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Captain
Join Date: Jul 2012
Posts: 1,484
What is good build for elite stfs ground and space?I don't need the stats but equipment I already got Maco 11 for my Tac.What do others use on thier ships and chars.
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
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Captain
Join Date: Jun 2012
Posts: 2,051
# 2
11-27-2012, 12:36 PM
Please note that I primarily play ground, so you may want to take that into account. This is what I would suggest:
Tactical Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Antiproton Pulsewave Assault Mk XII [Dmg]x3 [CritX]
Tactical Kit - Fire Team Mk X
Alternate: Tactical Kit - Operative Mk X
Alternate 2 (if more than 2 tacticals): Tactical Kit - Squad Leader Mk X
Devices: Shard of Possibilities, Large Hypo, Crossfire Tribble, Horta
Duty officers: 3x Security Officer (extra escort), 1x Assault Squad Officer (grenade cooldown), 1x Fleet Pack Biochemist (hypo cooldown reduction)

Science Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Tetryon Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Science Kit - Analyst
Alternate: Science Kit - Medic
Alternate 2 (if 2 or more science): Science Kit - Physicist
Cure Ground Elite Armek Battle: Swap the pulsewave for a Bat'leth and use the Medic kit. Draw armek's aggro with the Bat'leth and use the heals to keep you alive.
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: 1x Biochemist (-10 all damage resist), 1x Biologist (tricorder scan duration increase), 2x Doctor (extra temporary hit points chance), 1x Counselor (willpower buff chance).

Engineering Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Polaron Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Engineering Kit - Enemy Neutralization
Alternate: Engineering Kit - Equipment Technician
Alternate 2: Engineering Kit - Fabrication Specialist
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: TBA

Space is a bit more difficult. It would take me hours to list specific build for every last ship. Therefore I will be a bit generic. Generally, you will want to stack Neutronium consoles for engineering slots, energy specific consoles (phaser relay, etc.) in tactical, and field generators/universal consoles in science if your captain is engineering or tactical. If you are science, you will want to stack the console that boosts the ability set you specialize in. For all 3 professions, you should have at least 1 copy of tactical team, hazard emitters, transfer shield strength, reverse shield polarity, and emergency power to shields. Tactical captains work well in the Omega Force space set, and science/engineering captains work very well in the MACO space set. If you would like a more detailed space build, all I need is the type of ship you are flying so that I know what I am working with.

Last edited by majortiraomega; 11-27-2012 at 12:38 PM.
Captain
Join Date: Jul 2012
Posts: 1,484
# 3
11-27-2012, 07:10 PM
Thanks as I always wanted to do mre gound combat in elites and I know they tough as I tried one.
Age StarTrek-Gamers Administrator
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# 4
11-27-2012, 07:55 PM
Quote:
Originally Posted by majortiraomega View Post
Please note that I primarily play ground, so you may want to take that into account. This is what I would suggest:
Tactical Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Antiproton Pulsewave Assault Mk XII [Dmg]x3 [CritX]
Tactical Kit - Fire Team Mk X
Alternate: Tactical Kit - Operative Mk X
Alternate 2 (if more than 2 tacticals): Tactical Kit - Squad Leader Mk X
Devices: Shard of Possibilities, Large Hypo, Crossfire Tribble, Horta
Duty officers: 3x Security Officer (extra escort), 1x Assault Squad Officer (grenade cooldown), 1x Fleet Pack Biochemist (hypo cooldown reduction)

Science Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Tetryon Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Science Kit - Analyst
Alternate: Science Kit - Medic
Alternate 2 (if 2 or more science): Science Kit - Physicist
Cure Ground Elite Armek Battle: Swap the pulsewave for a Bat'leth and use the Medic kit. Draw armek's aggro with the Bat'leth and use the heals to keep you alive.
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: 1x Biochemist (-10 all damage resist), 1x Biologist (tricorder scan duration increase), 2x Doctor (extra temporary hit points chance), 1x Counselor (willpower buff chance).

