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Posted Thu 09 Mar, 2017 8:13 PM
CANON T6 SOVEREIGN BUILD
CLASS: Engineer
SHIP: Fleet Intel Assault Cruiser (T6)
BUILD DESCRIPTION
This build is heavily based on Bridger's Guide. My aim is a canon build to have a more "Star Treky feeling". Thereby, at least a Torpedo in front and aft and Phaser weapons are mandatory. Originally, I wanted to use the Omni-directional Beam Array in the aft as well, but there is no blue version of it, that matches the color of the Quantum Phase Beam Array. I chose the TOS Arrays for the same reason. The intended role is an Agro/DPS Tank.
In need of particularly urgent action is a Skill revamp. I chose those points back in the days where I didn't know what I was doing. With that in mind the build works quite well in the moment - I hit about 25k DPS in ISA on one of my first ever parsed PUGs (thanks Tain for recommending STO-Nexus!) - but I'm sure it could work far better. From all I have read so far, a Science Ultimate Build similar to Bridger's Guides should be the best choice. I'm not so sure how to include Skill points for buffing the Torpedos and where to take these points from. Another question that came to my mind is: Does it make sense to wait for the announced new balancing concerning a respec?
Anyway, any other advice or suggestions are highly welcome!
Ship Specifications
FORE WEAPONS: |
2x Advance Fleet Twin Phaser Beam Array (TOS) Mk XII [CrtD][Dmg]x3
Quantum Phase Beam Array Mk XII
Quantum Phase Torpedo Launcher Mk XII |
AFT WEAPONS: |
2x Advance Fleet Twin Phaser Beam Array (TOS) Mk XII [CrtD][Dmg]x3
Advanced Fleet Single Phaser Beam Array (TOS) Mk XII [CrtD][Dmg]x3
Wide Angle Quantum Torpedo Launcher Mk XII |
DEFLECTOR: |
Adapted M.A.C.O. Positron Deflector Array Mk XII |
IMPULSE ENGINE: |
Adapted M.A.C.O. Combat Impulse Engines Mk XII |
WARP CORE: |
Elite Fleet Plasma-Integrated Warp Core Mk XII [AMP] [Eff] [SSR] [W->E] [WCap] |
SHIELDS: |
Elite Fleet Resiliant Shield Array Mk XII [Cap]x2 [ResB] [Adapt] |
DEVICES: |
Scorpion Fighters
Heavy Phaser Satellite Turret
Red Matter Capacitor
Subspace Field Modulator |
ENGINEERING CONSOLES: |
Plasmonic Leech
Hydrodynamics Compensator Mk XII
Metreon Gas Canister Mk XII
Sustained Radiant Field Mk XII |
SCIENCE CONSOLES: |
2x Plasma-Generating Weapon Signature Amplifier Mk XII [EPG] |
TACTICAL CONSOLES: |
Counter-Command Multi-Energy Conduit Mk XII
3x Vulnerability Locator Mk XII [+Pha] |
Boff Abilities
Com. Engineering |
Emergency Power to Shields I |
Directed Energy Modulation I |
Emergency Power to Weapons III |
Auxiliary Power to the Structural Integrity Field III |
Lt.Com Tactical |
Torpedo: Spread I |
Attack Pattern Delta I |
Beam Fire at Will III |
Lt.Com Universal\Intel |
Override Subsystem Safeties I |
Hazard Emitters II |
Feedback Pulse II |
Lt. Engineering |
Engineering Team I |
Reverse Shield Polarity I |
Ens. Tactical |
Tactical Team I |
Skill Tree
Specialization
PRIMARY: |
SECONDARY: |
Temporal Operative |
Strategist |
Traits
Personal Traits
Grace Under Fire |
Techie |
Beam Barrage |
Beam Training |
Give Your All |
Fleet Coordinator |
Astrophysicist |
Imposing Presence |
Point Blank Shot |
Starship Traits
Specialist Knowledge |
The Best Defense |
Emergency Weapon Cycle |
Improved Critical Systems |
N/A |
Space Reputation
Precision |
Advanced Targeting Systems |
Enhanced Armor Penetration |
Energy Refrequencer |
N/A |
Active Reputation
Deploy Sensor Interference Platform |
Refracting Tetryon Cascade |
Medical Nanite Cloud |
N/A |
N/A |
Doffs
Doff Specialization: |
Effect: |
Projectile Weapons Officer (rare) |
Reduced recharge time of torpedos |
Projectile Weapons Officer (very rare) |
Reduced recharge time of torpedos |
Security Officer (very rare) |
Extra threat generation with Attack Pattern Delta |
Damage Control Engineer (very rare) |
Reduced recharge time of EPtX |
Diplomat (very rare) |
Chance: -42.5 weapon power to attacker |
N/A |
N/A |
LOGIC IS THE BEGINNING OF WISDOM, NOT THE END. - SPOCK
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Posted Fri 10 Mar, 2017 4:14 PM
Why so heavy on Engineering in the Skill Tree it's the worst you can use?
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Posted Fri 10 Mar, 2017 4:46 PM
Why so heavy on Engineering in the Skill Tree it's the worst you can use?
