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Lt. Commander
Join Date: Dec 2007
Posts: 120
Hello.
Until now I've played not taking much interest in skills, so I've decided to respec my character and would like to get some opinions on my planned build.

I know this isn't an optimal setup in any way, but it suits my playstyle, so I'm wondering if the skills I've selected suits the equipment I'm using.
I only play PvE and haven't played STFs yet, but thinking about it. How is this setup for STF?

I would also like some advice on what skills/abilities my BOffs should have. I tend to prefer defensive abilities or abilities that enhance my offensive power (Like Emergency Power/Beam Overload/High Yield, and not Boarding Party/Eject Warp Plasma/Mask Energy Signature).
And which DOffs that are useful.

I'm a Vice Admiral Starfleet Engineer (with Warp Theorist trait), and use an Assault Cruiser with:
Positron Deflector Array Mk XII [Em] [SIF]
Efficient Impulse Engines Mk XI
Resilient Shield Array Mk XII [Reg]x2
Weapons:
Front: 2xPolarized Dual Tetryon Beam Bank Mk XI, Rapid Reload Transphasic Torpedo Launcher Mk XI, Hargh'peng Torpedo Launcher Mk XI.
Rear: 4xTetryon Turret Mk XI.
Consoles:
Engineering: 2xConsole - Engineering - Plasma Distribution Manifold Mk XII, Console - Universal - Assimilated Module, Console - Engineering - RCS Accelerator Mk XI
Science: Console - Science - Biofunction Monitor Mk XII, Console - Science - Shield Emitter Amplifier Mk XI
Tactical: 3xConsole - Tactical - Tetryon Pulse Generator Mk XII

This is the skill build I have planned:
Tactical Systems:
Starship Weapons Training - 9
Starship Energy Weapons - 9
Starship Projectile Weapons - 9
Starship Energy Weapon Specialization - 6
Starship Projectile Weapon Specialization - 3

Engineering Systems:
Driver Coil - 3
Starship Hull Repair - 9
Structural Integrity - 9
Starship Electro-Plasma Systems - 9
Starship Impulse Thrusters - 9
Starship Warp Core Potential - 9
Starship Engine Performance - 9
Starship Hull Plating - 6
Starship Shield Performance - 9
Starship Armor Reinforcements - 6
Starship Auxiliary Performance - 4
Starship Weapon Performance - 9

Science Systems:
Starship Flow Capacitors - 3
Starship Shield Emitters - 9
Starship Power Insulators - 9
Starship Shield Systems - 9

Ground Skills(I use Engineering Kit - Fabrication Specialist Mk X):
PS Generator - 9
Generators - 9
Turrets and Drones - 9
Combat Armor - 3


Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-15-2012, 04:19 AM
Quote:
Originally Posted by bjorn432 View Post
Hello.
Until now I've played not taking much interest in skills, so I've decided to respec my character and would like to get some opinions on my planned build.

I know this isn't an optimal setup in any way, but it suits my playstyle, so I'm wondering if the skills I've selected suits the equipment I'm using.
I only play PvE and haven't played STFs yet, but thinking about it. How is this setup for STF?

I would also like some advice on what skills/abilities my BOffs should have. I tend to prefer defensive abilities or abilities that enhance my offensive power (Like Emergency Power/Beam Overload/High Yield, and not Boarding Party/Eject Warp Plasma/Mask Energy Signature).
And which DOffs that are useful.

I'm a Vice Admiral Starfleet Engineer (with Warp Theorist trait), and use an Assault Cruiser with:
Positron Deflector Array Mk XII [Em] [SIF]
Efficient Impulse Engines Mk XI
Resilient Shield Array Mk XII [Reg]x2
Weapons:
Front: 2xPolarized Dual Tetryon Beam Bank Mk XI, Rapid Reload Transphasic Torpedo Launcher Mk XI, Hargh'peng Torpedo Launcher Mk XI.
Rear: 4xTetryon Turret Mk XI.
Consoles:
Engineering: 2xConsole - Engineering - Plasma Distribution Manifold Mk XII, Console - Universal - Assimilated Module, Console - Engineering - RCS Accelerator Mk XI
Science: Console - Science - Biofunction Monitor Mk XII, Console - Science - Shield Emitter Amplifier Mk XI
Tactical: 3xConsole - Tactical - Tetryon Pulse Generator Mk XII

