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Ensign
Join Date: Nov 2012
Posts: 20
Update
Update video here: http://www.youtube.com/watch?v=68_UjyPLNLI
I made a few changes based on feedback in this thread and managed 9.3k dps in an ISE with 3 engineers (We cleared it in 5m20s). Summary of changes:
- Moved APB up to Lt. Commander and FAW to Commander
- Replaced emergency to auxiliary with emergency to weapons
- Replaced engineering team with Auxiliary to SIF

Original post
http://www.youtube.com/watch?v=YcP7WbjoPew

Last edited by sp3ky; 02-01-2013 at 09:06 AM.
Captain
Join Date: Jun 2012
Posts: 1,063
# 2
01-30-2013, 06:15 AM
this is rather convincing, I will have to test it myself

edit, also that torp might not be the bestest of things in that build, but that is just on a first look

Last edited by ferdzso0; 01-30-2013 at 06:22 AM.
Commander
Join Date: Jan 2013
Posts: 252
# 3
01-30-2013, 06:47 AM
Any way you can post the details of this build in this forum?

That would be: Skill build, all equipment used, boff setup and doff setup.

And then any strategy pointers for the build. I think that would be very helpful to anyone wanting to follow what you did.

You might also want to post the details of your parsing parameters, etc.
Commander
Join Date: Jan 2013
Posts: 252
# 4
01-30-2013, 06:58 AM
Weirdly, the above post did not display my signature...
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Ensign
Join Date: Nov 2012
Posts: 20
# 5
01-30-2013, 07:01 AM
Quote:
Originally Posted by twoblindmonks View Post
Any way you can post the details of this build in this forum?

That would be: Skill build, all equipment used, boff setup and doff setup.

And then any strategy pointers for the build. I think that would be very helpful to anyone wanting to follow what you did.

You might also want to post the details of your parsing parameters, etc.
I go over all that stuff in the video but here are the basics:

Weapons
6x Fleet disruptor beam array MK XII [Acc]
Wide angle quantum torpedo launcher
Borg cutting beam

Equipment
Advanced fleet positronic deflector with [Threat] and [Targ]
Adapted M.A.C.O. Shield & Engines Mk XII
Assimilated console, Zero point conduit console, Tachyokinetic console and Metreon gas/Neutronium
Field generator, Emitter aray [+Th] [Pla]
3x Blue XI disruptor induction coil

Doffs
3x Purple technician doff
1x Purple System Engineer doff
1x Purple Energy weapons officer doff

Skills
HE, TSS
TT, APB, FAW3
TS1
Emergency to aux, Aux2batt, Eng team 3, DEM 3
EptS, Aux2batt

Advice
Use keybinds to cycle offensive abilities + Aux2Batt. Keep an eye on cooldowns so as not to waste an aux2batt as they desync after a few rounds. If you drop below ~70% hull pop an eng team instead of a tac team. Use emergency to aux before popping HE/TSS. Using advanced combat tracker on an infected space elite run to parse.

Last edited by sp3ky; 01-30-2013 at 07:03 AM.
Commander
Join Date: Jan 2013
Posts: 252
# 6
01-30-2013, 07:38 AM
I think the torp might be reducing your dmg, I would just add another beam there.

I would also replace the metreon gas canister (which is almost useless, imo) with a neutronium or something else more useful.

I like the use of the 2p bonus borg set, but do you know if the kinetic cutting beam does disruptor damage or is boosted by disruptor consoles at all? Just wondering that.

I also don't like the HG bonuses, and myself would probably stick with 2p borg engines and deflector and MACO shields.

Why, on your emitter array, did you get the +threat one? I figure if you are going for DPS you don't want the threat? Or do you find you are tanky enough to take it. Did you also spec into threat control?

is the energy weapons officer the +dmg % kind? and is it the technicians or the systems engineer that gives aux2bat the CD reduction? if it is one, what does the other do?
__________________________________________________ __
Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
Captain
Join Date: Jun 2012
Posts: 1,063
# 7
01-30-2013, 07:55 AM
Quote:
Originally Posted by twoblindmonks View Post
I think the torp might be reducing your dmg, I would just add another beam there.

I would also replace the metreon gas canister (which is almost useless, imo) with a neutronium or something else more useful.

I like the use of the 2p bonus borg set, but do you know if the kinetic cutting beam does disruptor damage or is boosted by disruptor consoles at all? Just wondering that.

I also don't like the HG bonuses, and myself would probably stick with 2p borg engines and deflector and MACO shields.

