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Tested and working Starship builds[SKILLPLANNER LINKS]

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty Tested and working Starship builds[SKILLPLANNER LINKS]

Post  BryceGDay Sun Apr 14, 2013 6:22 pm

Alright, I figured It was about time to make a build-related post on the forums.(I don't like using forums, but I suppose I'll have to get used to it.) I was getting sick of having to go through the same stuff every time someone needed help. Essentially this will detail a number of builds that I am using and/or have used in the past, with Skillplanner links. General advice on playing them, etc.

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty ESCORT BUILDS:4DHC, 3DHC+Torp, 3DHC+Dual Beam.

Post  BryceGDay Sun Apr 14, 2013 6:43 pm

First off, the 4DHC Cannonboat(DHC=Dual Heavy cannons)
http://skillplanner.stoacademy.com/?build=4dhcbryce_0
Alright, so, this is pretty close to my standard setup. Takes out the really expensive items, though. The mine in the back is to apply the chroniton proc to the target, crippling their turnrate and flight speed, as well as helping to counter mines and other targetables launched by the opponent. As for doffs, 3 Shield Distribution Officers of blue or purple quality are recommended. The other two slots are up to you.
3DHC+Dual Beam Bank
A few changes need to made here: The two extra doff slots should be filled with Tac team cooldown reduction Conn officers(Purple) if you want to slot Two copies of beam overload. If so, replace one tac team and Cannon Scatter Volley with Beam overloads. If you only require one for the kill strike, simply replace Cannon Scatter Volley with Beam Overload and call it a day.
3DHC+Torp
http://skillplanner.stoacademy.com/?build=3dhctorpbryce_0
Much like the Dual Beam bank, one can slot two purple Tac team cooldown reduction Conn officers and fit another Torpedo high yeild in place of a tac team.
DOFFS:Standard across all:3 Shield Distribution officers; the other two are up to you. Notable possibilities include: Evasive Maneuvers Cooldown reduction Conn officers(Relatively cheap), Attack Pattern cooldown reduction Conn officers(Expensive, very expensive) among others.
GEAR:Apart from what is outlined in the skillplanner, there are a number of other possibilities:
Assimilated Engines and Deflector, MACO/Fleet Shields
There are other set items you can use, but these stand out as particularly good.
SHIPS:A nearly identical setup is available on a number of ships: The Patrol Escort, Fleet Escort Retrofit, Andorian Charal Escort, and Jem'hadar Attack ship, as well as a number of KDF ships.

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty HEALBOATS

Post  BryceGDay Sun May 05, 2013 6:19 am

Aaaaaaand now for something COMPLETELY DIFFERENT!!!
When it comes down to it, healboats, depending on the ship and how you put it together can be nearly unkillable...they can also be hard to work with in PvE due to the lack of firepower. I fly a recluse as a healboat, and for that it's ideal. However, flying it in PvE can be a real drag. It can support a team, but killing is not what it was built to do. However, enough of that. On to the actual info on healboating! The basic idea is that you max out aux and have a lot of heals, and use them to keep yourself and others alive in PvP and PvE. Healers can sometimes be a bit wonky in STO-in premade PvP, they often depend on escorts to throw them tac teams to avoid having a shared cooldown on Sci/Eng team, so they can use those to heal the rest of the team. However, depending on the situation(PUG PvP, etc) you may not be able to rely on the escorts on your team to give you tac teams, making that sort of build impractical. The following post will detail builds across a number of ships(Nebula, Oddysey, Recluse, basic sci vessels and cruisers.)

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Post  BryceGDay Sun May 05, 2013 6:59 am

Alright, first off, my OWN healboat. Recluse carrier. http://skillplanner.stoacademy.com/?build=mrepohhrecluse_0
It has more shield than hull healing, but has a LOT of heals to throw out to your teammates, and as a sci the subspace jumper allows me to get my big, slow ship in line for subnukes. However, if the team moves away from you when you are in the recluse, you will NOT be able to get to them. The entire battle has to revolve around you, your team has to be conscious of where they are and you are, and stay close. Why is it a good healer? The bridge officer stations speak for themselves. 2 LTCs and a universal commander? Crazy. The way my recluse is set up is to make it very cruiser control. Not much work involved in keeping it alive, due to EPtS3x2. Technically it's not the most efficient setup, but it works. Other ships probably won't be as tanky as the recluse, but might even be better healers(Or the recluse could be a better healer with EPtS1x2 and more heals.) Anyway, on to the Odyssey! A C-store ship, this ship suffers from the same problem as the Recluse carrier, to a lesser degree: It doesn't turn very well, and is kinda slow. http://skillplanner.stoacademy.com/?build=mrepohhoddy_0
Builds for other vessels will follow, tired of guide writing for now.

