to better yourself. Weapon Performance is a great skill, and way better than maxing ship type. Yes, unless using the end abilities, like TyR, there's not much for a person to take. So you could take 9pts weap, and 6/7pts in ship.
(would give you more wep power, for more dmg)

You're weapons are off spec, but I'm sure you know that already, and the majority of all your powers, aren't Aux dependent. So why bother taking any that are, save for a proc/effect? Keep in mind, that VM/JS/SS will either not work, or be resisted by Borg in S1.1 patch.

I know SNB is off Aux power, but if you use it as a chain, say, JS - > SNB -> VM, that's a long time to keep something from shooting back at you. Maybe drop FBP for HE3/SS2, and if you drop for SS3, drop SS1, for HE2. I'd also like to question the use of RF, when you only have turrets. I find that a HUGE waste.
If you were say 2x canon +1x DB fore, and 3x turrets, then I could see it, but that build has issues, like power and no torps. Why not go BO1, BO2, or HY1 + BO2? Would give you a nice chain, for when shields are dropped. (Mind you BO is on same gcd as TSS, so BO1, HY2 might be better)

I could go into weapon choices, but in the end, it's what you wanna use, and it's your $$$. I prefer transphasic on my ship. It's about 1k less dmg as base, for Mk X, but they also get a 20% shield bypass, which is in addition to the bleed through. (so 25% - 30% goes to hull)

I'd look on the Tribble notes, and forums, to see what changes are coming, so you can prep for them. Also, might I suggest Resilient shields? You have crap for hull, and 5% bleed > 10%. Also, FBP will soon affect canon fire, so vs Sci ships or Cardi, you'll always get feedbacked. So you'll definitely want that HE, it can usually handle the PvE FBP damage. Using this instead of ET, will allow you an , " OH SH*T " ET, for when FBP goes up during RF (if you stick w/ it) or a BO, and have torp spread inc.

Lastly, try to streamline your build, according to subsystems, so you can stack consoles to be VERY effective at doing that, instead of so so. I'll give an example.

Ex.
ST1, JS2, HE3, VM3
ST1, TR, SS2

JS = Jam Sensors
HE = Hazard Emitters
VM = Viral Matrix
TR = Tractor Repulsors
SS = Scramble Sensors

The subsystems used are, Sensor Probes, Emitters, Tractors, and Dish. (Dish = ST)
Now, you don't have to console out Tractor, Dish, or Emitters. They'll do fine w/o it, and TR is only to remove dead stuff you're too close to, kill mines, push cannon escorts out of arc/5km sweetspot, or pop TC/HYP torps. This lets you console out probes, so that VM/JS/SS are all maxed out, which are, the main source of mitigation for you. Also, these are not Aux reliant skills, so you can go full weapon power as well.

A note, due to the changes coming, you may have to change up on skill, to handle cubes, and maybe spheres as well.

I'll also note, that shield power, will give res% as well. So you may want TSS:S2, and last I saw anything on tac beam, it did squat. (that's fully spec'd, and w/ old consoles of +40)

I will also tell you, energy syphon, did ~19 power drains for me, on a BoP. (might be different on sci ship)
TyR is nice and all, but I drop it in PvP, and I don't stop anyone from moving, which makes me think it's not doing the reported drain to each subsystem, as it's supposed to do.

Ex. My drain is for 63pts. It should drop shields if set to anything except 64pts+, stop the ship dead, if eng isn't set to that, and all weapons do 0 dmg, and aux powers have no effect. Does this happen? No.
Even if I eat a battery and pop ST, it doesn't do that. (TyR3 btw, spec'd and consoled out)
I tested this on my T4 science ship, that has the old consoles (+35s) and the same thing, and that's drain is 95pts.

As for the T1 skills, I do max out a few of mine, those critical to playstyle and survival. Like the new vectors, operations, etc etc. The rest, well those are usually just pt sinks for us anyways.
Lastly, before you get all " OOOH SHINEY!! " about what weapons to take. Look at how hard/easy it will be, to acquire said items, from explore/pvp vendors. If they aren't sold, you'll be forced to rely on drops/AH, and most of those are sold for 100-500k just for commons. (especially beam weapons)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 399
06-09-2011, 12:36 PM
Quote:
Originally Posted by Cas0311
I am now running Phaser Beam Array, Quantum Torp, and Dual Phaser Beam Back up front and Plasma, Phaser, and Tetryon turrets in the back.
Hm, one array and one banks in front? Why not two banks then? More dps and you need to keep your target in front of you anyway.

3 different sorts of turrets in back, two of which are unskilled. Not good. Sticking to one you have skilled would be better unless you have a real good reason for that loadout.

Apart from that, consider what Arcian said. Take a look at your style of play, what skills you use and figure from there where you should spend your skill points.

Personally, I like to fly broadside to my target and thus use beam arrays for and aft. You seem to prefer a head-on approach and use beam banks / turrets. I play mostly PvE, use Viral Matrix, Scramble Sensors, etc. and put my skill points accordingly. You use abc and should thus put points into xyz. Theorycrafting is ok, but in the end, you have to fit the theory to your actual playstyle.

Anyay, still too many skills at 9 for my taste, but that's just me :-)

Fly safe and have fun!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 400
06-09-2011, 12:36 PM
Hello everyone,

Please let me know what you think of this spec:

http://sto-builder.binarybit.ch/...

This spec is PvE focused on group support.

I've not yet reached admiral rank yet nor have I seen the end game content. From all the other specs I've seen here they have been a mix of support and assault abilities. I'm thinking it might be overkill to focus so much on these support abilities but I just don't know yet.

Thank you in advance for any feedback,

Nomad
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