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Lt. Commander
Join Date: Dec 2007
Posts: 120
...I'm not having much luck.

It seems a lot of the information I'm finding is either severely outdated (last year or even worse...pre-release!!). I found RynoHawk' very well layed out "STO Game Info and Academy Index" and have that bookmarked (thanks, RynoHawk for even updating that as recent as early this month. I, for one, as a newb, appreciate your diligent efforts!).
But for example....Kraevac' "STO: A Beginner's Guide V 3.0" but shows a last update of 2/2/2010!! And even by another posters own admission, is severely out of date! Thanks to that poster for pointing me towards "STO Academy" I haven't adventured through it yet but at least this person' post is from 1/14/2011!

I'll just cut to the chase here. Is the game losing that much momentum that game guides are that out of date? I didn't think I'd have a hard time finding character builds for this game, and I pride myself at being able to google the hell out of almost anything I'm looking for. But good grief...finding a number of decent PvE - Cruiser Engineer builds is not very easy. Or my favorite is...someone posting a request for a good build, someone then asking "PvE or PvP?" "Cruiser or Escort?", "Regular or diet?"

So.....with this all being said. I'm asking if anyone can point me in the right direction, and not to some blasted character builder, but point me in a direction to find a decent list of build to peruse through so I can make a determination of what kind of path to follow?

To reiterate...I'm looking for a PvE style, preferably cruiser based (but will go tactical if it's the best way) Engineer to be a overall dps/tank....tank/dps because a lot of my game play will be solo with an occasional team up with a co-worker.


Thanks to all!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-21-2011, 06:17 AM
not to be mean but just about anything on a cruiser for pve will work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-21-2011, 07:40 AM
Quote:
Originally Posted by matteo716 View Post
not to be mean but just about anything on a cruiser for pve will work.
No...that's not mean. Brief...but not mean.

I know that just about anything will work on a cruiser...but aren't some pieces of equipment better then others? Especially for a Engineer? If so, what are they and why?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-21-2011, 09:07 AM
well, since you're an engineer in a cruiser, tanking is well taken care of (the ability to soak up damage and heal it)

still, let's consider your options:

by default, all cruisers have low turning rates, so you're much better off having a lot of beam arrays, with maybe a torpedo in front + back so your damage drain isn't too severe. cruisers are good for broadsiding (firing all beams at once) because of their low turn rate

Engineering abilites:
since Cruisers have more of these, console and Bridge Officer wise, this gives you a lot of options. you can increase your tanking ability even more with Emergency Power to Shields (does what it says), Engineering Team (small hull heal), and Reverse Shield Polarity (turns energy damage into shields for a time). Auxilary to Structural also gives you a nice small hull heal, as well as some damage resistance. Extend Shields is a large shield hull and shield regen ability, but it targets allies only, not you.

of course, these aren't your only options. a few are damage dealing, like Aceton Field (radiation damage over time to your oppenent, and cuts their energy damage by half) and Eject Warp Plasma (Plasma damage over time, and cuts their movement/turn speed by a lot, but you gotta fly over/near your oppenent for it to take effect)

as for the fairly creative ones, these are your choice. Auxilary to Battery (drains auxilary power for a boost to the other three) is interesting, while Auxilary to Dampeners is useful for cruisers with torpedoes (gives you a movement buff, makes you immune to repel and disable, and gives you resistance against torpedo weapons). Boarding Party has some of your crew go toward the ship and try to disable subsystems (this can work, but it's not generally recommanded). Directed Energy Modulation is useful, as it gives energy weapons a boost to bleeding through shields.

Science Abilites:
Since the most you'll get on a Cruiser for science is one Lieutenant slot, your choices are more limited here. The two most useful tanking abilities for a Cruiser are Hazard Emitters (large hull heal over time, and clears plasma fires, also works against most borg abilites) and Transfer Shield Strength (large shield heal, and small damage resistance to shields). Note: both abilities can target allies as well.

Still, you do have other options. Polarize Hull (large damage resistance and immunity to tractor beams, even if you're held by them when activated) and Science Team (Shield Repair, boost to Science abilites, gets rid of Science debuffs like Subnucleonic Beam) are generally useful for some situations, like battling the Breen or Borg, respectively.

On an interesting note, Photonic Officer (which you can get on a Lieutenant slot) recharges all your bridge officer cooldowns, making you able to use your damage-dealing and tanking abilites sooner.

Tactical Abilites:
In general, you'll only have a single Lieutenant slot for Cruisers, so options are limited here as well (The exeception is the T5 Excelsior, which has a single Lt. Commander slot for Tactical). Having torpedoes on a Cruiser, you'll definitely want a Torpedo: High Yield (fires two torpedoes at once, three and four at higher ranks ,great against bare hull). If you decide to go all beams, you'll want Beam: Fire At Will (increases rate of fire, and can target multiple enemies) or Beam: Overload (increases damage of your next broadside, but drains energy most faster). Tactical Team is also useful, as it balances your shields to the side being attacked.

