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Could use advice about ship build

Started By:
Misanthrope, Sat 05 Jan, 2019 9:52 PM
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    #1
     –  Last edited by Misanthrope; Sat 05 Jan, 2019 10:02 PM.
    I hope I posted this in the right thread lol, but I could use some opinions/advice on my current ship build and see if there's better parts I can get. My ship is a Khopesh tactical dreadnought warbird and here's my build:

    Coalition Disruptor Dual Heavy Cannons (Dmg)x4 ultra rare
    Coalition Disruptor Dual Heavy Cannons (Dmg)x3 very rare
    Coalition Disruptor Dual Heavy Cannons (Dmg)x3 very rare
    Terran Task Force Disruptor Dual Heavy Cannons very rare
    Kelvin Timeline Photon Torpedo Launcher (Dmg)x2 (Reload) very rare

    Elite Fleet Intervention Protomatter Deflector (ColCrit) (EPS) (HullCap) (ShCap) ultra rare

    Romulan Advanced Prototype Impulse Engines very rare

    Elite Fleet Thoron-Infused Singularity Core (ACap) (AMP) (SingS) (SSS) (Wave) ultra rare

    Bajor Defense Covariant Shield Array (Cap)x3 very rare

    Disruptor Turret (Dmg)x2 (Pen) very rare
    Disruptor Turret (Dmg)x2 (Pen) very rare
    Disruptor Turret (Dmg)x2 (Pen) very rare

    Conductive RCS Accelerator (ShHp) ultra rare
    House Martok Defensive Configuration very rare
    Trellium-D Plating very rare

    Temporal Disentanglement Suite very rare
    Exotic Particle Field Exciter (ShHp) ultra rare
    Flagship Tactical Computer universal

    Vulnerability Locator (Disruptor) ultra rare
    Vulnerability Locator (Disruptor) ultra rare
    Vulnerability Locator (Disruptor) ultra rare
    Vulnerability Locator (Disruptor) ultra rare
    Vulnerability Locator (Disruptor) ultra rare

    Elite Romulan Drone Ships

    You can assume everything to be either Mk 12 or 13 as my character is new enough that there hasn't been an upgrade week since he was created and I just don't have the refined dilithium to upgrade anything and won't for a while. I didn't name devices as I don't believe they're that important and I don't care much for them. I'm also looking to replace my Bajor shields with the Delta Alliance Unimatrix Shields once I get Tier 5 rep in Delta. I don't care much for set powers unless they're a passive effect but I believe the best stand-alone parts are better than parts that have set powers but with bad modifiers, which is why I don't like the Iconian set. I'm a Romulan Fed-Allied Engineer lvl 65 btw.
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    #2
    Usually stuff like this is better served in the Helps & Tips sub-category. Just for future reference.

    Now let's see if I can help you, even though I haven't touched the game in months, besides logging in here or there due to health.

    From what I can see for what you are trying to do, you are set up quite nicely. The shields are good upgrade if you aren't going for the set bonuses.

    It would be a little better though if I knew what you are trying to accomplish with the ship. Are you trying to go all out weapon damage? If so, it might be better to swap out the torpedo for full energy weapons, but only if you aren't trying for like a "canon" build.

    I hope what little I stated helped you out.
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    #3
    Well thanks for the input forthegamer, I'm trying to go for high dps and good survivability as I have high shields and high hull. I've always used one torpedo in the front as I thought it would be better for dps than all cannons, though I'm not sure. Also if a forum mod could move this thread into the proper area then I'm sure that would help.
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    #4
     –  Last edited by Halfeclipse; Sun 06 Jan, 2019 8:13 PM.
    Gonna need a lot more info to work with. Gear alone is a tiny percentage of a build. Boffs, how you're managing cooldowns, piloting etc are all as or more important gear. That said:

    For the moment drop the rommie engines for the bajor engines. The two piece from the set easily outstrips the rommie engines. Getting the two peice is worth about as much as half a tac console. This is quite good. This will also be better than the rommie engines+delta shield.

    If you really want a stand alone shield, afaik the ico shield is the best

    Your running disruptor. Go pick up the nausicaan syphon capacitor. again it's worth a decent percentage of a tac console and comes with bonus power transfer rate which is also very good. If you wanna stick with a torpedo, consider swapping out for the Nausicaan Energy Torpedo Launcher as well. It does disruptor damage which means it benefits from anything that boosts disruptor damage.

    How useful the torpedo is vs a cannon depends on Boffs and your captain skills.


