I can help your ship build

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Re: I can help your ship build

Postby Jureth » Sat May 10, 2014 4:58 pm

BO: do you play any sci toons? Is the Vesta regarded at the best sci ship?
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Re: I can help your ship build

Postby Battle Lion » Sat May 10, 2014 9:40 pm

Jureth wrote:BO: do you play any sci toons? Is the Vesta regarded at the best sci ship?


yea pretty much, Vesta is the best. most people go for the tac vesta, though the sci vesta is good too i' ve heard
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Re: I can help your ship build

Postby Battle Lion » Sat May 17, 2014 11:32 am

very good thread on reddit about weapon power overcapping and its effects on beam boats vs escorts.

the more you know!!

http://www.reddit.com/r/stobuilds/comme ... r_overcap/
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Re: I can help your ship build

Postby Montgomery » Sun Jun 01, 2014 6:16 pm

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Re: I can help your ship build

Postby Athos » Sun Jun 01, 2014 6:36 pm

Battle Lion...what is the link to that thread on the forums for requesting access to Tier 5 facilities?  Thanks!
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Re: I can help your ship build

Postby Battle Lion » Sun Jun 01, 2014 7:10 pm

Montgomery wrote:Looking for input on this build-in-progress: http://www.stoacademy.com/tools/skillplanner/index.php?build=montgomerysadvancedescort_7187


ok, lets see.

first thing i suggest is picking one energy type and sticking with it.
looks like you mostly have polaron and thats cool. i use polaron for PVP, its nice.

borg engines and deflector are great, keep those. even your solanae shields are good. 

your engineering consoles could use an upgrade.

from the omega rep, get yourself the borg console if you dont already have it. get the kinetic cutting beam too from there. its a 360 degree kinetic beam weapon that gives a bonus when combined with the borg console. very useful. 

a NEUTRONIUM ALLOY from the fleet dilithium mine would help you out alot, it gives resistance to all damage types, and comes in flavors like +hull hp and the like. you need fleet credits to get this. if you dont have any, a regular neutronium alloy will suffice.

science consoles...emitter arrays -th from the embassy, so youll heal your shields better and take less aggro.
those too, come in flavors, get the one that suits your fancy. anything to add survivabilty would be a good idea.
all three of the ones you have now can go, to be replaced by emitter arrays, maybe a field generator too.

your bridge officer abilities are all over the place.

first, you need 2 copies of Tac team1. this will give you near 100% up time of the power. which removes boarding parties, assimilate ship, rebalances your shields, and buffs your damage. its the best power. 

im not sure why you have beam fire at will and beam target shields when you have no beam arrays, so get rid of both of those literally useless powers and get 2 copies of cannon rapid fire2. 

torpedo high yield i tihnk is also useless with the rapid fire torpedo you have, so get rid of that too. get yourself 2x copies of attack pattern beta2.

your commander skill could be attack pattern omega, that breaks tractor beams, and is pretty nice against borg.

engineering powers. 
engineering team 1 is good. boarding party is useless. swap that for emergency power to shields/weapons, your choice. weapons will add more weapon power (hence more dps) and also buff your damage output (MOAR DPS!!) as well as repair weapons subsystem if it goes down (damn tholians...)

emergency power to shields will add a shield resist (nice) and regen some shields (niceee) as well as repair that system if it goes down.

science.

you have an empty seat?! put a guy (or girl) in there!!!

i would recommend
hazard emitters 1, transfer shield strength 2, for your LT
and science team 1 for your ens.

your warp core needs to go. go on the exchange for a nice mk 11 rare that boosts shields/weapons and preferably has EPS or something neat like that. OR go to the fleet dil mine and get yourself a nice fleet core, read about them first, its easy to buy one that doesnt work with your build.

for you id say one that does (w->s) and boosts shield power, has EFF or EPS.

your tac console game is on the money. nice.

resilient is a ground trait, not sure if you care or not, but the rest are space so why not make the last one space too.


as far as your skill tree, its usually not worth maxing things to 9 (with some exceptions)

i would say put manuevers, hull repair, starship integrity, hull plating, shield performance, shield emitters, shield systems, power insulators, impulse thrusters ALL AT 6 points.

remove ALL points from driver coil and star ship batteries. 

put 6 points into warp core efficiency, warp core potential, engine performance, weapon performance, electroplasma systems

put some points into aux performance, and interial dampeners.

the rest you can leave at nine, like weapon specialization, attack patterns, weapons training, energy/projectile weapons training, targetting systems, flow cap

if you have spare points after all tihs, fill up the ones that make you tank more. shield systems, performance, emitters, etc etc.
 
