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Lt. Commander
Join Date: Dec 2007
Posts: 120
Hi,

I need some constructive criticism on my build. I suspect the problem lies with the BO abilities, both in the selection, as well as teaming with the keybinds (see bottom) but what do you think? I am a tactical captain.

UPDATED THREAD CONFIGURATION

Multi-Vector Advanced Escort

Weapons Systems

3 x Front AP Mk XII DHC's
1 x Front AP Dual Beam Bank
3 x Rear AP Mk XI Turrets

Other Equipment

Assimilated Deflector, Impulse Engines & Module

Shields

MACO Shield Array XI

Devices

Red Matter Capacitor

Modules

2 x Plasma Distribution Manifold
1 x Field Generator
1 x Multi-Vector Module
4 x AP Mag Regulator

BO Abilities

Tactical Commander
Tactical Team 1, Attack Pattern Beta 1, Rapid Fire II, Scatter Volley III

OR

Tactical Team 1, Cannon Scatter Volley I, Rapid Fire II,Rapid Fire III (suggestions welcome)

Tactical Lt.
Tactical Team 1, Rapid Fire 1

Tactical Ensign
Beam Overload I

Engineering Lt.
Emergency Power to Shields I, Emergency Power to Shields II

Science Lt. Commander
Transfer Shield Strength I, Hazard Emitters II, Gravity Well I

Note : I use a keybind to auto-activate the following :
Rapid Fire 1,2, Scatter Volley 3, Attack Pattern Beta I, 3x Tactical Team

ORIGINAL THREAD CONFIGURATION

Multi-Vector Advanced Escort

Weapons Systems

4 x AP Mk XII DHC's
3 x AP Mk XI Turrets

Other Equipment

Assimilated Deflector, Impulse Engines & Module

Shields

MACO Shield Array XI

Devices

Red Matter Capacitor

Modules

2 x Plasma Distribution Manifold
1 x Field Generator
1 x Multi-Vector Module
4 x AP Mag Regulator

BO Abilities

Tactical Commander
Tactical Team 1, Attack Pattern Beta 1, Rapid Fire II, Scatter Volley III

Tactical Lt.
Tactical Team 1, Rapid Fire 1

Tactical Ensign
Tactical Team 1

Engineering Lt.
Engineering Team 1, Reverse Shield Polarity I

Science Lt. Commander
Polarise Hull I, Transfer Shield Strength II, Hazard Emitters III

Note : I use a keybind to auto-activate the following :
Rapid Fire 1,2, Scatter Volley 3, Attack Pattern Beta I, 3x Tactical Team


What can be done to optimise her?

Thanks guys!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-25-2012, 12:44 AM
First there is no way to use 3 Tac Teams, the Global team cooldown makes 2 all that's nessecary but your build kinda suggests nothing better in those slots as they all relate to beams or Torpedoes.

You don't have an Omega pattern which makes a better get of jail card then Polarise Hull. And if your going to run the Sci Hybrid, try bumping down Transfer Shield Strength and Hazzard Emitters and putting in a Grav well or Trykens rift.

Maybe swap out a DHC for a DBB and take Beam Overload 1 to replace a Tac Team.

What are you trying to do with it? PVE, Elite STF, PVP?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-25-2012, 12:50 AM
Three Tac Team and three cannon powers is a problem.

Each one will start the global cooldown on the other two, meaning you can only effectively use two at once.

I run my MVAE with a torp up front, and the Lt Tac having two copies of High Yield, because otherwise you get stuck for BO skills and have to include redundant copies.

I also run my Lt Engineer to chain two copies of Emergency Power to Shields - RSP has too long a cooldown to be useful.

The LComm Science is a flexible position, I swap it out depending on whether I need Science Team or Hazard Emitters, or Gravity Well, or Polarise Hull or whatever utility is useful against what I'm fighting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-25-2012, 01:11 AM
I don't have this sort of problem in my Hegh'Ta, because she has better/higher slots. Running the MVAE the same way simply is not an option here.

It seems I might be better off reconfiguring.

With the presently 'useless' ensign Tactical slot, am I better off putting in a Torpedo and putting in a skill that relates to that or using a beam array perhaps?

The main purpose was for Elite STF's. I do okay, but it really could be better. I'm going to start updating it above in response to feedback, and hopefully someone else will find it useful when we are done.