This is the skill build I have planned:
Tactical Systems:
Starship Weapons Training - 9
Starship Energy Weapons - 9
Starship Projectile Weapons - 9
Starship Energy Weapon Specialization - 6
Starship Projectile Weapon Specialization - 3

Engineering Systems:
Driver Coil - 3
Starship Hull Repair - 9
Structural Integrity - 9
Starship Electro-Plasma Systems - 9
Starship Impulse Thrusters - 9
Starship Warp Core Potential - 9
Starship Engine Performance - 9
Starship Hull Plating - 6
Starship Shield Performance - 9
Starship Armor Reinforcements - 6
Starship Auxiliary Performance - 4
Starship Weapon Performance - 9

Science Systems:
Starship Flow Capacitors - 3
Starship Shield Emitters - 9
Starship Power Insulators - 9
Starship Shield Systems - 9

Ground Skills(I use Engineering Kit - Fabrication Specialist Mk X):
PS Generator - 9
Generators - 9
Turrets and Drones - 9
Combat Armor - 3


Thanks!
Off the top of my head (and I may be adding to this soon), you should bring those 'Performance' skills down. The gain of power is roughly (statpoints / 10), so you get +8.4 from level 6, and +9.9 from level 9. Not super cost-effective. Warp core potential is also pretty inefficient as its power gain is (statpoints / 20). Which means that at level 6 (+84) you're getting just over +4 power points in all skills, and the last three levels will give you around +4.9 total. However, you have an additional advantage in that you've got the warp theorist trait which should help with this.

The same principle follows for many other stats. Plus, don't discount the uses of your traits. With warp theorist you can also save a couple levels worth of points and still get a +99 total points (you'd be at +109 so far for both warp core potential and EPS).

Driver Coil is often regarded as useless. I disagree, but it's 90% convenience and 10% useful, as it lets you use full impulse more easily and lets you make more rapid first contact with the enemy while compromising less power overall. This can be important in many situations, but whether or not it's worth 3000 SP is up to you.

Power insulators is probably useful on a cruiser, at least at a low level (but 9 is definitely overkill). I forget what flow capacitors do precisely, but I don't think they're all that useful for non-science captains in general.

For BOff abilities, my personal recommendation is to center your strategy around a constant (keybind-bound) rotation of Emergency Power to Weapons 1 and Emergency Power to Shields 3, two copies each. This gives you near-100% uptime after 15 seconds, and buffs both shields and weapons at the same time.

As an engineer, the attack patterns won't help you all that much so don't worry about those. I would normally strongly recommend Beam Fire At Will 2, but since you don't have any beam arrays (which is probably NOT a great idea), that won't get you too terribly far, so you might consider Cannon Rapid Fire or Cannon Scatter Volley in order to press your turrets into greater use. I also highly recommend Aux to SIF 3 - though it may be expensive to get as you have to buy/acquire a BOff for it. If you go for this power you would probably be well served to bump up your aux performance a little. This is also the case if you're using the Aux to Inertial Dampeners engineering abilities (which would give you a good bit more turn speed, so I suspect you may be using it already).

For science BOff abilities you can't go wrong with Hazard Emitters. I would consider Transfer Shield Strength and/or Science Team on top of that, and you might consider Polarize Hull. You may also consider chaining together two copies of Tac Team 1 for a fairly regular low-level damage buff combined with automated high-speed shield management. However, if you do this, Engineering Team and Science Team become more difficult to use (though they are decidedly not useless).

Engineering consoles need work badly. Keep the RCS, but make sure at bare minimum it's blue or better. Some people think I'm an idiot for saying cruisers need to turn. Well, maybe not as much as an escort, but to keep an enemy in broadside they most certainly do. You need it a LOT more, though, because your fore weapons are DBB and torps. Fortunately the Assault Cruiser is more RCS-friendly than, say, the Ody, so you can give it a little more pep. However, more than one RCS is generally a waste in even my opinion, at least on a cruiser, so just get the best RCS you can afford and stick with that.

