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Posted Sun 26 Jul, 2015 4:58 PM
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Last edited by ForTheGamer; Sun 26 Jul, 2015 4:58 PM.
Hi folks. It is I, FTG, and I'm here to ask for some help crafting some uniquer builds for my ships. Or change the concepts I have into better builds for the ships I mentioned.
First and foremost, the disclaimer. I am not going out of my way to create builds that are min/max. These are for fun builds. I want to have fun and that's all there is to it.
Secondly, my characters are all poor and broke because I went out of my way preparing for my ship pack that I bought. Also, I haven't played in a long consistent while. Therefore, I'm working on shoestring budgets for the next while. Also, I'm going to stick with as relatively canonish/STOish builds as I can.
Thirdly, let's have fun with this okay?
1) Federation Ship - Geneva
~ This will be Dorian's ship, and therefore I've got a lot of different ways to play with this as I've got lots of stuff on him. However, you'll notice I picked the Geneva's base. I'm thinking of making this ship more science based than the other ships.
What I'm thinking skills wise:
COM.(E/C) Skills - Suppression Barrage 2, Rally Point 2, Overwhelm Emitters 2, Concentrate Firepower 1
LTC.(S) Skills - Gravity Well 1, Tyken's Rift 1, Tachyon Beam 1
LT.(E) Skills - Auxiliary Power To Structural Integrity 1, Emergency Power To Shields 1
LT.(T/C) Skills - Overwhelm Emitters 2, Concentrate Firepower 1
LT.(U) Skills - Destabilizing Resonance Beam 1, Science Team 1
~As you can guess, this is a ship built for mostly bypassing shields. I think this should work successfully at what it does. The only downside to this build is that the only hull heal isn't too strong (AuxSIF), but I'll have that off-setted with Science Team being run on 15 second cool downs and utilizing the Starship Trait that places an Albative Hull on the ship for awhile. I think that should work successfully.
Ship Armament wise:
Beam Weapons - 2 Phaser Arrays, 1 Phaser Omni, 1 Phaser Bioturret
Kinetic Weapons - Gravimetic, Enhanced Bio, Neutronic, 4th Torpedo
Ship Gear - To work in tandem with the above.
~Okay, yes, this ship armament isn't the greatest, when looked at as bare, but let me explain. A phaser array front and back with the omni and bio turret, allow me to hit in all directions for at least 4 weapons. I'm using the 3 torpedoes I've mentioned due to the procs. I can't remember the 4th at the moment (I'm doing this off the top of my head), but 2 of the torpedoes should always grant a proc that causes some sort of disable/harm. The other two have a chance on impact of 33%. Add in Concentrate Firepower to the mix and that's a lot of fun.
~ As an aside only Dorian's having ship armaments, simply because he's the only guy who actually has them. Just assume something "canonish" for the two below.
2) Klingon Ship - Ty'Gokor
~As you can guess with the type of ship, there will be no science skills on this ship. We're Klingons after all. Who needs science skills for killing? You shoot your enemy and he goes boom.
COM.(E/C) Skills - Call Artillery 2, Call Artillery 1, Rally Point 1, Concentrate Firepower 1
LTC.(T) Skills - Torpedo Spread 3, Attack Pattern Beta 1, Fire At Will 1
LT.(E) Skills - Auxiliary Power To Structural Integrity 1, Emergency Power To Weapons 1
LT.(S/C) Skills - Concentrate Firepower 2, Science Team 1
LT.(U) Skills - Cannon Rapid Fire 1, Tactical Team 1
~Yeah, I said no science skills then remembered that I'm giving up EmergShields, so I had to at least include Science Team. I've put as many firepower orientated skills as I could into this build, so I think it'll work.
3) Romulan - Baratan
~ I'm going to do a bit of everything for this build. Though stick mostly with an engineering base.
COM.(E/C) Skills - Phalanx Formation 2, Rally Point 2, Concentrate Firepower 2, Overwhelm Emitters 1
LTC.(E) Skills - Auxiliary To Dampeners 2, Auxiliary To Dampeners 1, Emergency Power To Auxiliary 1
LT.(T) Skills - Cannon Rapid Fire 1, Fire At Will 1
LT.(S/C) Skills - Tachyon Beam 2, Science Team 1
LT.(U) Skills - Auxiliary To Dampeners 1, Engineering Team 1
~ If you are wondering why Aux instead of Shields or Weapons, that's strictly for the special Rom skills.
---
So what do you think? Also, yes I'm aware that the Dampeners skill can work at just 2 of them. However, until I get the blue doff, it'll be safer running three of them rather than 2.
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Posted Mon 27 Jul, 2015 2:59 PM
Y'know, if you have 7 Beam Arrays and 1 KCB you'd be hitting with at least 4 weapons in each direction, too.
IMO you've got way too much Command skills. You shouldn't be sacrificing core Engineering skills for generally subpar novelty skills.
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Posted Mon 27 Jul, 2015 4:16 PM
:p Having 4 weapons hitting in any direction is always a plus.
As far as skills go, I have the most useful ones. Overwhelm Emitters grants a drain/heal for any energy weapon hitting it. Pair it up with Overload or FAW and it is like gravy. Same with Concentrate Firepower and using Spread or Yield, which bypasses a percentage through shields (transphasic and this would be win). Suppression Barrage creates a huge debuff to any targets so it plus FAW is nuts. Sure, Artillery and Phalanx are situational, but come on. The Klingons are all about the firepower and the Roms always loved getting the group together. Makes sense! Also, Rally Point is like the best heal and inspiration generator in the game. It is a must have.
That's also another thing. Command skills boost the Inspiration meter faster than any other skills. So the more I use them, the faster it builds... And yes, I can already tell you are about to say "but FTG if that's the case, why not just stick with Aux2Bat". Reason: I'm tied of using that build. Hence these ones.
Now if you were meaning "why aren't you using more Emerg", look above. I'm tired of using them. The less I need to use them, the better. So I went "well what unusual builds can you think of" and I went "let's go with STO Canon Command builds" and this is what I came up with.
Novelty builds can be fun too!