Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Starfleet Veteran
Join Date: Jun 2012
Posts: 161
# 101
02-05-2013, 06:24 AM
This is a very interesting trick. I tried it on my Jem-Naught last night and really liked the effectiveness. Using my universal LT as an extra Eng spot made it doable. I can still can use FAW 3, and AP-B 3 with all the pets making it a very nasty triangle of death.

Thanks for all the tips in this thread, its nice to see all the builds I might not have thought of.

When running 2 versions of Aux2Batt, do I need to keep my AUX high or can I keep it medium or low for this to work? Does level even matter?

Unrepentant; the pants optional fleet.
Support Flagship PVP and Target Marking
Ensign
Join Date: Jan 2013
Posts: 8
# 102
02-05-2013, 09:12 PM
You dont have to keep Aux power high. With higher Aux the AuxToBat gives more power to the other systems.
Survivor of Remus
Join Date: Jun 2012
Posts: 127
# 103
02-20-2013, 10:34 AM
Using sp3ky skill plan build as a base and with the help of Folcwin's Starship Skill Point Effects Table
http://home.comcast.net/~amicus/Skil...%20Effects.htm

and Lord Havelock's Ship Power Guide and Calculator.

http://sto-forum.perfectworld.com/sh...d.php?t=532731


I optimize power and skills so you can get the best out of the ship for this build.
please tell me what you think of my build

http://www.stoacademy.com/tools/skil...inchesteng_993
Career Officer
Join Date: Jun 2012
Posts: 128
# 104
02-20-2013, 03:27 PM
I tried (most of) sp3ky's aux2bat build with my engi toon and it works very good. Before that I didn't like flying cruisers very much. That has changed now, thanks.

Since my toon is a Liberated Borg I have always been using plasma weapons, therefore I equipped 5x Romulan Plasma Beam Arrays, the Experimantal Romulan Plasma Beam Array (no energy drain) and the KCB. Downside: the beam arrays are very expensive.

The 3 piece set bonus of the Romulan Singularity Harness set gives you Plasma Hyperflux (a kind of a BO + very nice DoT, no power drain). However, to get the bonus you also have to equip the Romulan Plasma Torpedo, which is not that useful when broadsiding. I'm not sure if the (otherwise very nice) Plasma Hyperflux is worth it.

I fly a Rear Admiral Assault Cruiser which has a Lt. Cmdr. Engineer boff slot instead of a tactical one so i have EP2S 3 and EP2E 1 there (maybe I will swap that out for EP2W 1).

Tactical: TT 1, BO 2, FAW 1.

I'd like to try the Assault Cruiser Refit to get APB too, but (that may sound childish) I do not want to buy ZEN at the moment with all the bugs and recent stupid changes to the game.

Adapted MACO Engines and Shields, Borg Deflector (for the Structural Integrity).
3x Purple MK XI Plasma consoles.

I also have the Mirror Universe Assault Cruiser which has 200 more crew, but it's downright ugly.

Instead of the Tachyokinetic Converter (again, not buying ZEN) i use a normal purple RCS Console MK XI. I still have to get used to the slow turning rate which makes it difficult to always get as near to the enemies as possible to do optimal damage.

I had to sacrifice some offensive skill points to other skills I need to make the toon more versatile.

I don't to 9k damage with this setup, but i always manage to do around 6k in ISE with normal play style and only shooting useful targets (best was 7k). Still very satisfying.

Last edited by nithanath; 02-20-2013 at 06:36 PM.
Captain
Join Date: Jun 2012
Posts: 1,041
# 105
03-19-2013, 02:28 PM
so what is the dead topic rule. you have to repost after one month or whatever? well, boy do I keep this topic alive at the right moment?

just wanted to note, that I made a build for my vesta from yours, OP (it was more of an inspiration, that you proved it could be done, so I obviously had to do it). I kinda mentioned it in there, and I will here, just so it is written

another 10k dps vesta

also what I have been testing connected to this build, is the support cruiser. imo for that purpose you use it, the fleet support cruiser would do it best, I have found it to be a brilliant thing
Captain
Join Date: Jun 2012
Posts: 542
# 106
03-25-2013, 01:13 AM
I have been tinkering with my Assault Cruiser with lot's of inspirations from this thread and it was a ton of fun, so first of all thanks for that.

Now I have finally implemented the build from this thread (without HyperFlux torp and Exp. beam, still working on the Rep) but I'm having very strange power issues. So currently I'm using 6 beams + KCB + Torp.

If I use a dragon flagship style build (EPtX cycling) my weapon power almost never drops below 100.

If I use Aux2Bat style build, it goes as low as the 60s all the time when I'm not having the DEM doff active. I don't understand why because gear wise I did not change a single thing, and Aux2Bat should boost my weapon power just as much as EPtW.

What is happening?

