Possible 100K DPS build (I think???)
#1
So I went to K-13 last night, and saw some really good consoles and I wanted to know your opinion of these builds.

The first one is pretty standard:

http://skillplanner.stoacademy.com/3ca76...70a38813ff

The other one is a bit weird:

http://skillplanner.stoacademy.com/c3f59...8c9fb81c13

So these are the builds and I'm not sure which is better. Please leave a comment to let me know what you think and before you ask I'm not really worried with Turn Rate which is why there's no Accelerator.
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#2
Also please check the notes before asking about the Engineering Consoles. Thank you.
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#3
(12-24-2016, 07:17 PM)Stovokor Wrote: So I went to K-13 last night, and saw some really good consoles and I wanted to know your opinion of these builds.

The first one is pretty standard:

http://skillplanner.stoacademy.com/3ca76...70a38813ff

The other one is a bit weird:

http://skillplanner.stoacademy.com/c3f59...8c9fb81c13

So these are the builds and I'm not sure which is better. Please leave a comment to let me know what you think and before you ask I'm not really worried with Turn Rate which is why there's no Accelerator.

100K Build? Not so certain about that although it's disruptor heavy none of the other beam weapons even have a single PEN mod on them...
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#4
Okay care to explain how this isn't nuts? It does have a lot of hull penetration, and I wasn't sure if it was 100K DPS that's why there's three question marks.

So if you could explain a little more I would be grateful.
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#5
(12-26-2016, 06:02 PM)Stovokor Wrote: Okay care to explain how this isn't nuts? It does have a lot of hull penetration, and I wasn't sure if it was 100K DPS that's why there's three question marks.

So if you could explain a little more I would be grateful.


Um... Its very difficult to immediately say if a build is X DPS or not. After all, aside from the weapons on them, you also need to take into account numerous other factors which are arguably as important as the build itself. For example: Playstyle, Lag, Piloting, Team boosts, pets, etc. The only way you can find out is via a parse... 

About the new K-13 consoles. I've been told that they aren't really worth it, 33.7 Hull Penetration=3.37 armor penetration which would be better maximized through PEN modifiers. 

https://www.reddit.com/r/stobuilds/comme...h=580de4c9 

In any case, unless you parse it, it is impossible to say whether a build on the skill planner will have X amount of DPS. That depends on the player.
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#6
This build certainly has the potential to be 100+, but as the aaaict said, there are more factors than just the build.
You also need to be able to use the build/ship correctly, pilot it effectively, use the abilities like GDF at near 1% HP without dying, effective keybinding aso. 
But of course the build is the foundation to do so. And having all items maxed at Mk XIV + epic.

As for the beams and the [Pen] mod: Pen is the most powerful mod, and only available on crafted weapons.
That said, obviously the weapons you have chosen don't have access to that. 
According to some math gurus on reddit the Coalition Disruptors actually have a higher damage potential than
any [Pen] weapon, even without perfect mods.

You added the Nausicaan/Entoiled Technology Set. Personally I like the set, too, and am trying to incorporate it on my Romulan Flambard. The problem is that the Sci Oddy has less Tac Seats (Lt + Lt Com vs Com + Lt. Com), making it much harder to make it effective.
It is also hard to make a 90 degree Torpedo work on a Beam Boat with a Turn Rate of a School Bus.
Overall I believe you would be much better off without the whole set.
Add 2 more Coal Dis beams or Crafted Dis with [Pen] instead, plus another embassy console.

You Engineering consoles slots are left empty except for the Leech.
The Assimilated Module is missing to compliment the Kinetic Cutting Beam, otherwise replace the KCB with another CoalDis. 
Do you have access to the other Flagships, and possibly the Krenim Science Ship?
This Set http://sto.gamepedia.com/Flagship_Techno...onsole_Set - excluding the Console from you Sci Oddy - is pretty strong. 
Other suggestions would be Conductive RCS Accelerator [EPS] or EPS Flow Regulator. Bioneural Infusion Circuits, and the Tachyokinetic Converter.

Specializations: You might be better off with Temporal instead of Pilot

I recommend some little changes with your Boff Abilities:

Lt. Com Tac / Uni: APB I, FAW II, APO I (in case you have the doff Zemok: KLW I, APB II, FAW III)
En. Tac / Uni: KLW I (replace with Torp: Spread I if you keep the Nausicaan Torp)
Lt .Tac" TT I, FAW I (You need 2x VR Conn Officer - TT cooldown reduction variant - to make 1 TT work)
Com Eng: Eng Team I, EPtW II, EPtW III, Auxiliary Power to the Structural Integrity Field III (to keep trait: Built to Last running)
Lt. Com Sci: no change

Traits: Definitely get Inspirational Leader!
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#7
The engineering consoles our only appear to be empty as they haven't added the Xenotech consoles yet. Please read notes to see which console go there.

Thank you also for the BOFF lay out I will see what they do, also I'm primarily trying for max hull pen hence all the pen crap, due to the xenotech having decent armor pen.
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