You also need to stop worrying quite so much about power, especially if you're using Emergency Power to Weapons/Shields. You need high-level neutronium in the slots where you've got plasma manifold consoles. I realize that people emphasize how much power is important in this game, but by my EXTREMELY ROUGH and rounded calculations (+5 for Borg Console, +5 for cruiser, +9.9 for performance, +4.8 for warp core potential) you're ALREADY about as good as you're going to get for weapon power if you run with it at 100 base level. Remember, except for some VERY specific situations that may get patched out in a bug fix, power over 125 is wasted. Your consoles are literally doing next to nothing. Even if you drop weapons performance as I suggested you're probably touching around 123 base level.

Science consoles should probably swap out one or both for a Field Generator. It's pricey but it's an extra 18% to shields. Crew numbers are helpful for passive hull repair (which in my experience is more helpful than you'd think in an extended battle), but keeping them alive is pretty tough, so you may drop the biofunction monitor because I imagine that it's a bit of a lost cause trying to keep them from splattering.

I would also strongly recommend you reconsider your use of turrets and DBB's. Cruisers come equipped with beam arrays by default for a reason. The cruiser broadside is the most fundamental cruiser combat tactic in the game, and you may be gimping yourself without it. That said, I know at least one captain who managed to turn a prototype Ody into a death machine with cannons and DBB, but that's not the norm and it probably has some weaknesses in exchange for that.

Your deflector, shields and engines need work. Most use a set at your level and I would be inclined to believe that's the most efficient route. Remember the Borg gear provides extra power to the relevant system as well. Probably the most popular combo is the MACO shields (which boost power when under fire) plus the rest of the Borg set, but just the Borg set by itself is awesome. If you turn out not liking STFs and don't care about getting a MACO shield, you only have to survive through 15 of them to be able to afford all your missing Borg pieces and then forget about it - fewer if you do the STFs during days they're featured and/or do elite, since EDC rewards are increased then. The first two bonuses for the Borg set are the most useful, with the third supposedly pretty lackluster (never tried it myself). Essentially the regen will really help hold your ship together when things are coming apart. In terms of a beginner's STF setup, though, this isn't bad. But I would caution you to stick with Normals until you get more pieces of the Borg set, at the very least.

Finally, for ground you REALLY ought to pump up your personal weapons performance (I believe it's the Lieutenant level skill). At LEAST a level 3. I would also consider investing a bit in repairs to help with your shield recharge powers, though I can't recall how much that costs for level so it may be ridiculously expensive.

Just my thoughts, I might be wrong, your mileage may vary, etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-15-2012, 06:23 AM
Quote:
Originally Posted by Red_1999
-snip-

Thanks, a lot of great info!
My problem is what else to spend skill points on when I lower those skills from level 9 to 6.
Can't say any of the Science skills look particularly useful, the Tactical skills Starship Maneuvers & Starship Targeting Systems would probably be useful, but don't think points in Starship Stealth or Starship Threat Control will be useful?

Here is a revised build (new skills & values are in italic & bold):
Tactical Systems:
Starship Weapons Training - 9
Starship Energy Weapons - 9 (Keeping these 2 at level 9 since they are Lt & Lt. Cmd.)
Starship Projectile Weapons - 6
Starship Maneuvers - 3
Starship Targeting Systems -3

Starship Energy Weapon Specialization - 6
Starship Projectile Weapon Specialization - 3

Engineering Systems:
Driver Coil - 3 (Keeping this for convenience.)
Starship Hull Repair - 9
Structural Integrity - 9 (Keeping these 2 at level 9 since they are Lt & Lt. Cmd.)
Starship Electro-Plasma Systems - 7 (Lowering this due to Warp Theorist.)
Starship Impulse Thrusters - 9 (Should I keep this at level 9?)
Starship Warp Core Potential - 7 (Lowering this due to Warp Theorist.)
Starship Engine Performance - 6
Starship Hull Plating - 8
Starship Shield Performance - 6
Starship Armor Reinforcements - 6
Starship Auxiliary Performance - 6
Starship Weapon Performance - 6

Science Systems:
Starship Flow Capacitors - 3
Starship Shield Emitters - 9 (Keeping this at level 9 since it is Lt..)
Starship Power Insulators - 6
Starship Shield Systems - 9 (Keeping this at level 9 since it is Lt. Cmd.)

Ground Skills:
Weapon Proficiency - 6
PS Generator - 9
Repairs - 3
Generators - 9
Turrets and Drones - 9
Combat Armor - 3
This setup leaves 12 000 skill points. What should I invest them in?