Why, on your emitter array, did you get the +threat one? I figure if you are going for DPS you don't want the threat? Or do you find you are tanky enough to take it. Did you also spec into threat control?

is the energy weapons officer the +dmg % kind? and is it the technicians or the systems engineer that gives aux2bat the CD reduction? if it is one, what does the other do?
yep, thats what I meant about the torp too

instead of the metreon I think ISO charge would be better for DPS.

KCB is not boosted by any console, however for such a build it is smart to have this for the 2p setbonus

and the threat part is obvious. if you are not dealing as much dmg as an escort could, you have to make up by taking dmg (especially taking dmg instead of an escort)

atleast that is my take on all of this

EDIT: I rewatched the video, and that 9k number is a bit directed imo. there was always much shooting going on (after first cube, gate was shot, that kept a higher dps for the end), and your teammates had better than avg dps, which in my experience will boost your own dps, so with a pug group this might not be a comfortable build as it seemed on the first look

Last edited by ferdzso0; 01-30-2013 at 01:17 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,229
# 8
01-30-2013, 06:01 PM
I'd swap EP2Aux for EP2Wep and alter you power loadout to compensate. E2A1 is not a lot of power, so if you were using it for emergencies after you A2B... yeah... its not a lot of power... I use Aux batts for emergencies, it is more effective.

The reason to put in E2W instead is the minor bump to damage for the first few seconds its active. By adjusting your powerlevels to compensate for the E2W instead of the E2A you get the same powerlevels but also a damage buff.

On the topic of A2B, I find 2 copies to be near worthless for powerlevels and not as effective enough to use for cooldown reduction. Large (And I mean *HUGE*) amounts of EPS can help with this, but I find if I'm trying to squeeze power out of 2 A2Bs I'm wasting too much time waiting for my aux power to climb back before I hit it again. It works fine if I don't care about the power that A2B gives, but if I'm using it for the power 2 copies didn't work. The thing is, I don't get enough return running 2 copies for cooldown reduction to warrent slotting the second copy. YMMV greatly here. Enough EPS would trim the cycling time between the 2 down to where I could use the power. If you use a lot of short cooldowns maybe running 2 A2Bs will help more. I don't run enough 30 second powers to get the returns on the second copy, as any power 45 seconds and up gets full reduction with 1 copy (The long ones manage to get 2 shots from 1 copy, because they are on cooldown long enough. Waiting on the second shot still brings it down to its minimum cooldown)

Edit: My recomendation would be to drop one A2B, demote your eng team to rank 2, and load Eject Warp Plasma. I would not pass go, I would not collect $200. I would make that change in a hot second.

If you are running A2B, EP2W, 2pc omega weapons bonus, and that doff that gives you a weapon power bonus durring DEM, there is no reason not to run an 8th beam. You have the power for it.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard

Last edited by kimmym; 01-30-2013 at 06:19 PM.
Captain
Join Date: Jan 2013
Posts: 3,158
# 9
01-30-2013, 06:04 PM
Aux2batt builds need EPTA. Otherwise you will never have even the slightest amount of aux power. You can't "adjust" power in this case because Aux2Batt will eat anything you put there. EPTA is used to restore it so you can at least extinguish fires.
Career Officer
Join Date: Jun 2012
Posts: 1,229
# 10
01-30-2013, 06:21 PM
I run A2B without EP2A all the time. Between my RMC and aux batts I'm covered in emergencies. Also, there is no law saying I have to hit A2B the moment it pops back up. I can take a second to fire of my aux abilities and then it the A2B to start their reduced cooldown. Even in the most intense fire fight I'm not just hitting things when they come up. If you aren't stacking for attack runs or to exploit openings, you are doing it wrong, IMO.

Edit: Also, in my case as well as the OPs, we are using the MACO shields. I'm never at 0 aux for more then a second or 2 before I get a proc that bumps my power levels up a bit and re-enables my aux abilites. Sometimes I've taken enough hits to about make up for no E2A. Again, the returns on E2A are negligible at best. Popping an aux battery is a much better option.

Edit 2: My bad, he is using adapted MACO... but in my case, yeah.

And now that I've noticed that, I'd replace that with the omega 2pc. A little less tanky, but tet glider is going to do you a lot better then the torp bonus, even if you decide to keep the single, weak torp.

Edit 3: KCB is boosted by the Rule 62 Multipurpose console. I have not yet tested to see if that extends to any sort of generic torp or mine console as well. I'm not aware of another peice of gear with the same stat as the rule 62 (~+11% Torpedo and Mine Damage) but whatever is going on with that it works on the KCB.

And while we are really blowing things out of the water, I'd swap out the beams for single cannons and turrets and CSV... but that is a matter of taste.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard

Last edited by kimmym; 01-30-2013 at 06:41 PM.
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