I can help your ship build

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Re: I can help your ship build

Postby Battle Lion » Sat Jan 09, 2016 10:57 am

Jureth wrote:Okay, BL here's a new one: T6 Hestia Escort. They had one console not on the build planner that I have which is the Ferrofluid Hydraulic Assembly at MK XIV

I'm not partial to really any of the gear, I was just trying it out don't worry if you want to suggest a change in weapons or gear set etc...

http://skillplanner.stoacademy.com/?build=hestiat6_0

Also, I noticed in Counterpoint (advanced) I keep getting toasted by tractor beam repulsors used by the Terran Empire Command Cruisers. any suggestions on countering that?


OK i also need to know what duty officers you guys are using and what they specifically do, and their rarity. this is very important to anyone seeking help! 

so since you are a cannon boat the best thing you can do is keep practicing your piloting. staying withing 4km with all your front weapons on target is the only way to do any damage, as the rest of your ship is supportive to your front.

next thing i would do is move your torpedo to the right most slot. weapons fire left to right in this game, and having your torpedo fire towards the end i think will maximize its kinetic damage, as more of the shields should be gone by the time it fires.

i also think you could upgrade to a rep torpedo, the best for you i think would be the heavy biomolecular torpedo. you already have the other pieces of the set so why not? set 4 could be fun. also it would let you eventually drop the hydro compensator


the other choice is the gravimetric photon. it can make mini grav wells, an i think it nearly always procs on a torp spread, which you have.



command space abilities really arent anything to write home about.
i know it sucks that you can be using them and thats kinda the point of tier 6 ships, but in this case i think you would be better served with standard engineering powers.

what i would do:

cmdr tac: TT1, APB1, CSV2, CSV3
lt tac: TT1, TS2 no change
ltcmdr eng/cmd: epts1, eptw2, supression barrage 1
ltcmdr sci: HE1, ST2, GW1 no change
ens uni (eng): ET1 no change

youre going to need 3 blue damage control engineer duty officers that reduce cool downs on emergency power abilities. or 2 very rare

eptw will not only restore disabled weapon systems, but it will give you lots of extra power to combat weapon drain. weapons do their most damage at 125, so keeping your power level there will vastly help. eptw ALSO gives you a direct buff to damage on top of that too. 

what other gear sets do you have? breen is really bad unless you are a transphasic torp boat.

borg engines and deflector are good, they give a nice hull heal.

nukara shields and engines wouldnt be bad either for the 2 pc.

8472 deflector would be good with romulan engines for high dps but youd have to be careful not to die.

but i think since the kobali set is free, go for the engines and deflector from that while you decide what to do. dont bother upgrading them.
it will give you some staying power which i think you probably need


your warp core should be replaced too, its not really doing a lot for you.

a fleet mine or spire core with AMP and something that gives you power to weapons would be good, theres a LOT of modifier combinations so when youre ready to get one, i'd be happy to help.


AMP will give you more damage, and your selection of where you want to shunt power to. spire core will also help with weapon power drain while firing.


your polaric modulator can go, its really not that great for this particular build. add the temporal disentanglement suite, would be a better choice and its free. you can upgrade from it later too at no headache. dont even upgrade it. it will give you some extra shield cap, shield resist, aux power and crit chance/severity.

you can also drop the ferrofluid thingy too which im guessing you slotted as the enhanced induction coils due to them not having it.

.5 less recharge on torpedos isnt worth it for a whole console slot.

heres what i recommend for consoles

eng: assimilated console, multi vector assault, ___

sci: embassy sci console, temporal disentanglement, ____

tac: multi energy relay, 3x vulnerability locators. 

now the blank spots in the above i can recommend some choices

eng: dil mine nuetronium with your choice of mod. most popular is turn.
the kobali console if you have it, it is a massive heal.
the bioneural gelpack. this will reduce boff timers, very handy. also does some other stuff. cool down redux will help with things you only have one of. wont affect TT or CSV.
the hydro compensator

sci: another embassy console! these really stack the damage. or whatever universal you want that you feel i judged unfairly. 

your traits:

kinetic shearing and graviton amplifiers arent helping you as much as some other things could. since you only have one torp, shearing isnt being utilized and graviton amplifiers is really weak when parsed.

i'd recommend:

the enhanced armor pen trait from delta
tactical advantage from dyson
or torpedo prefire sequence from terran


personal traits you could move away from are:
pattern recognition
shield frequency analyst

make pilot and intel your specializatoins in space, i'd say make pilot your primary and intel your secondary. 

secondary specs only benefit from the first 2 tiers, so dont go crazy with jamming points in there. 