    I just don't have the refined dilithium to upgrade anything and won't for a while.
    Your contemplating spending 32000 dilithium on a delta shield, and have spent another 32000 on the rommie engines. That 64k dil would have been enough to realistically get 4/5 of your forward cannon up to mark 14 with superior upgrades unless the crits hate you.The stupid dil costs don't kick in till you want to upgrade stuff to UR/Epic. If you've got 32k to blow on that shield, you've got enough dil to start upgrading some stuff.

    It's more efficient to upgrade during the event, so if you really want to wait that's not entirely unreasonable to dot. But in terms of "things to spend dil on that improve your build now" getting those weapons upgraded outstrips any other thing in the game. Also did you miss the recent phoenix event? If you've got any of those tokens/boxes sitting around, you can turn those into phoenix tech upgrades which give 51k TP and cost no dil to apply.

    I don't care much for set powers unless they're a passive effect but I believe the best stand-alone parts are better than parts that have set powers but with bad modifiers, which is why I don't like the Iconian set.
    This is generally not true. The competitive engines are good because of the cooldown and pesudo unlimited evasive maneuvers, not any of it's modifiers. If you're running those engines that in turn makes the competitive shields good because that turns on the two piece and might as well. The nukara engines and shields are good because that turns on the two peice. The iconian set is good because the three piece is good and the two peice is pretty solid. In fact especially with engines and shields, the individual pieces are barely an upgrade over non set stuff.

    Right now the only piece of gear inherently worth running on it's own is the colony deflector, and building around that slot is what defines the meta.If your piloting can keep up with the engines (this is especially important for a cannon based build since positioning is key), the competitive two piece + fleet core is good. If not you probably want the Nukara two piece plus fleet core. If you find you blow up a lot the iconian three piece is probably better since it offers a decent balance between survivability and dps. Unless your an absolute top of the line player, any of those will perform about equivalent for you.
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    #5
    Two months old but ...

    https://www.reddit.com/r/stobuilds/c...al_warbird_t6/

    Smile

    Check out the discussion below the build.
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    #6
    So long as it's not hilariously obsolete, gear is the least important part of a build. That's why you hardly see any discussion about specifics on builds, unless there's a new toy people are testing out.

    You haven't listed the other information that makes up 99% of a build, so there's no base to give advice aside from an entire build, which is what Scarlett effectively did in linking to one.
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    #7
    Eh Dark I don't like having to list my bridge officer abilites as they really don't have much relevance to a ship's build.
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    #8
     –  Last edited by Dark; Wed 09 Jan, 2019 3:47 PM.
    It is literally impossible to overstate the importance of BOff abilities on a build, because there is nothing more important than BOff abilities (and the management thereof) on a ship's performance.

    No other aspect has even anything even remotely close effect that BOff abilities (and the management thereof) have on a ship's performance.

    DOffs, skills, and traits are only relevant in the context of BOff abilities.
    Gear is virtually irrelevant to performance compared to BOff abilities.

    The best Epic Mk XV gear available results in garbage performance if your BOff abilities (and the management thereof) is garbage, while Mk XV whites and random consoles can easily result in at least double the performance if your build is good - and "build" is synonymous with "BOff abilities (and the management thereof)" because that is the single most relevant aspect.

    The difference a Mk XV Epic with perfect mods has compared to Mk XV Common garbage is measured in single digit percentages of your DPS at best. The difference a decent set of BOff abilities (and the DOffs, traits, and skills to support them) has compared to a bad one is measured in multiples (as in double, triple, quadruple, etc).

    We're talking about something like 33% uptime on CRF compared to 100% uptime. That will make massively more of a difference than anything related to gear, the least important aspect because it's the aspect least related to BOff abilities (and the management thereof).
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    #9
    Eh Dark I don't like having to list my bridge officer abilites as they really don't have much relevance to a ship's build.
    What lead you to believe this?
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    #10
    I am not 100% sure if this would help and I am sure other people who are more in the know about these things can correct me if I am wrong, but I suggest that since you are using a disruptor build that you grab the Nausicaan energy torpedo from the "Echoes of Light" episode mission to replace the Kelvin torp. The Nausicaan torp does disruptor damage and would benefit from your disruptor boosting consoles. Might squeeze some more punch out of your ship.
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    #11
    I've looked at that nausicaan torpedo and I just can't stand long reload times, and 12 seconds is much too long. Also, Bridger, I say that because only a few of my bridge officer abilites actually affect a particular item in my ship's loadout, the rest of the abilities are just generalized. Here is my boff setup:

    Commander Tactical
    Attack Pattern Omega 3
    Torpedoes Spread 3
    Energy weapons target weapons subsystems 2
    Tactical team 1

    Lt. Commander Universal / Command
    Cannons rapid fire 2
    Concentrate firepower 2
    Energy weapons target shields subsystem 1

    Lieutenant Universal
    Emergency power to shields 2
    Emergency power to engines 1

    Lieutenant Engineering
    Emergency power to weapons 2
    Engineering team 1

    Lieutenant Science
    Hazard emitters 2
    Polarize hull 1
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    #12
    Unless they changed something when I wasn't paying attention, Target Weapon/Shield Subsystems are Beam abilities. You have no Beam weapons so they're literally doing nothing. Even if you did have a beam, they're not worth the slot anyway.

    Without knowing your Duty Officers or traits, your Cannon Rapid Fire has a 10s duration and a 30s cooldown, which means 33% uptime. CRF has a 15s duplicate ability cooldown, switching one of the Target X Subsystem abilities to another copy of CRF would effectively mean a 10s duration with a 15s cooldown, resulting in 66% uptime. That alone will increase your performance more than any tweaking of gear can. The same applies to Attack Patterns, where Attack Pattern Beta has identical duration and cooldowns to CRF. That's why normally we either run two copies of APB, one copy of APB and two of APOmega, or some combination with DOffs and traits such that we have attack patterns active every time we're using a weapon enhancement ability.

    (Tangentially, rather than 2x CRF it may be worthwhile to go 1x CRF 1x CSV, if you don't have all the high end traits that make CRF top of the meta. Same cooldowns and durations, but more flexible in dealing with enemies. Cycling CSV will basically negate Romulan or Borg heavy torps.)

    Emergency Power to X/Y abilities have a 30s duration, a 45s cooldown, a 30s duplicate ability cooldown, and a 15s system cooldown.
    Without knowing your DOffs or traits, a single copy of X or Y means you have 66% uptime on each individual one. That it has a 15s system cooldown means only 2 can ever be active at the same time. Since none of these abilities are reactive and are supposed to be buffs you're cycling, one of them is redundant.

    Having a pair of the same EPtX ability results in near-100% uptime since they have a 30s duration and a 30s duplicate ability cooldown. There are DOffs and other tricks to reduce the cooldown such that only one copy will result in nearly the same uptime. Having a different pair of EPtY abilities will mean that after 15s you have both X and Y constantly active at all times (aside from activation times, lag, etc.)

    Having 2x EPtX and 2x EPtY abilities is called a "Dragon build", using DOffs or other means so that you can get the same results via 1x EPtX and 1x EPtY is a "Drake build". Yes, they're so common and such a staple that they have specific names which apply to basically all ships.

    They're based on fundamentals of ship building that you appear to be unaware of - cooldown systems not being properly taught in-game. I don't have the time at the moment (have to leave in literally 5 minutes) so hopefully somebody else can go through the basics, but fixing your build will have considerably more impact on your performance than any changes to your gear. Unlike the 1-5% differences we might see from tweaking gear, it'd be a very obvious "oh, everything is so much easier" difference.
  3. Petty Officer 2nd Class
    Petty Officer 2nd Class
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    #13
     –  Last edited by Spade; Thu 10 Jan, 2019 3:46 AM.
    I've looked at that nausicaan torpedo and I just can't stand long reload times, and 12 seconds is much too long.
    Yeah very true, I can see how that is a turn off for people, but I do love how hard it hits. I've gotten a few parces with that thing racking up around 15k DPS by itself. It's also fun to torp spread III a group of ships and when the explosion cloud dissipates there is just nothing left but the faint smoke of hopes and dreams of my enemies. Big Grin
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    #14
    First suggestion : Innervated competitive engines + innervated competitive shield array. (Maneuvrability, survivability, stats, enemy placated at a certain interval).

    Run an Aux2batt build for that ship. Ditch APO. Use CSV3 amd TS3. APB is a more solid choice and the competitive engines in conjunction with the a2b engine dump will outperform apo's burst of speed.

    You have amazing weaponry in those coalition disruptors.

    Make sure you run EPTW3.
    Make sure you got a pair of hazard emitters combined with a polarize hull.

    Guess you're gonna be a beast in space.
    Truth is uncomfortable most of the times. That's why you gotta face it every time.

    https://i.imgur.com/2aFCNBV.jpg