Engineering Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Polaron Pulsewave Assault Mk XII [Dmg]x3 [KBK]
Engineering Kit - Enemy Neutralization
Alternate: Engineering Kit - Equipment Technician
Alternate 2: Engineering Kit - Fabrication Specialist
Devices: Shard of Possibilities, Large Hypo, Fleet Tribble/Triolic Tribble, Horta
Duty Officers: TBA
excellent advice for ground. I would only say for tacticals you MUST have a gambling device. actually for all classes. stacking resis is good, but most elite stfs are just dps race, and the gambling device provides plenty.
for tactical i would also suggest using an Omega set, since it further adds dps. But then you should be doing ambushes out of your cloak predominantly, and be aware of your aggro. dodge alot.

yeah the spacepart is very tricky. so many possibilities, so many ships.
stacking AOE abilities like cannon scatter volley and torpedo spread will make things easy especially if combined with AP beta, but it draws a lot of attention. i would not recommand that build to anyone, takes a lot of practice and skill to not die more than once or twice in an elite stf, or a capable tank in your grp^^

i would definately recommand the old [BORG] mod photon torpedos, since when fired with a spread each target takes the 1000 dmg and it is a 100% chance of that despite the very short CD. basically an extra 1000 extra dmg per torpedo.
I found TBR very very good for elite stfs, against stationary targets they deal a lot of dmg, and if somebody actually screws up with the generators, you have an option to buy some time, or deal 800+ dmg to the transformer to take it down faster.

If anything else comes to mind i'll add it later, but TBR is an asset i wouldn't wanna miss on any ship (if possible). it is good for so many missions, the tholian dreadnought in azura nebula...takes time to take down...why not just push it 20 km away and release the ship in the meanwhile^^


*edit:
on a related issue, i noticed the plasma dot from a borg torpedo today to be more than 1100 dmg per tick. and the nasty bastards stack endlessly too. (had 5 on today at one time) so hazard emitter is a sooooo must have. i sure hope the plasma resi armor plating diminishes that dmg, but since i had like 28% already and hat thing was ticking still for a 1100 i doubt it.
i think pre season 7 the dot did like 200 dmg max (not sure really), this explains why the borg are more powerfull since season 7. atleast for me.
Go pro or go home

Last edited by baudl; 11-27-2012 at 08:02 PM.
Captain
Join Date: Jul 2012
Posts: 1,484
# 5
11-28-2012, 05:42 PM
What if I don't have the Mk X kits which I don't.
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
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Captain
Join Date: Jun 2012
Posts: 3,146
# 6
11-28-2012, 06:08 PM
somehow that does not surpise me, but it is not tragic. On the other hand it is very confusing to read such a thread coming from an "official" STO beta tester, that is giving other people actually advice on their builds. But never mind, always glad to help.

a) look at the exchange, there are some very rare MK X that are actually NOT bind on equip, means you can sell them again on the exchange. atleast there used to be.
b) the new romulan embassy actually has improved fireteam kit for fleet credits and dilithium
c) buy the rare version from the NPC on ESD that sells the ground consumables (the one close to the tailor on ESD) it is a little weaker but still good enough and cheap.

or d) there is a mission that rewards kits for each class

a full list of where to get them is here

PS: they were really, really cheap to get with EDC, etc...thats where i got mine

PPS: a little more info could help me, help you: what class, what ship, current gear...that would make things much easier
Go pro or go home

Last edited by baudl; 11-29-2012 at 04:07 AM.
Captain
Join Date: Jun 2012
Posts: 568
# 7
11-29-2012, 05:24 AM
Quote:
Originally Posted by majortiraomega View Post
Please note that I primarily play ground, so you may want to take that into account. This is what I would suggest:
Tactical Captain Ground:
Full MACO Mk XI/XII (Shield, Sniper Rifle, Armor) (you need 3 points in PSG and 6 points in combat armor)(2pc bonus for shield heal)
Advanced Fleet Antiproton Pulsewave Assault Mk XII [Dmg]x3 [CritX]
Tactical Kit - Fire Team Mk X
Alternate: Tactical Kit - Operative Mk X
Alternate 2 (if more than 2 tacticals): Tactical Kit - Squad Leader Mk X
Devices: Shard of Possibilities, Large Hypo, Crossfire Tribble, Horta
Duty officers: 3x Security Officer (extra escort), 1x Assault Squad Officer (grenade cooldown), 1x Fleet Pack Biochemist (hypo cooldown reduction)
This is spot on.