" if your going to run the Sci Hybrid, try bumping down Transfer Shield Strength and Hazzard Emitters and putting in a Grav well or Trykens rift."

Great suggestion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-25-2012, 08:17 AM
Yes, slotting either of those is pretty great. And I concur with the above posters -- your boff layout had far too much overlap with the extra tac team, and your scatters and rapid fires conflict with one another. Even your updated one, or what it looks like at the time I am reading it, has too much.

In STFs, I'd recommend slotting a torp up front and pair scattery volleys with torpedo high yield. Of course you may not like those, so you could always do rapid fires and torp spread, etc. But just picking one pairing and avoiding being blocked by your own cooldowns will definitely improve your attack strength.

Your updated Eng/Sci choices look good to me. If you find you are having hull issues, you can swap one of the EPtS with Aux2IF -- the transfer shield strength and tac teams will help keep up the shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-25-2012, 08:38 AM
3 tacticals and 3 rapid fire is too much...get a beam overload, omega 1, and beta 3

and i think u r missing a science console...get shield emitters (26 points to shield heal abilities)

and just to be clear the plasma thing console is only good if u r using beamoverload, or switching between the powersetings very often. otherwise it wont help with power lvls. doesnt give u more, or regenerate the normal power drain.

and where the hell is your borg console? i suggest get it and switch it with one of your power transfer consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-25-2012, 09:52 AM
Quote:
Originally Posted by jethro777
BO Abilities

Tactical Commander
Tactical Team 1, Attack Pattern Beta 1, Rapid Fire II, Scatter Volley III

Tactical Lt.
Tactical Team 1, Rapid Fire 1

Tactical Ensign
Beam Overload I

Engineering Lt.
Emergency Power to Shields I, Emergency Power to Shields II

Science Lt. Commander
Transfer Shield Strength I, Hazard Emitters II, Gravity Well I

Note : I use a keybind to auto-activate the following :
Rapid Fire 1,2, Scatter Volley 3, Attack Pattern Beta I, 3x Tactical Team
Based on this, and for STFs:
Dont use both Rapid Fire and Scatter Volley, choose one. Either are really fine for STFs, both have advantages during certain parts of them, but since they put each other on CD, best to just choose one, and keep two copies of it. Definitly dont have a total of 3 copies slotted, one is just going to be wasted.

Im personally not a fan of Dual Beam + overload, but if you want to keep it, I suggest getting BO3. BO1 just isnt worth the DPS loss of torpedos imo. Though if you get BO3, guess you could keep BO1 (nothing else to slot there), but I personally would just equip a quantum torpedo launcher and use HYT or TS. The extra beam also impacts your weapon energy, and BO drains it further, neither of which happen with torpedos...

Attack Pattern Omega I is good against borg, gets out of their tractor beams (polarize hull works too, but sci slots are better spent elsewhere).

Your sci slots are perfect for STFs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-27-2012, 01:24 AM
Quote:
Originally Posted by Sardoc
Based on this, and for STFs:
Dont use both Rapid Fire and Scatter Volley, choose one. Either are really fine for STFs, both have advantages during certain parts of them, but since they put each other on CD, best to just choose one, and keep two copies of it. Definitly dont have a total of 3 copies slotted, one is just going to be wasted.

Im personally not a fan of Dual Beam + overload, but if you want to keep it, I suggest getting BO3. BO1 just isnt worth the DPS loss of torpedos imo. Though if you get BO3, guess you could keep BO1 (nothing else to slot there), but I personally would just equip a quantum torpedo launcher and use HYT or TS. The extra beam also impacts your weapon energy, and BO drains it further, neither of which happen with torpedos...

Attack Pattern Omega I is good against borg, gets out of their tractor beams (polarize hull works too, but sci slots are better spent elsewhere).

Your sci slots are perfect for STFs.
Hmmm.. That really opens up some further opportunities, especially for some appealing Commander Tactical Skills. I DO find scatter volley useful, but selective use of it might be better. How about ...

Tactical Commander
Tactical Team 1, Attack Pattern Beta 1 (Auto) OR Scatter Volley I (manual select), Rapid Fire II (Auto), Attack Pattern Omega III (Auto)

Tactical Lt.
Tactical Team 1, Rapid Fire 1 (Auto)

How would that affect cooldowns?

('Auto' indicates I have this set to run automatically to activate as a keybind when I hit space).
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