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A Subreddit for the discussion of space and ground builds and mechanics for the game Star Trek Online
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So I picked this ship up in a Mudd’s bundle and decided it would be a good fit for a relatively undeveloped Sci captain alt. I want to lean most heavily into the Sci component since Int seating gives me an extra anomaly for SIA/Int abilities trigger SIA. I also intend to use fresh from R&R and 2x Int Team and lean into Exitus Acta Probat, just because (haven’t PvP’d in more than a decade).
I’m planning to leave the ship in tactical mode since I’m basically not going to have anything that would trigger a DSD. But I will have a ton of INT BO abilities to trigger SIA. Unless someone talks me out of it, since I have the Subspatial Warheads and Assault Formation Theta traits available to me and this ship does have the Combat Dark Cloak/ability to slot AP:O, I was going to select those traits and skew more SciTorp than SciDEW. I was planning, since Transport Warhead triggers SSWH and SIA, to use it over HY.
Or I guess I could eschew both (traits and firing modes) and go with TS and use the Gravimetric torpedo and go SciDEW?
Legendary Temporal Donnie
Player Info | -------------- |
---|---|
Captain Name | Coco Adel |
Captain Faction | Federation |
Captain Race | Human |
Captain Profession | Engineering |
Primary Specialization | Miracle Worker |
Secondary Specialization | Strategist |
Intended Role | |
Captain Outfit | "Image Description" |
Engineering | Science | Tactical | |||||
---|---|---|---|---|---|---|---|
Lieutenant | Hull Restoration | Hull Capacity | Shield Restoration | Shield Capacity | Improved Energy Weapon Training | Improved Projectile Weapon Training | |
Lieutenant Commander | EPS Flow | Impulse Expertise | Control Expertise | Drain Expertise | Improved Targeting Expertise | Defensive Manuvering | |
5 Points | |||||||
Commander | Hull Plating | Damage Control | Shield Regeneration | Shield Hardness | Advanced Weapon Amplification | Advanced Weapon specialization' | |
15 Points | |||||||
Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | Exotic Particle Generator | Advanced Long Range Targeting | Improved Hull Penetration | Improved Shield Penetration | |
25 Points | |||||||
Admiral | Warp Core Potential | Improved Engineering Readiness | Shield Mastery | Improved Scientific Readiness | Coordination Protocols | Improved Tactical Readiness | |
35 Points | Defensive Coordination | ||||||
Offensive Coordination | |||||||
Total of 46 of 46 Points | Engineering Points: | 11 | Science Points: | 13 | Tactical Points: | 22 |
Points to unlock | Engineering Unlocks | Science Unlocks | Tactical Unlocks |
---|---|---|---|
Unlocks After 2 | Training Manual: Emergency Power to Shields III | Training Manual: Engineering Team III | Training Manual: Directed Energy Modulation III |
Unlocks After 5 | |||
Unlocks After 7 | Training Manual: Emergency Power to Engines III | Training Manual: Auxiliary Power to the Emergency Batter III | Training Manual: Eject Warp Plasma III |
Unlocks After 10 | |||
Unlocks After 12 | |||
Unlocks After 15 | |||
Unlocks After 17 | Training Manual: Aceton Beam III | ||
Unlocks After 20 | |||
-------------- | -------------- | -------------- | -------------- |
Unlocks After 24 (Ultimate) | |||
Unlocks After 25 (Ultimate) | |||
Unlocks After 26 (Ultimate) | |||
Unlocks After 27 (Ultimate) |
Type Your info here
Type Your info here
Basic Information | Data |
---|---|
Ship Name | USS Vacuo |
Ship Class | |
Ship Model | |
Deflector Visuals | |
Engine Visuals | |
Shield Visuals | |
Starship Beautyshot |
Basic Information | Component | Notes |
---|---|---|
Fore Weapons: 5 | Temportal Defense Chroniton Beam array MK XV | ac/dm CrtDx3 dmg |
Antiproton Beam Array Mk XV | Ac/Dm CrtDx2 dmgx2 | |
Dark Matter Quantum Torpedo MK XV | Ac/DM CrtDx3 Dmg 1/3 Lorca's Ambition | |
Antiproton Beam Array Mk XV | Acc CrtDx3 | |
Temportal Defense Chroniton Beam array MK XV | ACC CrtDx2 Dmg | |
-------------- | -------------- | -------------- |
Aft Weapons: 3 | Omni Antiproton Beam Arram MK XV | ac/dm arc CrtDx3 |
Pahvan Proton Torpedo mk XV | acc arc CrtH (Filler) | |
Ancient AP Omni Mk XV | ac/DM Acc Arc Dmg x2 ancient tech 1/4 | |
-------------- | -------------- | -------------- |
Experimental Weapon | ||
Deflector | Revolutionary Defector | to be replaced by non-baryonic |
Secondary Deflector | ||
Impulse Engines | Prevailing Fortified | Spd |
