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fleet avenger

Started By:
Xeldore, Thu 24 Oct, 2013 5:19 AM
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    #1
    Hi
    Can some1 gimme good skilll plan for fleet avenger?
    Im tactical Big Grin
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    #2
    Since it's still a relatively new ship there are only a few builds on STO Academy. However all of these have their skill tree completed.

    http://www.stoacademy.com/tools/skil...=fourtenkari_0
    http://www.stoacademy.com/tools/skil...ljkjgfdsfdgh_0
    http://www.stoacademy.com/tools/skil...oodshipvenus_0

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    #3
    http://skillplanner.stoacademy.com/?...gertestbuild_0
    Just put this together, but it pretty much works. Weapon Power does need to be worked around, but you could also move points from Armor Reinforcements to it. It'll make the Avenger a little fragile to Kinetic damage, but you should be fine otherwise if you decide to do that.

    I put test build simply because it is really a test. I added some skills onto it of what I'd run, but that's really totally up to you.
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    #4
    ty guys Big GrinDD
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    #5
    Gah! You guys are putting far too many skill points in the armor skills!

    The Avenger is a cruiser, you'll have TSS and RSP to keep your shields up. Kinetic weapons get a massive chunk of their damage negated when shields are up, and you're in a tough cruiser. It's excessive - please look over my guide to damage resistance.

    The first 3 linked builds also have far too many points in Warp Core Potential and Warp Core Efficiency, getting minimal returns (like +2 or +0 power) to systems.
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    #6
    Thanks for the link to your guide. I just posted up those links for referencing purposes. I'm still a noob when it comes to allocating Skill Points.

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    #7
    You should also check out the skill chart to see the returns on skills.

    In my previous post, I meant +2/+0 on the mentioned energy skills as a difference between Rank 6 and Rank 9.
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    #8
    Hi
    finnaly got fleet avenger
    which rep set should go?
    whcih fleet warp core?
    which consoles?
    im using this weaps:
    at fron 4 dchs and 1 torp
    at aft 3 turrets ,
    should after change 1 turret for kineting cutting beam?
    my current boff skills
    tt1 hy2
    tt1 hy2 crf2
    ts1
    et1 aux2structuralintegrity field 1 warp plasma 1 aceton beam 2
    ph1 he2
    need help with tacc boff and whith what should change warp plasam and aceton beam?
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    #9
     –  Last edited by Dark; Wed 06 Nov, 2013 7:00 PM.
    Here is my personal recommendation, but it requires Technician Duty Officers:

    For weapons, 4 Antiproton DHCs and 1 Torp (Quantum or Photon) in front, with 1 Antiproton Turret, the KCB, and the Omnidirectional Antiproton Beam Array from Sphere of Influence aft.

    The torp is because we'll have extra Tac abilities, so we may as well pack one. The beam turret from the mission is because the set bonus with the Obelis Subspace Rift Warp Core gives +10% Antiproton damage. Once again, that warp core is from Sphere of Influence. I believe the +10% to Antiprotons and the inherently higher damage should be better than an extra turret (which would be effected by CSV/CRF).

    For cruisers and tough ships in general, I prefer the Borg set. You're tough enough to survive any momentary drop in shields, and the shield/hull heals really increase your endurance.

    For BOff abilities:
    Engineer: EPtW1, Aux2Bat1, RSP2, DEM3
    Engineer: EPtS1, Aux2Bat1
    Science: PH1, HE2
    Tactical: TT1
    Tactical: TS1, CSV1, CRF2 (or APB2)

    Two Aux2Bats with Technician DOffs will put all your powers on Global Cooldown. This means EPtW/EPtS and TT1 should be constantly cycled even with just one copy.

    A2B will also boost your power levels but drop your Aux, which is why I recommend PH1 and HE2 in Science instead of the standard HE1 TSS2 combo. With low Aux, you won't get much out of TSS anyway, and with RSP2 available almost all the time, your shields should almost never drop. HE will barely heal with low Aux, but every little bit helps - and that's why I recommended the Borg set, since there's hull healing there. PH1 will help up your hull resistance if your shield drops, and protect you from tractors (which I think is unnecessary, but still a boon).

    TS is much better than THY unless you're doing PvP. First of all, it never misses. What you lose in single target damage you make up in multi-target damage: From this post:
    Photon:
    Basic = 3345
    Salvo 1 (2 hits)= 3788, 3929 = 7719
    Salvo 2 (3 hits) = 3191, 2804, 3026 = 9021
    Salvo 3 (4 hits) = 2726, 2685, 2527, 2906 = 10844
    Spread 1 = 6089 per target
    Spread 2 = 7643 per target
    Spread 3 = 8819 per target

    Quantum:
    Basic = 3802
    Salvo 3 (4 hits) = 2820, 2755, 3041, 2737 = 11353
    Spread 3 = 9462 per target
    On a single target, both will increase your damage. HYT1 will deal about 26% more damage than TS1 on a single target, but TS1 will deal 58% more damage if there are two targets, and 137% more if there are three (the max for TS1) targets. In PvE you tend to run into groups of enemies, which means you'll do far more damage with TS1 than THY1.

