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Hey all,

just joined the stoacademy after it has become my mainsource of information for the last 3 odd weeks.

STO is probably the fasted levelling game I've ever played and so the learning curve is immense, though not without gaps on the way.

After I've carefully studied some other builds with high medal count and I now entered endgame myself, I came to the conclusion to ask for advice for further improvements.

I am a trill engineer in cruisers all the way and probably will stay in cruisers most of the time, aside from some small adventures in escorts or science vessels coming along in the future.

This is my link: <!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=LaylaliRayna_2241">http://www.stoacademy.com/tools/skillpl ... Rayna_2241</a><!-- m -Arrow

The Engineers team, Human & Saurian, is about finished, though I might have a 2nd Lt Com or even entire 2nd team for swapping a few skills.

Tact & Sci are far from ready yet. I am waiting for a better ship to have higher ranking officers there.

The skill points are how I have distributed them so far. They are a bit of a mixture from 3 high medal ranking skillplannerusers.
Advice welcome, though I expect there is also an area of personal preference involved?

One thing I probably want to change is the threat control. I suspect it is important for space but rather not so good for ground?

The weapons are now entering the state of improvement by Omega standards. The plan is to go tetryon and antiproton, beam arrays and torpedos, purple of course.

Do you need more information or is that good enough for a start?

Any input welcome.

Thank you in advance.
Lay
Hokay. Right. So.

Engineers are good at 2 things when it comes to space. (I don't know anything about ground).
1. Being difficult to kill, and making the team difficult to kill with healing.
2. Less crucially, pressure damage.


Please don't be distressed that I've ditched most of your build, but consider something liiike this. <!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=SuggestedChanges_1615">http://www.stoacademy.com/tools/skillpl ... anges_1615</a><!-- m -Arrow

You will notice I've gotten rid of some of the bad/useless stuff such as Cannon Scatter Volley (with that turn rate you'll be using beam arrays, let's be honest) and Boarding Party (it's a bit naff in PvE because the parties die, and totally useless in PvP because everyone you want it to work on is cycling tactical team continuously) and Mask Energy Signature (you're a cruiser with an engineer captain in it: stealth is not something you should be considering as an option). I also got rid of Science Team 1, which is a good ability but you've got Tactical Team and Engineering Team already and you'll end up with some cooldown issues. If you want more shield healing then Transfer Shield Strength is a better option.

Emergency Power to Shields is a great bread-and-butter skill for most any ship (so I've featured it twice), and it's possible to get the cooldowns very low with careful application of Duty Officers - several Damage Control Officers and a Warp Theorist can make your power levels very high very often. There are other options to maintain high uptimes as well, but that's a common way of doing things.

Extend Shields, Engineering Team, Aux to Struc and Hazard Emitters will be useful for healing yourself and your team. Extend is such a good skill at the moment that not taking a copy would be crazy!

Warp Plasma has been kept in the build, because it's good, and may be worth taking a Matter/Antimatter Specialist Duty Officer for the chance to immobilise people trapped in it. If you buff up your Particle Generator skill a bit the damage can actually be quite solid as well.

For tactical, you have some flexibility, but Tactical Team is really good, and you'll probably (definitely) want to run Beam Arrays as your primary weapon, so Fire at Will is a fine choice. Consider Chroniton Mines and torpedoes of your choice (Plasma maybe, to synergise with the Warp Plasma damage over time).

Science-wise, I slapped in a Tractor Beam for funsies, and Hazard Emitters because they are great.


I hope that gives you some ideas. This build has a solid mix of being tough-as-heck, good healing potential, and some good movement-limiting options (which people overlook, because it's not clearly explained, but someone's speed directly correlates to their defence score, and if they're standing still you and your team are more likely to score critical hits. It is for this reason that Chronitons are better than you think). Raw damage is secondary to those features, but 6 beam arrays can deliver some solid broadsides, and will proc pretty regularly.

Good luck!
Cheers!

Yes, Hazard and Fire at will are top of my list, Scatter is going to go off, just didn't get around to those things yet.

Great that I can get rid of Science 1 ... I was rather hoping for that.

I have to look through your recommendations properly and research everything so I understand it before I use it :-)

Thank you for that, big help so far.
Just a few questions:

Given, that I will have 7 beam bank arrays and one torpedo only, is this then really necessary to have 6 skill points in Tactical: Starship Projectile Weapons or could I get away with 3?

Also, I am unsure about Science: Starship Flow Capacitors, even "only" on 3, as I have nothing which can drain from targets. Have I overlooked something here?

I don't quite understand, why there are 0 skill points in Engineering: Starship Impulse Thrusters. Cruisers are dreadfully slow and I wonder if it wouldn't make sense to have at least 3 points here?