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty Warp Cores

Post  BryceGDay Wed Jun 12, 2013 3:41 pm

Warp cores(And singularity cores) have a wide array of bonuses which will be explained and nitpicked here, starting with the basic type:
Overcharged:Boosts aux, which is generally good. Unless you have a specialty build, this is probably the most universally useful one. It makes the heals on any ship-from a healer to escort, more effective.

Hyper-Injection:Boosts engines. Useless to most people, since on most builds engine power won't make it over 125, anyway, and the boost pales in comparison to a boost to aux.

Field Stabilizing:Boosts shields. A lot of builds run EPtS, but the boost in power levels affects very few powers, making Overcharged better for most builds.

Now, on to the first bonus in general, these aren't that important, but still worthy of note.
[coi]-Driver coil. USELESS FOR COMBAT. Junnnnk.
[Rep]-Subsystem Repair. Always nice to have better subsystem repair.
[bat]-Boosts batteries. Not as good as Subsystem repair or most others, but still more useful than Driver coil for combat.
[Eff]-Boost warp core efficiency. Decent skill to have more of.
[EPS]-Boosts the EPS system. Not bad to have.
[SEP]-boosts engine power. Definitely nice to have, possibly my favorite.

Second Power:
In general, what you want to do is figure out the power to boost with, which is simple. Pick whatever power level of yours is the highest. For example, on an escort, assuming you have 125 weapons power already, you want W.
Then pick what you want to boost. Let's assume it's aux. A. So, W->A.

Third Power:
A Cap, S Cap, W Cap, E Cap. Each Stand for Aux, Shields, Weapons, and Engine Capacitor. Upon activation it gives a power bonus to the specified power level and repairs it if it is down. The most obvious thing to put here is a shield capacitor, since a shield phaser proc can be devastating. Others are still viable, however.

Fourth Power:
Does not affect combat. Whatever you feel like can go here.

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty Basic Keybinds

Post  BryceGDay Sat Jun 22, 2013 8:54 pm

/bind A "+left$$+Power_Exec Distribute_Shields"
/bind D "+right$$+Power_Exec Distribute_Shields"
/bind S "+up$$+Power_Exec Distribute_Shields"
/bind W "+down$$+Power_Exec Distribute_Shields"

These keybinds put your manual shield distribution on the WASD keys with movement. Occasionally you will not turn if you use these keybinds, to remedy that you simply need to retap the key. They need to be entered on at a time:
/bind A "+left$$+Power_Exec Distribute_Shields"
Like this.

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Post  Hootanic Sun Jun 23, 2013 12:38 pm

Those keybinds are hitting mad-scientist territory.... pretty ingenious really.  Has that been making the PvP circles for a while or was this something you and the Pandas came up with?
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Post  BryceGDay Sun Jun 23, 2013 8:50 pm

They've been around....lots of PvPers use WASD binds for all kinds of stuff, like EPtS and stuff. Pandas used 'em, and so plenty of others lol

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Tested and working Starship builds[SKILLPLANNER LINKS] Empty BUT WAIT, THERE'S MORE-DOOFING!!!(Duty Officer Selection.)

Post  BryceGDay Thu Sep 05, 2013 11:13 pm

So, there's a large number of possible Duty Officers one can use. Some affect captain powers, like Sensor Officers-Debuff target's offensive damage with sensor scan. Obviously, as Sensor Scan is a Sci-only ability, this doff is useless to engineers and tacticals. Many affect Bridge officer abilites, such as Conn Officer-Reduce Recharge times for Attack Patterns Beta, Delta, and Omega. This can be very nice for tactical ships with lots of tac boff slots to slot said attack patterns, but relatively useless on a ship with little to no room to slot them. When deciding on doffs, look around and be careful, weigh your options.
Make sure you pay attention to the numbers(Chances to apply the effects, how much they affect the ability, etc.), as well as price. A blue doff for 200k with the same effect that has 5% less chance to activate, for example, mean it's not worth it to get the purple if the purple was very highly priced. Whatever you choose, make sure you read the FULL effect, and weigh it against other effects. The one that looks like it does something really cool might be less useful than a slightly mundane but reliable doff setup.

Now, as for very easy possible doffs:
Team ability cooldown reducers(Tac team, Eng Team, Sci Team.)
These doffs reduce the cooldown on said abilites significantly, with two purples making it as if you have two copies of the ability. They also apply a minor buff.
Tac Team-Conn Officer
Eng Team-Maintenance Engineer
Sci Team-Development Lab Scientist
These three doffs are reasonably inexpensive, and can be very useful.

Shield Distribution Officers
Having trouble staying alive? These might give you some help. Shield Distro doffs(AKA BFI doffs) give you a chance to regen shields whenever you take damage after hitting Brace for Impact. They can heal quite a bit of damage.

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