Captain
Join Date: Aug 2012
Posts: 3,553
# 1 Cruiser Build Thread
03-14-2013, 02:41 AM
I have noticed over the past... ah who am I kidding, ever since I joined the game, people have always been complaining about cruisers not doing enough damage. I have also seen claims from multiple players that their cruisers CAN do insane damage.

So I figured instead of having them constantly berating each other in an endless online pissing contest on the forums, why not have a thread where players can post up their builds, so that people can test them out and see for themselves whether or not a build works.

Now for the pointless part:

THREAD RULES:

1) Post up the FULL build. As in ship, equipment, consoles, BOffs, DOffs (this includes, but is not limited to mk level, rarity, weapon modifiers, deflector/shield/engine modifiers, etc).

Note: Skill trees are optional.

2) Explain the build. Give players a general idea behind the build, how it's designed to work, and basic pointers on how to use it (in case someone decides to try it out)

3) DO NOT FLAME OTHER BUILDS. If you disagree with a build, you are entitled to that opinion. But please do not openly attack someone's build.

Enjoy!
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Ensign
Join Date: Feb 2013
Posts: 4
# 2
03-14-2013, 05:51 AM
Ship: Odyssey Operations Cruiser

Fore Weapons:
2x Advanced Fleet Antiproton Beam Array [Dmg]x3 [Acc]
Romulan Hyper-Plasma Torpedo
Omega Hyper-Plasma Torpedo

Aft Weapons:

4x Advanced Fleet Antiproton Beam Array [Dmg]x3 [Acc]

Adapted MACO Mk 12 full set

Consoles:

4x Neutronium Alloy Mk XI, 1x Chevron Separation

1x Assimilated Module, 1x Field Generator Mk XI, 1x Mk X threat-scaling console

2x Antiproton Mag Regulator Mk XI

As for bridge officer layout I run Dragon, works amazingly well for tanking as well as dealing some not inconsiderable damage (over 4k DPS usually) The 2 fore torpedoes allow me to pull off a 6 beam broadside while still having some very good forward firepower if I so choose to use the ship that way (and saucer separation only bolsters the effectiveness of that)

Last edited by brendanbuckley; 03-14-2013 at 05:54 AM.
Career Officer
Join Date: Jul 2012
Posts: 110
# 3
03-14-2013, 06:39 AM
I am very happy with my current setup. (NOTE: This is not a PvP build)

Ship: Fleet Advanced Heavy Cruiser Retrofit
Set: Adapted MACO

Fore weapons:
2X Romulan Plasma Beam Arrays DMG X 2
Experimental Romulan Plasma Beam Array
Romulan Hyper Plasma Torpedo

Aft weapons:
2X Romulan Plasma Beam Arrays DMG X 2
Kinetic Cutting Beam
Omega Plasma Torpedo

Devices:
Subspace Field Modulator
Red Matter Capacitor
Scorpion Fighters
Heavy Polaron Satellite <------ I have them all and swap them out on mood

Consoles:
Assimilated Module
Zero Point Energy Conduit
Enhanced Plasma Manifold
Impulse Capacitance Cell
2X Emitter Array -th pla Science Consoles
4X Plasma Infuser Tactical consoles

Doff:
TT cooldown
ET cooldown
ST cooldown
2X Chance to reduce Torpedo cooldown

BOs:
Lt Commander Tac: Faw1, TT2, APO1
Commander Eng: ET1, APID1, EPW3, DEM3 (NEVER use/need APID)
Lt. Eng: EPS1, ET2 <----- 90% of the time use on friendlies
Ensign Eng: EPW1 <------ never use
LT Sci: HE1, TSS2/TBR1 depending on the mission

Setup:
I don't use this in PvP. I switched out from all Antiproton to this setup recently. On average All my Beams sit at about 1K DPS before boosts(not counting plasma burn). The torpedoes are sitting at 4K DPS. I am having a good time in this ship. I rarely loose crew or shields and the ship recovers quickly from damage. I have zero problems tanking in it and with the Impulse Capacitor Cell I can break contact or race to the aid of others when needed. Also works great when I am sitting in the Center of Donatra's special attack.



Eisaak

Last edited by eisaakaz; 03-14-2013 at 10:05 AM. Reason: added information at the request of OP
Captain
Join Date: Aug 2012
Posts: 3,553
# 4
03-14-2013, 06:48 AM
Quote:
Originally Posted by eisaakaz View Post
I am not posting my Boff assignments because that seems to be the main arguing points for people.