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Re: I can help your ship build

Postby Battle Lion » Sun Jun 01, 2014 7:11 pm

Athos wrote:Battle Lion...what is the link to that thread on the forums for requesting access to Tier 5 facilities?  Thanks!


viewtopic.php?f=4&t=607&p=3052#p3052
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Re: I can help your ship build

Postby Jovani_Picard » Sat Oct 18, 2014 12:41 pm

this is Jovani Picard and i need some assistance with my ship build i want to do more dammage dps because the DQ enemies and wrecking my ship to hell. here is all the information i could gather on my current build.

http://skillplanner.stoacademy.com/?bui ... rdsbuild_0
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Re: I can help your ship build

Postby Battle Lion » Sat Oct 18, 2014 1:46 pm

Jovani_Picard wrote:this is Jovani Picard and i need some assistance with my ship build i want to do more dammage dps because the DQ enemies and wrecking my ship to hell. here is all the information i could gather on my current build.

http://skillplanner.stoacademy.com/?bui ... rdsbuild_0


ok first things first. please dont get upset, i am going to say some fairly obvious things first.

your power levels should be at full power to weapons, with the rest divided up as you choose for your remaining 3. i recommend not skimping on AUX bc you have a ltcmdr science. 

your weapons should be on AUTOFIRE. on your hud where your weapons are displayed, usually next to your power tray, you can see your 7 weapons and if they are firing or not. right click each one so it gets a green outline. now you dont have to mash space bar, and your weapons will fire until you tell them to stop.

ok now on to some less obvious stuff.

pick ONE energy weapon type, and stick with it. AP is good, i use romulan plasma personally. easy to get. 

your tactical consoles should ONLY be the kind that boost your chosen energy type. for example, AP mag regulator. 

the spire has really good tac consoles that not only add more base damage, but increase crit chance or crit severity. 

there are no diminishing returns for tac consoles, so get 5 of them.

if you must use torpedoes, just pick one and stick it in the front. if you have the gravimetric, use that. if not, pick your favorite.

your rear weapons should be the borg kinetic cutting beam, the omni directional AP array, and an AP turret. 
do you have the obelish subspace rift warp core? use that instead of the solanae core. its 2pc bonus with the omni AP array gives +10% AP damage.

the borg assimilated console should go on your ship too. its 2pc bonus with the kinetic beam is so fantastic, it should go on every ship build ever. 



you can get rid of all your engineering and science consoles, they arent really helping you out. move your plasma lance to science or engineering. 

you dont need that multi energy relay either, unless your one torpedo is a photon...but even then i still wouldnt use it. 

if you decide to switch to phaser in stead of AP, you can use it tho. 


your boff powers. 

i would recommend 2x attack pattern beta 1, and 2x cannon rapid fire 2. the rest of your tac powers you can leave as they are, they seem good.

your engineering intelligence powers...honeslty i would just use normal engineering powers instead. ETPS1 and EPTW2

science skills, hazard emitters 1, transfer shield strength 2 and grav well 1. 

.



ship devices. get the subspace field modulator from devidian arc replay, it will help with Damage resist.

also get some deuterium surplus from the daily mission at Alhena system. its a consumable evasive manuevers.
or shields batteries. 


science consoles should be embassy ones. they do lots of different things. if you cant get those, get an EMITTER ARRAY or 2 which will boost your sheild healing. 

the dilithium mine has a enhanced neutronium console which is really good. i usually get the one thats +turn, but i fly cruisers. you should look at the one that boosts hull healing. 




skill tree
http://skillplanner.stoacademy.com/?bui ... orjovani_0


for your traits, you gotta slot all space traits when you are fighting in space, and all ground traits when fighting on ground. its a pain to keep swapping them, but it does make a huge difference.
now that the loadout system is live, hopefully cryuptic will apply it to traits soon so we can swap them easier.

do you have any reputation traits for space? work on those. they are powerful.


id recommend ranking up omega rep first. it has arguably the best gear. youll need the kinetic beam, the asimilated console, a ground set, probably maco or adapted maco, and its a good way to farm dilithium.
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Re: I can help your ship build

Postby Battle Lion » Thu Dec 04, 2014 11:12 am

those vadwaur can be tough...anyone's ship not doing so hot? maybe i can help, post your build!
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