You've put 6 skill points into Science: Starship Graviton Generators. Again, I believe I have nothing which this skill could be useful for or am I wrong?

One of the skills I really like to have is Vital Matrix, so I wonder, if the last space skill, Science: Starship Subspace Decompiler is something I should put 3 skill points into?

In regards to the boarding party: It is my fun skill, I wanted to try it and as I've said, I might have a 2nd team of engineer boffs to keep/have some fun skills.
Also I would really like to have an universial commander, or 2, or 3 ... which hopefully one of the higher (zen) ships can provide sooner or later.

You mentioned "cycling their tactical team continously". As I've said, this game raced me through the levels so I am unsure if I understand this part of your post?
Does that mean, they have more than one tactical team? Which is obviously cool, but I don't quite understand how this affects a battle, as one cannot swap boffs in battle - or am I wrong on this?

These are my questions - for now anyway. Probably more to come, though :-)

Again, thank you kindly for your efforts so far.
I'll be more expansive when I'm home, but briefly:

The skills are approximations, and I'm less hot on skill allocation than powers, but Graviton Generators is if you want to use a tractor beam (one of the few offensive science skills that a cruiser pilot will find viable). Flow Capacitors are if you want to trade tractor beam out out and use energy siphon, or decide to mount Polaron/Tetryon weaponry, or use the end-game Tetryon Glider benefit from the Omega space set, which all benefit from Flow Capacitors. In that ship you won't have a Science slot able to use viral matrix, which starts at Lt Commander, hence not taking any Decompiler. Impulse is an oversight on my part, that skill is fine (it's been a while since I've respecced, actually.. I think I had forgotten whether it was any good or not).
Hi

many thanks for your answer, as brief they might be (which I didn't perceived as it). I absolutely appreciate your time and thoughts you've put into it.

I did have a hard time to fill up the skill board with enough points as the skill trainer didn't approve. I think, the skill planner does give more skill points as I actually had. So I now have it only nearly complete.

Viral Matrix is a dear wish of mine, probably I make a fun science boff for that as well *g*.

Didn't know about graviton and tetryon. Will investigate.

Anyway, that's how far I got with it yet:
<!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=LaylaliRayna_2241">http://www.stoacademy.com/tools/skillpl ... Rayna_2241</a><!-- m -Arrow
Need more skill points, so I left out where I hadn't enough understanding and shortened the Admiral column for now. And yes, Boffs are not touched yet any further.
On the good side: just started with STF, so weapons, consoles and other stuff will improve immensely in no time.

:-)
Further:

You could definitely go in a more aggressive path with your build - Assault Cruisers are certainly better at it than Star Cruisers. You could include copies of Emergency Power to Weapons, have only beam arrays, and use two copies of Fire at Will, and up your dps. But since you're an engineer, the damage you'll do like this is limited anyway - by and large, I think support/tanking is for the best as an Engie-cruiser. This doesn't mean that you can't fly escorts - engineers can make horrendously tough escort pilots and still dish out nasty damage. And obviously, you can have a bash at doing more dps if that's up your street.

For the build I outlined above, however, I'm working on the assumption that you're using 6 arrays and 2 projectile weapons - torpedoes front, and mines aft, say, for maximum disruption of your opponents. Chroniton mines would synergise nicely with the warp plasma - swoop in, evasive maneuvers, warp plasma, chroniton mines - that will stop anything pretty much dead, making them much easier to kill thanks to how speed and defence interacts. You can then come around for some broadsiding action, and spam out a high-yield torpedo or torpedo spread, with torpedo of choice. Plasma are good now, but so are the other kinds.

Any escorts worth their salt will be either using two copies of tactical team (usually tactical team 1) and using them in rotation to one another, OR using several cooldown-reducing Duty Officers so they can get away with one team. This makes a boarding party useless, as aside from the many area of effect powers, the escort that they really want to shut down will clear off the parties with their tactical team very quickly. All sorts of people will do this as well - not just escorts. However! NPCs do this very sporadically, so it's entirely possible that you'd land all your parties on them, assuming they survive the trip. Use it and see whether you like it, but I think you'll find more use out of Warp Plasma.


EDIT: A lot of my gibbering has been stolen from the wisdom of the PvP area on the STO forums - where you will find the best builds/players. I am not one of them! But I've been reading a bit, and have benefited from that with my own stuff.
Once again, many many thanks.

Usually games give more time to grow into ones abilities - this one however has an insane levelling speed which leaves me feeling rather dumb half of the time *lol*.

Since I am now slowly moving out of the standard mission area and do more and more STFs I will have to adapt to this and become a "true" tank to get the best out of the gaming.
So your thoughts and inputs are really valuable and I will try to build accordingly. Still a lot of research to do so I actually understand what you are telling me :-) Don't want just to follow blindly someone else's built without having it understood properly and can put it to its best use.

