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Captain
Join Date: Jun 2012
Posts: 1,333
Okay, for those who say cruiser players won't publish their build, here is mine. I am hoping for commentary on how to do be more effective in damage dealing while I am using my heals on teammates in PvP. I am starting to question my use of phasers on my ship.

N.C.C. 91964-A, U.S.S. Cutlass, Fleet Excelsior Cruiser
Kaylee Frye: Human Engineer:
Traits:
Creative, Techie?, Leadership, Teamwork

Space Skills:
Lt: 0,9,0,0,9,0,9
Lt.Cmdr.: 9,0,9,3,9,3,6
Cmdr.: 9,9,9,9,9,0,0
Cpt.: 0,0,6,6,9,0,0
Adm.: 6,0,6,6,6,0,0

Weapons:
Front: 1 x Wide Angle Q-Torp, 3x Adv? Fleet Phaser Cannon MkXII (DMGx3,Acc)
Aft: 4x Adv? Fleet Phaser Turret Mk XII (Dmgx3,Acc)

Consoles:
Tac: 4x Phaser Relay MkXII (blue)
Engi: Neutronium MkXII (blue),Neutronium MkXI (blue), RCS Accelerator MKXII (blue), Tackyokinetic Converter
Sci: Borg Console Mk XI, Field Gen? Mk XII(blue)

Boff Stations:
Lt CMDR tac: HYT1, CRF1, CRF2
CMDR engi: EPTS1,ET2,ET3,DEM3
Lt engi: EPTS1,ET2
Ens engi: EPTE1
Lt sci: PH1,TSS2

Power:
Weapons: 123
Shields: 79
Engines: 58
Aux: 58

Turn rate: 16.3 at 100% throttle (not full impulse)

Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj? Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used

Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
Captain
Join Date: Jul 2012
Posts: 2,979
# 2
02-08-2013, 09:07 AM
Weapons
6 Tetryon beam arrays, 2 Quantum torpedos

Equipment
Full Mk XII MACO

Consoles
Eng: 2x Neutronium Mk XI (Blue), SIF Generator Mk XI (Blue), Borg
Sci: Field Generator Mk XI (Blue), Emitter Array Mk XI (Blue)
Tac: 4x Tetryon Pulse Generator Mk XI (Purple)

LTC Tac: TT1, FAW2, AP:B2
CMDR Eng: EPtW1, RSP1, Aux2SIF2, EWP3
Lt Eng: EPtS1, ES1
Ens Eng: ET1
Lt Sci: HE1, TSS2

Doffs: 3x DCE (Purple), WCE (Purple), Free slot

Power presets:
100/25/25/50

It does a fair amount of damage considering it uses beam arrays and has the capacity to heal others while it does so

Last edited by adamkafei; 02-08-2013 at 09:10 AM.
Ensign
Join Date: Jul 2012
Posts: 29
# 3
02-08-2013, 09:56 AM
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).

Shield tanking is always better than hull tanking.
Captain
Join Date: Jun 2012
Posts: 1,333
# 4
02-08-2013, 11:05 AM
Quote:
Originally Posted by zeusima View Post
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).

Shield tanking is always better than hull tanking.
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies? I have the TSS2 for shield healing for others. Does that make any sence?

What do you think about the rest of the setup? Im not getting past players who are maxing out resistances lately.
Republic Veteran
Join Date: Oct 2012
Posts: 1,754
# 5
02-08-2013, 11:15 AM
Quote:
Originally Posted by whamhammer1 View Post
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies?
Yes you can, and Aux2SIF is better here too. The only reason I keep an ET1 around in the ensign slot is for Romulan and Tholian subsystem deactivation spam, and because there is nothing else worthy of going in that slot.

With your flee doff slot, I recommend Marion Frances Dulmur, the DEM doff, and chucking at least 1, maybe 2 copies of DEM onto your boffs. This doff basically supplies an 8 second nadion inversion whenever a DEM is activated.

Alternatively, a purple TT Conn Officer would go down well too.
Republic Veteran
Join Date: Jun 2012
Posts: 98
# 6
02-08-2013, 11:19 AM
Quote:
Originally Posted by zeusima View Post
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).

Shield tanking is always better than hull tanking.
Real men hull tank...
Captain
Join Date: Jun 2012
Posts: 1,600
# 7
02-08-2013, 11:25 AM
Quote:
Originally Posted by zeusima View Post
I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).
I disagree on Science Team. It might be the most powerful shield heal, but it shares a cooldown with Tactical Team, whereas Emergency Power to Shields, Extend Shields, and Transfer Shield Strength don't. Those three also provide bonus Shield Resistance to the target of the heal, which is more necessary than straight-up healing for surviving high-DPS enemies.
Quote:
Originally Posted by whamhammer1 View Post
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies?
Aux2SIF can be cast on allies. The problem with running more than two Team abilities is that each one starts a 30s cooldown on itself and 15s cooldown on all other Team abilities you have. Aux2SIF also grants a relatively significant hull resistance rating buff (more so than Hazard Emitters) and has a short cooldown for even one copy, which also makes it a viable power for pre-hardening the target of a heavy assault.

There's also a doff power from the Fleet Support doff packs that grants an extra HoT with Aux2SIF, but they're really expensive.
Ensign
Join Date: Jul 2012
Posts: 29
# 8
02-08-2013, 11:52 AM
You can chain 2x team abilities so if you're only running 1 tac team you should also run science team. It also removes science debuffs.
Captain
Join Date: Jun 2012
Posts: 1,333
# 9
02-08-2013, 02:27 PM
I have to earn up a few million more for that purple DEM buff doff.

Okay, i exchanged one of my two ET2's for an ASIF1 so this ship now looks like:

N.C.C. 91964-A, U.S.S. Cutlass, Fleet Excelsior Cruiser
Kaylee Frye: Human Engineer:
Traits:
Creative, Techie, Leadership, Teamwork

Space Skills:
Lt: 0,9,0,0,9,0,9
Lt.Cmdr.: 9,0,9,3,9,3,6
Cmdr.: 9,9,9,9,9,0,0
Cpt.: 0,0,6,6,9,0,0
Adm.: 6,0,6,6,6,0,0

Weapons:
Front: 1 x Wide Angle Q-Torp, 3x Adv? Fleet Phaser Cannon MkXII (DMGx3,Acc)
Aft: 4x Adv? Fleet Phaser Turret Mk XII (Dmgx3,Acc)

Consoles:
Tac: 4x Phaser Relay MkXII (blue)
Engi: Neutronium MkXII (blue),Neutronium MkXI (blue), RCS Accelerator MKXII (blue), Tackyokinetic Converter
Sci: Borg Console Mk XI, Field Gen? Mk XII(blue)

Boff Stations:
Lt CMDR tac: HYT1, CRF1, CRF2
CMDR engi: EPTS1,ET2,ET3,DEM3
Lt engi: EPTS1,ET2
Ens engi: EPTE1
Lt sci: PH1,TSS2

Power:
Weapons: 123
Shields: 79
Engines: 58
Aux: 58

Turn rate: 16.3 at 100% throttle (not full impulse)

Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj' Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used

Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
Captain
Join Date: Jun 2012
Posts: 1,333
# 10
02-10-2013, 01:31 PM
So for the post immediately preceding this one, is there any tweaks I may be able to make to make this even more viable in combat?

I am very curious about switching energy types and also if switching to beams may/may not make a difference.
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