Does BOff quality make any difference other than traits? Are there any particular traits I should be looking for?
Will go deeper into BOffs once I'm done with my skills.

Quote:
Originally Posted by Red_1999
You also need to stop worrying quite so much about power, especially if you're using Emergency Power to Weapons/Shields. You need high-level neutronium in the slots where you've got plasma manifold consoles. I realize that people emphasize how much power is important in this game, but by my EXTREMELY ROUGH and rounded calculations (+5 for Borg Console, +5 for cruiser, +9.9 for performance, +4.8 for warp core potential) you're ALREADY about as good as you're going to get for weapon power if you run with it at 100 base level. Remember, except for some VERY specific situations that may get patched out in a bug fix, power over 125 is wasted. Your consoles are literally doing next to nothing. Even if you drop weapons performance as I suggested you're probably touching around 123 base level.
With this respec I'll remove the Plasma Distribution Manifold. Should I put in just Neutronium Alloy or NA plus Armor or Plating changing it depending on who I'm facing?
I'll upgrade the RCS Accelerator to Rare if it's not too expensive.

With the changes I made PowerCalc puts me at 123 when running 100 weapons power.

I'll also change Science Consoles to Field Generator, again, if it's not too expensive.

Are the Tactical consoles okay?

Quote:
Originally Posted by Red_1999
I would also strongly recommend you reconsider your use of turrets and DBB's. Cruisers come equipped with beam arrays by default for a reason. The cruiser broadside is the most fundamental cruiser combat tactic in the game, and you may be gimping yourself without it. That said, I know at least one captain who managed to turn a prototype Ody into a death machine with cannons and DBB, but that's not the norm and it probably has some weaknesses in exchange for that.
The reason I'm running this setup is that I found always broadsiding pretty boring IMO. I did use 6xPhased Polaron Beam Array Mk XI and 2 torpedoes before, but didn't find it as fun as now.


Quote:
Originally Posted by Red_1999
Your deflector, shields and engines need work. Most use a set at your level and I would be inclined to believe that's the most efficient route.
Like I said I haven't played STF's yet so thus I don't have any sets. What do you think of the Reman Prototype set?


Quote:
Originally Posted by Red_1999
Finally, for ground you REALLY ought to pump up your personal weapons performance (I believe it's the Lieutenant level skill). At LEAST a level 3. I would also consider investing a bit in repairs to help with your shield recharge powers, though I can't recall how much that costs for level so it may be ridiculously expensive.
Weapon Proficiency is Lt. put 6 levels into it. Repairs are Lt. Cmd. put 3 levels into it (I have 12 000 unused points ATM).


Again, thanks for all the help!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-15-2012, 06:31 PM
I think I answered all your questions with the following, please tell me if I haven't:

* Many science skills are useless unless you're a science officer.

* Impulse Thrusters is a toss-up. Normally I'd say no, but your planned setup with a cruiser needs every bit of turn rate it can get. Anyone else want to weigh in?

* I'd just plain drop flow capacitors if I were you. Why do you want to spec into it, anyway? AFAIK it won't help with power drain from, say, firing multiple weapons. It's mostly to help power drain abilities and the like, and so far as I can see you're not likely to need them.

* Power Insulators is probably still too high.

* Starship Maneuvers and Targeting - I forgot about those. Good catch. These are important. I would dump as many points as you can into them, probably with an emphasis on targeting. Though I wouldn't go beyond level 6.

* Threat Control - Threat control is only good if you either are desparate for an increased Defense rating (probably not a cruiser pilot), or you want to take the enemy head-on and tank. I've heard it's debatable for how much it actually helps, however. I would advise you to stay away from this unless you're going for a dedicated tank, but it sounds like you're looking for a tank-DPS hybrid. However, someone else will probably say I'm crazy for that, although with my engineer he tends to take agro just fine without it.

* Hull Plating - I would consider lowering this to level 6 as well.

* Warp Core Efficiency - I just noticed that you don't seem to have anything in this. You should have at least a 3 here if you can at all afford it, and most people run at a 6. You might not need it with your setup, though at the very least it will put a little bit more pep into your shields.

