Okay no dumb questions..you asked for it
#11
(02-03-2017, 03:17 PM)Mikejohnson37 Wrote: To be honest, I am not at all sure what I want to do. I guess I picked Tach & escorts to be DPS.
My main thing is..I want to learn to play the game..and be good at it. Not looking to be perfect, but there is a reason why I keep returning. I love star trek. And this game, if could could figure out what or how to play it correctly is my best bet to do that.
Understand what I am trying to say?

I  understand you perfectly.

But I feel it's important to point something out -

Playing the game "Correctly," in my opinion is defined as how YOU want to play the game. Everyone has their own way of doing things Smile
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#12
As long as you're not trying to chase DPS and be one of the top DPSers in the game DPS is probably the easiest builds to learn.  Your build is already slanted towards DPS, it just needs refining and to setup your skill tree and traits.  For basic DPS builds I like Valikin's balanced science skill tree build.  It gives you the science ultimate with all it's boosts and the tac skills you need for your weapons.
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#13
(02-03-2017, 03:36 PM)eaglescoutdjb Wrote: As long as you're not trying to chase DPS and be one of the top DPSers in the game DPS is probably the easiest builds to learn.  Your build is already slanted towards DPS, it just needs refining and to setup your skill tree and traits.  For basic DPS builds I like Valikin's balanced science skill tree build.  It gives you the science ultimate with all it's boosts and the tac skills you need for your weapons.

Thanks for that link! Think i'll check that out myself as I havent gotten used to the new skill tree really yet! lol
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#14
(02-03-2017, 03:41 PM)Jstagg Wrote: Thanks for that link! Think i'll check that out myself as I havent gotten used to the new skill tree really yet! lol

No problem, if you look through his Nightbot commands you can find examples of a bunch of build he's put together.
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#15
(02-03-2017, 03:17 PM)Mikejohnson37 Wrote: To be honest, I am not at all sure what I want to do. I guess I picked Tach & escorts to be DPS.
My main thing is..I want to learn to play the game..and be good at it. Not looking to be perfect, but there is a reason why I keep returning. I love star trek. And this game, if could could figure out what or how to play it correctly is my best bet to do that.
Understand what I am trying to say?

I think we all feel the same about this.
What you should try to figure out iis what play style suits you. As you have seen STO ships come in all shapes and sizes.
Over time the game added so many features, abilities and consoles that a Tactical captain can do anything in this game, be it DPS, Tank, Heal, Exotic/Science builds etc. And to be honest, Tac captains can probably do all of that better than the others, just because their captain abilities are more suited for the endgame, especially when it come to DPS.
Also - thanks to the current Meta - Tanks can do as much DPS as any other DPS ship, and with the right traits even more.
Same is for Exotic builds: DPS is not just Torps and Beam/Canons anymore. A good exotic build can hold it's own with any other ship, despite "only" having 6 weapon slots.

The hard part for you would be to decide what suits you personally.
But don't mistake the ship or ship class with DPS. Every single ship can do great deals of DPS, be it an Escort, Cruiser, Science Ship or Carrier. You pick a ship type depending on your play style, and then pick a specific ship based on the Boff and Console setup, it's availability, and most importantly Space Barbie (the Looks!)

Do you like fast and nimble ships, like destroyers and escorts, weaving in and out Hit and Run style while blasting their weapons heads on at their enemies?
Or will it be a tanky Cruiser or Dreadnought, broadsiding their enemies into oblivion with their beams, while at the same time being able to soak up large amounts of damage?
Should your ship include any Hangar Pets? With swarms of fighters or only 1-2 larger Frigates? Then your choice might be a Heavy Carrier or nimble Escort Carrier.
What weapons do you prefer? The classic Beams we all started seeing from the original Enterprise?
Or do you prefer the salvos of Cannons? Or even Salvos of high powered Torpedoes on a dedicated Torpedo Boat?
And then there are the Space Magicians, sitting in sleek Science ships, quietly manipulating Physics and Time to control, drain and decontruct their enemies?
All of these builds are viable, all of them have the potential to do great deals of DPS.
A good player not only has a good ship, effective build and epic items. A good player knows the strengths and weaknesses of their setup, knows how to pilot their ship effectively, and use their abilities at the right time to maximize the results.
Piloting - not ships or builds - separates an average player from the good ones.
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#16
Sometimes skill is more important than the ship or the build.  I set a goal of hitting 50k DPS when I was chasing DPS and my biggest jumps in DPS didn't come from getting an item upgraded to epic or getting some expensive console or ability it came from practice and running with a good team.  My highest DPS runs were runs I did with the fleet or with Valikin and his viewers.  You can set a ship up with all green mk XII gear and no expensive traits or abilities and still do 20k or better if you practice piloting and getting the timing down on when to activate abilities.

As for building the ship, I learned from looking at what worked for other people and taking the parts that fit my play style to make my own.  My torp boat is based on 3 different builds 2 from Oden Knight, his Manticore and Gal-X, and Valikin's Hestia, but mine is built on the t5u JHDC.
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#17
(02-03-2017, 03:36 PM)eaglescoutdjb Wrote: As long as you're not trying to chase DPS and be one of the top DPSers in the game DPS is probably the easiest builds to learn.  Your build is already slanted towards DPS, it just needs refining and to setup your skill tree and traits.  For basic DPS builds I like Valikin's balanced science skill tree build.  It gives you the science ultimate with all it's boosts and the tac skills you need for your weapons.

