Survivor of Romulus
Join Date: Feb 2013
Posts: 43
# 1 Galaxy Refit Build?
01-07-2014, 11:30 PM
While I understand there are much better cruisers to use in game (essentially all of them are better), I just love this ship too much to give up on it. Looking for a lower-cost (around 7M budget) build for a more PvE tank role. ESTFs and Fleet Alert/defense are basically what i do. Pretty sure NWS is pretty much beyond this ship.

I do understand that PvE doesn't care much for tanks, and that those sought after first places are based more on DPS than anything. PvP just slaughters me so fast i don't even get a chance to fire off miracle worker.

Looking for somewhat of an upgrade to the current build. As it is, I've only died twice, both due to internet connection pausing right before a CE elite shockwave or a Tarantula heavy shot. ESTF (tac)cubes have me running away to fire off heals more often than I'd like to admit.

Starfleet ENG toon, all human BOffs, if that makes a difference anymore.

Current build here: http://skillplanner.stoacademy.com/?build=gcsbuild1_0

Will upgrade to fleet version once my fleet finishes upgrading to T4 shipyard.

DOffs fairly basic with:

VR Projectile Weapons Officer (Torpedo cooldown reduction chance)
Rare Systems Engineer (power gain chance with Engineering team)
Rare Warp Core Engineer (improve ship power chance with EPtX)
Rare Damage Control Engineer (Chance cooldown reduction on EPtX)
Rare Transporter Officer (remove Hostile Party chance with TSS)


Note the lack of Warp Core on the build. That isn't because I don't have one, it's because the ones I use are not listed. Skill Planner nor Wiki. I swap between these two:


Plasma-Integrated Warp Core Mk XI [Bat] [S->W] [SSS]
Rare Warp Engine

100% base regeneration rate of all power levels
Maximum warp factor 10
+16.2 starship batteries
Adds 7.5% of Shield power to Weapons as bonus power
+0.1 slipstream speed bonus


and


Deuterium-Stabilized Warp Core Mk XI [Rep] [S->W] [SST]
Rare Warp Engine

+15% increase to base resistance rate of all power levels
+16.2 starship subsystem repair
adds 7.5% of shield power to weapons as bonus power
+20% turn rate while in slipstream


Not sure if these are good or terrible. Can't even look them up. I use these same cores on a tac and sci, both fed.

Anyways I broadside with beams, using FAW and TS to try to draw more aggro to tank. When i switch out one of the Neutroniums with a RCS (same as others) the ship gets about 21 turn rate. More than a Gal really should have, but slow turn really gets to me.

AtD almost never gets used, neither does Eject warp plasma.

While I'm somewhat attached to phaser, I don't mind going to another Weapon type if it can help.

DPS is absolutely terrible. Like 2.5k area. Part of the problem is me i think. Even on a tac/escort i can only pull off 5k DPS.

Anyways, looking to improve the survivability of this build without going over the top on cost. Damage boosting ideas would help aswell. Even if its at all possible to make the ship PvP-able without stupidly expensive things like AtB Marion (that would be awesome, but not something i'm expecting) Sadly no Plasmonic Leech on this toon as i didn't manage to get it before it skyrocketed in price.


Any help would be appreciated
Captain
Join Date: Jun 2013
Posts: 1,729
# 2
01-08-2014, 04:40 AM
Ok bud ill try to help as best i can.

Drop an RCS, you dont need that many, you could even drop both, as you have those +turn Enhanced engineering consoles, you are roacking beams your broadside is your strong point. When you want to fire a torp you can agnle a bit away with that wide angle in the back and launch some torps.

Once you have dropped that put your saucer sep console up there and get the assimilated module*. You could drop saucer sep altogether (unless you really want it which is ok if you do) and get the Nukara particle converter**.

Lose the Emitter Amplifier, replace it with a second Array.

Or just lose the amplifier, replace it with an array and lose and RCS and replace it with assimilated module.

Weapons are tricky, if you like phasers by all means use phasers, but you might get more out of Romulan plasma's, those also proved the bouns of using your fleet embassy science consoles (again get 2 emitter array's) to get +Threat AND +Plasma damage, not to mention the romulan rep console, torp, and beam array, that when 2 pieced gives you extra plasma damage, and a special firing mode on the rep beam (which also draws 0 power so dont fire it first).

Now what you have is a really good tanking build, and the changes i have suggested can help.

