Captain
Join Date: Jul 2012
Posts: 2,253
I've been reading up on some different cruiser builds, and I've come across an vague concept called "Aux2Bat" layout.

Couple questions:

1) How is it set up?

2) What are the advantages/disadvantages compared to standard tanking setup/tactics?

3) My main cruiser is the Galaxy-X (reluctantly being replaced by an Excelsior-R in the next ship sale, then the Fleet Excelsior-R immediately after that). How can I properly set up the Aux2Bat layout on that ship, and what BOFF/DOFF abilities do I need?

Thanks

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Captain
Join Date: Jan 2013
Posts: 4,169
# 2
02-19-2013, 10:39 PM
http://www.stowiki.org/Ability:_Auxiliary_to_Battery

Pretty much what it says on the label. The points in your Aux are spread out as points in weapon energy, shield energy and thruster energy. So if you have 30 AUX, you get 10/10/10. I use it on my Eng Escort when I am about to attack a boss, makes a big difference, does more damage, and gives me more defenses.
Lieutenant
Join Date: Jul 2012
Posts: 33
# 3
02-19-2013, 11:10 PM
The other advantage is when you pair Aux2Bat with technician DOFFS, which reduce CD time on your BOFF abilities.
Captain
Join Date: Jun 2012
Posts: 3,029
# 4
02-19-2013, 11:34 PM
The part where it drains your Aux power and transfers it into other systems is really incidental next to the main purpose, which is reducing cooldowns when combined with Technician duty officers. You slot Aux2Bat and three purple technicians, then bind it to like your spacebar or something else you'll be sure to hit at least every 30 seconds, and now all BOFF cooldowns (but not captain or special abilities) will be reduced by 30% every time the power is activated. That means running always-on Emergency To Shields with just 1 instead of needing two, Tac Team (which on a cruiser you're probably only getting 1 of) cut to 20 seconds instead of 30. Long-recharge powers like Reverse Shield Polarity or Direct Energy Modulation will get the cooldown proc activated multiple times and will be reduced to their global cooldowns. Etc etc. Its a very powerful ability, especially on cruisers that have the engineering space to really use it.

However there are big weaknesses to offset this newfound power. For one thing, using it requires a Lt engineering slot (or even run 2 of them, but 1 is usually sufficient), as well as 60% of your DOFF active-duty slots. Second, you will have your Aux power reduced to 4 or so, which means any abilities that depend on aux power (like Hazard Emitters or Transfer Shield Strength) are gimped while its active (1/3 of the time, plus recovery). You can partially offset this by using batteries or running Emergency To Auxiliary and making sure to activate it after A2B and get some of your juice back, but then you have to really pay attention to your timings, and on the common beam cruiser running Emergency To Weapons you can't really fit it in anyways. Third it shares cooldown with Aux To Structural, which means that half the time you can't use one of your best heals. Fourth if someone subnukes you (Breen, Hirogen, Jem Hadar, PVP science), you're even more screwed than normal as even once you get your powers back on normal cooldown, then you're still waiting beyond that to get everything buffed back up again. Fifth, you have to get your timing down and ensure that its always either active or on cooldown, or all the other abilities you've chained to it now have holes in their coverage, which can be a big problem when thats your Emergency To Shields. Keybinding everything important to spacebar helps a lot with #5.

Its a very powerful ability, and can do awesome things to cruisers (the Regent, Excelsior, and Fleet Tor'kaht in particular were just built for it) and engineering-heavy escorts (Steamrunner is unholy), giving you basically extra boff stations. But the price is you have to micro-manage and accept that anything Aux-dependant just became a lot less effective. Like everything else, its a tradeoff, but a damn fun one.
Captain
Join Date: Jun 2012
Posts: 1,015
# 5
02-20-2013, 06:27 AM
First here's this for A2B. Then this post from this thread is a great A2B Excelsior build. You can post questions in either of those threads if you want and they'll get an answer for sure.
Republic Veteran
Join Date: Jun 2012
Posts: 122
# 6
02-20-2013, 07:21 AM
Here's an Aux2Bat Build of a Galor I used in December. Made some equipment changes in the meantime and switched Beta 1 and Fire at Will to FaW2 and Omega 1.

http://www.youtube.com/watch?v=U1BFnEgpxCQ The video gives a good impression of the cooldown reductions.

The Galor is the perfect ship for Aux2Bat since it doesn't suffer from too many science BO slots.

Another fun build I used in October was a Trico Spam Chimera:
http://www.youtube.com/watch?v=aA9B3bXaZss

That design works well with the recent changes to tricobalt mines which match the CD of Dispersal Pattern Beta nowadays. The Jem'Hadar Heavy Escort Carrier has a decent BO layout for such a build btw. Escorts are quite hard to pilot with full engine power and AP:Omega...

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Captain
Join Date: Jun 2012
Posts: 1,015
# 7
02-20-2013, 08:04 AM
Quote:
Originally Posted by xxxhellspawnyxxx View Post
Here's an Aux2Bat Build of a Galor I used in December. Made some equipment changes in the meantime and switched Beta 1 and Fire at Will to FaW2 and Omega 1.

http://www.youtube.com/watch?v=U1BFnEgpxCQ The video gives a good impression of the cooldown reductions.

The Galor is the perfect ship for Aux2Bat since it doesn't suffer from too many science BO slots.

Another fun build I used in October was a Trico Spam Chimera:
http://www.youtube.com/watch?v=aA9B3bXaZss

That design works well with the recent changes to tricobalt mines which match the CD of Dispersal Pattern Beta nowadays. The Jem'Hadar Heavy Escort Carrier has a decent BO layout for such a build btw. Escorts are quite hard to pilot with full engine power and AP:Omega...
I tried an EWP/mine layer for some of the SB defense stuff. It's kind of jive but dropping a second dispersal pattern 15 seconds later despawns the first set of mines. Now if those mines have already detonated, no problem, but it can't be used to set up a serious minefield. If you run 2 of the same mine, it also despawns, but if you run two different kinds of mines you can drop a DPB twice in 30 seconds.

Galor is an awesome fit for A2B, and the Jem HEC is my current favorite for double A2B, despite the adverse effects on the hangar recharge.
Captain
Join Date: Jul 2012
Posts: 2,253
# 8
03-03-2013, 09:47 AM
Interesting, I'll have to give this a try on my cruisers. Thanks

stardestroyer001, VA Explorers Fury | Email me for a Pro-Galaxy sig!
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Career Officer
Join Date: Jun 2012
Posts: 162
# 9
03-04-2013, 02:21 AM
Quote:
Originally Posted by ursusmorologus View Post
http://www.stowiki.org/Ability:_Auxiliary_to_Battery

Pretty much what it says on the label. The points in your Aux are spread out as points in weapon energy, shield energy and thruster energy. So if you have 30 AUX, you get 10/10/10.
It certainly doesn't work like that for my Engineer.

At 76 Aux power, with Aux2Bat1, I get:

-71.3 Aux
+30.2 Weapons
+30.2 Shields
+30.2 Engines

That is with the Warp Theorist passive and max EPS skill (which also buffs EPtSh, EPtAux, and EPS transfer).

The point being, with a decent EPS skill bonus you gain a significant amount of power.

I run one copy of Aux2Bat on my tanking Odyssey, and it's extremely useful even without the Technicians. Nice damage boost for beams, hardens the shields, boosts regen, and improves mobility.
Ensign
Join Date: Feb 2013
Posts: 20
# 10
03-04-2013, 11:05 AM
some good replies in this thread. thx for the info
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