    This is also why you want to carry CSV1. CSV1 has half the damage bonus of CRF1, but that means if there's two targets you'll do as much damage, and every additional target beyond that (in the cone) is an extra 50% damage. The highest possible APB is generally recommended with CSV, so you can debuff the entire group and then follow with TS1. However, DEM3 adds damage per hit, which makes CRF extremely strong.

    If you're in a group with someone like me, you'll have APB3 up on everything anyway, so the flexibility is useful. If you're facing a group of enemies like 5 spheres, hit DEM, CSV, and TS. By the time the torp spread hits them, CSV should have already burned away their shields, and TS will finish the entire group off. If you're facing a single tough target like a gateway, use CRF instead of CSV for more damage.

    For tactical consoles, you're going to want the new ones that boost both Crit and Antiproton damage, so don't waste too much effort on getting Mk XII purples right now, whatever is available is fine. For Engineering consoles you're going to want just one Fleet Neutronium with [Turn], the rest is up to you. You might want an RCS with [ResAll] to turn better, but your universal consoles (Assimilated, Taychokinetic, Single Point, etc.) should otherwise be here. Science consoles should be the ones from our Embassy with +Plasma. It's up to you if you want to have +Threat consoles. You'll be tough enough with RSP2 to at least be an off-tank, but you also don't have many recovery abilities should you get worn down. Judgement call here.

    If you do not have Technician Duty Officers then I would want to run the "Dragon" build.

    The gear is mostly the same, but with a different BOff layout:

    Engineer: EPtW1, EPtS2, RSP2, Aux2Struct 3
    Engineer: EPtW1, EPtS2
    Science: HE1, TSS2
    Tactical: TT1
    Tactical: TT1, CSV1/CRF1, CSV2/CRF2

    Having EPtW1 and EPtS2 constantly cycling is excellent, RSP2 becomes an emergency shield heal because of the cooldown, while TSS2 becomes your primary shield heal. HE1 is a good heal, and you constantly spam Aux2Struct 3 whenever possible, which keep your hull topped off your hull and give you a considerable amount of resistance. Having cannon abilities constantly up is more important than boosting torpedoes in this case. This is a very tanky build with excellent recovery abilities, so +Threat consoles should be used.

    Alternatively, for better offense:

    Engineer: EPtW1, EPtW2, RSP2, Aux2Struct 3
    Science: HE1, TSS2
    Tactical: TS1
    Tactical: TT1, CSV1
    Tactical: TT1, CSV1, APB2

    Since we have more cannons (4+1) than torpedoes (1), we want complete uptime on cannon abilities rather than torpedo abilities. Again, for PvE we want AoE because of what we fight, so having two copies of CSV1 means that 10 out of 15 seconds we're hitting multiple enemies. Trigger APB2 to debuff the entire group, and TS1 to rip up their debuffed hull. You'll probably take out the entire first group before the first CSV has run out.

    2 copies of CRF1 works as well, but will deal less damage in most PvE situations. I strongly recommend CSV because it will also take out fighters, crystal shards, and heavy torpedoes without any effort on your part - including anything that may fail to render on your screen. If you don't take CSV, you might want to fit in FAW somewhere so your beam turret can take out the spam. Regardless, you'll want to cycle EPtW1/2 to keep your power levels up through all the cannon fire, as well as give you a damage boost.

    I strongly prefer the Aux2Bat build for this bridge layout though. Purple Technician DOffs aren't that difficult to attain. Unfortunately I handed out my last spare a few days ago, so you'll have to acquire your own. Neutral The easiest ones to acquire (aside from just buying them off the Exchange) is Ten of Ten, who comes from a Critical Success on the Support B'Tran Cluster Colonization Efforts assignments.
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    #10
    Wow Dark, that's a very informative and solid build advice. I think anyone running a Fleet Avenger should now be able to maximize its potential now because of this information you've provided. Thanks for sharing this with the community. Thumbs up
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    #11
    ty Dark for help Big Grin Big Grin
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    #12
    What a great write-up to revisit! I've finally to the point of putting the finishing touches on my fleet Avenger and this level of detail is perfect. I invested heavily in a beam build but am a bit unhappy in the build's DPS during STFs. This build gives me a goal to head for. AND it's good info for my KDF engineer's Mogh build, which also turned out to be a beam build with high end disruptors thanks to some incredibly lucky lockbox drops.

    The addition of Embassy consoles to add/reinforce the Plasma proc is a great idea!
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    #13
    What a great write-up to revisit! I've finally to the point of putting the finishing touches on my fleet Avenger and this level of detail is perfect. I invested heavily in a beam build but am a bit unhappy in the build's DPS during STFs. This build gives me a goal to head for. AND it's good info for my KDF engineer's Mogh build, which also turned out to be a beam build with high end disruptors thanks to some incredibly lucky lockbox drops.

    The addition of Embassy consoles to add/reinforce the Plasma proc is a great idea!
    Have you parsed your Avenger build in ISE? If so, what do you parse at? I've gotten my Avenger over 20k DPS, but its dropped down a bit to @ 15k - 18k with the new Trait System.

    If you haven't parsed it yet, give myself or Mush a poke via TS and we can set up a DPS run to help determine your parse and give you any tips we may have.

    DaUnknownAdmin
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