It would also help with knowing what you have your powers set to.


Oh and your boffs, Replace the warp plasma with aux2sif 3 if you can. It is a better heal.

Thats about what ive got for ya, ill see if i can think of anymore later on!
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
Empire Veteran
Join Date: Jun 2012
Posts: 204
# 3
01-08-2014, 05:02 AM
Here's the Gal-R build I've been using for a long time now <Click here>

It's my Go-to tank setup. Really tough, and does respectable damage.


Here's a more DPS focused build I'm working on atm. <Click here>

Still putting it together, but looks promising.
-------------------------
It's me, Chrome. [Join Date: May 2009]

"Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
Captain
Join Date: Nov 2012
Posts: 5,157
# 4
01-08-2014, 05:25 AM
http://skillplanner.stoacademy.com/?...exploraation_0
2 techs. Marion Frances Dulmer, rsp doff and a borg warefare

Questions?
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Empire Veteran
Join Date: Aug 2013
Posts: 555
# 5
01-08-2014, 10:15 AM
Work on reputation gear, ideally Adapted Maco Covariant Mk XII, then Asimilated deflector and engines, just making sure to mention that.
Your weapons are good, I wouldn't worry about getting fleet weapons just yet.
Sci Consoles: get some dilithium, and get Mk XI Field Generators from the dilithium store. Those are vital to a tank. Drop the RCS consoles, and get some more fleet neutroniums, but I would advise waiting until you can afford/fleet can afford Mk XI or greater. Saucer Sep is cool af but, i would advise getting a third field generator. When you can, upgrade to Mk XI blue or better phaser consoles.
BOFF Skills:
Looking good here. Drop aux2dampers and consider another aux2sif or aux2batt, depends on you. Drop the Engi team and add EMPTx as you are a tank, shields might be a good choice. Drop the torp spread, you're a beam boat, and a tank so get tac team 1.
Swap TSS for hazard emitters, that's all personal preference though. Good build overall!
Survivor of Romulus
Join Date: Feb 2013
Posts: 43
# 6
01-08-2014, 11:58 AM
Thanks for the input so far, looks like I have a ways to go. Few questions..


Quote:
Originally Posted by redz4tw View Post
...Drop the Engi team and add EMPTx as you are a tank, shields might be a good choice. Drop the torp spread, you're a beam boat, and a tank so get tac team
3 EPtX powers on one ship? Seems like it would be a waste to have 3 powers on the same cooldown. (Gal-R problems )

I've been debating tac team for the sheild balancing. Seems like it'd be useful. If I do keep eng team, is it worth it to have two teams on the same build?

Any suggestion as to what to replace EWP with? Its almost never used, feels like a wasted slot. Especially on a Cmdr slot.


Quote:
Originally Posted by dahminus View Post
http://skillplanner.stoacademy.com/?...exploraation_0
2 techs. Marion Frances Dulmer, rsp doff and a borg warefare

Questions?
Ideal? Probably. Realistic? No. Theres no way I can get most of that gear. In the year and a half I've been playing I haven't made enough ec for marion alone. Even plasmonic leech is up there now. Red matter capacitor is an 'I wish' item for me. I do have the oberth console though, but not sure if its worth the console slot. Not to sound rude but AtB builds are waay over my head.


Quote:
Originally Posted by capnshadow27 View Post
...When you want to fire a torp you can agnle a bit away with that wide angle in the back and launch some torps...

...bouns of using your fleet embassy science consoles (again get 2 emitter array's) to get +Threat AND +Plasma damage...

...It would also help with knowing what you have your powers set to.

Powers set to:

W:70
S:100
E:15
A:15

Swap weapons and sheilds when I feel I need some more firepower.
Swap weapons and aux when I need some bigger heals.
On the one listed, weapons stay around 102 un-buffed and not firing. Sheilds stay around 118, engines around 50, aux around 38.

Do embassy console +plasma proc stack with that of plasma weapons? I was under the impression that it didn't

Should I drop the torp in front to take another array, or keep both torps? Wide angle works well for broadsides, but the front one doesnt see much use that way.


For anyone:

Are the cores I'm using any good?

Any suggestions for DOff changes? The transporter officer is sort of a fill in I found cheap on the exchange.

As an alien char are there any perks I should/shouldnt have?

