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[Discussion] - Need some input on kelvin dreadnought phaser build

Started By:
Zasz, Tue 16 Feb, 2021 3:13 AM
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    #1
    Hey,

    This ship is giving me grey hair unlike pretty much all my other builds. Its a themed build. Dark skin, red kelvin phasers, strong shield space set, phaser console/weapon set, mixed in some resistance, upgraded to T6x but still it takes way to much damage, damage output is low with roughly 10k dps. See for yourself in detail:

    https://skillplanner.stoacademy.com/7585d217cf5421c2bd03f13b82b5e4d2#starship

    Notes explain the discrepancies.

    Unfortunately I dont have the means to upgrade everything to epic. So MK XV has to do for now. But I have the impression Im overlooking something that makes this build better. I need ideas :/
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    #2
    Hi there, Mentioned User zasz

    Maybe this is something you can post HERE instead
    Timverbesselt
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    #3
    Oops. I thought I had the right category. It was late Sad
    Thanks. I make a new thread over there.
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    #4
    Hey,

    This ship is giving me grey hair unlike pretty much all my other builds. Its a themed build. Dark skin, red kelvin phasers, strong shield space set, phaser console/weapon set, mixed in some resistance, upgraded to T6x but still it takes way to much damage, damage output is low with roughly 10k dps. See for yourself in detail:

    https://skillplanner.stoacademy.com/...5e4d2#starship

    Notes explain the discrepancies.

    Unfortunately I dont have the means to upgrade everything to epic. So MK XV has to do for now. But I have the impression Im overlooking something that makes this build better. I need ideas :/
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    #5
    Threads merged. For future reference we can move threads if you discover you’ve posted in the wrong forum. Smile
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    #6
    Hey,

    This ship is giving me grey hair unlike pretty much all my other builds. Its a themed build. Dark skin, red kelvin phasers, strong shield space set, phaser console/weapon set, mixed in some resistance, upgraded to T6x but still it takes way to much damage, damage output is low with roughly 10k dps. See for yourself in detail:

    https://skillplanner.stoacademy.com/...5e4d2#starship

    Notes explain the discrepancies.

    Unfortunately I dont have the means to upgrade everything to epic. So MK XV has to do for now. But I have the impression Im overlooking something that makes this build better. I need ideas :/
    Okay so looking at the build I can see why you’re struggling with the ship getting killed easily and having low dps. The pre-emminent set is pretty pants gear set compared to other offerings. What I’ll do is put together an updated version of this build for you with recommended skill tree and loadout updates.

    In the meantime:
    I’d replace the pre-eminent set with either the 2pc disco rep set (shield and warpcore) as they provide nice hull regen bonuses, the shield is very tanky and the core has very nice stats.

    If you’re unable to acquire these items at the moment then I suggest picking up the Sol defense set from the mission Midnight. It provides very nice resistances and the 3pc has a nice AoE heal.

    If you can either from the exchange or a infinity lockbox console pack. Pickup the Hull Image Refractors console. When used it kills your speed, cloaks you and provides a continuous heal for x duration or until you cancel it. It also overheals with you temporary hitpoints if you’re near full hp.
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    #7
    Looking at it I gues you are not that far with your peutations, what looks very clreat to me is for once the lack of Critical hit Chance on your build.

    So first:

    Update your Build so we can see the Boff-Abilities

    Get Tactical - Vulnerability Locators from the Fleet Spire

    Get the Elite Fleet Intervention Protomatter Deflector Array [ColCrit] [EPS] [HullCap] [ShCap]
    HullCap and ShCap ussed to be DrainX but got re-engineered

    Next you want to get one of three Competetive Engines for seed and Resistance I prefer the one that triggers on Tacitcal Abilities but it's not everyones taste.

    Warp Core and Shield should be from Discovery Rep

    Update the Skill Tree, this is my current one points in Shields are pointless

    NkpYmsP
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    #8
    Threads merged. For future reference we can move threads if you discover you’ve posted in the wrong forum. Smile
    Thanks.
    Okay so looking at the build I can see why you’re struggling with the ship getting killed easily and having low dps. The pre-emminent set is pretty pants gear set compared to other offerings.