While the Sci Ult build is currently the top build for the day-to-day and even high end player, this particular setup has some flaws.
- 3 points in Impulse Expertise is a waste. While the first 2 points give you a combined boost of 34%, you only get 6% out of the third point. 
- similar to Impulse Control is the use of 3 points in Scientific Readiness. 10% from the first point, 7% from the 2nd, only an additional 3% from the 3rd. And why not everybody has the All Hands on Deck trait or a Timeline Stabilizer Console to reduce Science Boff abilities, you also need to consider your tactical and engineering abilities, too. 
This setup is probably made for a player with an expensive Zemok Boff, and drake-style doubling of abilities to reduce the cooldowns of Tac and Eng abilities, but even then that 3rd point is next to useless.
And as the current meta suggests the use of Attrition Warfare to reduce CDs (depending on the build) you could even get away with 0-1 points in this category.
- as we rarely have the Fleet damage+resistance buff, it is advised to add one skill point into Hull Plating. But with all the other abilities and traits in the game that boost damage resistance you have better use for that 2nd point.
- The average / beginning player (or Romulan captaiin) should also have points in Warp Core Potential  (1) and Warp Core Efficiency.
Players with zero points here usually have the Plasmonic Leech - potentially boosted with some DrainX consoles - plus the very expensive trait Supremacy. You will also need another (3000 Zen) trait - Emergency Weapon Cycle - to reduce weapon power usage of Cannons and Beams. Or you have a dedicated Torp Boat, as they don't use weapon power.
A good build reaches at least 75 in Engine and Shield power in combat, while maxing Weapon and Aux (125 each). Even better if your weapon power would 'overcap' by the amount it uses per firing cycle, so that the power setting never drops under 125. Or you have enough EPS/Power Transfer Rate to restore the used power before the next firing cycle starts.
A Federation ship has 200 power, and a Leech with Improved Drain Expertise skill can add up to 16 per setting. That is still only 264 out of the 400+ power you are seeking on a ship that uses energy weapons. While some consoles will add some to the settings (i.e. +5 WP from the Assimilated Module), you need skills like Warp Core Potential (+12) and WCE (at least 20+) to further close the gap. This is why Supremacy is so popular (and expensive): it adds a total of 80 power.
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#18
(02-03-2017, 05:20 PM)Bhaltair Wrote: While the Sci Ult build is currently the top build for the day-to-day and even high end player, this particular setup has some flaws.
- 3 points in Impulse Expertise is a waste. While the first 2 points give you a combined boost of 34%, you only get 6% out of the third point. 
- similar to Impulse Control is the use of 3 points in Scientific Readiness. 10% from the first point, 7% from the 2nd, only an additional 3% from the 3rd. And why not everybody has the All Hands on Deck trait or a Timeline Stabilizer Console to reduce Science Boff abilities, you also need to consider your tactical and engineering abilities, too. 
This setup is probably made for a player with an expensive Zemok Boff, and drake-style doubling of abilities to reduce the cooldowns of Tac and Eng abilities, but even then that 3rd point is next to useless.
And as the current meta suggests the use of Attrition Warfare to reduce CDs (depending on the build) you could even get away with 0-1 points in this category.
- as we rarely have the Fleet damage+resistance buff, it is advised to add one skill point into Hull Plating. But with all the other abilities and traits in the game that boost damage resistance you have better use for that 2nd point.
- The average / beginning player (or Romulan captaiin) should also have points in Warp Core Potential  (1) and Warp Core Efficiency.
Players with zero points here usually have the Plasmonic Leech - potentially boosted with some DrainX consoles - plus the very expensive trait Supremacy. You will also need another (3000 Zen) trait - Emergency Weapon Cycle - to reduce weapon power usage of Cannons and Beams. Or you have a dedicated Torp Boat, as they don't use weapon power.
A good build reaches at least 75 in Engine and Shield power in combat, while maxing Weapon and Aux (125 each). Even better if your weapon power would 'overcap' by the amount it uses per firing cycle, so that the power setting never drops under 125. Or you have enough EPS/Power Transfer Rate to restore the used power before the next firing cycle starts.
A Federation ship has 200 power, and a Leech with Improved Drain Expertise skill can add up to 16 per setting. That is still only 264 out of the 400+ power you are seeking on a ship that uses energy weapons. While some consoles will add some to the settings (i.e. +5 WP from the Assimilated Module), you need skills like Warp Core Potential (+12) and WCE (at least 20+) to further close the gap. This is why Supremacy is so popular (and expensive): it adds a total of 80 power.

No cookie cutter build is going to be perfect, this is just a good starting point for someone that's learning.
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#19
(02-03-2017, 05:44 PM)eaglescoutdjb Wrote: No cookie cutter build is going to be perfect, this is just a good starting point for someone that's learning.

Sorry, didn't mean to critique you personally. Just wanted to give some more detailed advice.
Obviously no build will fit everything, but I believe there I certain must haves for starter builds.
This way you can have a skill set that will last you awhile until you get to the point where you tweak it to 
your exact build. Unfortunately respecs cost a respec token, and those start to cost Zen once you used up
your free ones. So you can't/shouldn't respec over and over again.
And who knows what PWE/Cryptic come up with down the road that suddenly shakes up the meta.
You might want to keep some tokens for later.
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#20
Okay, I gave it another thought, and have to adjust my previous statement on Advanced Scientific Readiness.
You need 27 points in the Science Tree to maximize the potential of the Sci Ult. The other option would be Shield Mastery.
And while Shield Mastery sounds nice, it actually interferes with one essential Boff ability in Tank/DPS builds these days:
Feedback Pulse. FBP reflects incoming damage, so in reality you want the enemy to crit you so in return your FPB is boosted, too. 
So in case you do use Feedback Pulse - or any other console/ability that reflects incoming damage - then you have to skill Advanced Scientific Readiness.
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