* BOff quality - BOff quality is primarily based on traits. However, the abilities they come with is also dependent on the quality. In short, the higher quality, the more desirable abilities they have. For instance, Aux to SIF3 is usually found only on purple quality engineering officers, whereas everyone and their brother seems to have Aceton Beam II for their Commander rank ability. However, skills can be modified - traits cannot.

In terms of traits you would find desirable, you will probably be particularly fond of Efficient, which increases your Warp Core Efficiency stat, but BOffs with this are hard to come by and you probably need several to make a measurable difference. Leadership is, in theory, a good trait - but in practice, for BOffs it does not seem to work at this time, contrary to dev statements. My own tests (which controlled for things such as crew levels) show little to no help when you have a BOff slotted in as opposed to when you don't. I've had debates with people on ESD Zone Chat about this, but in my experience their arguments were mostly anecdotal with no account for crew numbers and/or "it works because I say it does." I actually measured it (admittedly somewhat sloppily) this with a stopwatch and kept an eye on HP level and the like.

For ground traits, which are all the traits you can get from a BOff aside from leadership or efficient, I personally am fond of both Soldier and Peak Health. You may also find Resiliant, Lucky, Creative, Stubborn, Mental Discipline (particularly on a Vulcan to pair with Logical), and Warrior to be good. I would stay away from Pakleds, as their default trait is almost an anti-trait. Teamwork, which is bound to humans but occasionally found on other BOffs, is pretty lackluster IMO. Also note that just because a trait is good to have on a BOff, it might not be good for your captain. Captains have a wider array of choices (especially space skills) - for instance, I debated for a very long time regarding Mental Discipline versus Peak Health (wanting to be more in-character), and in the end I chose Peak Health - combined with Willpower it's a lot more useful in most situations and it's about as good (if not better) in Mental Discipline than Mental Discipline is!

* The Reman set I can't comment on because I've never tried it. I can however state that unless you're a Polaron junkie and/or have a Jem'Hadar ship, the Jem'Hadar set is probably not going to be too helpful. However, people who were lieutenants and the like at the premier of 2800 likely benefitted tremendously from having a set early on - I used the engines for a very long time. Very useful. But back on topic, my gut feeling with the Reman set is that it's inferior to the Borg and anti-Borg collection (Borg, MACO, Omega). It might be on par with the Aegis set.

* The tactical consoles are fine, but keep in mind you are going to be putting out probably 2-4M EC to get the consoles up to spec. High-end neutronium and field gens are painfully expensive. The RCS is pricey as well. That said, don't wait for everything to be perfect to jump into an STF - reselling gear from STFs can get you a decent amount of cash to do the upgrades WITH.

* My personal preference is to just stick in as much neutronium as I can. Better "bang for the buck" that way, although you can haul around specialized plating if you would like. I'm pretty sure the gain is minimal, though, especially if you're loaded up on neutronium, and you may take a noteworthy hit to your ability to take torps while you're at it - AFAIK the specialized armors are either specific to a few energy types, or just kinetic damage, with no overlap.

* Also, remember that you can craft a lot of these consoles, and almost all of them can be purchased for dilithium. As a final tip you might find it cheaper to pick up a Neutronium Mk XII green than a Neutronium Mk XI blue - if I recall correctly their benefits are identical, but I think you can get the Mk XII's a little cheaper at times. (But Mk XII blue is more expensive and Mk XII purple will cost you one or more major organs unless you're cackling mad rich from selling a D'Kora or Galor).

* As a final note, kudos for trying an unconventional build!

I would encourage any others, especially more experienced players, to weigh in on this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-15-2012, 07:06 PM
Thanks.
I made some adjustments and think this will be the final skill build. Does it look okay or are there any last minute changes you would recommend?