Warp Core | Obelisk warp Core Mk XV | Trans ancient Tech 2/4 |
Shields | Tilly's Review Pendingmodified Shield Mk XV | Capx4 |
Devices | RMC | |
Flagship Transponder | ||
-------------- | -------------- | -------------- |
Engineering Consoles: 4 | Hangar Craft Power Transmission MK XV [AP] | |
Hangar Craft Power Transmission MK XV [AP] | ||
Hangar Craft Power Transmission MK XV [AP] | ||
Hangar Craft Power Transmission MK XV [AP] | ||
-------------- | -------------- | -------------- |
Science Consoles: 4 | Reactive Antiproton Cascade Emitter | Ancient Tech 3/4 |
Subspace Fracture Tunneling Field | Ancient Tech 4/4 | |
DOMINO | ||
High Energy communications Network | ||
-------------- | -------------- | -------------- |
Tactical Consoles: 3 | Lorca's Custom Fire Controls | Lorca's Ambition 2/3 |
Bellum Directed Energy Dist Manifold Mk XV | Epic | |
Bellum Directed Energy Dist Manifold Mk XV | Epic | |
-------------- | -------------- | -------------- |
Universal Consoles: 2 | Hangar Craft Power Transmission MK XV [AP] |
| Conductive RCD Mk XV | Turn
-------------- | -------------- | -------------- Hangars: 2 | Advanced Valkyrie Squadron | VR | Advanced Valkyrie Squadron | VR
Bridge Officer Information | Power | Notes |
---|---|---|
Officer 1: Lt. Commander ( Tactical ) | Kemocite I | |
Trait: Leadership | Attack Pattern B I | |
Torpedo Spread III | ||
Officer 2: Lieutenant ( Tactical ) | Tactical Team i | |
Trait: [name] | Beam Fire At Will II | |
Officer 3: Commander ( Eng/Temporal ) | EPTW I | |
Trait: Tactician | ET II | |
Chronometric Inversion Field II | ||
Recursive Shearing | ||
Officer 4: Ensign ( Engineering ) | EPTS I | |
Trait: [name] | ||
Officer 5: Lt. Commander ( Science ) | HEI | |
Trait: astrophysisist | PO I | |
STIII | ||
Officer 6: [rank] ( [profession] ) | ||
Trait: [name] | ||
Duty Officer Information | Power | Notes |
---|---|---|
1 | recharge EM when EPTE is used | |
2 | APB restores hull when firing | |
3 | Chance to reduce recharge on torpedoes | |
4 | chance to reduce recharge on EPTX | rare |
5 | ||
6 |
Personal Space Traits | Description | Notes |
---|---|---|
Warp Theorist | +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate) | |
Boimler Effect | BO cooldown | |
Beam Training | +5% Beam Weapon Damage | |
Projectile Training | +5% Projectile Weapon Damage | |
Techie | +20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration) | |
Operative | +1% Critical Chance, +2% Critical Severity | |
Grace Under Fire | If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset. This trait will only trigger when Miraculous Repairs is already on cooldown, and can only trigger once every 90 seconds. | |
Fleet Coordinator | +2% All Damage per Team member (Self included), up to 10% | |
Accurate | +10% Accuracy | |
EPS Manifold Efficiency | When you use Emergency Power to Auxiliary, Emergency Power to Engines, Emergency Power to Shields, or Emergency Power to Weapons, this trait causes all of your other power levels to gain a moderate subsystem boost. When you use any Battery, this trait causes all of your other power levels to gain a large subsystem boost. | |
Space Reputation Traits | Description | Obtained from |
---|---|---|
Precision | +4% Critical Hit Chance | T2 Romulan |
Tactical Precision | to self: +3% Accuracy for 15 sec (Stacks 5 times) | T2 Undine |
Omega Kinetic Shearing | +10% damage bonus, dealt as a DoT over 6 seconds | T2 Omega |
tylers duality | Crit chance | #N/A |
Starship Traits | Description | Notes |
---|---|---|
Calm Before the Storm | While this starship trait is slotted you will gain a stack of Calm every few seconds while in combat. Each stack of Calm grants a small amount of damage resistance. Exiting combat will clear all stacks of Calm. Once you have 10 stacks, all stacks of Calm are cleared and you gain the Storm buff. While under the effects of Storm, you will gain a buff to Bridge Officer Ability Recharge Speed and Weapon Firing Cycle Haste. | |
Reconstructive Conversion Wave | AP damage to Foes in 5 KM heal self and pets | |
Majority - Minority | While this Trait is active, the number of Allies and Foes within 10km of you will be counted. Depending upon whether you are in the Minority (Foes outnumber Allies) or the Majority (Allies equal or outnumber Foes), you gain different combat benefits. Majority = Increased Damage Resistance, Shield Hardness, and Hull Regeneration Minority = Increased Damage Output, and Flight Speed. | |
Relaunch and Repair | Pet launches reduce captain abilities | |
