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Join Date: Dec 2007
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# 21
04-15-2012, 02:42 AM
http://forums.startrekonline.com/sho...d.php?t=258587

It may be for escorts but there is a lot, (row seven), that you can use for science and cruisers.
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# 22
04-15-2012, 03:08 AM
Quote:
Originally Posted by piwright42 View Post

It may be for escorts but there is a lot, (row seven), that you can use for science and cruisers.

Finally, an example of a ship's skill build ("Spec" - I didn't know that word before) I can use. Thank you for the link.
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# 23
04-15-2012, 03:14 AM
I have used that skill spec on a engineer and it did very well, not too sure about the sci but there are other ways to boost you sci skills to get more from things like Gravity Well, (consoles). Still I was thinking about modifying the skill build a bit for a sci, then I saw the way that snares and drains are getting treated.

Now I plan to use that same skill loadout for my Scis till I see what is gonna happen with traps, snares and drains down the road. If you take this advice though save a few respecs for when those changes mature and come down the pipe.

Edited to add: Oh and taking it as an example is the best way to go. I do not think I have used the skill build as a template but the first time. Every toon I have used Mancom's suggestions on has a slight variation on that skill build.
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# 24
04-15-2012, 03:53 AM
I'm just trying to get my feet on the ground right now. Once I know what works and what doesn't, I'll make some adjustments.

By the way, everyone, I opened up my pocketbook and now I'm uniform: torpedos and mines are TriCobalt, beam arrays are Polaron Mk XI [Dmg]
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# 25
04-15-2012, 07:38 AM
I don't think you actually read my thread.

I realize I'm a windbag and created alot of stuff in that thread... but that build certainly wasn't one of them.
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# 26
04-15-2012, 08:47 AM
Quote:
Originally Posted by rodneywollam
I'm just trying to get my feet on the ground right now. Once I know what works and what doesn't, I'll make some adjustments.

By the way, everyone, I opened up my pocketbook and now I'm uniform: torpedos and mines are TriCobalt, beam arrays are Polaron Mk XI [Dmg]
we understand. but when you post that you have 3 copies of emergency power to shields, it means you may have not have comprehended the info that was proviided for you, or you have not applied that knowledge in game.

the cruiser thread will build your cruiser for you. none of the layouts include 3 copies of emergency power to shields or eject warp plasma 2.

speccing for your cruiser is relatively easy. spend points on defense, power levels, shield heals and energy weapons.

flying your cruiser will be up to you. the ship you like to fly because you like the look of it does not mean you will be effective.
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# 27
04-15-2012, 08:57 AM
Quote:
Originally Posted by rodneywollam
The thread told me not to have a BOFF torpedo power.
Selfish? I don't understand.
What's this chaiining you are talking about?
1) Torpedoes on Cruisers: Can raise your ability to do spike damage on your target. Lowers your overall damage output, because you have to turn to use them, and turning isn't a cruiser's strongpoint.
I would recommend dropping them whenever you go into PvP. In PvE, they can actually speed things up, so enjoy.

2) Chaining: Using 2 or more copies of a single power to maximize the uptime. IE: 2 copies of Emer. Power to Shields can be chained together to give you 100% uptime on the ability. More than 2 copies of any power is an absolute waste. You can chain 2 copies of 2 different EP abilities though

3) Selfish: Cruisers are support ships in this game. Any healing ability that you carry that does not benefit your teammates can be considered to be selfish. It's not an indictment though, you haven't had much experience with PvP and the value of your teammates may not have become apparent yet.

Here is my assault cruiser build:

8 Phaser Beam Arrays (your Polarons will work, I recommend finding some with multiple ACC modifiers rather than DMG though)
Borg 3 piece with MACO Shield (or Borg 2 Piece with Omega 2 Piece)

Eng Consoles: EPS flow regulator x2, Neutronium, Monotanium
Sci Consoles: Borg Console, Shield Emitter Console (shield healing)
Tac Consoles: 3xPhaser Relays (or polaron consoles )

or

Eng Consoles : EPS Flow Reg x2, Neutronium, Borg Console
Sci : Shield Emitter, Field Generator
Tac : Phaser Relay x3

Ens Tac: BFAW1
Lt. Tac: BFAW1, APB1
Lt Sci: HE1, TSS2
Com Eng: EPtW1, EPtS2, ET3, ES3
LtC Eng: EPtW1, EPtS2, Aux2SIF2

This will give you 100% uptime on EPtS and EPtW when you chain them properly - Start with EPtS2 in 15s you can use EPtW1, 15 later you can use the other EPtS and so forth.

I will copy my spec to a skill planner and post the link in a bit. It's a Engi Cruiser spec, but it shouldn't matter much with the layout I have given. If I see anything that needs to be changed, for a sci captain, I will notate it when I post the link.
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Posts: 120
# 28
04-15-2012, 09:23 AM
Quote:
Originally Posted by rodneywollam
I'm a Science captain.

I fly an assault cruiser.