Tactical Systems:
Starship Weapons Training - 9
Starship Energy Weapons - 9
Starship Projectile Weapons - 6
Starship Maneuvers - 6
Starship Targeting Systems - 6
Starship Energy Weapon Specialization - 6
Starship Projectile Weapon Specialization - 3

Engineering Systems:
Driver Coil - 3
Starship Hull Repair - 9
Structural Integrity - 9
Starship Subsystem Repair - 3
Starship Warp Core Efficiency - 6
Starship Electro-Plasma Systems - 7
Starship Impulse Thrusters - 9
Starship Warp Core Potential - 6
Starship Engine Performance - 6
Starship Hull Plating - 6
Starship Shield Performance - 6
Starship Armor Reinforcements - 6
Starship Auxiliary Performance - 6
Starship Weapon Performance - 6

Science Systems:
Starship Shield Emitters - 9
Starship Power Insulators - 3
Starship Shield Systems - 9

Ground Skills:
Weapon Proficiency - 6
PS Generator - 9
Repairs - 3
Generators - 9
Turrets and Drones - 9
Combat Armor - 3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-16-2012, 03:01 AM
* Subsystems is a controversial stat, which is why I didn't mention anything about it. Some claim it's useless. I do not. When you're fighting opponents with phasers, it may not be all that useful all that often but it will often be what saves your butt when it DOES come into play. Ever lose shields in the Mirror Universe event with about 2 dozen enemy cruisers phasering you to death? I have. Not pretty; subsystem repair makes this more survivable, IMO, though solid numbers on this are difficult to get. Note that if you're human you get a bit of a boost to this, and if they ever fix BOff Leadership you might get a boost from that, but for BOffs, I wouldn't hold my breath.

* Having looked over the Reman set specs, at least for the shields and bonuses, I'd have to say that if you have all three you might manage some decent extra tanking boosts. It's nothing to write home about, though, and you would benefit greatly from swapping to the Borg set ASAP. Though the shield seems decent enough by itself - in fact I just beat the ep you get it on with my tac and I may equip it on his ship until I can get a MACO shield, once I get the Borg console for him. However, I'm not sure how the increased speed and defense are applied, unless they're to plasma torps. Plasma torps are not that great, so I would think twice about using them. I would definitely not swap from the Hargh'peng to a plasma torp setup, although I'm not a torp expert. I glanced at the stock specs in stowiki, though, and I'd say that you can do better with some standard gear. For instance, IMO the positron deflector does a LOT more for increasing endurance than any other deflector, so you'd probably be better off with that. For pre-set equipment I tend to favor normal or combat impulse engines with the modifiers [Aux] [Turn] [Spd]. The turn bonus won't be huge for a cruiser, but it's a little bit extra. The aux is an interesting one in that it gives you some limited engine power even when the engines should theoretically have been knocked offline entirely. Speed is, well, extra speed.

* Personally I don't spec into torps so much. However, I think with your build it may be wise to spec into them, so it's something to ponder, but ultimately it's a point of personal preference.

* For BOff abilities, now that you're getting boosts into Aux, avail yourself of the Aux to XYZ abilities for engineers. They're a bit easily overlooked but they can be really great. As I said, I'm an Aux to SIF3 proponent. As a bonus, Aux to SIF3 can be fired every 15 seconds on only one copy, and the others might be like this as well. Aux to Inertial Dampeners might really help your turn rate if you place it carefully in your setup and use it wisely (which may mean pump it continuously). I am not a great proponent of Aux to Battery myself, seems like it's a bit of a waste, really.

* In the unlikely event you have the Red Matter Capacitor, specing into batteries would be wise, or if you use expendable batteries a lot - it can up to double their effect time. That said, I have a 0 in batteries, have used them maybe all of twice, and don't feel any weaker for it. The Red Matter Capacitor, being a persistent battery, is a different story, but like I said, not a lot of people have it, and I'm not even sure how you get it.

----

Also, some bonus bits of advice for someone embarking on STFs...

- I would save my EDCs for set pieces. Tech pieces (which can be exchanged for set pieces) can give you some parts of it instantly, but in my experience you're probably going to have to buy at least one. I would also use EDCs for Mk XI gear, not Mk X - twice as expensive, longer to wait, but definitely a bit better. Just remember that ALL set pieces must be the same Mk level.

- Rare Borg Salvage is used to get 'regular' (non-set) gear. IMO, it is best used to get Mk XI weapons. I would not bother picking up Mk X stuff with it as that would be a step BACK for you (2 Rare Borg Salvage gets you a Mk XI item, 1 gets you a Mk X item). Skip the deflectors, shields, and engines you can get with Rare Borg Salvage. You're going for set pieces at this stage in the game, so unless you're absolutely married to a particular type of standard deflector or engine or shields, you're not doing yourself any favors, and maybe not even then.

