Ensign
Join Date: Jul 2012
Posts: 11
# 1 Antiproton loadout
10-16-2013, 08:47 PM
I run an anti-proton loadout on a Defiant but cant seem to do much DPS???? Any suggestions?
Captain
Join Date: Nov 2012
Posts: 4,778
# 2
10-16-2013, 08:52 PM
Post your build through stoacademy.com

Then we can help you
Chive on and prosper

Anarchy Nexus recruitment thread

My PvE/PvP hybrid skill tree
Ensign
Join Date: Jul 2012
Posts: 11
Starfleet Veteran
Join Date: Sep 2012
Posts: 795
# 4
10-16-2013, 11:27 PM
It needs streamlining, chose AoE or single target, don't run both unless you use switch hitters. Hear is a standard Switch hitter build for elite content. Just switch the commander tactical boffs when you wish to change between single target and AoE modes.

Commander tactical: Torpedo Spread 1, Cannon Scatter Volley 1, Torpedo Spread 3, Cannon Scatter Volley 4
Commander tactical: Torpedo High Yeild 1, Torpedo High Yeild 2, Cannon Rapid Fire 2, Cannon Rapid Fire 3
Lt. Comander tactical: Tactical Team 1, Atack Patern Beta 1, Attack Patern Beta 2
Ensign Tactical: Tactical Team 1
Lieutenant Enginearing: Emergency Power to Engines 1, Emergency Power to Shields 2
Lieutenant Science: Polarize Hull 1, Hazerd Emitters 2

Note that Emergency power to engines is an indirect DPS boost as well as a defensive run away to recharge your heals ability.

Also note that attack pattern Omega is very nice, but due to its recharge time attack pattern beta is the better choice to enhance your sustained DPS in PVE. For escaping holds polarize hull and emergency to engines work just as well, and also help you in other ways.

If you have Emergency to engines and a friend has emergency to weapons but your builds are otherwise the same, you will out DPS him because you can kill things before he reaches them, and go in weapons hot. Evasive + Power to engines is faster then full impulse, doesn't require you to leave combat and dosnt drain your power levels.

Also you should reconsider the emitter arrays, the only ability they are boosting on your build is transfer shield strength. (strange that they don't help emergency to shields isn't it?) As your using a high regen shield (the borg one) you should use shield emitter amplifiers instead.

If your using projectile duty officers for recharge consider switching the quantum for a photon torpedo. As your able to face your targets the whole time any way the photons slightly better recharge is likely to net you a small dps improvement. Remember that while the quantum's have fantastic alpha strike, every point of damage they do beyond what is necessary to kill your target is wasted. Having your torpedo recharged a couple of seconds sooner to hit your next enemy can be more beneficial.

Also on your build you have a single cannon. Did you click the wrong thing in the build planner? No reason for this to be hear instead of a dual heavy unless your weapons power levels are lower then they should be.

Order of importance when choosing mods. [Acc] is better then [crth] which is better then [critd] which is better then [dmg] there are exceptions. once your critical chance is better then 16% your dps will improve more with [critd] then with [crith]. If your target has no defencive value (its stationary or very slow) then [acc] is only better then [dmg]. This is also the case when using torpedo spread as it always hits.

Finally You shouldn't have the assimilated module in the place of another antiproton. Ditch something else. I would choose the radiation console myself.

Last edited by pwstolemyname; 10-16-2013 at 11:45 PM.
Captain
Join Date: Jun 2012
Posts: 3,049
# 5
10-17-2013, 12:00 AM
Quote:
Originally Posted by pwstolemyname View Post
If you have Emergency to engines and a friend has emergency to weapons but your builds are otherwise the same, you will out DPS him because you can kill things before he reaches them, and go in weapons hot. Evasive + Power to engines is faster then full impulse, doesn't require you to leave combat and dosnt drain your power levels.
I wonder though, since in most PVE activities, the targets are either stationary or pretty slow, but masses of HP, wouldn't you overshoot the target far too quickly to inflict meaningful damage and end up having to circle around for another pass? Or else throttle down, but in that case why boost your speed to begin with? And two, since they're big damage sponges, I'd think the 10%-or-more flat damage bonus of the EPTW would ultimately more effective against those kinds of targets?