what that means is, your primary spec can use any power that you have unlocked, but your secondary, whatever it is.... can only use the first 2 tiers. 

any points you put in tier 3+ are not used until it is your primary spec.

maxing out pilot would be good theres some good tanky things in there.

maybe even command would be good as secondary now that i think about it, it has lots of torp/energy weapon goodies.

yea do that. pilot 1, command 2.


your skill tree looks good, though a bit excessive. you could move some points into structural integrity, armor reinforcements, hull repair, impulse thrusters, hull plating and aux performance.

that is, if you care. your tree is fine really. 




lastly, to help with not being melted by TBR, use brace for impact or hazard emitters. both give hull resistance and should help.
if you are still unhappy with that, polarize hull will fix it entirely. you could drop sci team to get it in there once you have 3 blue DCEs and epts1.

also, look into a keybind setup to automate your tac team, eptX, and cannon powers. it will save a lot of clicking and you can focus on your piloting more, also it will ensure that your chaining doesnt get messed up because you forgot to click a power.

we'll go over your 2/3 remaining duty officers after you tell me what you already have on there


hope this helps.
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Re: I can help your ship build

Postby Maurs » Mon Jan 11, 2016 2:41 pm

I'm also running a Hestia on my tac toon and I've been finding good use from one command ability: Rally Point. Since you're driving a cannon boat, you'll ideally be parked at times which is a good chance to pop this and get a decent hull and shield heal. The biggest disadvantage for this ship that I found is that it's a bit fragile so any little bit helps.
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Re: I can help your ship build

Postby Battle Lion » Wed Feb 03, 2016 8:57 am

https://www.reddit.com/r/stobuilds/comm ... er_tables/

Just ran into this thread on reddit, if you were ever wondering what personal space traits were worth slotting for dps, look no further.
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Re: I can help your ship build

Postby Battle Lion » Wed Mar 30, 2016 8:45 pm

Friendly reminder that I am still here if you need any help, also to log on to tribble and play around with the NEW skill tree before it goes live!
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basic 11.5 skill tree

Postby Battle Lion » Sat Apr 23, 2016 9:15 am

For those of you skill a little confused with the new skill tree, i made a quick tree with an emphasis on DPS/survivability. this tree will work fine for an engineer or a Tac that doenst use hangar pets. 

it will need some tweaking if you fly a sci ship. so let me know if you need help with it.
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Re: I can help your ship build

Postby braniac021 » Sat Jul 23, 2016 10:44 am

Hi I'm Dan'Brok in game, this is my Vice Admiral science officer's Multi-mission Strategic Explorer

http://skillplanner.stoacademy.com/a846 ... 1d333efb0b

All my devices are turrets, Antiproton, Phaser, and tetryon and I also have Nanite reinforced circuitry and Subsystem redundancy consoles the edditro didnt have and a Field Stabilizing Warp Core Mk XI ACap Bat E>S SSS
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Re: I can help your ship build

Postby Battle Lion » Sat Jul 23, 2016 10:59 pm

braniac021 wrote:Hi I'm Dan'Brok in game, this is my Vice Admiral science officer's Multi-mission Strategic Explorer

http://skillplanner.stoacademy.com/a846 ... 1d333efb0b

All my devices are turrets, Antiproton, Phaser, and tetryon and I also have Nanite reinforced circuitry and Subsystem redundancy consoles the edditro didnt have and a Field Stabilizing Warp Core Mk XI ACap Bat E>S SSS


Hey man, first off welcome to the fleet!

i cant seem to see anything at the link you sent, there doenst appear to be any equipment or skills loaded in? if STO academy is having problems, we can just go through it all one by one, we'll start with weapons as you said you are using all turrets.

turrets in this game are considered a type of cannon. meaning, they are affected by cannon abilities like cannon rapid fire and cannon scatter volley. it also means they are affected by the same damage penalty at distance that all cannon weapons have.

turrets are used in current meta in the rear weapon slots of ships that are set up to do damage with forward facing weapons, i.e. dual heavy cannons and the like.

they are occasionally used on dual beam bank ships as well, as prior to the omni beams, there was nothing else to slot back there. 

turrets trade off dps for firing arc. they are always shooting which is good, but they do actually very little damage.


long story short, by using cannons as your only weapon type, you are severely gimping your damage output.

beams are still the preferred weapon type because their abilities (beam fire at will and beam overload) start at ensign instead of LT JG, and do not suffer from the damage penalty from distance nearly as much as cannons do. they also have a much more effective firing arc and can overlap for broadsides, which are easier to maintain than keeping your front towards an enemy.


