Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Eng Cruiser Build help
04-04-2012, 05:56 AM
I'm just now getting back into STO , I use to play it when it first came out and left for awhile. I'm now getting back into it and it seemed like they have changed allot especially the skill trees. I am going with a Engineering Cruiser this time around and could use some help on my build so I can have the best build in higher ranks. Here's my current build for my my Lt. Cm in a Cruiser Refit.


http://www.stoacademy.com/tools/skil...uild=rplatts_0


Any help would be appreciated and can anyone point me to where I can get info on excatly what powers etc each console helps etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-04-2012, 10:45 AM
First thing I noticed was your 7 ranks of Driver Coil. Most people recommend against spending anything on that, because it only affects your speed/turn rate in sector space, which doesn't do anything to improve your effectiveness in combat while in system space. Myself, I like to have 3 ranks here if I can squeeze it in - more than that is wasted since the cap on standard sector travel is Warp 10, and 3 ranks is usually enough to reach that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-04-2012, 11:42 AM
Driver Coil actually does have an effect in system space --> It reduces the systems energy drain at full impulse. When maxed it stops the drain at something like ~33 power so rather than having all systems depleted when you exit full impulse you still have some power to all systems.

This is a great forum post on cruisers: http://forums.startrekonline.com/sho...d.php?t=249906

Also STOwiki is a good place for some info just take it with a grain of salt as things are not always fully up to date there when patch changes come along: http://www.stowiki.org/Consoles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-07-2012, 12:41 PM
To figure out what powers a consiole affects, just right click on it in game and read the information description. Its hard to comment on a build without knowing what you want to do in end game. Are you mainly interested in STF's or PVP or? Do you see yourself as a healer, a tank, or an attempot at sustained DPS or all the above? Then there is the ground game...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-08-2012, 11:57 AM
Quote:
Originally Posted by Element_0
To figure out what powers a consiole affects, just right click on it in game and read the information description. Its hard to comment on a build without knowing what you want to do in end game. Are you mainly interested in STF's or PVP or? Do you see yourself as a healer, a tank, or an attempot at sustained DPS or all the above? Then there is the ground game...
I do more PVE but do some PVP when i have to do a misson for it. I currently have two toons ones a Tactical toon is an escort and the other is a engineering toon in a Cruiser. I don't find myself healing others to much during a fight not because i don't want to , it's just because i concentrating on killing the enemy and healing myself What I would really want to do is do the damage of the a Escort but have the hull and shields of a Cruiser wishful thinking I know lol

I'm just a huge fan of the Cruiser look since I watched Star Trek TOS, the Movies , TNG and Voyager and just love the look of the ships, they just don't turn for me to get my torpedos locked on to a target lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-10-2012, 12:23 PM
Looking over your skill point expenditure, I would say that you have perhaps too many points in driver coil. Early on, itís more productive to go for six points per skill and then worry about nines when you are trying to spend extra points at higher ranks (admiral.) As an engineer, you are going to need points in every one of those engineering skills for the extra power if nothing else.

Youíll have points to experiment with BOFF powers over time. Itís a good idea to consider doubling up on powers you find extremely useful.

HERE is a good advice thread for officer abilities. Its oriented toward PVP and a bit disrespectful of PVE. Aceton Field can be very useful when fighting Borg cubes for example but is nearly worthless in PVP because it is so easily cleansed. Aux to SIF 3 is arguably more useful as a quik heal though. You'll have to figure out what works for you and take everything with a grain of salt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-10-2012, 02:24 PM
Quote:
Originally Posted by shmutzig View Post
Driver Coil actually does have an effect in system space --> It reduces the systems energy drain at full impulse. When maxed it stops the drain at something like ~33 power so rather than having all systems depleted when you exit full impulse you still have some power to all systems.

This is a great forum post on cruisers: http://forums.startrekonline.com/sho...d.php?t=249906

Also STOwiki is a good place for some info just take it with a grain of salt as things are not always fully up to date there when patch changes come along: http://www.stowiki.org/Consoles
But is dropping the drain by 33 power work spending 9+ points? I find that if I use Emergency power to engines and evasive maneuver adequate to get me somewhere for combat (without power drain) or even using a deuterium tank now and then/ Plus you can just pop a battery before combat to boost weapons power ( and engine power and shield regen power seem to balance out just when hey are needed anyways).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-17-2012, 05:55 AM
A popular setup for cruisers is the Emergency Power to Weapons/Shields cycle, which uses 2 copies of each skill to constantly get a large power boost to those systems.

However, I've noticed is that if you use 3 Damage Control duty officers, you can get away with running only 1 copy of each and still get the same results as if you had 2 of each. With 3 purples, you get three 40% chances of the recharge being reduced to less than their duration, but even with greens it activates often enough to warrant skipping the skill slots for somethign else. And you can always use the Engineering Hologram officers for it, making it a failrly cheap and obtainable setup.

There are relatively little other desirable doff options for a cruiser anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-17-2012, 01:18 PM
I would use a Beam Overload before I would the HYT. Also, I would use Emergency Power to Engines before the Weapons just so I had more ability to scoot it I got in a bad spot. Of course Auxialiary to Structure is a favoriteof mine too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-19-2012, 06:38 PM
hmmmmmmmmmmmmmmmmmmmmmmmmm this info will help me on my eng
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:58 AM.