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Fleet Command Assault Cruiser - Back and Clueless

Started By:
Farron, Tue 24 Oct, 2017 7:31 PM
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    #1
    So I've decided to start playing STO again and it's been a long time. So long that I don't even know what I don't know.

    I grabbed a Fleet Command Assault Cruiser simply because the Regent skin is pretty damn sexy and I used to mainly fly cruisers but so much has changed I feel I need to rebuild it from the ground up. I'm not looking for a min/max build but I would like some help getting decent performance out of it for solo play and possibly some advanced queues. I like having grav well and other fun skills in that uni Boff seat but don't mind dropping them for "essential" Boff skills.

    I'm a sci captain and I want to stick to phaser beams for that authentic orangey goodness, would quite like to stick a torpedo up front too. As for boffs, trraits, consoles and so much more, I just don't know what I'm doing. I've done some searching that indicates plasma proc consoles aren't so good, plasmonic leech got a nerf and EPS may be a thing again so far as DPS goes. I remember chasing after the fabled Conductive RCS console with the [EPS] modifier with no success, do I still need to chase it? I don't remember ultimate abilities, worth getting?

    I have all rep sets up to and including Delta Alliance, enough vulnerability locator consoles to fill all tac slots (if these are still the best) and having been away for so long, built up 8k zen to spend if there are any special traits/consoles that may be considered essential. Or at least very bloody good.

    Any advice at all would be greatly appreciated, new sets to aim for, changes to weapon mods, changes to captain skills that may justify a respec, anything really.

    Ta muchly in advance Smile
    Farron
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    #2
    Hello and welcome back!

    There is a lot to catch-up on. If you want to stick with Phaser weapons, then I highly recommend getting ones with the [Pen] modifier. These can be crafted, yet it's random if you get that mod. As a Science Captain (like me), the other mods *should* be [CrtD]. The goal would be [CrtD]x3, [Pen] at Mk XIV Ultra Rare. Frankly, if you really want that sooner than later, then your better off buying them, but it can get very costly.

    Plasmonic Leech is still a very good console, If you have it, keep it.

    As a Cruiser, the Conductive RCS is a worthy console. EPS is a thing for sure, but there are a few more sources for it, so you don't need that mod on the C-RCS, per se. In the short run you can get by on a generic EPS console until your feet get wet again.

    If you want to pump out damage, then going for the Tactical Ultimate is your goal. It's not *needed* though (I didn't go for it).

    Maybe post your current build for more detailed help?
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    #3
     –  Last edited by Bridger; Tue 24 Oct, 2017 8:28 PM.
    Ok this is something I would do, it is not a build for a Sci but one for Cruisers, it is basicly what you want.

    http://skillplanner.stoacademy.com/e...df9b3fa7a1171c

    If you don't get the Conductive RCS Accelerator Mk XIV [EPS] you can get a EPS Flow Regulator.
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    #4
    Looks like I lucked out with my choice of phasers way back :p

    Gear:-

    Fore Weapons: 3x UR Phaser Beam Array [CritD]x3 [Pen], UR Chroniton Torpedo Launcher [CritD]x3 [Pen]
    Aft Weapons: 3x UR Phaser Beam Array [CritD]x3 [Pen], UR Omni-Directional Phaser Beam Array [CritD] [Dam] [Arc] [Snare]

    Deflector/Shields/Engines: VR Adapted MACO set
    Warp Core: UR Elite Fleet Hyper-Charged Warp Core [A>W] [ACap] [Amp] [Eff] [Trans]

    Eng Consoles: VR Universal Nukara Particle Converter, VR Universal Bio-Neural Gel Pack, UR Enhanced Neutronium Alloy [Turn], Epic Plasmonic Leech, Epic Warp Burst Capacitor
    Sci Consoles: VR Universal Hydrodynamics Compensator, Epic Shield Repairing Weapon Signature Amplifier (Shield Heal version)
    Tac Consoles: 3x UR Vulnerability Locator [Phaser], VR Universal Quantum Phase Convertor

    Devices: Red Matter Capacitor, Rechargeable Shield Battery, Subspace Field Modulator, Deuterium Surplus

    Boffs:-

    Lt. Com. Universal/Command: Science Team I, Energy Siphon I, Gravity Well I
    Lt. Com. Tactical: Tactical Team I, Attack Pattern Beta I, Beams: Overload III
    Ensign Tactical: Torpedo: Spread I
    Com. Engineering: Engineering Team I, Emergency Power to Weapons II, Auxiliary Power to SIF II, Aceton Beam III
    Lt. Engineering: Emergency Power to Shield I, Emergency Power to Shields II

    Doffs:-

    VR Reduce recharge on beam attacks x 2
    VR Reduce recharge on Tac Team + Buff
    VR Buff based on battery used
    VR Chance to buff power based on EPtX ability used
    VR Debuff target damage with Sensor Scan

    Traits:-

    Ablative Field Generator
    Emergency Response
    Predictive Algorithms
    Retaliation

    I'm happy with personal space and rep traits, chosen for crit and buffing what I have.

    I know, loads of sub-optimal choices there but I do like a good debuff and pulling out the Picard Maneuver is a lot of fun. The adapted MACO set is really there because I wanted to hop in a play asap without fiddling too much, picked up the quantum phase converter in a mission and seems like it might be cool when upgraded and the rest of the consoles again were chosen quickly. If there's "essential" consoles from other ships that can be equipped on something other than the ship it comes on, I can afford one or two (or a pack).

    I macro for chaining EPtS and mix it up with EPtW when shields and hull are high. Much of the rest of the Boff slots were picks from before I haven't looked at.

    Ship traits are really all I have to choose from anyway, won't mind buying a ship or two for really good replacements since I have all that free zen.

    I like a bit of versatility with a cool trick here and there but if and when I do group content, I don't want to be a liability. Flying a ship I like and having fun doing so is always my top priority though.

    - - - Updated - - -

    Ok this is something I would do, it is not a build for a Sci but one for Cruisers, it is basicly what you want.

    http://skillplanner.stoacademy.com/e...df9b3fa7a1171c

    If you don't get the Conductive RCS Accelerator Mk XIV [EPS] you can get a EPS Flow Regulator.
    Cheers!

    If you don't mind explaining, while I know what AuxtoBatt does, why is a good pick? (I'll never learn if I don;t ask Tongue Out)

    Also, the ship I have has a Lt. Com Uni/Command seat instead of the Lt. Uni and an extra engineering console slot. Does this open up more options or just follow the overall philosophy in that build?
    Farron
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    #5
    Ahm ok in general I would not use A2B on Sci in a Science ship but since you fly a cruisers it's fine and what it does it reduces the cooldown of all your abilities to global or very close to it.

    I have update the build so it is now the right ship.

    - - - Updated - - -

    If you feel that your ship is too squishy replace Overwhelm Emitters II with Rally Point Marker I
    Bridger
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    #6
    Ta vastly, looks like I have a lot to catch up on with new abilities and gear but fortunately I have a lot of that already. Good thing too, dread to think how much those Doff's would have cost me.
    Farron
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