This is a really old setup. I had no idea what I was doing then. What I have in mind now is a Science Ultimate tree similar to your Guides. But I'm not completely sure how to skill for the additional torpedos. Do you have an idea where to save points for that? I know it is not optimal for DPS. And should I wait until the rebalancing maybe?
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Posted Fri 10 Mar, 2017 5:49 PM
I am waiting until I know what is going to happen before I do anything.
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Posted Fri 10 Mar, 2017 5:54 PM
I am waiting until I know what is going to happen before I do anything.
So you would recommend to wait with the respec until then?
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Posted Fri 10 Mar, 2017 6:25 PM
It's up to you if you want pay the price for the respec.
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Posted Fri 10 Mar, 2017 8:09 PM
I already got the token. So would you do it? I'll post a skill tree that I have in mind this weekend. So maybe you can tell me what you think about it.
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Posted Sat 11 Mar, 2017 12:56 PM
Here is a first draft of a new skilltree: http://skillplanner.stoacademy.com/2...8542903555f12f
Any comments?
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Posted Mon 15 May, 2017 10:53 AM
–
Last edited by T'Tan; Mon 15 May, 2017 10:58 AM.
Now with Season 13 a Science Ultimate skilltree seems not to be the best choice. So I want to ask for advice on a Tactical Ultimate skilltree optimised to be used on a Canon style space ship which in my case means mixing Beam and Torpedo Weapons (Quantum + Photon). My main goal is still to use the Fleet Intel Assault Cruiser as it is my favourite ship in general and I have any version of it the game offers (including the Vizier Command variant). Another option would be my T6 Excelsior which is much fun.
Here you can find a draft for my skilltree: http://skillplanner.stoacademy.com/9...5944b15ffcc13b
Comments are highly appreciated!
For testing I used my T6 Excelsior in the last couple of days with a variant of an A2B setup (see skillplanner link). It worked quite ok with a DPS record of 40k in ISA. I am aware that the mix of beams and torps is not optimal DPS-wise but that is what I want to do to make it feel like Star Trek. For new fun weapons matching the overal theme I purchased and upgraded some Pulse Phasers as well. Any advise for Consoles, Traits, BOffs, etc. is also quite welcome. So please feel free to comment on anything! I am looking forward to your answers.
Cheers,
T'Tan
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Posted Mon 15 May, 2017 11:39 AM
I looked at skill tree and tweeted it, and rest of the build as you haven't stated if you indeed to do any pvp in the future or the use of exotic abilities in the near future, i believe is a good middle of the road skill tree. Please note as a fed you dont need any points in subsystem tuning.
Please note i place points in co-ordinations protocols. Even your not flying a ships with pet, co-ordinations protocols works really well in a team setting.
I would also suggest using intelligence as your primary instead of temporal, I would only use temporal now if you a sci heavy abilities ship which u are using your sci abilities as your primary attack of the ship, compared to ships weapons.
http://skillplanner.stoacademy.com/f...8da45e3945b19f
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Posted Mon 15 May, 2017 11:42 AM
I would suggest testing out the use of Photonic Officer BOFF abilities> i myself using testing PO3 on my heal boat on my engineer, but i know a few who are testing PO1 on their tac toons
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Posted Mon 15 May, 2017 11:59 AM
I looked at skill tree and tweeted it, and rest of the build as you haven't stated if you indeed to do any pvp in the future or the use of exotic abilities in the near future, i believe is a good middle of the road skill tree. Please note as a fed you dont need any points in subsystem tuning.
Please note i place points in co-ordinations protocols. Even your not flying a ships with pet, co-ordinations protocols works really well in a team setting.
I would also suggest using intelligence as your primary instead of temporal, I would only use temporal now if you a sci heavy abilities ship which u are using your sci abilities as your primary attack of the ship, compared to ships weapons.
http://skillplanner.stoacademy.com/f...8da45e3945b19f
Thank you very much for your suggestions! Especially about the Subsystem Tuning and Coordination Protocols!
I am not yet sure if I will try to get deeper into PvP. At least I intended to be prepared for that with the same skilltree. What would be needed to change in case (Defensive Maneuvering?)? Concerning PvP I'm a complete noob so far.
Concerning exocitc damage there are plenty of Warp Plasma abilities I could use with the Sovereign, for example the Metreon Gas Warhead Launcher, the Metreon Gas Canisters or a simple Eject Warp Plasma. So that is why I skilled at least one point into EPG. But I am also not sure if these could be effective in any way or are more gimicky.
The PO I had in mind, too, but haven't tried it yet. Thanks for the tipp! So do you think there is any better way for cooldown reduction than A2B? At least, it kills my aux power what isn't really optimal considering for example the Reputation Trait Auxiliary Power Configuration - Offense.
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Posted Mon 15 May, 2017 12:05 PM
Glad to help. I am in the same boat with everyone else. I am still testing all the possibilities at present. I would keep up reading the posts on sto Reddit
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Posted Mon 15 May, 2017 12:10 PM
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Posted Mon 15 May, 2017 12:18 PM
About that one I am really curious: What should be changed to have a skilltree capable of PvE AND PvP?
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