Repurposed Cargo Bays | Launched additional Valkyries | |
Supplementary Coordination Network | Pet launches reduce captain abilities |
Subsystem Power Settings | Value (Target/Display) | Notes |
---|---|---|
Weapons | / | |
Shields | / | |
Engines | / | |
Auxiliary | / |
Set Name | Set parts: # of # | Effects | Notes |
---|---|---|---|
1 | # | ||
2 | # | ||
3 | # | ||
4 | # | ||
5 | # |
Ship Stats | Value | Notes |
---|---|---|
Hull | 87743 | |
Shields | 19238 | |
Global Critical Chance | 26.8 | |
Global Critical Severity | 84 | |
EPS/Power Transfer Rate | 170 | |
Hull Regeneration Rate | 287.1 | |
Turn Rate | 7.7/sec | |
Flight Speed | 31.45 |
I have access to most of the carrier traits. looking for suggestions for improvement
STO Christmas Giveaway
It's once again that time of year and of course we have a giveaway lined up for y'all! Get involved for your chance to win a brand new ship and get started on a brand new build. All prizes are choice, so you decide the ship! Get ahead with your next build and be in it to win it!
Our 12 Days Of Christmas event has started! And it's easier than ever to take part! Simply head on over to the PSN STO Discord Server to take part in our massive giveaway!
This year we've got some amazing prizes!
• 12 T6 Lobi Choice ships • 12 T6 Infinity Choice Ships • 12 T6 Promotion Choice Ships
(That's 26 Billion EC in prizes!!)
With 36 ships to be won you don't want to miss out!
Head on over to the STO PSN Discord for your chance to win! Use code "Stocomms" to join. Or follow the link. Discord.gg/stocomms
We wish you and your loved ones a very merry Christmas.
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
Recently back into the game after a (7?) years long break. Figured out what has changed and got my main set up right, then made my first alt during gamma recruitment, went with sci - was just planning to complete what is needed to get the space warfare specialist doff for my main.
Its been more fun than I thought, recently unlocked the Gehmor for trait on my main and put my alt in it. Really like the ship, wanted to try and play some support with it so went full iconian set and FPNA console. Of the fighters I have unlocked Type 7's have the best performance hands down as I do not have SAD or CA.
I bought some hangar craft power transmission consoles with [auxpwr] as a placeholder until I picked a weapon type. They were cheap, I landed on disruptors and was originally planning on getting hangar craft modules in the weapon type I would choose down the road.
On to my question, I am now wondering since the Type 7's are torpless if I would be better off going with disruptor isomags over hangar craft? It seems like I am doing more damage with my ship and just using the fighters for the debuffs for both my team and I. I really have no plans of picking up SAD just for an alt, as I have used my tokens from the year event on stuff needed to get my main back into a meta-ish state.
Current setup is SS as my main firing mode.
Advanced queues are so easy they have become boring on my alt, want to get him in a spot where I am doing elites.
Hi all, its quite a few years since I last put a dizzy BO build together so I've lost track of the beam meta, what 3 weapons should I load into the back of a 5/3 boat? Pahvan Omni probably takes up one slot, what else?
Which setup is likely to perform better?
Using Vincent Kish, and having TS2, CSV2, APB3
Or
Some other DOFF, and having APB1, TS3, CSV3
I have a Beam main, who flies a Cali, I could get her something 'better'
OR, my space rending anomaly wizard could get her own primi ship, shes in the Legendary Temporal Science currently, which I actually quite like, but still.. Thoughts and options would be appreciated! (t6 premium box from this years campaign, strongly prefer fed).
Edit
Maybe I'm overthinking this and need to swap my legendary crossfiled for the premium crossfield
I'm curious if this is something folks are still running, the full set? I've ran the full set on my Kirk but never have parsed output but survivability and haste were competitive at the elite level. Thank you and I welcome the knowledge of this fine group 🖖🏽
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
Ok so exactly what it says on the tin. I have been agonising for absolutely bloody ages about getting myself plasma omni-beams for the thrice-damned build I'm wanting to make on the Ra'nodaire. The build I'm working from is based off of Disruptor, but I need the ship weapon flavour to match the flavour of my Scorpion Fighter Squadrons.