Disclaimer: I'm STILL getting a ~500 DPS increase with the Aux2Bat build, I'm guessing from the much higher uptime on APB and FaW. If the power issues were gone it should be much higher though I think.
Survivor of Remus
Join Date: Jun 2012
Posts: 127
# 107
03-28-2013, 12:37 AM
i just read this on aux2bat builds

Quote:
Originally Posted by thecipher View Post
Please don't listen to the person above me. I run two tanking builds myself (on two different characters) and have been pretty successful with it so far. If you want to tank, you have two ways of going about it:

The traditional way is to stack threat control, resistances, and then have at least 2 x EPtS and Aux2SIF running, along with as many other healing abilities as you can.

However, what it looks like you're doing is you're trying for an Aux2Bat build. When doing so, you need to keep a few things in mind:

1: The vast majority of your healing is going to come from the 2-piece borg set bonus. More specifically, you need the borg deflector and engines. Doesn't matter which Mk, you're in it for the set bonus, and the actual stats on the items change very little from Mk X to Mk XII.

2: You need as strong of a shield as you can get... as long as it's NOT Adapted MACO. The placate proc effect on that shield will drop you to the bottom of an aggro list faster than you can blink, no matter how much threat you're doing. Go with regular MACO or fleet shields if you can get them.

3: You need to have 3 blue technicians. Purple if you can get it, for getting as much cooldown as possible.

4: If you have access to the +threat consoles from the fleet embassy, you don't need to spec into threat control at all - Those points can be spent on making your ship tougher, hitting harder, etc. If you don't have access, then 3 or 6 ranks in threat control should suffice. The bonus resistance from this skill is really not worth mentioning, and not necessary.

5: Drop the torpedo spread in favor of Attack Pattern Delta. It is a good debuff that also adds threat. Combine it with the duty officer that boosts the threat output, and you have a solid way of getting aggro back, should you lose it.

6: Drop Engineering Team - it will interfere with Tactical Team which should take precedence here. Remember, you won't have much active healing, but you will be getting plenty of passive healing from your borg 2-piece set. Instead of Engineering Team, I would pick up Eject Warp Plasma. It won't do any extra damage or anything, but it's a good situational crowd control skill to have, especially as a tank if your targets are running away from you.

7: Carry engine batteries. You can't tank if you can't get to the target fast enough. Drop the shield batteries in favor of these.

8: Get the subspace field modulator, which is an episode reward. It will boost your resistances for when you need it. Drop the weapon batteries in favor of this. You really shouldn't need them as an engineer running aux2bat.

9: Have human bridge officers. Their passive hull heal bonus from Leadership is invaluable on a tanking build like this.

10: If you can afford it, get the duty officer that affects Directed Energy Modulation. He will make it so that you get weapon energy drain resistance while DEM is active, which in turn will help keep your power levels high.

11: Consider getting polarize hull instead of Transfer Shield Strength. TSS won't do much with no aux power, and polarize hull will let you keep moving (which you need to be) and thus help you keep your defense bonus up. This is an optional though, and won't make or break your build.

12: Consider replacing EPtW with EPtAux instead. You can rotate two EP powers, and the extra boost to aux power will help your overall power levels if you follow up with Aux2Bat. Again, not build breaking if you don't, but I would recommend it.

so should we change the shields and apbeta to apdelta ? if so please can any one tell me what to.

p.s would elite covariant with adapt mod and 1pc maco/omega work ?

Last edited by unheard1978; 03-28-2013 at 01:07 AM.
Career Officer
Join Date: Jun 2012
Posts: 201
# 108
03-28-2013, 05:16 AM
As far as I know, Attack Pattern Delta does not add any Threat Generation unless you have the DOffs for it.
Commander
Join Date: Jan 2013
Posts: 418
# 109
04-04-2013, 11:59 AM
Quote:
Originally Posted by arcademaster View Post
I have been tinkering with my Assault Cruiser with lot's of inspirations from this thread and it was a ton of fun, so first of all thanks for that.

Now I have finally implemented the build from this thread (without HyperFlux torp and Exp. beam, still working on the Rep) but I'm having very strange power issues. So currently I'm using 6 beams + KCB + Torp.

If I use a dragon flagship style build (EPtX cycling) my weapon power almost never drops below 100.

If I use Aux2Bat style build, it goes as low as the 60s all the time when I'm not having the DEM doff active. I don't understand why because gear wise I did not change a single thing, and Aux2Bat should boost my weapon power just as much as EPtW.

What is happening?

Disclaimer: I'm STILL getting a ~500 DPS increase with the Aux2Bat build, I'm guessing from the much higher uptime on APB and FaW. If the power issues were gone it should be much higher though I think.
I noticed the exact same issues. So I did a few tests. Let me try to explain it. When you use Fire at Will whether zero beams or all beams are hitting anything it uses the combined power of all active beams that use FAW and power. You can test this by getting into combat, killing something, then try FAW when no enemies are around.

