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i need to know if im the right track i started playing in february so im still fairly new. if i have any errors or using something that does not really work for my build can someone give me some suggestions please here is a copy of my link. also if some one can suggest on how to increase my dps from 4990K to maybe 12k or more. i have more info on my ship build such as active DOFFS and BOFFS traits and my power settings in the notes section in the link i seem to be stuck i dont know what els to do thanks all have a great day

http://skillplanner.stoacademy.com/?build=aptest2_10116
Your biggest problem is your skill setup. You don't allocate more expertise to the skills you need the most. It's the other way 'round. As it is, your Tac skills are nearly useless. Attack Pattern stats are worth nothing when you have only the one attack pattern move. Battery skill is useless when you don't equip batteries into your devices.

Next thing: Pick an energy type. Having ALL the omni-lasers isn't going to help you when each one does crap damage. You clearly have access to antiproton stuff, so buy antiproton weapons and consoles.

Last thing: This might make me sound like an ass, but you should start a character from level one and re-try the whole thing. Then, go back and fix this Fleet Admiral of yours.
All of these beams are AP already so unless you changed them dunno what this guy is on about. Also, there is absolutely no need to reset your whole character! That is what skill respec is for. This is easily fixable.

For me since you have all beams except the AP torp I would dump your torpedo skills (and maybe even the torp since it has a smaller firing arc). Focusing on trying to land that torp is going to waste time you should be using for BFAW. Replace your torp spread with Attack Pattern Beta and move your Tac Team down to your ensign slot where Torp High Yield is now. Never run a higher Tac Team than Ensign. Then in your other LtCdr Tac slot you should run BFAW1 BFAW2 and APB, or BFAW1 APB BFAW3. Since you are running two copies of EPtW there is no need to run Aux2Bat and I find it under performs to be honest anyhow since it drains power from your heals and prevents you from hitting an AMP bonus if you have that on your warp core. I would actually move your EPtWs to level 2 instead and run one or two copies of Engineering Team. Higher levels of EPtW will boost your energy damage more. You could also get more out of swapping your DEM and RSP slots. RSP works pretty well regardless of the slot it is in while more DEM = more DPS.

Gear: never burn Tac slots on non-Tac consoles. This is the golden rule of consoles. Ditch your emergency force fields and move the Regenerative Integrity Field up there instead. I'd also suggest removing the Sustained Radiant Field as the damage boost you get from it is actually minimal because it stacks on your Tac consoles, so unless you need the healing boost it isn't needed. Put your Assimilated console into an engineering slot and then get another of the Embassy +Pla consoles to replace it along with another AP Tac console from the Spire. Unless you're really attached to the Kobali set I would run something else. The Nukara space set 2pc bonus grants a significant boost to weapon damage and is a solid set anyhow. Most players will run the shields and deflector while slotting the Romulan engines to maximize DPS as the Rom engines provide a major boost to attack patterns skill. If you want to tank more though the Nukara set is a solid one to run all three pieces of.

I can promise you without even changing your captain skill layout this setup would get you significantly more damage. You should be able to clear 10k easily with the build I just described. I'll check out the skill layout when I am not on my phone and offer you some guidance.
For your skills, you do have some wasted points... Check out this skill build as a good core starting point: http://www.stoacademy.com/tools/skillpla...build10k_0 You've got 51K points left to spend on space skills at your leisure. If you aren't going to use torpedoes then avoid skills in Projectile Weapons as they won't benefit you. For the various "performance" power skills, avoid putting more than 3 points into these as the benefit is not worth it. Check this link: http://www.amicushome.com/SkillPointEffects.htm for details on the benefit per point invested in skills. 