Other abilites can be used as well. Attack Pattern Beta (damage/stealth debuff on the enemy, works better with multiple allies firing on the enemy affected) is useful alone or in groups. Target Weapons (or Shields, which is a separate ability) Subsystems is generally useful, draining the power of the specific subsystem, and having the chance to take it offline. (Can drain the enemy's weapon/shield power, which is useful to stop the enemy's damage or make it easier to damage them)

If you get a T5 Excelsior and it's Lt. Commander Tactical slot, you will have the option of getting another of the before abilities to increase your damage ability. A Lt. Commander and above-only ability you can consider is Attack Pattern Omega (buffs your damage, resistance against the enemies damage, and immuntity to control abilities)

On your captain space abilites, most are useful for tanking. A few are useful for other uses, such as EPS Power Transfer (boosts power levels, and because of the faster transfer rate, will lessen the damage drain, increasing your damage as well) and Nadion Inversion (massively decreases your energy drain rate, increasing your damage)

Hope this all helps Note: All this will depend on how you want to play, so experiment with what you want to do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-21-2011, 09:37 AM
pve is really easy in this game, even on elite you should have little to no problem with everything but the stf's. that being said you should be careful with the tac abilites you choose, i believe that impacts the overall "feel" of your ship the most

whats fun pve in a cruiser for me is emergency power to weapons, tac team1, beam overload2, highyeild1. on a dbb up front. much power. have em tied down in a tractor beam for extra acc on the overload. boost your beam weapons with consoles...

throw on a couple neutroniums and an eps console and honestly..whatever else in engie console. and run at least 1 emergency power to shields.

trac beam and sciteam are my musts for sci powers on most ships.

but honestly, stick it on autofire and roll your face across the keyboard. it will work, a friend and i tested it out, and we laughed so much when the joke actually worked. (actually making a sad face here, not poking fun)

also, a solid pvp build will let you precisely dissect any pve ship in the game. and really let you well....like a mentioned above "feel" like you are flying something with purpose. if you've never seen a tac in defiant destroy the alhena system daily on elite in 30 seconds flat without buffing his shields, that will get you wondering. and it can be done.

see you on the battlefield
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-21-2011, 02:20 PM
STO Essentials:
  • 2 Emergency Power to Shields.
  • Don't mix energy types
  • Distribute Shield Power often, or use Tactical Team, or both.
  • Hazard Emitters is an excellent hull heal.
  • 100 Weapon Power, 50 Shields, 25 Engines, 25 Auxillary. If escort, consider swapping Shields and Engines.
  • In PvE, once you covered the basics, definitely focus on DPS and all types of effects that deal more damage to the enemy. Combat is over faster, you take less damage, and you level faster overall.

Let's take a Captain Level Engineering Build (to not always show off Vice Admiral Builds)
  • Engineering Commander: Emergency Power to Weapons I, Emergency Power to Shields, Directed Energy Modulation II, Directed Energy Modulation III
  • Engineering Lt: Emergency Power to Weapons I, Emergency Power to Shields
  • Science Lt: Hazard Emitters I, Transfer Shield Strength II
  • Tactical Lt: Beam Fire At Will I, Beam Fire At Will II
  • Weapons: 4 Beam Arrays Front, 3 Beam Arrays Aft, All Mark VIII, with either [ACC] or [CritH] Mods.
  • Shield: Covariant or Regenerative. Covariants with as much [CAP] mods as you ca get, Regenerative with as much [REG] mods as you get.
  • Deflector Array Mark VIII. With the Deflector boosts for Transfer Shield Strength
  • Hyper-Combat Impulse Engines MK VIII with as many [TURN] mods as you can get.
Skills: Spec in your ship class, your weapon choice, and all Efficiency Skills but Weapons. Spec into All Performance skills. The rest - check out what skills you use and pick those.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-22-2011, 12:39 PM
Thanks you very much for the replies regarding this question. I'm gathering all the info I can & running with it. Stay tuned.


BTW....Fire at will kicks ***!! Holey crap!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-31-2011, 12:27 PM
errr like the guy above me stated, anything will work in a crusier for PvE.

99.99999% of the PVP builds u can make will work in PvE, but not vice versa.

The powers which i feel work the best tho is FAW, with DEM, so you do more damage.
Take a EPtS x 2 so you can stack some shield resistance.
Grab an AUX to SIF to heal you and give u defense.

Go all beams with FAW.