Again, thank you for the input, I'll try out these changes when I get on again. They sound quite good so far though.
Career Officer
Join Date: Jun 2012
Posts: 3,465
# 7
01-08-2014, 12:40 PM
Quote:
Originally Posted by micadog5 View Post
Thanks for the input so far, looks like I have a ways to go. Few questions..




3 EPtX powers on one ship? Seems like it would be a waste to have 3 powers on the same cooldown. (Gal-R problems )

I've been debating tac team for the sheild balancing. Seems like it'd be useful. If I do keep eng team, is it worth it to have two teams on the same build?

Any suggestion as to what to replace EWP with? Its almost never used, feels like a wasted slot. Especially on a Cmdr slot.




Ideal? Probably. Realistic? No. Theres no way I can get most of that gear. In the year and a half I've been playing I haven't made enough ec for marion alone. Even plasmonic leech is up there now. Red matter capacitor is an 'I wish' item for me. I do have the oberth console though, but not sure if its worth the console slot. Not to sound rude but AtB builds are waay over my head.





Powers set to:

W:70
S:100
E:15
A:15

Swap weapons and sheilds when I feel I need some more firepower.
Swap weapons and aux when I need some bigger heals.
On the one listed, weapons stay around 102 un-buffed and not firing. Sheilds stay around 118, engines around 50, aux around 38.

Do embassy console +plasma proc stack with that of plasma weapons? I was under the impression that it didn't

Should I drop the torp in front to take another array, or keep both torps? Wide angle works well for broadsides, but the front one doesnt see much use that way.


For anyone:

Are the cores I'm using any good?

Any suggestions for DOff changes? The transporter officer is sort of a fill in I found cheap on the exchange.

As an alien char are there any perks I should/shouldnt have?

Again, thank you for the input, I'll try out these changes when I get on again. They sound quite good so far though.
Oh my! FULL POWER TO WEAPONS!!! ALWAYS!

elite fleet warp core with AMP.

EWP replace with DEM3
Survivor of Romulus
Join Date: Feb 2013
Posts: 43
# 8
01-08-2014, 12:59 PM
Quote:
Originally Posted by edalgo View Post
Oh my! FULL POWER TO WEAPONS!!! ALWAYS!

elite fleet warp core with AMP.

EWP replace with DEM3
Full weapons power on a tank build? Seems like im having to heal a lot more with the higher weapon power even with elite fleet resilient
Career Officer
Join Date: Jun 2012
Posts: 3,465
# 9
01-08-2014, 02:08 PM
Quote:
Originally Posted by micadog5 View Post
Full weapons power on a tank build? Seems like im having to heal a lot more with the higher weapon power even with elite fleet resilient
A dead NPC does no damage to tank.

A beam boat Needs weapon power to do damage.

If flying a Galaxy is what makes you happy by all means go for it. I'm not going to sit here and bash that.
Captain
Join Date: Aug 2012
Posts: 552
# 10
01-08-2014, 02:10 PM
I'd personally run something along these lines with limited resources.

Bridge Officer Layout:

Lt Tac: TT1, AP:B1
Cmd Eng: EPtW1, EPtS2, Aux2SIF2, EWP2/3
LtCmd Eng: EPtW1, EPtS2, RSP2
En Eng: ET1
Lt Sci: HE1, TSS2

This will allow you to cycle EPtW and EPtS with 100% up time. No duty officers or anything special required.

Equipment:

Positron Deflector
Combat Impulse Engines
Elite Fleet Resilient Shield

I'd really recommend getting the Borg Deflector and Impulse engines as soon as you can. Even the MK X versions will increase your survivablity pretty significantly.

Weapons:

Fore: 4x Beam Arrays
Aft: 3xBeam Arrays, Borg Cutting Beam

Unfortunately, the torp launchers are gimping your damage. I'd replace the forward one with another beam array and the aft launcher with a Borg Cutting Beam as soon as you can.

Consoles:

Eng: Assimilated, Saucer Separation, 2xFleet RCS
Sci: 3xEmitter Array
Tac: 2xWhatever energy type your using/phaser relays in your case.

Assimilated console is great and the two piece bonus with the cutting beam is great. Emitter Arrays will really make your heals potent. The Romulan Emitter Arrays are very good if you can get your hands on those.

Duty Officers:

2xPurple Conn Officers - Reduce TT cool down.
This is probably my most expensive suggestion, but TT is such a great skill. I never leave home without it. You will tank much better with this skill on your bar.


I don't always play Star Trek Online, but when I do, I'm grinding Argala.
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