PvP's a mix. I'll help if I notice someone is hurt, but otherwise, I'm firing my weapons off as fast as I can.
My advice:

This build will give you the ability to support your teammates, do decent damage, and stay alive. It won't happen overnight, but with practice you should see some good improvement. This is roughly the same build I use for my Hybrid DPS/Healer engineer cruiser, with a few minor modifications. THE MOST IMPORTANT THING for survivability is to continue to keep Emergency Power to Shields running whether you are being shot at or not. Always click it as soon as its off cooldown. ALWAYS. This will help greatly in your initial survivability during an alpha strike.

Weapons:
6-8 Beam Arrays (not dual beam banks). MAKE SURE THEY ARE ALL OF THE SAME DAMAGE TYPE (phaser/disruptor/tetryon/whatever). You will be best off with 8 beams for pure damage output, but if you are the type that just can't live without torpedos, then you could go 6 beams with a Quantum torpedo on each side.

Gear:
Run yourself a few STF's to get the classic Borg gear set. They are cheap, and will boost your survivability and power levels by quite a bit. Get yourself the deflector, engine, and console. Then go get yourself a Covariant or Resilient shield with as many [Cap] modifiers as you can find. Or you can just buy the Aegis shield or play the mission for the Reman shield. Any of those shields will hold you off until you can get yourself a nice MACO or Omega Mk XII shield.

Eng Consoles:
2x EPS Flow Regulators, Neutronium Armor, SIF Generator

Sci Consoles:
Field Generator, Borg Console

Tac Consoles:
3x Whatever damage type your beam arrays are

Bridge Officers:

Cdr Eng:
Emergency Power to Weapons I
Emergency Power to Shields II
Auxiliary to Structural II
Extend Shields III (get an engineer captain to train this for you)

LtCdr Eng:
Emergency Power to Shields I
Reverse Shield Polarity I
Engineering Team III (get an engineer captain to train this for you)

Lt Sci:
Hazard Emitters I
Transfer Shield Strength II

Lt Tac:
Beam Fire at Will I
Beam Fire at Will II OR Attack Pattern Beta I

Ens Tac:
Tactical Team I (OR Beam Fire at Will I if you chose to do APB I in your Lt Tac)

Power Levels:
100 Weapons
25 Shields
25 Engines
50 Auxiliary
(realistically you can put the 50 in aux to any of the 3 non-weapons subsystems and be all right depending on your playstyle, just my personal choice is aux for the boost to some of the heals.)

Doffs:
As many Maintenance Engineers it takes for you to reduce your Engineering Team cooldown to 15 seconds. The higher the rarity, the easier this is.
The rest Shield Distribution as high rarity as you can get.
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Posts: 120
# 29
04-15-2012, 11:00 AM
Quote:
Originally Posted by Iceroid View Post
My advice:

Stuff...

Yeah, good build here, too.

btw, here is my spec. It should work for a science captain as well as an engineer.
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Posts: 120
# 30
04-15-2012, 11:35 AM
Quote:
Originally Posted by rodneywollam
I'm just trying to get my feet on the ground right now. Once I know what works and what doesn't, I'll make some adjustments.

By the way, everyone, I opened up my pocketbook and now I'm uniform: torpedos and mines are TriCobalt, beam arrays are Polaron Mk XI [Dmg]
FE is short for Featured Episodes. They're a type of Mission which is better then most in terms a PvE and they often have quality rewards for completing them. The Cardassian FE series include rewards for polaron arrays. If I'm remembering correctly the Breen have Tric (but the Dam on trics doesn't do anything @ max level). FE & other storyline rewards can be used as a stepping stone as far as getting gear. Since, you like PvE you'd probably enjoy the FEs and you can rerun older missions to get rewards to scale w/your level so you don't have Mark VIII engines.

It will be difficult for you to hit escorts w/o at least having 1 Acc proc on the weapons (really should aim for 2 or more), unless it's defense is lowered. So, try and stick to larger targets unless the Escort has had it's defense lowered. You can equip a TB along EWP & your SNB to try and accomplish this.

If you want to try and make a spike damage boat you'll need a way to boost your turnrate, so the target is in your forward 90 degree arc, something like Eng Battery, Aux2Dampners w/evasives etc with the TB/EWP/SNB. You can try BO2 w/a Torp follow up, but keep in mind it's very difficult to actually land a Tric Torp since it's destructable and usually someone on the other team is using some AoE damage skill. You lose a sci heal, so you'll want to look into addressing this somewhere else, such as Shield Distribution Doffs. The real issue is there are other ships which are better at Spike damage, but to each there own.

On the other hand if you're looking to help your team's damage as a whole use either APB or APD. APD will also help the targets defense. You can have boffs which are more team oriented and boffs which are more spike damage oriented should you want to swap them based on how things are going when you're out of combat.

Also, some "damage" in your logs are your heals, the only things that would really damage you are Tric splash damage and energy weapons if you're around and aceton generator.
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