Once you decide to upgrade gear, start with your weapons as taking those to Mk XIV will provide you the biggest bang for your buck from MkXII, even more than getting better consoles. You may want to consider dropping the fleet beams in favor of crafted AP beams with at least CrtDx2 mods on them, ideally CrtDx3 Pen or CrtDx2 Pen as these are cheaper on the exchange. For that though we're talking some serious EC expenditure; you would be alright to just upgrade your existing beams now as you can without much trouble. 
thank you robonixon for the suggestions im working on it now as of the moment i have no dil to spend at the moment. so im adjusting my boff abilities im getting away from the aux to batt as it really only affected the reverse shield polarity from 2 mins to 54 seconds i believe i have enough healing abilities to compensate for the extra minute. and when i can i will get a respec point to fix my skills when i started playing i was selecting what looked good. but once i get more dil i will be fixing my consoles too.
You can get doffs to assist with the cool down on RSP and also on Tac Team which I suggest.
thanks for the skills link .
and im switching out my aux to batt technicians with a conn officer medesoh edothli reduces tact team recharge time by 4 sec and
albert crawley rivers 20% chance power levels +15 and
kecia davida arnet 30% chance recharge time reduced by 30% for all emergency power to subsystems after use
and with the changes i made to my boff abilites with your suggestions
my parser still wont work but it looks like bigger numbers
(05-24-2015, 03:56 PM)robonixon Wrote: [ -> ]All of these beams are AP already so unless you changed them dunno what this guy is on about. Also, there is absolutely no need to reset your whole character! That is what skill respec is for. This is easily fixable.

Oh, I was just talking about the omni-directional beams in the rear weapon slots. Not wasted by any means, but he'd do more damage with more AP stuff.

The reset thing was just something I ended up doing after I tried every career. I invariably screwed up, and then I managed to find the stuff I did wrong and fixed 'em on the new guys before going back to endgame.
Hello dataport,


As a fellow flyer of the fleet avenger, I can tell you that with the right modifications, it is a joy to fly. Although I use cannons, here is my build. http://www.stoacademy.com/tools/skillplanner/?build=avengert5ubeta9_7241

Now down to the review. First off this looks like a pretty nice build, and I would make just a couple of modifications. ( don't worry that I have written a lot, most of it is explanation)  [Image: wink.png] 

Weapons- fleet weapons are good, but normal v rare ones with crtd modifiers deal out far more dps, and so you should try to find weapons with as many of these modifiers as you can. Aft weapons-   spot on for an AP build!.

Equipment- The kaboli set looks pretty good, but you many consider getting another one from the rep store.. such as the MACO or AMACO sets that are pretty good for cruisers ( or at least in my opinion, best to get other viewpoints on that). I would perhaps swap out the warp core for the obelisk one from I think it was sphere of influence ( or at least on of the dyson FE's) and this will provide a set bonus with your ancient omni AP beam and gives 10% bonus AP damage. Otherwise, very nice. 

Consoles- I would definitely get rid of the force fields ( I don't think it works that well...) and put in the regenerative integrity field in its place. You can then get another vulnerability locator to boost damage. I might be tempted to get rid of the RCS, as you don't really need too high of a turn rate using beams ( unlike mine which you need a high one to use cannons) and put in that slot the assimilated module. You can then put in another science console, as the lack of science slots and abilities is the avenger's greatest weakness. 

Powers- I see that you are going for an aux to bat build, which may work well or perhaps not. I would swap out the torp HY for beam overload, as you are using more beams than torps. I would also swap out the transfer shield strength with science team II, which will heal shields and get rid of science debuffs. Finally I would replace one of the eptw's with engineering team, which will heal your hull ( crucial on this ship.) 

Well, I hope this helps, and already this is a good build so well done, even if you've just started.  [Image: biggrin.png] 
Yours,
AAAICT

p.s. I hope that you will enjoy the avenger as much as I have, the U.S.S Westminster is my pride and joy! [Image: wink.png]
(05-24-2015, 08:38 PM)Hijinks Wrote: [ -> ]Oh, I was just talking about the omni-directional beams in the rear weapon slots. Not wasted by any means, but he'd do more damage with more AP stuff.

The reset thing was just something I ended up doing after I tried every career. I invariably screwed up, and then I managed to find the stuff I did wrong and fixed 'em on the new guys before going back to endgame.

The omni beams he has ARE all AP. 
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