Full MACO and Pulsewave is the traditional setup and a very good starting point. Full Omega is another option, but only gets really good if multiple teammates use it so you end up stacking high levels of passive "Dodge". Once you can work your way up the Reputation tiers, you may want to go for the Adapted "Klingon" set for the extremely useful KHG Pulsewave's Kinetic damage Secondary Fire (and the set bonus Health Heal) plus a good Rifle (the MACO one will still work fine).

In fact the only thing I'd disagree with in the above is skilling up "Combat Armor" - the types of ground armor I use at endgame already encounter heavy diminishing returns in their resistance values before any extra buffs, so points in this tend to be wasted. I'd put those points in 'Squad Command' instead to reduce the downtime on Tactical Initiative + Ambush. (My "baseline" Tac gound skillpoint build tends to be 9/9 in 'Weapons Proficiency', 'Grenades' and 'Combat Specialist', 3/9 in 'PS Generator', 'Special Forces' and 'Advanced Tactics', and 6/9 in 'Squad Command' for 66000 points total!)

I'd second Baudl's advice about a "Gambling Device" instead of a tribble too. The extra Critical chance is very very handy, especially when stacked with the recent reputation system's buffs.

---------

Space is more complicated. Technically you can get by for the vast majority of PVE with just one copy of Tac Team 1, plus EPTS1 and Hazard Emitters 1... but there are a LOT of ways to make this much, much better.

What makes a "Good" setup will heavily depend on your available weapon types: Beams, DHCs, Mines, Torps, etc. and Bridge Officer slots. Post your ship type, and we can post up a few sample builds that could work for that ship in ESTFs.

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 11-29-2012 at 05:31 AM.
Captain
Join Date: Jun 2012
Posts: 2,051
# 8
11-29-2012, 11:25 AM
Quote:
Originally Posted by maelwy5 View Post
In fact the only thing I'd disagree with in the above is skilling up "Combat Armor" - the types of ground armor I use at endgame already encounter heavy diminishing returns in their resistance values before any extra buffs, so points in this tend to be wasted. I'd put those points in 'Squad Command' instead to reduce the downtime on Tactical Initiative + Ambush. (My "baseline" Tac gound skillpoint build tends to be 9/9 in 'Weapons Proficiency', 'Grenades' and 'Combat Specialist', 3/9 in 'PS Generator', 'Special Forces' and 'Advanced Tactics', and 6/9 in 'Squad Command' for 66000 points total!)
Agreed, extra points in Squad Command can very beneficial. The reason I run a 6 in the skill "Combat Armor" is for the Elite/Heavy Tactical drone super shot. Not only does combat armor boost your resists, among other things, it also boosts the number of extra health hit points provided by the armor (if the armor provides a boost to max health). The difference between 0 and 9 is significant. If you run a captain with 0/9 in combat armor and go up against the borg in a Mk XII MACO/Omega set, you can be oneshotted by elites/heavies. Sure, there are creative ways to avoid it, but that takes practice. The super shot doesn't even have to kill in a single shot. If the player drops to 10-20% health, they are dead anyway unless they have quick hypo reflexes. I have seen the oneshot/twoshot happen many, many times. When asked about the skill layout, they are always lacking in either PSG or Combat Armor. 3/9 will keep you alive, but in bad shape (20-40% health). 6/9 will prevent the shot from dropping your health below 60%. For players that have run 500+ ground STFs, the super shots may not be a problem (tossing distortion field/shard of possibilities/emergency shield capacitor/weapons malfunction/damper field/rally cry/science heals at the right second), but that takes a lot of practice. For players starting out the extra survivability can be invaluable.