I'll be able to get the Altamid plasma Omni once I finish the yearly event, but I have no chance of being able to buy the non-set plasma Omni, so unless some kind soul can make them easily and will accept energy credits as payment I'm shit out if look and in need of a replacement. I figure a single beam array will do the job but am uncertain.
Wondering what people think.
Hi all!
Was not sure if i should post this to r/STO or here, yell at me if this is in the wrong subreddit. :)
I recently started playing after trying the game ages ago, i got the Reliant from the Fed starter pack, I´m really liking the ship but i am failing to find any info about it on running ISA/ISE:s etc.
I know that it is not the best T6 ship in existence but i wanted to gain your insight if the Reliant can be used to achieve for example 100k DPS (an quasi-arbitrary milestone i wish to achieve)
I am doing the baby steps at the moment and leveling the captain, making a Phaser/BO build.
Is it impossible to achieve 100k DPS on the Reliant? (and for the sake of this discussion lets not calculate the effects of piloting the ship in this equasion)
If it is impossible, what is the level of DPS i should be expecting?
TL:DR;
Is it possible to do 100k DPS with the Starter pack Reliant in Beamboat configuration?
...or different build styles?
I.e., BFAW boats tend to blend together; there may or may not be a distinction between "BFAW DPS" and "BFAW tank"--it's been probably 7 or 8 years since I played a tank, so I'm not really qualified to comment here.
My EPG/anomaly build feels different than my EPG/DSD build, which is different from my EPG/torp build.
For that matter, my EPG/torp build is very different from my (well, Eph289's) all-quantum torp build, which is still different from my Lego T'Liss PlasTorp Spam At Warp Zillion build.
Carrier-wise, SAD/To'Duj spam feels a little different than the Fekh'iri fire/Lost Souls carrier I have.
Minelayers are a thing, too.
But all my CSV boats feel pretty much the same. All my BFAW boats feel pretty much the same, whether they're pew-pewing in orange or green or purple or yellow.
How many different builds or styles feel distinctive enough to you, however you define distinctive, as opposed to "kinda the same thing with a different skin"?
Edit on 12/7/2024:
I have played with the console a bit now and it isn't as overpowered as I had originally thought, though I still think it's a little bit OP. Kills in 1 vs 1 are definitely harder but not as hard as anticipated. However, the main thing I am this post up here for is pointing out that it's important we do not get more buffs or debuffs like this, since if we do, we will get rapid alternation in debuffs and buffs which isn't great. Overall though I think the console is fine enough to be left unchanged, but it could do with being minorly nerfed to what I propose later.
I also think its important the community has facts about the console.
Just thought I would do a brief write-up on the new console from the Obena.
Resistance Values
At values of 100% Hull - 0 All Damage Resistance.
At values of 93% Hull - 55 All Damage Resistance
At values of 0% Hull - 640 All Damage Resistance.
These values are passive and not removed by subnuke (ie there isn't a hidden buff which is removed by subnuke it is a proper passive)
The clickie also seems to have no cooldown mentioned or implemented in the tooltip, and testing appears to be consistent with this.
When the clickie is pressed you gain stacks of the bonus dmg and flight speed, and when you reach ten stacks you will get the radiation damage proc.
Implications on PvP:
Edit: This explanation is mechanically wrong but intuitively correct, if you want to see the full mathematics u/thisvideoiswrong commented below about the formula, to which I replied with the more formal mathematics of the equations.
Changes like this console which have significant debuffs to resistance threaten to create a scenerio who undergo a meta debuff or buff are on either side of the asymtotes on the damage resistance equation.
https://docs.google.com/document/d/1TgTz696RTeBntWzdJO7HFP_JjU_bkiNxLfoVu3fDOdM/edit?usp=sharing
(From Chell's Thalaron Thesis)
This is another reason I have maintained (until now perhaps, though I am not totally convinced yet) that the I.F.F. Manipulator console from the suliban silik should remain bounded to that ship. Since, if anyone is debuffed with it they would experience an instantaneous massive debuff to their resistances to which there is very little sufficient counter. (To any dev reading this, I not yet proposing to unbind IFF Manipulator, so don't do this yet please! Edit on 12/72024: DO NOT UNBIND IFF MANIPULATOR PLEASE!!! This does not change enough to justify unbinding IFF Manipulator)
The limit of the damage resistance equation as net_drr -> -infinity is 4
The limit of the damage resistance equation as net_drr -> infinity is 0.25
As debuffs continue to get power-crept in the PvP space net_drr will fluctuate more drastically farther away from zero which means that mathematically we will get very fast and increasingly unfun resistance level changes to which the adversaries we fight need to employ very little skill to induce.
Up until now the devs had generally had the discipline to not add such a dramatic increase in resistance levels or debuff limits. While this one may not be the end of the world, it is important we do not get ones which are equivalently extreme.