Will give an update how things are developing as soon they have heftily developed :-)

Again, thank you and have a great time.
Lay
laylalirayna Wrote:Hey all,

just joined the stoacademy after it has become my mainsource of information for the last 3 odd weeks.

STO is probably the fasted levelling game I've ever played and so the learning curve is immense, though not without gaps on the way.

After I've carefully studied some other builds with high medal count and I now entered endgame myself, I came to the conclusion to ask for advice for further improvements.

I am a trill engineer in cruisers all the way and probably will stay in cruisers most of the time, aside from some small adventures in escorts or science vessels coming along in the future.

This is my link: <!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=LaylaliRayna_2241">http://www.stoacademy.com/tools/skillpl ... Rayna_2241</a><!-- m -Arrow

The Engineers team, Human & Saurian, is about finished, though I might have a 2nd Lt Com or even entire 2nd team for swapping a few skills.

Tact & Sci are far from ready yet. I am waiting for a better ship to have higher ranking officers there.

The skill points are how I have distributed them so far. They are a bit of a mixture from 3 high medal ranking skillplannerusers.
Advice welcome, though I expect there is also an area of personal preference involved?

One thing I probably want to change is the threat control. I suspect it is important for space but rather not so good for ground?

The weapons are now entering the state of improvement by Omega standards. The plan is to go tetryon and antiproton, beam arrays and torpedos, purple of course.

Do you need more information or is that good enough for a start?

Any input welcome.

Thank you in advance.
Lay
Hi, you may want to look over this: <!-- m -Arrow<a class="postlink" href="http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm">http://home.comcast.net/~amicus/Skill%2 ... ffects.htm</a><!-- m -Arrow

It's a list of what each skill you have does for various Boff skills. I had a look over your build and I can give you some feedback if you want. Before I go into it, are you more into PvE or PvP? Some builds are better for one or the other. Generally speaking PvP builds are great for both, but it all depends on what you want to do. I don't PvP so my advice has that in mind.

1) I agree with seedygeorge re: cannon scatter volley. It's not great for a cruiser, your turn rate is low and especially on the ship of your choice (a mirror assault cruiser, with its turn rate of 7). Beam arrays are the go for cruisers. DPS is not your goal, rather sustained damage through broadsiding is where you want to be. I have heard people use the Excelsior-refit as a cannon ship, it's better suited for it - it has a higher turn rate, better inertia rating, and has a LtCmmdr Tac Boff slot.

2) Similarly with your shield healing, I agree with the above you gotta ditch sci team as it shares a cooldown with tac team and eng team. For that matter, you may also want to ditch eng team for the exact same reason. A good shield-heal for science is Transfer Shield Strength, Emergency Power to Shields for engineering (some people chain EPTS by having two copies of it, so it's 'always on'). For hull heals, Hazard Emitters is a great hull heal that also clears you of stuff like plasma fire, and so is Auxiliary to Structural Integrity. HE will heal over time, while AuxSI give a modest boost in damage resistance, a minor hull heal but it's cooldown is only 15seconds so it has greater 'up time' than engineering team. Both of these are modified by your auxiliary power setting mind you; the higher your aux, the better the hull heal will be. I personally prefer HE and AuxSI over ET, as they also have secondary effects (some might even call them the primary effect with the hull heal the added bonus) and tac team is way more important for survivability.

3) Near as I can tell, Starship Subsystem Repair doesn't appear to do anything. If it buffs your repair rate it does so in an infinitesimal way that is not measurable in combat; and if it buffs it outside of combat, it doesn't matter as you will repair just as quickly just as easily without it. That's 9K skillpoints you could put in any number of better skills, just look at the two other eng skills for its tier, Structural Integrity will boost the number of HP you have and Starship Warp Core Efficiency will boost the amount of power you have when at low-power levels (lets say you have 100 to weapons, 50 to shields and 25 to engines and auxiliary, this will give more of a benefit to engines and auxiliary, which is nice to have. As an aside, if you don't know about power levels then you should learn it, as it is a huge part of mastering this game).

4) As an addendum to the above last point about Starship Warp Core Efficiency, ALL the 'X Performance' skills give similar boosts to whatever power subsystem they refer to, only it's a flat bonus (i.e. it's not quite like the Efficiency skill that gives a greater boost for low-power).