Eisaak
Please re-read rule #1. Others cannot test your build or use it for themselves if they don't know your BOff layout. Also, can you be more specific with your consoles, since it's only semi obvious where they go. Newer players might not know where to put them.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Jul 2012
Posts: 3,133
# 5
03-14-2013, 06:59 AM
Hardly insane damage but 5k DPS isn't too bad, build as follows:

Betazoid Engineer with this skill setup, I know I wasted a few points and need to refine it but I'll get round to that soon.

As for the ship herself...

Weapons
Fore: Quantum Torpedo Launcher Mk XI [Acc] [CrtD] [CrtH], Advanced Fleet Tetryon Beam Array Mk XII [Dmg]x3 [Acc], Tetryon Beam Array Mk XII [Acc] [CrtH]x2], Phased Tetryon Beam Array Mk XI [Acc] [Dmg]
Aft: As fore

Equipment
Deflector: M.A.C.O. Graviton Deflector Array Mk XII
Engines: M.A.C.O. Impulse Engines Mk XII
Shields: M.A.C.O. Resilient Shield Array Mk XII

Consoles
Engineering: Console - Engineering - Neutronium Alloy Mk XI (Blue), Console - Engineering - Neutronium Alloy Mk XI (Blue), Console - Engineering - SIF Generator Mk XI (Blue), Console - Universal - Assimilated Module
Science: Console - Science - Field Generator Mk XI (Blue), Console - Science - Emitter Array Mk XI (Blue)
Tactical: Console - Tactical - Tetryon Pulse Generator Mk XI (Purple)x4

Boffs (All Human, Purple)
LTC Tac: Tactical team 1, Beam array: Fire at Will 2, Attack pattern: Beta 2
CMDR Eng: Emergency power to Weapons 1, Extend Shields 1, Auxiliary power to Structural integrity field 2, Eject warp plasma 3
Lt Eng: Emergency power to Shields 1, Reverse shield polarity 1
Ens Eng: Engineering team 1
LT Sci: Hazard emitters 1, Transfer shield strength 2

Doffs (All purple)
3x Damage control Engineer, 1x Warp-core engineer, 1x Undecided

This Ship (Fleet Excelsior) is designed to be a Jack of all trades ship laying down fair damage (can out-DPS some escorts) and she can tank if the need should arise while simultaneously keeping the escorts alive (provided they have EPtS 1 up themselves)
Career Officer
Join Date: Jun 2012
Posts: 278
# 6
03-14-2013, 07:32 AM
Ship: Fleet Assault Cruiser Refit

Fore Weapons:
3x Spiral Wave Disruptors [Acc]x2, [Dmg]x2
Kinetic Cutting Beam

Aft Weapons:
4x Spiral Wave Disruptors [Acc]x2, [Dmg]x2

Deflector/Engines/Shields:
Assimilated Deflector Array
Assimilated Subtranswarp Engines Mk XII
Assimilated Regenerative Shield Array Mk XII

Devices:
Subspace Field Modulator
Weapon Battery
Rechargeable Shield Battery
Engine Battery

Engineering Consoles:
Very Rare Neutronium Alloy Mk XII
Zero Point Energy Conduit
Assimilated Module
Tachyokinetic Convertor

Science Consoles:
2x Very Rare Field Generators Mk XII

Tactical Consoles:
4x Very Rare Disruptor Induction Coil Mk XII

Doffs:
3x Conn-Attack Pattern Variant (Zemok Jenro)
2x Energy Weapons Officer-Beam Recharge Varient

BOffs:
Lt Eng: Emergency Power to Shields I, Emergency Power to Weapons II
Cmd Eng: Emergency Power to Shields I, Emergency Power to Weapons II, Auxiliary to Structural Integrety Field II, Auxiliary to Structural Integrety Field III
Lt Sci: Hazard Emitters I, Transfer Shield Strength II
Ens Tac: Tactical Team I
LtC Tac: Tactical Team I, Beam Array: Fire at Will II, Attack Pattern Beta II

Notes: The main purpose of this build is DPS/Tank for PVE and Elite STFs. I use the Kinetic Cutting Beam instead of a Torpedo Launcher, as my turn rate is about 11.6 and the 360 degree firing arc renders it moot; and the DPS results I got with it surpassed using a Torpedo. With this build I have received DPS results in ISE ranging from 7144 to 8279 (average of about 7700). With Attack Pattern Beta II I can constantly debuff my target or (with Fire at Will II) targets. I have tried this setup replacing the Spiral Wave Disruptors with the Experimental Romulan Plasma Beam Array and six Mk XII Romulan Plasma Beam Array [Acc], [CrtH]; and got similar DPS results. I chain Auxiliary to Structural Intergrity Field, so it is constantly running. I am also able to heal my teammates with this: hit teammate with Hazard Emitter, Transfer Shield Strength, and then Auxiliary to Structural once or twice depending on his damage. While it is untested as of yet, Attack Pattern Beta II can be replaced with Attack Pattern Omega I or Attack Pattern Delta II for PVP purposes.
Career Officer
Join Date: Jul 2012
Posts: 1,132
# 7
03-14-2013, 07:33 AM
http://skillplanner.stoacademy.com/?build=graefahcr_0

Most of the descriptions are in notes
Delirium Tremens
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
Commander
Join Date: Jan 2013
Posts: 336
# 8
03-14-2013, 07:54 AM
I don't know the exact damage output, but I do know that this build can chew through shields. It's an Aux 2 Batt, it's not exactly tough, it uses the Borg set, and I know there's definite room for improvement. Anyhoo...