I personally hope this console is nerfed very fast, while I am all for a new console which provides passive all damage resistance stats, I would have preferred something more like
+105 All Damage Resistance (double pax console resistances, which is where I am getting this from)
or
+52.5 All Damage resistance to 105 All Damage resistance as hull capacity decreases. As a passive.
+15% Max Hull
Which is a far more 'in line' with the game norms and overall objectives of game design. but provides a much-needed increase to survivability which we currently (until this console was released) lack while not being so extreme as to prevent good players from facing the problems I outlined.
This is outlandishly extreme however as a solution and fails to address the core mechanics that require improvement.
Implications on PvE:
As usual with stuff which affects PvP poorly this console has very little affect for the average player or PvE. It of course is a very strong tanking console, but we already had a number of very strong tanking consoles. Reverse Shield Polarity and basic protomatter heals are enough to tank almost anything in the game. I doubt more than a few people will benefit from this console existing for PvE.
===Later this month I will be writing a piece on the current state of STO PvP, but as a little sample:===
a) In the last year there have been a number of new additions to the game which are very disruptive in a permanent way. I can't emphasis enough that there is a very clear line in things released pre-march 2024 and things released post march 2024. The difference in implications to PvP is staggering.
b) Major but 'simple' bugs to fix remain unfixed despite months and numerous tickets, forum posts, and reddit posts. (Temporal Stasis Field, Darmok & Jelad, Decentralized Immunity etc)
c) Core PvP mechanics are sound and playable, PvP maps and game mode is working fine at a system level, and internal fights between groups or between rivals with rules which do not utilize gear released in the last year remain a source of high amounts of fun for the community.
d) A little attention from the developers which listens to our concerns would be extremely appreciated. PvP has historically been underappreciated, but there are a number of rather large communities in this game which play PvP, covering more than 200 High End Players who are also fleet leaders, fleet officers, content creators, etc. The mood in the community and perceptions of development team continue to decline due to the no attention the community has received. Most of what we want are documented bugs being fixed which have been submitted via tickets, forum posts, or posted on r/stobuilds or r/sto by myself or u/ProLevel (Brets Gaming Channel on YT) , not major overhauls to PvP. The knockon effects of 200+ High end players no longer caring to play the game are not trivial.
More importantly many of these are relatively simple bug fixes which turn the current state of PvP from borderline unplayable in public queues to very fun and engaging. I am only passing on what I believe to be the general consensus opinion on the issues right now and the prevailing sentiment in the community.
e) Both myself and u/ProLevel (Brets Gaming Channel on YT) have stated we are willing to help the development team with balances and fixes. We only need to be asked.
With that I conclude for now.
If you want to know more about our community, you can see some snippets of what we do here!
Division Mu Epsilon - YouTube
Discord Link:
https://discord.gg/ypTyCN2RQW
As always, live long and prosper:
-T'Vek Saterk (@data#7310 on PC)
Hello all!
I am having trouble with DPS sustainment. I'm not quite sure what I may be doing wrong.
If more information is needed, please let me know! Any help would be greatly appreciated!
Also note, this is a Terran Lexi (T6-X2)
Here's the build:
Edit: Added Ship Core
Fore Weapons:
Agony DBB (DMGx4, CD/DMG)
Phaser WADBB (Dx4,CD/D)
Terran Task Force Phaser DHC (Proc, Dx3, CD/D)
Terran Task Force Phaser BA (Proc, Dx3, CD/D)
Aft Weapons:
Advanced Inhibiting Phaser HT (Dx4, CD/D)
Omni Phaser BA (Arc, Dx3, CD/D)
Pahvan Omni (Dx4, CD/D)
Heavy Bio-Molecular Phaser Turret (Proc, Dx3, CD/D)
Ship Core:
Elite Fleet Intervention Protomatter DA (ColCrit, CtrlX/Hullcap, CtrlXx2, Hullcap)
Prevailing Innervated Impulse Engines (SecSpd-2, SPD)
Mycelial Harmonic MA Core (AMP. S-W, SCap, SSR, W-S)
Tilly's Review-Pending Modified Shield (Capx4, Cp/Rg)
Devices:
Temporal Negotiator
Advanced Battery - Energy Amp
Consoles:
Phaser Isomags x8
Subspace Fracture Tunneling Field
DPRM
Ordnance Accelerator
D.O.M.I.N.O.
