Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-03-2010, 04:22 AM
Yesterday i had the opportunity to give my cruiser some shake down tests. I did a few things differently during OB. Back then i replaced the rear torp launcher with a turret and used Jam Sensors on my science BO. I did well during Fleet Actions coming out Top 5, but never to the top spot. I think this is the heavy cross the cruiser has to carry. Especially when farming FA's seems a sport for some people and a business model for others (RMT).

While during OB i had to turn often, just to use the single front torp. This behaviour forced me to shift power from weapons and shields toward auxiliary and waste engineering consoles on turning boosts. Especially the drop in weapons energy was hitting DPS. And the loss in shield energy let me respawn once in a while. Jam Sensors sounds very nice by the name, but doesn't help very well. In Fleet Actions your opponent just seems to switch to another target. I would love to see here something like a severe drop in accuracy rather than just resetting my aggro level to zero.

In my headstart setup i kept the rear launcher and replaced Jam Sensors with Tractor Beam. Both are helping to offset the cruisers bad turn rate. I don't feel a change in DPS with the new setup, as i tend to deal more constant damage. In OB i did mostly broadsiding with two single phaser banks and one disrupter turret (and ugly turning for the torpedo). Now its mostly the front dual beam or the rear single beam doing the work and it still gets me through shields quickly, supported by the occasional torp. I think that the powerlevel really matters here, more than weapons quality.

I also learned that you can use Engineering Team on team mates. Not only was this new to me, i also could afford to use this skill on allies. I think i saved several escort-butt's last night. The additional energy in shields tends to save my hull alot better, leaving Engineering Team unused most of the time. Science Team is also a skill that could be used on self and ally alike. As it cancels some debuffs, breaks tractor beam and heals shields it could be an even better deal than EPtS. Unfortunately i think that Tractor Beam is of more value to the cruiser, especially when you jump into the Exploration cruiser later on.

At present the Science BO Power choice seems to me the most important one to this build. The science BO really help in either offset your weakness in one field or to improve your strength in another. At the moment there are different possible setups:

1. I'll have one additional science BO around. One trained with Tractor Beam for going solo and the other trained with Science Team for PVP and Fleet Actions. Before going in battle i would have to switch between the two depending on the situation.

2. Feedback pulse seems like a must have for the above Build. But when i would have to make a science BO "must-have"-list, this one would come out third place. The simple reason is, that Science Team does not depend on skills from the Cmdr. rank and Tractor Beam is required. So it could come out to having a single BO with Tractor Beam I and Science Team II.

3. Another solution to this dillema is by getting all three Powers at once. Simply by dropping the second tactical BO and going for a Star Cruiser instead. As i'm relying on the escort to deliver the killing blow, i could forgo another High Yield. Fortunately this decision can wait until admiral level, as its the last skill you will take.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-03-2010, 07:29 AM
Quote:
Originally Posted by ThomasHeelio
If this is correct, then escorts will pull aggro pretty quickly. Which means, regardless of the enounter (from solo, to group, to fleet / raid level content), all mobs dps will have to be gimped enough so that escorts can tank them one-on-one. That makes me a bit worried that the high level group / raid content will either by really easy or rediculously hard. Hopefully i'm wrong.
Well, that's why he suggested having the tank rotate through targets while the escorts focus on one at a time. The escorts will draw the aggro of what they're destroying, and they'll destroy it fast. Meanwhile, the other mobs are only being shot at by the tank, even if it's in small amounts, so they should turn their attention to him.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-03-2010, 07:32 AM
Quote:
Originally Posted by Warmduscher View Post
I'm not happy with Transphasic Projectiles and would rather change that to the lower ranking Photon Torpedoes. But doing that would not count towards your promotion to Admiral, which because of the present skill Cap (60700) would take away points from the Admiral rank.
I do not think this is correct, where did you get that from? AFAIK you can spend the points any where to count towards the rank up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-03-2010, 07:38 AM
Observation: The last few points in a skill add little compared to the first few points. Better to have 3 points each in 3 skils than 9 in one (assuming you use them at all, of course.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-03-2010, 09:34 AM
Quote:
Originally Posted by Naevius
Observation: The last few points in a skill add little compared to the first few points. Better to have 3 points each in 3 skils than 9 in one (assuming you use them at all, of course.)
Assuming you value them all equally, you mean.

I use medical generator. I, however, don't care to spend a single point to boost just it.

Also worth noting that this is not the case as much with commander+ skills. They start at 10 and drop to 4, compared to the Lt ones which start at 6 and drop to 0.5 and the Lt. Cmdr ones that start at 8 and drop to 1. The last 2 points for Lt and Lt. Cmdr are often not a bad idea to spend elsewhere. Although one does need to weigh that against them impacting more things, especially with the Lt ones. Better to spend 200 points to raise the parent LT skill by 1 than the same 200 to raise the Lt. Cmdr by 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-03-2010, 09:44 AM
Quote:
Originally Posted by Zerikin_Loukbel View Post
I do not think this is correct, where did you get that from? AFAIK you can spend the points any where to count towards the rank up.
You're right, i was wrong with this assumption. I tried that in the STO-Builder and i somehow came to this conclusion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-03-2010, 09:47 AM
Quote:
Originally Posted by Naevius
Observation: The last few points in a skill add little compared to the first few points. Better to have 3 points each in 3 skils than 9 in one (assuming you use them at all, of course.)
I'll try to focus on Skills which increase Powerlevel, Starship performance (DPS, turn, ...), and BO Powers. When selecting Skills i try to keep my Power selection narrowed, so i don't have to spend in a wide area.
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