Assault Refit

Fore: 3 x Mk XI Very Rare Disruptor Cannons 3x[acc], 1x Borg Cutting Beam 3x[dmg]

Aft: 4 x Mk XI Uncommon Disruptor Turret [acc]

Borg Mk XI set for Deflector, Shield, and Engines.

Engineering: 1x Rare Mk XI Neutronium Alloy, 1x Zero-Point, 1x Assimilated, 1x Rare Mk XI SIF Generator

Science: 1x Very Rare Mk XI Shield Emitter Array, 1x Rare Mk XI Shield Emitter Amplifier

Tactical: 3x Rare Mk XI Disruptor Coil

Tactical: TT1, CRF1, CRF2
Tactical: TT1
Engineering: EptW 1, Aux 2 Bat 1, DEM 2, Eject WP 3
Engineering: ET1, RSP 1
Universal: EptS 1, Aux 2 Bat 1

3x Rare Technicians, 1x Rare Shield Distribution Officer, 1x Rare

One of the major points of this build is to explore how the concept of "sustained damage" may actaully be made feasible.

Use of 3x[acc] modifiers in fore weapons may be excessive, and probably ought to be replaced with either a CritD or Dmg). I've settled on having my Cutting Beam fore instead of aft in order to balance out my aft-facing firepower. For the purposes of PvP, I believe that it is important for any cruiser to be able to maintain a high degree of damage in all directions. It's inevitable that you will be outmaneuvered by an escort, and putting too much emphasis into your forward arc means that when you do get outflanked, your sustained dps will go down by more than half. If I ever get the motivation to finish off the storyline, I'll probably replace one of the rear turrets with a Breen Transphasic.

As a matter of curiosity, I've experimented with using a very rare biofunction monitor replacing the shield emitter amplifier and have occasionally noticed some degree of improved survivability. I'm not really sure why, although I think I'd get better overall survivability if I move one of my universals down to science and slap on another Neutronium instead. I'll also occasionally take out the SIF Generator in favour of a Very Rare Mk XI Monotanium, if I find that I'm getting badly hammered by projectiles of any sort. Since Borg regenerative isn't a very strong shield, I don't see any point in getting a Field Generator. In the future however, I will probably drop the Aux 2 Batt and Borg set in favour of the M.A.C.O. one and a conventional Emergency power/DC engineer build.

Eject Warp Plasma is a fairly recent change that I've implemented. I use it not only to snare ships, but also to clear pets and as a pseudo-defensive measure against projectiles. Since I've decided on a cannon/turret focus, I've settled on using DEM as a means to boost effective damage. The potential behind using this in conjunction with Warp Plasma makes me wonder whether or not I should somehow raise my Particle Generator skill, although I fear this may bite into my requisite 3-level investment into Inertial Dampeners and Power Insulators (both of which I believe to be absolutely necessary for any cruiser). Although some may argue that I should have EptW 3 in place of DEM, the duration of the damage boost is too short to be effectively used with cannons that have CRF continuously applied to them and is best suited for beam weapons using Beam Overload or Beam Fire At Will.

Note the lack of a science station. I've figured that since I'm using Aux 2 Batt, I won't have enough Auxiliary power to make effective use of Science abilities, especially in terms of on-demand use.

It's not a super-competitive build so much as a gradual experiment, but it seems to be workable in Elite STFs, and half-decent in most PvP actions, provided I'm not facing a well-coordinated team. Where this truly shines is in SB24: if I replace the CRF skills with CSV, I can easily get at least third place, sometimes second place but never first.