- Prototype Borg Salvage gives you 1 Mk XII item each. It's hard to get, so spend it wisely when you get it.

- For ground sets, I STRONGLY recommend the MACO set, especially for an engineer. I have not tried the Omega set, but I love my MACO set for my engineer and I'm saving up for it for my Tac. Among other things, the full set comes with a lot of extra hit points, a backup shield regenerator power, built-in remodulation (Omega has this), and other goodies.

- Learn the requisition system BEFORE you make purchases. You don't want to waste a bunch of EDCs accidentally buying something you already have. The system is frankly kind of loony, but it's easy enough once you figure out how to work it.

- Some people charge straight into Elites. It will benefit no one if you do this. Get the Borg set first at the bare minimum as it gives you an idea of what to expect and it gives you the power of the Borg set to help boost you.

----

If anyone else is reading this thread and feels like chiming in, I would welcome it. I am still relatively new to a lot of this and tend to end up missing rather obvious things, so anything that could be contributed would definitely benefit OP.

OP, I will try to reply as I can if you have further questions over the next couple of days, but there's a decent chance I may not be able to answer before then. Just so you're not surprised.

As a final note, for more information on space skills, take a look at this thread: http://forums.startrekonline.com/sho...d.php?t=243157

Unfortunately nowhere near as much analysis has been done (or published) on ground skills, but this should help you learn exactly what you're getting with the skill points in a lot of cases. Thus far it seems that this is considered generally reliable by the forum community. There are a few other guides floating around in their own threads, but I think their numbers are similar, although for completeness' sake you may wish to take a look around for them (unfortunately I don't have their URLs off-hand and don't have a chance to look for them right now).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-16-2012, 04:00 AM
I just wanted to pipe in and thank you red_1999 for all the excellent advice you have given here. You have answered questions I didn't realise I even had, and also made the idea of beginning STFs a little less scary for me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-17-2012, 09:01 AM
Quote:
Originally Posted by bjorn432 View Post
I'm a Vice Admiral Starfleet Engineer (with Warp Theorist trait), and use an Assault Cruiser.
SkillPlanner, Assault Cruiser Beamboat, Engineer

You are too split across too many different weapons for starters. As an Engineering Captain in an Assault/Star Cruiser you have the benefit of being able to run 8 Beam Arrays efficiently, you should play to that strength and fly broadside. Power split 100/50/25/25.

Weapon Fore: 4x Disruptor Beam Arrays
Weapon Aft: 4x Disruptor Beam Arrays

Deflector/Eng/Shield run STFs and get the Borg Set when you can.

EngCon: Plasma Distribution Manifold x3, Assimilated Module
SciCon: Field Generator and Shield Emitter Amplifier.
TacCon: 3x Disruptor Induction Coil

Ground Kit - Enemy Neutralization AKA the Bomb kit, or Equipment Diagnostic (With Equipment Diagnostic DOFF) for self buffing, useful on STF Infected Ground where you have to sit back and pull borgs out of the rooms to avoid Crewmen Assimilation process starting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-22-2012, 07:45 PM
Thanks. I think I'll go for that skill build then,


Quote:
Originally Posted by Red_1999
* Having looked over the Reman set specs, at least for the shields and bonuses, I'd have to say that if you have all three you might manage some decent extra tanking boosts. It's nothing to write home about, though, and you would benefit greatly from swapping to the Borg set ASAP. Though the shield seems decent enough by itself - in fact I just beat the ep you get it on with my tac and I may equip it on his ship until I can get a MACO shield, once I get the Borg console for him. However, I'm not sure how the increased speed and defense are applied, unless they're to plasma torps. Plasma torps are not that great, so I would think twice about using them. I would definitely not swap from the Hargh'peng to a plasma torp setup, although I'm not a torp expert. I glanced at the stock specs in stowiki, though, and I'd say that you can do better with some standard gear. For instance, IMO the positron deflector does a LOT more for increasing endurance than any other deflector, so you'd probably be better off with that. For pre-set equipment I tend to favor normal or combat impulse engines with the modifiers [Aux] [Turn] [Spd]. The turn bonus won't be huge for a cruiser, but it's a little bit extra. The aux is an interesting one in that it gives you some limited engine power even when the engines should theoretically have been knocked offline entirely. Speed is, well, extra speed.
Ok. How about the Jem'Hadar Set? Just got it during the FE Rerun.


