Lt. Commander
Join Date: Dec 2007
Posts: 120
Just returned and have a tact at Lt Commander lvl14 in an escort.

I like the look of cruisers and would like help with a straight forward build for this please.

I would like an agressive playstyle, but I'm happy to take a while to kill off enemies.

I haven't been able to find a build on the search.

Also for builds, I have seen various builds on STO Academy and they confuse me as they don't have the pre-requisite skills for they skill sets chosen? Can you dump skills later on then?

Any help would be appreciated thanks.


My only other alternative would be to respec and wait until I hit lvl20 and select a cruiser I suppose?

or am I better off with a new char as SCi or eng in a cruiser?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2012, 11:28 AM
no-one?!?

okay...maybe I should just to eng/cruiser if it's that bad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-24-2012, 06:03 PM
If you're going to go with a cruiser, remember that it doesn't turn as well as the smaller ships like escorts. A couple RCS accelerators would help with that. Same goes for combat engines. As far as your weapon load out, torpedoes like quantum (what I use) hit the hull harder than a photon but with slightly slower recharge rate. You want to be able to deal some good damage on a broadside attack so I recommend 1 forward beam array, 1 dual beam array for greater damage head on before firing off those torpedoes. In the rear you definitely need your beam array but the second slot is a matter of preference. I seldom fire aft torpedoes however a second beam array could be useful when flying past an enemy. There is of course the turret option. While turrets don't deal as much damage, they do have a 360* firing arc and will provide some extra punch when attacking head on...even from the rear. They are also very useful when fighting those pesky fighter ships. Some deflector dishes add power to shields and structural integrity. Just have to find the right one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-24-2012, 06:36 PM
Also, I personally fly an Odyssey class, USS Trip. My forward is 2 beam array, 1 dual beam array, quantum torpedoes, AFT is 2 beam array, quantum mines, 1 Turret. 4 RCS accelerators, the bigger the cruiser, the worse the turn rate. Its nice to be able to dish some damage on a broadside so after one side of my shields has taken a pounding I can quickly switch to the side. Make sure you check your power levels before going into battle. It makes a difference.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2012, 12:17 AM
Thanks for the above

What builds are recommended for the captain though?

I was thinking of a mix across each calls for anything that boosts weapons, shields and hull for a cruiser captain.

How do you drop the pre-requisite skills, like I have seen on some builds? For example I have seen build where the first tier skills are not selected and the player has other skills in that row?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2012, 08:25 AM
If you're talking about the skills bar on the bottom right if the screen you remove them by a simple drag and drop. I right click and hold then move it out of the tray. On the right side of the bar there are a couple of option, one of them says "1,2,3" and the other looks like an iPod. The "1,2,3" lets you select how many rows you want in your skill tray. The other one is your list of skills available. Drag and drop from that skills list into one of the little squares in your skill bar. Make note that the bottom skill bar is labeled 1,2,3, etc. These should be the skills you most frequently use. Those are the hotkeys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-27-2012, 09:47 AM
No, I was asking about how many levels into Ship weapons or Ship batteries etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-27-2012, 01:24 PM
Quote:
Originally Posted by Dragon2Balls View Post
Also, I personally fly an Odyssey class, USS Trip. My forward is 2 beam array, 1 dual beam array, quantum torpedoes, AFT is 2 beam array, quantum mines, 1 Turret. 4 RCS accelerators, the bigger the cruiser, the worse the turn rate. Its nice to be able to dish some damage on a broadside so after one side of my shields has taken a pounding I can quickly switch to the side. Make sure you check your power levels before going into battle. It makes a difference.
This just sounds pretty bad.

The dual-beam bank with the turret aft implies you prefer to fly head-on at your enemies, making the beam arrays less optimal. The mention of broadsiding takes advantage of those arrays for sure, but the turret and dual-beam bank are then weak points (as are the mines and the torp, though I am sure you are turning to get the torpedo out when you want). Shoving four consoles to try to compensate for the weakest cruiser trait means you've neglected the aid of an EPS or any defensive consoles. Since you didn't mention officer loadout, I would hope you have a lot of defensive ones. Otherwise your Odyssey is exactly the kind I love to make explode in Kerr'at.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-27-2012, 02:24 PM
Quote:
Originally Posted by Dragon2Balls View Post
If you're going to go with a cruiser, remember that it doesn't turn as well as the smaller ships like escorts. A couple RCS accelerators would help with that. Same goes for combat engines. As far as your weapon load out, torpedoes like quantum (what I use) hit the hull harder than a photon but with slightly slower recharge rate. You want to be able to deal some good damage on a broadside attack so I recommend 1 forward beam array, 1 dual beam array for greater damage head on before firing off those torpedoes. In the rear you definitely need your beam array but the second slot is a matter of preference. I seldom fire aft torpedoes however a second beam array could be useful when flying past an enemy. There is of course the turret option. While turrets don't deal as much damage, they do have a 360* firing arc and will provide some extra punch when attacking head on...even from the rear. They are also very useful when fighting those pesky fighter ships. Some deflector dishes add power to shields and structural integrity. Just have to find the right one.
This doesn't souund bad as it gives me idea for my Cruisers and what does RCS stand for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-28-2012, 02:52 AM
http://www.stoacademy.com/tools/skil...ngelCruiser3_0

Currently running on Odyssey myself.


Fore: Array x2, DBB x1, Quantum Launcher x1

Aft: Array x3, Quantum Launcher x1

What type of beam you run doesn't really matter; it comes down to a personal choice: do you want the raw damage Anti-Proton gives or would you rather more utility with Disruptors/Phasers. I wouldn't recommend Polaron since you don't have access to any strong Target Subsystem skills and Tetryon/Plasma, imo, are just too weak to really consider.


Current Set-up:

Borg Deflector
Borg Impulse
Borg Shield


Eng Consoles: Rare Neutronium Armor MkXI x2, Rare Emergency Force Fields MkXI, Rare EPS Flow Regulator MkXI

*Sci Console: Assimilated Module, Rare Field Generator MkXI, Rare Biofunction Monitor MkXI

*Tac Console: Rare *Beam Weapon of Choice* MkXI x2

I'm currently playing around and swapping the EPS Regulator and an RCS Accelerator. I'm getting mixed answers on whether or not the EPS console refunds enough Weapon Power to be worth it so I'm testing it out for myself.

*For playing in an Assault Cruiser you would drop the Biofunction Monitor and pick up a third *Beam Type* console.


Power setting: 100/25/25/50
Actual Power: 118/61/51/82


The main purpose of the build is to keep your shields set low but cycle EPtS II and I to keep it high. With EPtS II You end up with 90 Shield Power; couple that with the 82 Aux and you'll be fairly close to unkillable if you're playing right. There is no need to swap power presets in combat (due to having naturally high Weapon, Shield, and Aux) which is why I'm debating dropping the EPS regulator for a bit of a turn increase or, if need be, a SIF generator for a bit extra healing.
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