M6 Computer
Point Defense Bombardment Warhead
Hangar:
Advanced To'Duj Fighter Squadron
Traits:
Context is for Kings
Fleet Coordinator
Fragment of AI Tech
Inspirational Leader
Intelligence Agent Attache
Point Blank Shot
Superior Beam Training
Symbiotic Ice
The Boimler Effect
Unconventional Systems
Starship Traits:
Dimensional Modulation
Emergency Weapon Cycle
Unconventional Tactics
Pilfered Power
Preferential Targeting
Strike from Shadows
Superweapon Ingenuity
Space Rep:
Advanced Targeting Systems (R2)
Energy Refrequencer (R2)
Magnified Firepower (R2)
Precision (R2)
Tyler's Duality (R2)
Active Space Rep:
Anti-Time Entanglement Singularity (R2)
Bio-Molecular Shield Generator (R2)
Deploy Sensor Interference Platform (R2)
Quantum Singularity Manipulation (R2)
Refracting Tetryon Cascade (R2)
Stations:
Sci SRO:
Jam Sensors I
Photonic Officer I
Very Cold in Space III
Tac SRO:
Kemocite-laced Weaponry I
Attack Pattern Beta I
Beam Overload III
Tac/Intel SRO:
Override Subsystem Safeties I
Cannon Scatter Volley I
Eng/MW SRO:
Emergency Power to Weapons I
A2B I
Narrow Sensor Bands III
Mixed Armaments Synergy III
Sci SRO:
Tractor Beam I
DOFFS:
(This needs work, but unsure of how to really get these.)
Green PWO CritD
Blue EWO CritH
Purple EWO Chance to reduce the time to recharge when using beam special attacks
Green EWO CritD
Purple DCE Chance to reduce the recharge time for Emergency Power to subsystem abilities
Just in case it is not clear from the post title: "Solo" ISE does not mean joining a Random or PuG group in a team of 4 other players. "Solo" in this case really means me, a singular ship with no other teammates, against the entire ISE queue.
A further evolution of my previous Solo ISE Vengeance build, now with the Dilithium Transporter Console from the Credence and some minor tweaks in the wake of Turretgate
Captain Name | Jill Stingray | |
---|---|---|
Captain Career | Engineering | SUBOPTIMAL. Tact would have resulted in more DPS. |
Captain Faction | Federation | |
Captain Race | Human | SUBOPTIMAL. Should be Alien for the extra personal trait slot. |
Primary Specialization | Temporal | For Entropic Rider, +50 EPG, and the extra safety net of Continuity. |
Secondary Specialization | Strategist | For the extra Crits when Threat-stance is off. |
Rank | Engineering | Science | Tactical | |||
---|---|---|---|---|---|---|
Lieutenant | Improved Hull Capacity | Advanced Energy Weapon Training | Advanced Projectile Weapon Training | |||
Lt. Commander | Improved EPS Flow | Improved Impulse Expertise | Improved Control Expertise & Control Amplification | Improved Drain Expertise & Drain Infection | Advanced Targeting Expertise | |
Commander | Advanced Weapon Amplification | Advanced Weapon Specialization | ||||
Captain | Advanced Exotic Particle Generator | Advanced Long Range Targeting Sensors | Advanced Hull Penetration | Advanced Shield Weakening | ||
Admiral | Warp Core Efficiency | Coordination+Defensive+Offensive Protocols | Advanced Tactical Readiness | |||
0 Points Left | 7 | 12 | 27 |
Space Skill Tree comment: My current generalist skill tree. My rationale for the lack of Engi skill points is that EPS Power Transfer and Nadion Inversion on this toon should have the ship power aspects well covered.
