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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 11
03-26-2013, 10:02 AM
Quote:
Originally Posted by woodwhity View Post
DEM is useless, since you have to pierce to shields after its over, so in comparison you wont get better results.

DEM does not take away from your damage to shields, it simply adds damage on top of it.

Career Officer
Join Date: Jun 2012
Posts: 1,216
# 12
03-26-2013, 10:47 AM
Not to mention with the current state of plasma weaponry and silly shield regeneration rates most of the time I see ships go down recently they have had plenty of shields.

I even consider going xphasic... nah... its not that far yet =P and I'd lose my yummy plasma torps...
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,192
# 13
03-26-2013, 10:58 AM
Quote:
Originally Posted by woodwhity View Post
DEM is useless, since you have to pierce to shields after its over, so in comparison you wont get better results.
DEM + Marion Frances Dulmer = all energy weapons stay at 125 while firing for the next 8 seconds -- basically a nadion inversion or Omega Weapon Amplifier that can be activated as needed. The high sustained damage makes the combo worth while.
Captain
Join Date: Jun 2012
Posts: 1,241
# 14
03-26-2013, 11:01 AM
Quote:
Originally Posted by kimmym View Post
Not to mention with the current state of plasma weaponry and silly shield regeneration rates most of the time I see ships go down recently they have had plenty of shields.

I even consider going xphasic... nah... its not that far yet =P and I'd lose my yummy plasma torps...
heavy plasma does more bleedthrough damage than transphasics anyway

HY plasma has a 700% dmg modifier. The kinetic bleedthrough of it is almost as high as a lower high yield xphasic torp hit. The plasma burn (stacked up) outdamages xphasic significantly.

...and plasma does this in 1km aoe
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Career Officer
Join Date: Jun 2012
Posts: 1,216
# 15
03-26-2013, 11:03 AM
Hehe, I'm so in love with the new plasma...

I keep toying with loading it up on my Kumari and sacrificing her specials, but the new Andorian phasers look SOOOO pretty... The plasma just can't compare =P
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Captain
Join Date: Jun 2012
Posts: 795
# 16
03-26-2013, 12:16 PM
Quote:
Originally Posted by cmdrskyfaller View Post
Aux to Batt converts your aux power into power for other subsystems for a short period of time.

The doff that is used with aux to batt is a technician doff. It reduces timers on boff abilities.

Use: Pump up your weapon, shield and engine power at the expense of your auxiliary and lower your timers.

DEM: It adds shield penetrating damage to energy attacks.

The doff you mention adds a reduction in the power consumption of weapons when they fire. This means your weapons will do higher sustained damage.

BO is a beam array attack that does huge damage but DRAINS your weapon power. Aka, it has a high power cost.

The doff in question lowers timers on beam attacks by up to 20s (if doff is purple). Regular wait time for re-using this ability is 30 seconds.

Use: The doff makes the beam overload attack available much faster.


Combination of these doffs and abilities:

Run your ship with high weapon power (90) and at least 40 aux.

If its a cruiser like your Regent cruiser for example, you can equip:

Commander Engineer:
Emg to weapon 1
Aux to Batt 1
Aux to Batt 2
Directed Energy modulation 3

Lt Cmd Tactical:
Beam Overload 3
Torpedo High Yield 2
Tac Team 1

Ensign Tactical:
High Yield 1

Lt Engineering:
Emg to Shield 1
Reverse Shield Polarity

Lt Sci:
Tractor Beam 1
Hazard 2


With the purple BO doff, purple DEM doff and purple aux to batt doff... and 2 emg-to-X power bonus doffs...

What you do in combat is this:

get inside 5km of target. Your beams do most damage then and you can tractor them (not yet though)

Load up high yield 2 but dont fire it yet. Wait until you can also activate high yield 1 (15 seconds later).

Once you have both high yields loaded and waiting you have 15 seconds left to fire before you lose high yield 2.

This is when you do the combo attack:

1- Tractor target.
2- Activate DEM
3- Activate EMG to Weapon


--- at this point your target is snared (-heavy defense penalty which will make your weapons hit tons harder) + your ship's weapon power levels have increased to 120'ish AND the duty officer effects have kicked in:

Emg to Wep may have kicked in extra power boost, DEM has triggered reduction in power cost for weapon abilities. Emg to wep may have also triggered boost in all power systems.