5) As far as damage resistance goes, you have two skills - Starship Hull Plating and Starship Armour Reinforcements. One boosts energy resistance the other kinetic (i.e. torpedoes) resistance. Of these, the latter is far more important. You can generally be ok when your shields go down and people are still firing at you with energy weapons; torpedoes, especially high-yield plasma torps that borg like to throw at you, can one-shot you. Cruisers are a bit safer than either escorts or science vessels, but a crit from a torp on your unshielded hull is Bad News. Remember, you need to tank for the team - that means two things, pulling aggro and staying alive while the aggro is on you and your escort teammates are DPSing down the enemy.

6) With that in mind, you have no points in Threat Control. I don't know what the right balance is for this skill, but do note that any allocation also gives you some damage resistance. (check the link I gave you at the top to get an idea of how much DR you get).

7) With respect, your science skills appear badly allocated. If you want to just do PVE. If you intend to PVP then some of it could be good. Full disclosure, I don't PvP so my advice relates more towards the PvE side of things. At least, in my understanding, Power Insulators are not necessary for PVE (PVP is another story). Same goes for Starship Inertial Dampeners; any 'hold' effect i.e. tractor beam, can be countered by Polarise Hull (sci), or by Auxiliary to Dampeners (eng - not sure about this, the skill description says it provides immunity to repel and disable effects but I've never used it so I'm *not* 100%). In any case, you're a cruiser, so tractor beams aren't the big issue that they can be for say escorts (who will usually have Attack Pattern Omega anyway). Starship Sensors? Totally useless for a cruiser. Buffing this is for stuff like Sensor Scan (which is a science player ability, not a Boff one). Its PvP value is arguable; I don't know much about PvP but the bonus you get against Jam Sensors or Scramble Sensors is pretty low at least from what I can tell. Other people who have more PvP experience than I might be able to set the record straight here.

EDIT 8) I missed something you said- you want to go for tetryon or antiproton? Ok well Flow Capacitors give a bonus to the former, while Energy Weapon Specialisation and Starship Targeting Systems benefits the latter (2ndEDIT- actually Starship Targeting benefits any weapon you have). With Flow Capacitors, your tetryon beams will do more shield damage when they proc. (I don't know if they increase the chance to proc, the link I gave indicates they don't) For antiproton, its 'proc' is better critical damage. I don't think AP weapons boost the chance to proc a critical. That's why you need Starship Targeting Systems, to boost your accuracy. Because the more times you hit, the better the chance you will crit (if you don't hit, you won't crit at all). This should be for every build though. EWS on the other hand, is an admiral tier skill, so it's the most expensive skill you can buy. The page I linked to indicates that the chance to crit increases as does the severity of the damage... but in my opinion not by a whole lot. The other thing is, again, what do you intend to do? PvE or PvP or a bit of both? A lot of people swear by Antiproton weapons, I kinda feel sceptical to be honest. For one thing, I'm more of an RPer so Starfleet should have phasers and KDF should have disruptors. That said, it's your build so it's up to you. Some people say phasers are better for PvP for its proc. Others say disruptors>>>everything else. From my understanding, the only bad choice is Plasma. Avoid them. Anything else can be made to work. Just bear in mind what I said about Antiproton weapons.

3rd EDIT LOL 9) You've got 6 points in Particle Generators. This only benefits Eject Warp Plasma's damage. It's a substantial skill point investment for that purpose IMO. EWP is more useful for its movement debuff rather than damage. You want to fart warp plasma at stuff like nanite probes coming to take away your Infected Space Elite optional, or to prevent the probes from getting to the gateway on Khitomer Space Elite. Or someone has popped a cube on Cure Space Elite too early and now you have to immobilise the three raptors that have just spawned and heading towards the Kang. Damage is nice, but I would consider it a secondary effect at best - you really want EWP to halt people in their toes rather than blow them up by itself.

That's all I can think of right now. I hope it helps. If I'm wrong on any point above I'd welcome corrections as I'm by no means an expert.
Wow, thank you for writing that together, stofsk.

I have developed things a bit further, got rid of scatter, have hazard and tractor on board.

<!-- m -Arrow<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=LaylaliRayna_2241">http://www.stoacademy.com/tools/skillpl ... Rayna_2241</a><!-- m -Arrow

Yes, I still use Boarding Parties, just for the fun of it. I haven't emerged myself totally into STF yet, so BPs are still to watch ... purely from the RPG point of view.
But as soon I am deeper into STF, I will say byebye to my little shuttles and get something more powerful.

Regards EWP: I've seen these pesky little raptors flying in and with a few shots falling apart. Given that there always is someone popping the cube, I like this effect at the moment. Though still running "normal" STFs. Maybe, when I am seriously involved in Elites I will downgrade EWP a little bit. (Halleluja for 4 more respecs!).

There are a few differences in the posts of this thread, so I will investigate further every point made and compare what is most suitable for me.
It is already very late now, so things have to wait another night or two :-)

Anyway, thank you very much, both of you.
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