As for the gambling device, I agree it is a nice alternative to the tribbles. However, in using the gambling device you are relying on chance for critical hits rather than straight up damage/damage resistance/willpower buffs from tribbles. It is really up to a player's personal preference which to use here. They have to find a buff that suits their play style and stick with it.

Last edited by majortiraomega; 11-29-2012 at 11:31 AM.
Captain
Join Date: Jun 2012
Posts: 568
# 9
11-29-2012, 01:02 PM
Quote:
Originally Posted by majortiraomega View Post
If you run a captain with 0/9 in combat armor and go up against the borg in a Mk XII MACO/Omega set, you can be oneshotted by elites/heavies. Sure, there are creative ways to avoid it, but that takes practice... ...For players starting out the extra survivability can be invaluable.
That's true. I suppose that if you're starting out, then "every little bit helps" could come into play despite the heavy diminishing returns on damage resistance. And it's a good point about the Health Bonus.

I'm not big into ground combat, but over the course of earning a Mk XII ground set on my Redside Sci I found it became second nature to always be either crouched/sprinting/rolling in STFs. After a few dozen runs the heavy or elite Tac drones became much less of a problem - these days on Engineers and Scis I just plain debuff and out-heal them, and on Tacs I'll keep them bouncing up and down in melee range. As long as you can stay within melee range of the "big" foes (either with a Bat'leth or a firearm) the incidental fire from other enemies tends to be more of an annoyance than a threat...

Given my aversion to investing in superfluous survivability, I'm still not sure if I'd recommend investing any points into the 'Combat Armor' skill... but I suppose it'd at least be worth trying if you find yourself dying in ground combat (and have leftover points after fleshing out your space skills, or a few spare respecs!)

(Note: I should probably point out as a disclaimer that none of my characters are currently heavily "ground-specced", I think the highest has the Soldier passive and 67500 skillpoints invested into ground skills! Although that certainly doesn't stop me from running through PUG Elite Ground STFs...)

Quote:
As for the gambling device, I agree it is a nice alternative to the tribbles. However, in using the gambling device you are relying on chance for critical hits rather than straight up damage/damage resistance/willpower buffs from tribbles. It is really up to a player's personal preference which to use here. They have to find a buff that suits their play style and stick with it.
I'd agree if the Tribble buffs were more powerful. However their damage buffs are surprisingly low. The highest buff I know of is 2.5% Damage (standard Tribble) or 3.3% (Crossfire Tribble in "Shooter mode" only). The maximum you could get, in theory, would be a team of 5x Tacs with IDIC Tribbles for +12.5% damage.

On the other hand, the Gambling Device grants +10% Critical hit Chance and Severity (which stacks with your captain's base chance/severity, plus the +3% chance from the Reputation passive buff and any extra you might have from weapons/equipment), along with a dodge chance buff (which stacks with Crouch/Sprint/Roll). That translates to a much more effective DPS buff over time than a Tribble, plus a nice survivability increase.

I used Crossfire Tribbles exclusively on several characters, and when I eventually swapped to Gambling Devices there was definitely a noticable increase in my survivability and a decrease in the time it took me to actually kill Borg drones. And that was before the reputation system passives - the higher you can stack up your Critical hit chance, the better it'll get.

...as another aside... since there is now a bit more content at endgame- what about ground equipment for fighting things OTHER than Borg? Personally, I've found myself using the Shield and Weapon from the Mk XII Tholian set, along with the MACO Armor and Rifle...

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 11-29-2012 at 01:10 PM.
Captain
Join Date: Jun 2012
Posts: 3,146
# 10
11-29-2012, 03:27 PM
personally i still use maco shields + weapon against non borg, but i got myself the 80% critD armor from the fleet shop.
combined with any weapon that does high crits, or a split beam. (situational)
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