    In the meantime:
    I’d replace the pre-eminent set with either the 2pc disco rep set (shield and warpcore) as they provide nice hull regen bonuses, the shield is very tanky and the core has very nice stats.
    Bye bye 24k shields Sad

    Update your Build so we can see the Boff-Abilities

    Get Tactical - Vulnerability Locators from the Fleet Spire

    Get the Elite Fleet Intervention Protomatter Deflector Array [ColCrit] [EPS] [HullCap] [ShCap]
    HullCap and ShCap ussed to be DrainX but got re-engineered

    Next you want to get one of three Competetive Engines for seed and Resistance I prefer the one that triggers on Tacitcal Abilities but it's not everyones taste.

    Warp Core and Shield should be from Discovery Rep

    Update the Skill Tree, this is my current one points in Shields are pointless
    Updated the build.

    Cant buy fleet stuff yet. Still on trial. Just a few more days...

    That tactical engine looks nice. Need to install better breaks with that speed boost though. But it lacks passive stats...

    Also is there a hull alternative for emergency power to shields? Hazard emitter seems abit weak even when combined with engineering team.

    Thanks for the ideas so far.
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    #9
    That tactical engine looks nice. Need to install better breaks with that speed boost though. But it lacks passive stats...
    Belive me you will love them once you have them, there is a reason why they are Meta the passive stats are irelevant.

    Also is there a hull alternative for emergency power to shields? Hazard emitter seems abit weak even when combined with engineering team.
    Look at the new Boffs abilities I have created for you, btw do you have the Photonic Officer Starship Trait for most cooldown you will need it.

    hMajKMH

    Also if you have Lobi and a bunch of it, get the Tachyokinetic Converter and the Bioneural Infusion Circuits there might be a Lobi Sale this weekend so wait for that.
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    #10
    Belive me you will love them once you have them, there is a reason why they are Meta the passive stats are irelevant.
    I will think about it. As appealing as the idea of zooming around the battlefield in a cruiser/dreadnaught like Im not a cruiser/dreadnaught is, it might not be my desired playstyle. Im also toying with the full stamets-tilly set. It works very well on my jemhadar temporal warship which has far less shields and hull but is much more resilient. And the dreadnought with so many hull bonuses would greatly benefit from the 4p bonus. I think.

    Look at the new Boffs abilities I have created for you, btw do you have the Photonic Officer Starship Trait for most cooldown you will need it.
    Unfortunately, no. Its from a tholian ship, right?
    I only have a few store and event T6 ships available.

    Also if you have Lobi and a bunch of it, get the Tachyokinetic Converter and the Bioneural Infusion Circuits there might be a Lobi Sale this weekend so wait for that.
    Unfortunately, no². Why those specifically?
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    #11
    I will think about it. As appealing as the idea of zooming around the battlefield in a cruiser/dreadnaught like Im not a cruiser/dreadnaught is, it might not be my desired playstyle. Im also toying with the full stamets-tilly set. It works very well on my jemhadar temporal warship which has far less shields and hull but is much more resilient. And the dreadnought with so many hull bonuses would greatly benefit from the 4p bonus. I think.


    Unfortunately, no. Its from a tholian ship, right?
    I only have a few store and event T6 ships available.


    Unfortunately, no². Why those specifically?
    I've made an updated build for you. Look at the notes regarding consoles and weapon setup. I've made everything Mark XV Ultra Rare as you don't really need to be epic quality straight away.

    https://skillplanner.stoacademy.com/...45354ee3961b23

    To answer your last questions the 2 lobi consoles bridger mentioned are worth getting. I've only slotted the Bio-Neural Infusion circuits here as I opted to include the Temporally Shielded Datacore console which is a mission reward which will lend a bit more towards survivability for you.

    The Bio-Neural Infusion Circuits console is a VERY nice boost to Hull cap, crit severity and exotic damage (space magic stuff)

    The Tachyokinetic Converter console gives very nice Crit. Chance buffs, turn rate and a little more boost to space magic damage abilities while also adding a fair chunk extra to crit. severity.

    In regards to the competitive rep engines, its not about zooming around so much as it a boon to helping you move around the TFO quickly to get out of danger or towards the next group of enemies. The engines shine particularly well in Infected Space as you want to be fast moving to keep up the DPS if you're chasing records.
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    #12
    Look at the new Boffs abilities I have created for you, btw do you have the Photonic Officer Starship Trait for most cooldown you will need it.
    I looked them over but I find the selection abit odd. And no, no such trait available.

    Structural analysis costs 7mil and only reduces damage resistance slightly. Doesnt sound very strong. Attack pattern beta does this too but much stronger and I use that already because of a ship trait.

    Kemocite-laced weaponry is nice. But 6mil... But wouldnt fire at will be better than beam overload with this skill? Because I have experience with such a setup on another char (when it was much cheaper) with a disruptor build and more hits means more kemocite triggering.