Slot | Item | Notes |
---|---|---|
Ship | T6-X2 Kelvin Timeline Vengeance Intel Dreadnought Cruiser | SUBOPTIMAL. There are much better ship choices to Solo ISE with. Specifically ships that have both an Exp Weapon and Hangar slot, while having a good weapons and BOFF layout. |
Fore Weapon 1 | [Viridian Plasma Dual Cannons Mk XV [CrtD]x3 [Dmg]] | Any Plasma flavour will work. Viridian just looks and sounds cool to me. |
Fore Weapon 2 | [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD]x2 [Dmg]x2] | Viridian does suffer from slower projectile travel time compared to other Plasma flavours, for some reason. |
Fore Weapon 3 | [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3] | Dual Heavies usually perform better than just plain Duals. |
Fore Weapon 4 | [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3] | But I still wanted a mix of both, purely for visual+audio reasons. |
Fore Weapon 5 | [Particle Emission Plasma Torpedo Launcher Mk XV [CrtD]x3 [CrtH] [Dmg]] | Plasma Torps also stacks CPF, though not as efficiently. Rad clouds scale with EPG but not Aux. |
Aft Weapon 1 | [Omni-Directional Pahvan Proton Beam Array Mk XV [CrtD/Dm] [CrtD] [Dmg]x3] | Pahvan Omni, for its Resonance Charges, which is a substantial DPS source. |
Aft Weapon 2 | [Viridian Plasma Turret Mk XV [CrtD] [Dmg]x3] | Despite Turretgate, still using 2 turrets here, for CPF stacking purposes. |
Aft Weapon 3 | [Viridian Plasma Turret Mk XV [CrtD]x2 [Dmg]x2] | |
Deflector | [Non-Baryonic Matter Deflector Array Mk XV [CtrlX/HullCap] [CtrlX]x2 [HullCap]x2] | For the 2pc Hull Regen, very much needed for survivability. |
Impulse Engines | [Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd]] | Traded in the Tholian Warp Core for this again, after deciding that the 25k-35k extra DPS from it was not worth the speed loss. |
Warp Core | [Mycelial Harmonic Matter-Antimatter Core Mk XV [AMP] [S->W] [SCap] [SSR] [W->S]] | |
Shields | [Khitomer Alliance Regenerative Shield Array Mk XV [Cp/Rg] [Reg]x4] | New Shield from the Event, and a substantial DPS source. |
Devices | [Deuterium Surplus] | From Crafting or Daily Mission: Defense Contract. More speed |
[Kobayashi Maru Transponder] | Very minor overall buffs. Only slotting this because I already own it via Event, | |
[Auxiliary Battery - Large] | To fuel both the FPNA and Dragonsblood consoles. | |
Universal Console | [Console - Tactical - Fek'ihri Torment Engine Mk XV] | Boosts both energy and Exotic Plasma. Also boosts the Rad damage sources on this build, including Dil Transporter. |
[Console - Universal - Fleet Power Network Array] | So. Much. Haste. | |
Engineering Consoles | [Console - Universal - Plasma Storm Module] | EPG DPS |
[Console - Universal - Genesis Seed] | EPG DPS | |
[Console - Universal - Dilithium Transporter] | Major DPS source, but a PITA to use due to its 2s activation time of completely standing still. Manually activated. | |
[Console - Universal - Agony Redistributor] | Doesn't help at all with the final Tact Cube, but significantly contributes to everything leading up to it. Manually activated when target shields are low/gone. | |
[Console - Universal - Dragonsblood Flame Reactor] | EPG DPS | |
Science Consoles | [Console - Universal - Subspace Fracture Tunneling Field] | Mobility via teleport, more frequent usage of powerful offensive and defensive console clickies, and easily upkeeping UD. |
[Console - Universal - Adaptive Emergency Systems] | Damage and defense boost. Tried running Lure Team over this, but it made me too squishy for Solo ISEs. | |
Tactical Consoles | [Console - Universal - Dynamic Power Redistributor Module] | Oh-shit button when hull gets low. |
[Console - Universal - Proton Eruptor Module] | New toy from the KDF T6 Dyson ship. I won't pretend to know its ins and outs, only that it is a substantial EPG DPS source. | |
[Console - Universal - Micro-Quantum Torpedoes Phalanx Array] | Clicky performs pretty well in a target rich Elite environment. | |
[Console - Universal - Gemini Device] | Passive benefits Sci aspects of the build, Clicky benefits DEW aspects of the build while also putting out significant hurt by way of duo USS Enterprise. | |
Hangar Bay | [Hangar - Elite Type 7 Shuttlecraft] | So. Much. Debuff. |
Bridge Officers | Power | Notes |
---|---|---|
Commander Engineering-Intelligence | Emergency Power to Engines I | |
Superior Romulan Operative | Electromagnetic Pulse Probe I | Replaced EPTW for an extra Unconventional Systems trigger. |
Override Subsystem Safeties III | ||
Ionic Turbulence III | Unconventional Systems trigger 2. Also some extra AoE -DRR. | |
Lt. Commander Universal | Jam Targeting Sensors I | Unconventional Systems trigger 3. |
Superior Romulan Operative | Scramble Sensors I | Unconventional Systems trigger 4. |
Gravity Well I | Unconventional Systems trigger 5 and crowd control. | |
Lt. Commander Tactical | Beams: Overload I | Stacks Cultural Conquest. Does not interfere with the Pahvan Omni, as it prioritizes FAW/CSV. |