Quote:
Originally Posted by Red_1999
* Personally I don't spec into torps so much. However, I think with your build it may be wise to spec into them, so it's something to ponder, but ultimately it's a point of personal preference.
Yea, that's why I have Starship Projectile Weapons - 6 & Starship Projectile Weapon Specialization - 3.


Quote:
Originally Posted by Red_1999
* For BOff abilities, now that you're getting boosts into Aux, avail yourself of the Aux to XYZ abilities for engineers. They're a bit easily overlooked but they can be really great. As I said, I'm an Aux to SIF3 proponent. As a bonus, Aux to SIF3 can be fired every 15 seconds on only one copy, and the others might be like this as well. Aux to Inertial Dampeners might really help your turn rate if you place it carefully in your setup and use it wisely (which may mean pump it continuously). I am not a great proponent of Aux to Battery myself, seems like it's a bit of a waste, really.
Can't find any info on Aux to SIF3 in the wiki, do you have any link to what it does?


Quote:
Originally Posted by Red_1999
* In the unlikely event you have the Red Matter Capacitor, specing into batteries would be wise, or if you use expendable batteries a lot - it can up to double their effect time. That said, I have a 0 in batteries, have used them maybe all of twice, and don't feel any weaker for it. The Red Matter Capacitor, being a persistent battery, is a different story, but like I said, not a lot of people have it, and I'm not even sure how you get it.
Don't have it. Have never used a battery either.


Quote:
Originally Posted by Red_1999
- Rare Borg Salvage is used to get 'regular' (non-set) gear. IMO, it is best used to get Mk XI weapons. I would not bother picking up Mk X stuff with it as that would be a step BACK for you (2 Rare Borg Salvage gets you a Mk XI item, 1 gets you a Mk X item). Skip the deflectors, shields, and engines you can get with Rare Borg Salvage. You're going for set pieces at this stage in the game, so unless you're absolutely married to a particular type of standard deflector or engine or shields, you're not doing yourself any favors, and maybe not even then.
Should I go for MACO or Omega space set?


Quote:
Originally Posted by Morell View Post
SkillPlanner, Assault Cruiser Beamboat, Engineer
As an Engineering Captain in an Assault/Star Cruiser you have the benefit of being able to run 8 Beam Arrays efficiently.
Like I said before, I'm not interested in playing with a beamboat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-23-2012, 05:50 AM
Quote:
Originally Posted by bjorn432 View Post
Can't find any info on Aux to SIF3 in the wiki, do you have any link to what it does?
It's a fairly powerful Heal that's available every 15 seconds.
You can use it on yourself or an ally, like Engineering team.

It's a less potent raw heal than Engineering Team, but it adds a large Damage resistance buff that lasts for 15 seconds (so you can have extra Damage Resistance permanently).

Oh, and unlike Engineering Team, it doesn't share a cooldown with Tactical Team.

Quote:
Should I go for MACO or Omega space set?
Maco for utility or survivability.
Omega if you want to drain shields and do a little extra raw damage (I'd usually go MACO)

Either way, use the Shields and either the Engine or the Deflector.

Then use the Borg Console and either the Borg Engine or Deflector.
Two 2-piece bonuses are far better than any of the three-piece ones.

Quote:
Like I said before, I'm not interested in playing with a beamboat.
The most effective layout for a cruiser is usually a Broadsiding beam boat.
You can do some fun things with 3x Photon Launchers and 2 Projectile DOFFs though... especially on STFs.

Unfortunately you can't mount DHCs on an Assault Cruiser, but Dual Beam banks + Turrets are also an option. Just be aware that in that case you'll probably want to take Attack Pattern Beta rather than Beam:Fire at Will or Cannon Rapid Fire, since you'll be mixing weapon types. Single Cannons on a Cruiser are doable, but you'd need to hug the enemy fairly closely to make them better than Dual Beams.

If I was building an Assault Cruiser I'd aim for something like this - http://www.stoacademy.com/tools/skil...ild=AsCruStd_0 [Points in Weapon/Shield Performance can be shuffled around in order to let you hit exactly 125/125 when running EPTW/EPTS... you can scrape a few spare points from Driver Coil + Inertial Dampeners if needed]
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