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Captain
Join Date: Aug 2012
Posts: 3,553
# 11
03-28-2013, 03:11 PM
Here's a simple easy Chel'Gret build that will do decent damage and give you good survivability.

Equipment:
Borg Shield, Deflector, Engine (all mk XI cuz I am too lazy/cheap to get the mk XII version)

Weapons:
Fore: Polarized Disruptor Dual Heavy Cannons mk XI x3, Romulan Hyper Plasma Torpedo
Aft: Polarized Disruptor Turret mk XI x3, Borg KCB

Consoles:
Tactical: Disruptor Induction Coil x4
Engineering: Neutronium Alloy x2, RCS Accelerator x1/Monotanium Alloy x1
Science: Breen Console, Zero Point Energy Conduit, Assimilated Module

Cmdr Tactical: TT1, CRF1, APB2, APO3
Lt Tactical: TT1, CRF1
Lt Engineering: EPtS1, Aux2SIF1
LtCmdr Science: HE1, TSS2, ES2
Ens Universal: EPtS1/HE1

DOffs:
Proj Weapons Officer x3
DCE x1
WCE x1



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.
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Lieutenant
Join Date: Dec 2012
Posts: 90
# 12
03-28-2013, 04:58 PM
The boff layout in the above build is pretty much what I use in my Breen ship except I have APB3 instead of APO3. I have a plasma build used purely in PVE and it is a great damage dealer. Search for 'Breen Plasma PVE' and you'll find the thread that goes from the build as it was, through the changes to where it has ended up ... for now ...
Captain
Join Date: Sep 2012
Posts: 1,786
# 13
03-28-2013, 05:51 PM
Quote:
Originally Posted by jadensecura View Post
The first thing you want to do is switch your eng abilities to 2xEPtS1 with an A2SIF1, that will make you considerably tougher and eliminate some of your cooldown conflicts. Then drop TBR for GW, which is much more reliable and easier and safer to use. I would also say that you should think about dropping one of your torp abilities for a second attack pattern, either a Beta or a second Omega, and if you don't do that definitely drop Spread down a level or two and boost your cannon abilities (higher level Spread just means more targets, and it's not usually useful to hit that many). Also drop the cannon ability CD doff, you have literally no use for it in this build as you can't use more than 1 cannon ability every 15 seconds, and when it does trigger it only drops the cooldown to 22.5 seconds, so you're always going to be better off with using your second ability. I believe the Projectile Weapons Officer doesn't affect the Omega torp, so you can drop that too.

You definitely can do significantly better DPS than you've been getting, my own severely sub-optimal build (poor weapons, weak consoles, and no doffs) gets well over 5k in every ISE I run (actually, that was with a parser that's usually 20% low compared to the standard one, so I need to recheck that now that I have the right one). You can see that build here: http://www.stoacademy.com/tools/skil...Sussnni04_2511
Not a single engineering console for resistances? That's putting an awful lot of faith in shields alone. Gutsy move, not sure it's smart but it sure is gutsy.
Captain
Join Date: Jul 2012
Posts: 658
# 14
03-28-2013, 11:58 PM
Quote:
Originally Posted by questerius View Post
Not a single engineering console for resistances? That's putting an awful lot of faith in shields alone. Gutsy move, not sure it's smart but it sure is gutsy.
It comes from my experience with sci ships, where resistance consoles are about as worthwhile as RCS consoles on an Ody: yeah, in principle they help, but in practice you can't tell the difference. So I focus on my shields and keep my hull damage down to just bleedthrough, and accept that I'm a DPS/GW ship and not a tank. It pretty much works, provided I don't get all the ISE spheres on me for too long or have one pop out a 20k torp or anything like that. I suppose the Breen ship does have a high enough hull that it might be worthwhile to drop the Particle Generators console to get a Neutronium, but it's not the first place I'd go to improve the build (that would be dropping ST for TSS, I'll miss the flexibility but I know the lack of conflict is better, and then picking up some Conn and/or Shield Distro doffs, and then replacing the DCs with DHCs. But I do solid damage and don't die much, and it's an alt, so I haven't done any of that).

Last edited by jadensecura; 03-29-2013 at 12:05 AM.
Captain
Join Date: Jun 2012
Posts: 2,974
# 15
03-29-2013, 05:22 AM
Quote:
Originally Posted by questerius View Post
Not a single engineering console for resistances? That's putting an awful lot of faith in shields alone. Gutsy move, not sure it's smart but it sure is gutsy.
to be honest, if you are not tanking a lot of bleedthrough they don't do much in combat. Myself i just carry a kinetic dmg resi console in PVE, since warpcore breaches and torpedos are the real hazardous stuff there. Any energy weapons is taken care by the shield with TT on rotation. If the shields fail, or i ran out of heals...i hit evasive and wait at 11 Km for the CDs to expire.

so personally i think (and i'm pretty sure many share this thought) having multiple resi consoles on your ship for PVE is wasted potential for dmg or some usefull universal consoles.

with the new leadership trait, i'm not even sure if it wasn't more viable to stack hull repair to compensate bleedthrough entirely. Incombat hull regen is through the roof in some cruisers with boffs that have this trait.
Go pro or go home
Captain
Join Date: Sep 2012
Posts: 1,786
# 16
03-29-2013, 08:02 AM
I'll be the first to admit that i still have to play a full sci character (fed engi and KDF tac) but my experience in STF is that with Borg shield neutralisers going rampant the engineering consoles are key.

At the very least a console for kinetic protection. Even when my shields get depleted i rarely get killed.

Going all out on shields is one way to go, but as i said earlier i'm not sure if it is the smart thing to do.

When the romulans arrive and i make my Rom sci char i will test the full power to shields thesis though.
Career Officer
Join Date: Jun 2012
Posts: 1,216
# 17
03-30-2013, 05:55 AM
Meh, I just HE off the shield neutralizer.


Could it simply be your speed? The Chel is somewhat slow to turn compared to a "true" escort, could it simply be the times your damage is lower you weren't flying as well? I noticed that. Where my MV can keep just about anything in its front arc, the Chel takes a bit more effort.
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Career Officer
Join Date: Jun 2012
Posts: 3,400
# 18
03-30-2013, 07:09 AM
Quote:
Originally Posted by kimmym View Post
Meh, I just HE off the shield neutralizer.


Could it simply be your speed? The Chel is somewhat slow to turn compared to a "true" escort, could it simply be the times your damage is lower you weren't flying as well? I noticed that. Where my MV can keep just about anything in its front arc, the Chel takes a bit more effort.
On STFs?

This shouldn't be an issue.


Players know beforehand the exact placement of every NPC, where they will be and what direction they will move.

Ensign
Join Date: Nov 2012
Posts: 4
# 19
03-30-2013, 09:23 PM
Thanks everyone for your suggestions, It's my first time posting on the forums despite playing for a while, and I'm impressed with everyone's help.


I'll play around with some of the ideas and report back!

Will
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