The Best skill against PvE... hands down is Target Shield Subsystems 3, but you can only get that one 1 crusier being an excelsior.
the reason why i say its the best skill, is because NPC;s arent smart nor do they have the capacity to pop a counter like ET/EPtS or Shield Bat, after you TSS3';d them.

Once a NPC lost its shields, its easy killing after that.

And TSS3 works on RAID Bosses like Dedara in KA.... and the assimulated carrier on the cure very effectively.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-12-2011, 11:29 AM
Quote:
Originally Posted by MustrumRidcully View Post
STO Essentials:
  • 2 Emergency Power to Shields.
  • Don't mix energy types
  • Distribute Shield Power often, or use Tactical Team, or both.
  • Hazard Emitters is an excellent hull heal.
  • 100 Weapon Power, 50 Shields, 25 Engines, 25 Auxillary. If escort, consider swapping Shields and Engines.
  • In PvE, once you covered the basics, definitely focus on DPS and all types of effects that deal more damage to the enemy. Combat is over faster, you take less damage, and you level faster overall.

Let's take a Captain Level Engineering Build (to not always show off Vice Admiral Builds)
  • Engineering Commander: Emergency Power to Weapons I, Emergency Power to Shields, Directed Energy Modulation II, Directed Energy Modulation III
  • Engineering Lt: Emergency Power to Weapons I, Emergency Power to Shields
  • Science Lt: Hazard Emitters I, Transfer Shield Strength II
  • Tactical Lt: Beam Fire At Will I, Beam Fire At Will II
  • Weapons: 4 Beam Arrays Front, 3 Beam Arrays Aft, All Mark VIII, with either [ACC] or [CritH] Mods.
  • Shield: Covariant or Regenerative. Covariants with as much [CAP] mods as you ca get, Regenerative with as much [REG] mods as you get.
  • Deflector Array Mark VIII. With the Deflector boosts for Transfer Shield Strength
  • Hyper-Combat Impulse Engines MK VIII with as many [TURN] mods as you can get.
Skills: Spec in your ship class, your weapon choice, and all Efficiency Skills but Weapons. Spec into All Performance skills. The rest - check out what skills you use and pick those.
Someone asked me for a Vice Admiral "version" of this build. I'll try. This one is also for PvE.
  • Engineering Commander: Emergency Power to Weapons I, Emergency Power to Shields, Directed Energy Modulation II, Directed Energy Modulation III
  • Engineering Lt: Emergency Power to Weapons I, Emergency Power to Shields II, Engineering Team III or Auxiliary to Structural Integrity Field II or Eject Warp Plasma II
  • Science Lt: Hazard Emitters I, Transfer Shield Strength II
  • Tactical Lt: Beam Fire At Will I, Beam Fire At Will II
  • Science Ensign (Star Cruiser): Science Team I
  • Tactical Ensign (Assault Cruiser): Tactical Team I
  • Engineering Ensign (Galaxy-Retrofit): Engineering Team I
  • Weapons: 4 Beam Arrays Front, 4 Beam Arrays Aft, All Mark XI or XII, with either [ACC] or [CritH] Mods.
  • Shield: Either Borg Set Shield, Aegis Set Shield, or a Covariant with as much [CAP] as you can get.
  • Deflector Array: Borg Set Deflector or Aegis Set Deflector
  • Impulse Engine: Borg Set Engine
General Equipment Notes: You want 3 Borg Set Items to get the Borg Heals.
Skills: Spec in your ship class, your weapon choice, and all Efficiency Skills but Weapons. Spec into All Performance skills. The rest - check out what skills you use and pick those.

This is an egocentric build - thus why it's meant for PvE. It won't do you much good for PvP, because you just don't have enough heals (especially Extend Shields is important) to support your allies, and your DPS is still not that relevant.

A more PvP friendly approach might be:
  • Engineering Commander: Emergency Power to Shields I, Emergency Power to Shields II, Engineering Team III, Extend Shields III
  • Engineering Engineering Team I, Reverse Shield Polarity, Auxiliary to Structural Integrity Field II
  • Science Lt: Hazard Emitters I, Transfer Shield Strength II
  • Tactical Lt: Beam Fire At Will I, Attack Pattern Delta I
  • Science Ensign (Star Cruiser): Science Team I
  • Tactical Ensign (Assault Cruiser): Tactical Team I
  • Engineering Ensign (Galaxy-Retrofit): Emergency Power to Auxiliary I
This would really just be something to get you started and you'll probably need to find your own build - especially if you are flying with a team/premade.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-13-2011, 09:12 AM
Thank you for taking the time to write this up, MustrumRidcully.

Engineers wanting to go in a different direction could still use this as a solid template for leveling and learning about the class.

Great information, in a useful format.
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