    Override subsystem safeties increases max subsystem power level. Im not sure I understand how this works exactly.
    Also at the end of its cycle it kicks one subsystem offline for five seconds which has a 25% to kill my shields which is slightly deadly when under heavy fire I imagine.

    Im just trying to understand those selections.

    Unfortunately I dont have enough lobi for even one of those consoles.
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    #13
     –  Last edited by Solace; Tue 16 Feb, 2021 6:23 PM.
    I looked them over but I find the selection abit odd. And no, no such trait available.

    Structural analysis costs 7mil and only reduces damage resistance slightly. Doesnt sound very strong. Attack pattern beta does this too but much stronger and I use that already because of a ship trait.

    Kemocite-laced weaponry is nice. But 6mil... But wouldnt fire at will be better than beam overload with this skill? Because I have experience with such a setup on another char (when it was much cheaper) with a disruptor build and more hits means more kemocite triggering.

    Override subsystem safeties increases max subsystem power level. Im not sure I understand how this works exactly.
    Also at the end of its cycle it kicks one subsystem offline for five seconds which has a 25% to kill my shields which is slightly deadly when under heavy fire I imagine.

    Im just trying to understand those selections.

    Unfortunately I dont have enough lobi for even one of those consoles.
    Beam Overload is superior to Fire at will because you do more damage per shot to a single target. Fire at will has uses but Beam Overload just outclasses the ability. In your situation where you are dying a lot due to low survivability or still in the process of attaining good quality gear, abilities like Fire at will, will only increase the danger that you're going to be killed.

    When you use Fire at will at the targets you hit are going to turn their attention to you and you'll take a hail of incoming fire. With Beam Overload you're only drawing the aggro of one single target.

    In STO aggro is a funny mechanic. Basically the more threat you generate (aggro) you the more enemies will shoot at you. There are plenty of traits that can help reduce this such as the personal trait Innocuous which gives -threat and +crit severity. The starship trait Strike From Shadows also has a -60% threat when it triggers.

    Another example to reduce overall threat is the skill tree perk node from the tactical line Threat Control gives you access to the ability Threatening Stance when you click the ability to activate it you'll generate 100% MORE threat. However when the power is not active (clicked) you'll get -100% threat generation making targets less likely to attack you.

    In the DPS game (if you're interested in chasing numbers) the faster you can kill something the better you'll perform from a numbers standpoint.

    With regards to Overload subsystem safeties, its a great ability because it buffs all your ships power levels for a few seconds which in turn will increase your performance. It benefits weapons the most because the more weapon power you have available the more damage you'll deal, which is why its good idea to dump all your subsystem power in weapons, OSS (overload subsystem safeties) will only enhance this damage.

    Even though you have the potential to lose your shields you should be okay since you're not drawing tons of aggro. Certain abilities can negate this effect entirely. Emergency Power to Shields for example will completely remove that 5sec downtime if your shields get turned off by OSS. The same applies with Em. power to weapons, engines and aux.

    Kemocite will always proc on torpedo hits and has a chance to proc on beam hits. Since there is a major lack of variety in the ensign level BOFF powers its worth the slot if you can afford a manual.

    With structural analysis again the same logic applies that there is very little variety in ensign level BOFF powers. Sure APB is the must slot tac power because its a great damage resist debuff. Structural analysis STACKS with attack pattern beta giving you EVEN more debuff which is going to help you killing the target its applied to even faster.

    Hopefully this makes sense.
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    #14
    Ok, I got some of the items you suggested. Got the dark matter torpedo, lorcas console, stamets-tilly shield and warp core, got the Temer trait because now that Im using a torpedo on this ship 5% crit is a nice bonus. Im keeping the assimilated module because its almost as good as one of the lobi items above. Alltogether it helped.

    Thanks.
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    #15
    Ok, I got some of the items you suggested. Got the dark matter torpedo, lorcas console, stamets-tilly shield and warp core, got the Temer trait because now that Im using a torpedo on this ship 5% crit is a nice bonus. Im keeping the assimilated module because its almost as good as one of the lobi items above. Alltogether it helped.

    Thanks.
    if you are running Beam Overload KCB and assimilated module are worth keeping in your build as each shot counts as a cycle and another chance at the proc if your going for the build Solace suggested I would use a upgrade token on it and move Lorca's fire control to the new universal slot and put another fleet Vulnerability Locator in the newly vacated slot that would increase your overall offensive states a bit more
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