Last edited by eraserfish; 03-14-2013 at 08:09 AM.
Survivor of Romulus
Join Date: Jul 2012
Posts: 165
# 9
03-14-2013, 08:19 AM
Odyssey tactical cruiser
front:
3x Fleet Antiproton Dual Beam Banks [3xDmg, Acc]
1x Fleet Quantum Torpedo Launcher [3xDmg, CrtD]

aft:
3x Fleet Antiproton Beam Array [3xDmg, Acc]
1x Fleet Quantum Torpedo Launcher [3xDmg, CrtD]

shield: Elite Fleet Regenerative Shield [Adaptive, resiststype:B]
deflector: Omega Deflector Mk 12
engines: Omega Engines Mk12

consoles: (most of the them very rare Mk12)
engineering:
Ablative Hull Plating , Chevron Separation*, Aquarius Escort*, Assimilated Console, RCS Accelerator
science:
Field Generator, Work Bees*
tactical
3x Antiproton Mag Regulator
*= Odyssey pack

bridge officer stations:
Engineering Cmd:
Engineering Team l, Reverse Shield Polarity ll, Emergency Power to Shields lll, Auxilliary Power to Structural Integrity lll
Universal Lt. Cmd (tactical):
Tactical Team l, Attack Pattern Beta l, Fire at Will lll
Tactical Lt.:
Beam Overload l, Torpedo Spread ll
Science Lt:
Polarize Hull l, Transfer Shield Strength ll
Universal Ens. (engineering):
Emergency Power to Weapons l

Duty officers (all very rare]
Conn Officer (decrease of tactical team cooldown, bonus on attack pattern)
Energy Weapon officer (50% chance to decrease cooldown of all beam weapon abilities)
2x Damage Control Engineer (30% chance to decrease cooldown on emergency power to x)
1x Warp Core Engineer (20% chance to add +25 all power levels on use of emergency power to x)

This build deviates from the standard wisdom of letting a cruiser broadside and instead is build around the idea of very heavy frontal firepower. Dual Beam Banks stacked up with Emergency Power to Weapons, spreading the Attack Pattern Beta debuff will take the shields of multiple enemies very quickly and then of course there is the Torpedo Spread to hammer your targets afterwards.

One of the biggest downsides is the amount of aggro it draws in STFs and the smaller firing arcs require very careful maneuvering. often having to reduce speed to half impulse or less. I am also using two pieces of the Omega set for the Tetryon Glider passive effect (it adds a bit of tetryon damage to all beam attacks, for taking shields down quickly)
Captain
Join Date: Jun 2012
Posts: 2,841
# 10
03-14-2013, 08:22 AM
This is a PVE tanking build, it may suck very very badly in PVP.

Fleet Excelsior.

Engineering captain.

Power levels : 75-75-25-25 Due to skills, its usually more like 100-100-40-40.
o for 50-100-25-25 for tanking ( or maybe 25-100-25-50) .

Engine-Shield-Deflector : Borg Set Mark XI (though I think Maco or Honour guard would work too)

Front : Romulan Prototype Plasma beam array, Romulan Hyper plasma torpedo , Two fleet advanced Plasma beam arrays OR Dual beam banks.

Dual beam banks if you plan to use the Hyper plasma a lot, or Beam arrays if you do more broadsiding.
Disregard this if you have the Regent Wide angle torpedo, that way go all beam arrays for a beastly broadside.

Rear: Omega torpedo launcher, Cutting beam, Two fleet advanced plasma beam arrays.

Consoles : Blue Mark XI mostly, expect for uniques.

Eng: 2 Electroceramic armor, 1 Ablative armor , Assimilated module.

Sci : Shield emitter amplifier, Field generator

Tactical : 2 Plasma infuser, 1 ambiplasma envelope, 1 Romulan zero point energy conduit.

Consumables: Shield battery, weapons battery, engine/Aux battery, Subspace modulator.

Bridge officer powers:

Tactical team 1, Spread torpedoes 2, Beam fire at will 3.

Hazard emitters 1, Polarize hull 2

Emergency power to Auxiliary 1, Emergency power to Weapons 1 ,Emergency power to shields 1, Reversed shield polarity 1 , Auxiliary to battery 1, Auxiliary to Structural 2, Aceton beam 3

(Replacing Emergency power to Auxiliary with a second EPtS and Aux to battery with another reverse shield polarity may suit your style better for tanking)

Skills:

Tactical :
Starship weapons training 9 , Starship energy weapons 9, starship projectile weapons 9, starship manuevers 9, starship targeting 9, Starship threat control 9, starship energy weapon specialisation 3, starship projectile weapon specialisation 3.

Engineering:
Starship hull repair 9, Structural integrity 9 ,Subsystem repair 3, Warp Core efficiency 9, Warp core potential 9, Impulse thrusters 3, Electro plasma systems 6, Hull plating 6, shield performance 6 , armor reinforcements 6, weapon performance 6.

Science:
Shield emitters 9, Shield systems 9, Power insulators 6, Inertial dampeners 3

Ground : Not sure if needed, I'll add.

Weapons proficiency 9, demolitions 6, PS generator 9 , generators 3 turrets and drones 3, willpower 3 , combat armor 6.
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