So at 125 weapon power it looks like this for min weapon power with FAW active;

8 beams=63 weapon power min
6 beams=71 weapon power min

Give or take a few power as we're all geared and specced differently.

Now let's say you use a Aux2Batt build. Aux2Batt must be used along with FAW. If not you'll see the above numbers. If you do use FAW together with Aux2Batt you should see numbers close to as below.

8 beams=68 weapon power min
6 beams=80 weapon power min

If you try Emergency Power to Aux+FAW+Aux2Batt it should be as below.

8 beams=82 weapon power min
6 beams=95 weapon power min

Power should fluctuate between 100-125 with 6 beams.

However if you instead use Emergency Power to Weapons you see numbers as below. And a disclaimer. I wasn't expecting to write this post. So don't rely on the accuracy. I was just testing a few things out. The above and below may need to be flip flopped.

EP2W+FAW

8 beams=74 weapon power min
6 beams=86 weapon power min

EP2W+FAW+Aux2Batt. With the last 2 being closely used together.

8 beams=90 weapon power min
6 beams=105 weapon power min

With the last weapon power fluctuates between 120-125 with 6 beams. And only really hits 90 when Aux2Batt expires and just for a split second.

And my apologies I didn't keep very good notes. So numbers may be a bit off here. But it should give you an idea of which works best and the proper order. Oddly I did see a low of 63 weapon power for Sp3ky. Not really sure what happened there as he's using 6 beams that use weapon power. So please test for yourself and see what results you get.

OK that may be a bit difficult to test now because of the following change.

Updated Fire at Will:
Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy.

I do like this change as the power reduction looks to be fixed to use weapon power for each weapon that's actually able to hit a target , ie in the weapons target arc and in range. At least I hope that's what it means.

Also this is nice.

Emergency Power to Weapons will now grant the appropriate amount of bonus damage.
This change will increase the damage bonus provided by this ability.

I'm curious if the actual bonus damage that the tooltip shows wasn't working or if they're talking about the bonus damage via the extra weapon power. It's probably the former.


Now not to nitpick peoples skillz. But i'd make a few suggestions to the Op. Only put 6 points into Warp Core efficiency and warp core potential. From 6 to 9 is only a 1 power increase to Aux and Engines, assuming both at 25 setting. It takes 5 points in Aux to get 2 weapon power when using Aux2Batt. Instead put 6 points into Aux. Or let's say you only put 3 points into Aux. Aux would increase by approx. 5. This is 3 more Aux power than the other way. Which means Aux2Batt would increase weapon power by an additional 2 weapon power. And with the change and or fix to EP2W it's really a no brainer.

Previously from my experience for single target I got better results NOT using FAW. Not using FAW I was hitting and critting a lot harder. I was getting non crits for over 2k for example. Using FAW was making it hit a bit faster but damage was reduced. But with the change and or fix to FAW I believe FAW will now out perform not using it on single targets now. Can't wait to try this one out.

-UPDATE- I'd say we're getting the bonus damage from EP2W now. Been testing a little bit since the patch and i'm still on the fence as to using FAW on single targets or not. Not using FAW i managed a non crit for 3,032 with my fleet plasma beam mk xii [dmg]x2 [acc]x2. EPS was active, as was APB1, TacTeam1, EP2W3 and Aux2Batt1. This was on a foundry mission with no friendlies. I don't have the DEM doff so I use EP2W3 instead of 1 for now.

The change to FAW seems bugged and should be fixed in an upcoming patch. The more mobs within range the more weapon power you use. I was doing fine actually on STF's when there was 4 or less mobs within range. Wasn't until I did the Fleet defense where there was 8+ mobs within range that weapon power dropped a crap ton and I was hitting like a wet noodle. I initially thought the mobs were using an ability to drain my weapon power. But that was not the case.

Last edited by dragonsbite; 04-05-2013 at 10:26 AM.
Survivor of Remus
Join Date: Jun 2012
Posts: 127
# 110
04-09-2013, 11:43 AM
Quote:
Originally Posted by sp3ky View Post
Correct, i'm a DPS engie

I'll probably post an update when this build is "done". A couple of things I intend to work on/get:
- Figure out optimal number of aux2batt
- Downgrade FAW to II and put in APB
- Upgrade tac consoles to mk XI purple or XII blue
- Get a romulan tac boff
- Get a rule 62 console / benchmark iso charge
- Get the fleet version of regent (+1 tac console)
- Upgrade +Threat consoles to XII
- Possibly try rom plasma build (incl experimental beam)

Those changes should push it past 12k easy
after reading your thread again.
I found this thread that may help you.

http://sto-forum.perfectworld.com/sh...d.php?t=547581
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 05:30 PM.