Starfleet Veteran
Join Date: Jun 2012
Posts: 546
# 11
09-01-2013, 01:38 PM
You need 2x Auz2batt for it to work right...

Try this build http://skillplanner.stoacademy.com/?build=galhelp_0
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"The Road To Arc Is Paved With Good Intentions"
Captain
Join Date: Jun 2012
Posts: 3,030
# 12
09-01-2013, 01:47 PM
Quote:
Originally Posted by coffeemike View Post
Well since there are plenty of people screaming about not being able to fly the Galaxy Class as is... I decided to get the Fleet version to see what all the complaining is about.

>>My Fleet Galaxy Class build<<

I have tested this build on Elite STF runs (Infected, KA, Cure) along with the normal version of the Crystalline Catastrophe. I find that the Aux2Bat is best on an engineer as I can cycle thru the various power abilities like EPS and the WCap on my warp core. I find it funny when I run the ship in ESTFs that I get called out for bringing a gimp ship but more than hold my own when having consistent 125 weapons power ontop of having that as well on shields and engines.

A few notes:
1) I use 3 purple Technicians, 1 purple Warp Core Engineer, 1 purple Damage Control Engineer to enhance the power levels when I use Emergency Power to X and the Aux2Bat
2) I'm more tac oriented so my Reputation skills show it off... I was even more tanky but re-routed abilities to blow things up faster. Beside, I have already 61k hull with this ship.
3) The blank console will be filled with the Elachi Bionueral Circuits console when it's avail in STOA.
4) I don't PVP so this is not a build for that. If I can make my tac Vesta tanky to the point it takes 15 mins to kill me on 1v1... yeah this ship should be ok if I have to PVP.
personally i think this is an awefull build for this ship...not only is it not a real a2b build...

it has: torp launcher which this ship simply can't and shouldn't feature due to limited tac seats.
a Damage controle doff that is either swallowed by the a2b and technician CD reduction, or simply doesn't trigger too often to actually have an impact.
no EPtW = 10% less dmg right there...unacceptable.
DBB mixed with BA...that makes virtually no sense what so ever
only one a2b...hence it can't even be considered a2b build
.
.
.
and other minor flawes...

ussboleyn's build is like a lightyear better...although i'd say a tac team should never be missing in any build, but i guess AP:beta is something that should never be missed too. so i'd rather lose the FAW, as strange as this may sound.
Go pro or go home

Last edited by baudl; 09-01-2013 at 01:51 PM.
Captain
Join Date: Nov 2012
Posts: 5,157
# 13
09-01-2013, 02:05 PM
http://skillplanner.stoacademy.com/?...laxyenhanced_0

Here ya go...

Build comes down to popping dem 3, faw1, ap:b1, and eptw3, then using aux2bat to reset everything. Rinse and repeat.

Get a marion doff instead of a damage control doff for extra lolz energy drain

A plasma embassy console to add plasma burns to your weapons is also a boost

Maco engine/shields for a more useful set bonus is recommended.

Broadside everything for maximum dps

Personal thoughts on build...Ship has too many engineer stations...herpa derp

But probably a nigh invincible beam spammer

I don't think tt is superior over bfaw for this ship...it is so massive the the increase shield rotation isn't really warranted and the boost to torps/beams is kinda negligible. but to each his own.

Edit for a confusion sentence and a reply to baudl
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree

Last edited by dahminus; 09-01-2013 at 02:12 PM.
Career Officer
Join Date: Jun 2012
Posts: 741
# 14
09-01-2013, 02:21 PM
Good thing I have a lot of EC...

Made more changes to the ship: >>Fleet Galaxy build<<
Captain
Join Date: Nov 2012
Posts: 5,157
# 15
09-01-2013, 02:33 PM
Woot, you chose my build, have fun. Broadside the **** outta everything.

Get marion to finish it off.