5- Activate Beam Overload 3

--- POW. Your target takes a MASSIVE damage beam overload hit to what is left of its shields. The beam overload doff kicks in and lowers the timer to just 10 seconds for next use of beam overload.

Because of the DEM doff, the weapon power did not drain to 0 but to about half power (40ish).

6- Fire torpedoes. Target has no shield left from the beam overload. Fire both volleys in.

7- Wait until there are 5 seconds left before your beam overload 3 is ready to be used again.

8- activate aux to batt 2

your weapon power level is now jumped back up from low 40s (from BO drain) to full 125 power... just in time because in just a couple more seconds your BO3 is ready to be used again.

NOTE: DEM has 30 second duration so it is still active and so is the duty officer effect.

Aux to Batt reduces timers on torps and beam overload!

9- Load High yield 2 (its ready to be used gain by now!)

10- Fire BO3 again. Fire High yield 2.

Repeat #7-9 using aux to batt 1. This is all you have left of your DEM +DEM Doff 30-second effect duration.


You have in essence:

Fired 3 beam overloads @125 power in 30 seconds.
Fired 4 high yield torpedo volleys into target in 30 seconds
Increased your power levels constantly so your shields, engine and weapons are at high power the entire time. Emg to X doff may have even kicked in and boosted them to 125/100/100/70(when aux to batt hasnt drained it).

It looks complicated to do but its really simple once you get the sequence set.

Just be sure to set your ship weapons properly too.

Personally I use a fool-proof weapon setup...

Fore: 1 Dual beam array, 2 torpedoes (quantum), 1 turret
Aft: 4 turrets

Seems odd but there's a logic to it. The turrets consume very little power and hit 360. They benefit more from DEM than any other weapon as well. I approach firing the dual beam in autofire then, when the torpedoes are dual-loaded I turn nose to target and begin step #1.

I tried using full beam arrays and just 2 dual fore and 4 beam arrays aft but the power loss and in-combat control of which beam array would fire the BO3 was too complex.

In any case, the turrets with DEM do as much through-shield damage as a regular beam array does, inflict status effect faster (I use disruptor/polaron hybrids) and allows me to simply point nose to target when firing my BO's.

Works pretty darn well.

This is an expensive combo too as the beam attack Doff is very,very expensive.
Wow! That looks like a 10 gallon barrel of awesome sauce! It's a strange combo... I might just play with this one.. when I eventually get the DOffs. Thanks!
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Career Officer
Join Date: Jun 2012
Posts: 1,216
# 17
03-26-2013, 03:35 PM
I don't really want to get into a slagging match, but I dislike the above build on many levels...

But... as I don't want to get into a dissertaion on cruiser building, I'll leave it at the major offender.

A turret in the front, when you could load a single cannon instead? For shame.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Republic Veteran
Join Date: Oct 2012
Posts: 1,740
# 18
03-26-2013, 05:33 PM
Quote:
Originally Posted by kimmym View Post
I don't really want to get into a slagging match, but I dislike the above build on many levels...

But... as I don't want to get into a dissertaion on cruiser building, I'll leave it at the major offender.

A turret in the front, when you could load a single cannon instead? For shame.
GIve it a moment'S thought then. The turret:

a) minimizes power drain, leaving as much as possible for the Beam Overloads fired in quick succession
b) Provides 360 degree fire coverage whilst maneuvering, waiting for the next BO to cooldown
c) Will benefit more from DEM than a beam or cannon

The entire build is focused around that DBB and Aux2Bat keeping the energy at 125 and the BOs firing fast. If you run an Aux2Bat build, then you would know the tremendous potential is has, but also the amount of fine tuning it requires, as a mistake can leave you grovelling in the dust with no power.
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Captain
Join Date: Jun 2012
Posts: 1,241
# 19
03-26-2013, 05:38 PM
Im not saying its a perfect build. Just that it works and is nifty ..and it uses all the OP's listed stuff.

I tried single cannon in the fore , dual beam arrays, etc... its up to you. I chose the turret just because it can fire 360 and the way DEM works now appears to give the same bonus in shield-bypass to a turret than it does to a beam array/DHC so... may as well have that puppy plinking in 360.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Career Officer
Join Date: Jun 2012
Posts: 145
# 20 Thanks...
03-26-2013, 05:51 PM
Quote:
Originally Posted by cmdrskyfaller View Post
Aux to Batt converts your aux power into power for other subsystems for a short period of time.