I just genuinely wonder. On one hand EPTE seems to be in vogue lately, but the one time I tried it it was simply too fast to control (and of little use when you're just floating there at 9km pounding something stationary), so I just wonder what I'm missing.
Captain
Join Date: Jun 2013
Posts: 842
# 6
10-17-2013, 12:08 AM
There may be things wrong with the way you speced your character out so please update the build with your skill points and repost. Outside of not combining torps with energy weapons, some console replacements, a replacement of the borg set for something that gives dps, it looks okay.

AP is far more useful with a high critical chance number, on first glance your build isn't as high as it could/should be. Outside of any major issues that might be in your skillpoints, it looks okay. Probably would get at least 8k out of it.
Starfleet Veteran
Join Date: Sep 2012
Posts: 795
# 7
10-17-2013, 12:41 AM
Quote:
Originally Posted by reginamala78 View Post
I wonder though, since in most PVE activities, the targets are either stationary or pretty slow, but masses of HP, wouldn't you overshoot the target far too quickly to inflict meaningful damage and end up having to circle around for another pass? Or else throttle down, but in that case why boost your speed to begin with? And two, since they're big damage sponges, I'd think the 10%-or-more flat damage bonus of the EPTW would ultimately more effective against those kinds of targets?

I just genuinely wonder. On one hand EPTE seems to be in vogue lately, but the one time I tried it it was simply too fast to control (and of little use when you're just floating there at 9km pounding something stationary), so I just wonder what I'm missing.
Honestly overshooting or needing to orbit isn't a problem. You have a throttle, make sure you use it.

Cirtainly Emergency power to engines is not for every one. Neither is every build the best build, or every ship the best ship for every one.

Every one prefers to handle their ship a little differently. some people spend a whole fight jammed up against their enemies hull to minimize the reduction in energy weapon damage from range.

Some people spend a whole fight orbiting or making attack runs at their enemy to maximize their defense value.

Some people simply have difficulty handling their ships because of physical disabilities or bad internet connections.

In all these casess you would want to modify the build of the persons ship to account for the limitations of their approach to the game.

Now I have been using emergency power to engines since long before it received its substantial boost. It is the difference between being able to easily solo an entire side of KASE on your own, (probe duty, destroying cubes, generators, transformers and gate) and... well it is probably still possible, but it isn't easy without it.

Did you know that it is possible to destroy both gates in KASE in less then 5 minutes? Not solo obviously, it takes a very special group, but it can be done, has been done, and is done by some regularly. As you approach the extreme end of high dps builds the biggest limiting factor on your completion times ceases to be your capability to do damage, and begins being the wait until you can engage full impulse to your next target. Then the wait for your weapons power to climb back up.

Now im not saying your going to find yourself in such a group. It simply dosnt happen with pugs. Best I have done with a pug was around 8 minutes I think.

But emergency power to engines is even more helpful in pugs. Remember I said you could solo a whole side in KASE with emergency to engines? Well some times you find yourself with a group so bad you have the opportunity to carry them. Its a real ego boost when you achieve something like this.

What about CSE? You find yourself in a group with bad pugs who have no hope of fending off raptor waves? they blow a cube too soon! Oh No! but if your in a high enough dps ship, and if you have emergency power to engines you may be able to blow the other two cubes and get back and hail the kang yourself before those raptors reach it. It will be close, but with emergency power to engines it is doable.

Best advice I can give to the escort captain with emergency to engines, is to be situationaly aware. If the elite gate or tactical cube doesn't have you targeted don't worry about your defense value, go nose to hull with it and maximize your dps. Watch for it to switch to you, then hit your tanking abilities. Now if you know how quickly it can kill you is significantly faster then how fast you can kill it, either reverse for a small defensive boost, make attack runs, or withdraw entirely. Make the decision based upon your own knowledge of how much you and your ship can take.

If you do use emergency power to engines to run away from something, (maybe you were only able to get an elite cube to half health before all your tanking abilities were on cool down) couple running away with running too something else. Lots of targets in stfs will not shoot you, so you can recharge your heals while shooting them before you turn around and finish that nasty enemy you ran away from. Even if there is nothing without weapons for you to shoot, you can usually shoot something that is shooting some one else instead of you.

Push yourself, don't be afraid to rub noses with death, you can always respawn. If you never risk a hull breach how will you ever learn your limits and improve them? If you want to be the best don't be a one speed player, adapt your throttle and your maneuvers in reaction to the threat against you.

Last edited by pwstolemyname; 10-17-2013 at 12:59 AM.
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