another thing you mention is that you have different flavors of turrets. meaning, you have anitproton, phaser and tetryon. generally it is bad for business to mix damage types like this, as its best to buff just one damage type.

so, until we get STOacademy sorted out, my first suggestion is to just get all regular beam arrays of a single damage type, or to get some dual heavy cannons for the front of your ship and keep the turrets in the back.


at this point in the build tweaking process, i would say just get all COMMON gear./weapons. its cheap and will let you experiment with different play styles without spending a fortune in dilithium.
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Re: I can help your ship build

Postby braniac021 » Sun Jul 24, 2016 7:55 pm

That's odd, I might have linked it wrong, but regardless I am not using exclusively cannons. My weapons are Dual Romulan Heavy Cannons MKXII, Adv Fleet Quantom Torpedo MKXII, and Dual Agony Phaser Beam Bank MKXII. In rear I run Nainite Disruptor Turrets, a Rare Quantom Torpedo Launcher, and an Ancient Antiproton Omni beam array. My devices are all turrets, and my Nimbus distress beacon now. 
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Re: I can help your ship build

Postby Battle Lion » Mon Jul 25, 2016 12:29 am

braniac021 wrote:That's odd, I might have linked it wrong, but regardless I am not using exclusively cannons. My weapons are Dual Romulan Heavy Cannons MKXII, Adv Fleet Quantom Torpedo MKXII, and Dual Agony Phaser Beam Bank MKXII. In rear I run Nainite Disruptor Turrets, a Rare Quantom Torpedo Launcher, and an Ancient Antiproton Omni beam array. My devices are all turrets, and my Nimbus distress beacon now. 


Ah OK your devices are turrets!

Could you please remake the sto academy build from scratch and make a new link? I know it's a pain but it gives a great snap shot. If not I can talk with you in real time and we can hammer it out that way?

Some of what I said above though seems applicable to your build. You're mixing beams with cannons and torpedoes, and types of energy damage. Generally that's frowned upon for maximizing damage.

First thing I'd recommend is getting as many common mk 12 beam arrays of a single damage type as can fit on your ship, and using 2 of the beam fire at will power. If you have a ltcmdr tac seat, use tac team 1, fire at will 2 and fire at will 3. Make sure your weapon power is set to 100 , and get the common + phaser energy tactical consoles.

Then just broadside stuff until dies. A good free gear set is either kobali or Sol defense. That should hold you over until I can get a look at the rest of your setup!

We'll have you dishing out damage in no time!

-BL
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Re: I can help your ship build

Postby Battle Lion » Tue Jul 26, 2016 11:11 am

hey, in case you are short on time and just want some quick pointers on ship building, im gonna put some basic info down here

ship weapons: use regular beam arrays of matching damage type. i.e. 6 phaser beam arrays. commons will be fine for now so you can re sell them later.

ship gear: get the free kobali set from a story mission, or the Sol defense set also from a story mission. get the full 3/4 piece if you can.

secondary deflector (if science): deteriorating deflector with [EPG] is good.

warp core: get something that doenst cost a fortune, or is free, its gonna get replaced real quick.

consoles tactical: get all phaser relays. common ones so you can resell.

consoles science: one or two that boost shield capacity or healing, not regen. the rest you can fill with exotic particle generators

consoles engineering: probably one neutronium armor, and any cool universals you have. if you dont have any, load up on armor because eng consoles generally are bad. again, get commons or use what you already have, this will be replaced very soon.

devices: theres a subspace field modulator that is pretty good for free, from the devidian series.


crew powers: tactical team, beam fire at will and attack pattern beta. try to have 2x tac team, 2x beam fire at will, and if you can fit it in there, 1 or 2 attack pattern beta.

engineering powers: emergency power to shields1, emergency power to weapons 2, (have BOTH of those) auxiliary to structural integrity field if theres room

science powers: (if you are a science ship) hazard emitters 1, transfer shield strength 2, gravity well 1, 2, or 3, detabilizing resonance beam.
basically, stack as much EPG as you can (solanae deflector array has EPG boost, so use that too) and your grav well and destabilizing beam will do some damage.

if youre not a science ship, just use science powers for extra heals and forget about particle generators and  EPG


beam spam with emergency power to weaons, fire at will and attack pattern beta will kill most things. 

make sure to set your weapon power at 100.

duty officers: get yourself 3x damage control engineers that reduce the cooldown of emergency power to ___ abilities, get commons because they get expensive fast.
this will let you have 1 copy of emgency power to shields and 1 copy of emergency power to weapons, but youll be able to activate them a lot more frequently.


i can give you more detailed info once i know what your playstyle is, what you want to do with your ship, and what you currently are running.

good luck
-BL
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