The doff that is used with aux to batt is a technician doff. It reduces timers on boff abilities.

Use: Pump up your weapon, shield and engine power at the expense of your auxiliary and lower your timers.

DEM: It adds shield penetrating damage to energy attacks.

The doff you mention adds a reduction in the power consumption of weapons when they fire. This means your weapons will do higher sustained damage.

BO is a beam array attack that does huge damage but DRAINS your weapon power. Aka, it has a high power cost.

The doff in question lowers timers on beam attacks by up to 20s (if doff is purple). Regular wait time for re-using this ability is 30 seconds.

Use: The doff makes the beam overload attack available much faster.


Combination of these doffs and abilities:

Run your ship with high weapon power (90) and at least 40 aux.

If its a cruiser like your Regent cruiser for example, you can equip:

Commander Engineer:
Emg to weapon 1
Aux to Batt 1
Aux to Batt 2
Directed Energy modulation 3

Lt Cmd Tactical:
Beam Overload 3
Torpedo High Yield 2
Tac Team 1

Ensign Tactical:
High Yield 1

Lt Engineering:
Emg to Shield 1
Reverse Shield Polarity

Lt Sci:
Tractor Beam 1
Hazard 2


With the purple BO doff, purple DEM doff and purple aux to batt doff... and 2 emg-to-X power bonus doffs...

What you do in combat is this:

get inside 5km of target. Your beams do most damage then and you can tractor them (not yet though)

Load up high yield 2 but dont fire it yet. Wait until you can also activate high yield 1 (15 seconds later).

Once you have both high yields loaded and waiting you have 15 seconds left to fire before you lose high yield 2.

This is when you do the combo attack:

1- Tractor target.
2- Activate DEM
3- Activate EMG to Weapon


--- at this point your target is snared (-heavy defense penalty which will make your weapons hit tons harder) + your ship's weapon power levels have increased to 120'ish AND the duty officer effects have kicked in:

Emg to Wep may have kicked in extra power boost, DEM has triggered reduction in power cost for weapon abilities. Emg to wep may have also triggered boost in all power systems.

5- Activate Beam Overload 3

--- POW. Your target takes a MASSIVE damage beam overload hit to what is left of its shields. The beam overload doff kicks in and lowers the timer to just 10 seconds for next use of beam overload.

Because of the DEM doff, the weapon power did not drain to 0 but to about half power (40ish).

6- Fire torpedoes. Target has no shield left from the beam overload. Fire both volleys in.

7- Wait until there are 5 seconds left before your beam overload 3 is ready to be used again.

8- activate aux to batt 2

your weapon power level is now jumped back up from low 40s (from BO drain) to full 125 power... just in time because in just a couple more seconds your BO3 is ready to be used again.

NOTE: DEM has 30 second duration so it is still active and so is the duty officer effect.

Aux to Batt reduces timers on torps and beam overload!

9- Load High yield 2 (its ready to be used gain by now!)

10- Fire BO3 again. Fire High yield 2.

Repeat #7-9 using aux to batt 1. This is all you have left of your DEM +DEM Doff 30-second effect duration.


You have in essence:

Fired 3 beam overloads @125 power in 30 seconds.
Fired 4 high yield torpedo volleys into target in 30 seconds
Increased your power levels constantly so your shields, engine and weapons are at high power the entire time. Emg to X doff may have even kicked in and boosted them to 125/100/100/70(when aux to batt hasnt drained it).

It looks complicated to do but its really simple once you get the sequence set.

Just be sure to set your ship weapons properly too.

Personally I use a fool-proof weapon setup...

Fore: 1 Dual beam array, 2 torpedoes (quantum), 1 turret
Aft: 4 turrets

Seems odd but there's a logic to it. The turrets consume very little power and hit 360. They benefit more from DEM than any other weapon as well. I approach firing the dual beam in autofire then, when the torpedoes are dual-loaded I turn nose to target and begin step #1.

I tried using full beam arrays and just 2 dual fore and 4 beam arrays aft but the power loss and in-combat control of which beam array would fire the BO3 was too complex.

In any case, the turrets with DEM do as much through-shield damage as a regular beam array does, inflict status effect faster (I use disruptor/polaron hybrids) and allows me to simply point nose to target when firing my BO's.

Works pretty darn well.

This is an expensive combo too as the beam attack Doff is very,very expensive.
I greatly appreciate posts like this. Useful explanation, clear and helpful. I wish more players would follow your example.
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