I know you were curious why people thought the galaxy was bad but if you like cruisers get a different cruiser with more tact slots for more dps awesome sauce

It isn't the ship, it's usually the player's build that is the biggest hindrance
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Commander
Join Date: Aug 2012
Posts: 439
# 16
09-01-2013, 05:02 PM
With the adjustments everyone suggested it's become a pretty solid build. The issue with the Galaxy is that you can stick this nice build onto almost any of the other federation cruisers and it will perform better. The Fleet Galaxy can kill stuff in an elite stf, but a Fleet Assault Cruiser will do it faster. The two tac consoles limit damage potential and the lone Lt tac station limits it even further. Still if you are a Galaxy fan boy set on using this ship...this is about as good as it's going to get.


U.S.S. Mary Celeste
Lt. Commander
Join Date: May 2013
Posts: 137
# 17
09-01-2013, 05:28 PM
I put 2x dual beams on the front of mine today with the fleet beam array and rom hyper plas torp. omg if you have not got dual beam banks on the front of you galaxy class ship try it its so good, mk xii accx2 dmg only 80k on the exchange. only a few though, but there less than a few hundred k which Is nothing
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Captain
Join Date: Jun 2012
Posts: 3,030
# 18
09-02-2013, 01:50 AM
Quote:
Originally Posted by vadavianthule View Post
I put 2x dual beams on the front of mine today with the fleet beam array and rom hyper plas torp. omg if you have not got dual beam banks on the front of you galaxy class ship try it its so good, mk xii accx2 dmg only 80k on the exchange. only a few though, but there less than a few hundred k which Is nothing
the obvious flaw with DBB is, that while the arc is overlapping with your front BA, your rear BA are doing nothing.

either go full broadside, or full frontal with all DBB front and turrets rear...mixing is nerfing your dmg drastically.

The OP's build is now pretty much the optimum you can have for this ship...enjoy. I personally would still go for TT1 instead of FAW1.
DOFFs should be 3 technicians, 1 warp core engi, and a marion preferably...if that is not affordable, there a some other to choose from: deflector doff that adds a feedback pulse to PH...very low dmg, but still dmg. Brace for impact doff for a small amount of shield heal. Or the doff that increases RSP duration. many others still...
Go pro or go home
Career Officer
Join Date: Jun 2012
Posts: 741
# 19
09-02-2013, 10:48 AM
I used the build on the Vesta Class tac version... wow. Nicely blows up Borg Tac Cubes with TBR 3.

But I'm back on the Fleet Galaxy... cuz I want one day the TNG interior pack.
Captain
Join Date: Aug 2012
Posts: 2,825
# 20
09-02-2013, 10:54 AM
Quote:
Originally Posted by baudl View Post
the obvious flaw with DBB is, that while the arc is overlapping with your front BA, your rear BA are doing nothing.

either go full broadside, or full frontal with all DBB front and turrets rear...mixing is nerfing your dmg drastically.

The OP's build is now pretty much the optimum you can have for this ship...enjoy. I personally would still go for TT1 instead of FAW1.
DOFFs should be 3 technicians, 1 warp core engi, and a marion preferably...if that is not affordable, there a some other to choose from: deflector doff that adds a feedback pulse to PH...very low dmg, but still dmg. Brace for impact doff for a small amount of shield heal. Or the doff that increases RSP duration. many others still...
Mixing Cannons and Beams?

I can only tell from my (insignificant) experience.
If you think about it that way, cannon and Beam BOFF powers can work at the same time, since they don't share a CD. So using C:SV and BO for example can go hand in hand, resulting in a deadly barage.
but that's nothing i would do in a (fleet) Galaxy -R, just too few Tac BOFF stations IMHO.

If i had to use Beams (fore) and turrrets (rear) i would use Beam Arrays instead of DBB, since the turn rate of a GCS is beyond good and evil in STO.


Just my 2 cents.

-> -> -> STO players unite and say NO to ARC <- <- <-
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