Superior Romulan Operative | Torpedoes: Spread II | Stacks Cultural Conquest and for the PEP torp. |
Cannons: Scatter Volley II | Primary firing mode. Stacks Cultural Conquest. | |
Lieutenant Universal-Temporal | Heisenberg Amplifier | Unconventional Systems trigger 6. |
Superior Romulan Operative | Chronometric Inversion Field I | Unconventional Systems trigger 7 and an extra means of survival by way of enemy damage output debuff |
Ensign Science | Tractor Beam I | Unconventional Systems trigger 8. |
Superior Watcher Operative |
Trait | Name | Description | Notes |
---|---|---|---|
Personal Traits | Grace Under Fire | If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset | Backup oh-shit button should DPRM be on cooldown. |
Duelist's Fervor | Whenever you or a teammate kills something: +5% All Damage for 10 sec, +5 Accuracy Rating for 10 sec (Effect stack up to 3 times) | Both for the Cat1 and Acc boost, and to slightly compensate for Turretgate. | |
Particle Manipulator | Improved Criticals for Exotic Damage, based on Particle Generators | +39.5% CrtH and +19.7% CrtD for Exotics, from the EPG on this build. | |
Repair Crews | While in combat, you gain a stacking bonus to All Damage Resistance and Regeneration | Extra hull regen and DRR. | |
Fragment of AI Tech | Improves Control Expertise. Improves Energy Weapon Damage based on Control Expertise (maximum 30% at 300 Control Expertise) | +22.3% Cat1, from the CtrlX on this build. | |
Superior Accurate | +15 Accuracy | To slightly compensate for Turretgate. | |
Intelligence Agent Attaché | Weapon Critical Strikes partially recharge Captain Ability | ||
Terran Targeting Systems | Crit Severity, being critically hit slows you. | ||
The Boimler Effect | Provides a chance for using Bridge Officer Abilities to recharge all other Bridge Officer Ability recharge times up to their respective Shared Cooldown Categories | Main BOFF CDR method. | |
Unconventional Systems | Using Control Bridge Officer Abilities reduces the cooldown of all Universal Consoles by 7%. | ||
Starship Traits | Complex Plasma Fires | During Energy Weapon Firing Modes, Plasma Weapons apply stacking Plasma Damage per sec for 30 sec (Ignores Shields, scales with Weapon Power). If Shield Facing is down deal an additional Plasma Damage | Doesn't do much in Normal/Adv content. Does a whole lot in Elite content. |
Cultural Conquest | Weapon Firing Modes apply +25% Increased Damage for 15 sec. Dealing Weapon Damage to Foes that have Debuffed, DoTed, or Controlled you improves the bonus to +50% and removes one such effect from you | Not mentioned in the trait description, but this stacks. So it is basically +150% Cat1 All Damage. | |
The Ruin of Our Enemies | When you defeat a Foe: +3% Bonus All Damage for 20 sec. (Effect stacks up to 100x, duration resets on trigger) Every fifth defeat: -15% Recharge Time to Bridge Officer Abilities over 5 sec | Secondary BOFF CDR method alongside Frenzied Reactions. In a Solo ISE, ~50 total kills can be expected. Not something I'd use for general content. | |
Universal Designs | When Activating A Universal Console (lasts For 20 Sec, Stacks Up To 5 Times): +2% Critical Chance, +10% Critical Severity | Upkept by the many clickies on this build. | |
Withering Barrage | Extends duration of Cannon: Scatter Volley by 4 sec. | ||
Terran Goodbye | When you defeat a foe: +25 Accuracy Rating for 20 sec, +5% Critical Chance for 20 sec. (Effects stack up to 3 times) | The +Acc will help to compensate for Turretgate. | |
Eclectic Collector of Armaments | Using different kinds of attacks each grants +10% Bonus Damage and +10% faster Recharge of Capital Ship Innate Weapons for 30 sec. | 40% Cat2 damage for this build. Honestly, with my level of CrtH on this build, this is only slightly better than Ship Of The Line. Though it does stack faster. | |
Space Reputation Traits | Advanced Targeting Systems | +20% CrtD. | |
Aux Power Config - Offense | +Cat2 and Acc based on Aux power. To slightly compensate for Turretgate. | ||
Precision | +5% CrtH. | ||
Tyler's Duality | +5.8% CrtH for this build. | ||
Automated Protomatter Conduits | Secondary healing source | ||
Active Reputation Traits | Refracting Tetryon Cascade | Extra DPS on grouped targets. | |
Quantum Singularity Manipulation | Extra oh-shit button, also gives Grav Well a bit more oomph. | ||
Deploy Sensor Interference Platform | Extra oh-shit button | ||
Anti-Time Entanglement Singularity | Extra DPS on grouped targets. | ||
Bio-Molecular Shield Generator | Extra oh-shit button | ||
Duty Officers | Space Warfare Specialist (Very Rare) | 25% chance on using Energy Weapon Firing Mode I or II to use II or III instead | Vincent Kish, Weapons Expert. |
Energy Weapons Officer (Rare) - CrtD | 15% chance: +10% Critical Severity buff to self for 15 sec. (Stacks up to 3 times) | ||
Projectile Weapons Officer (Rare) - CrtD | 15% chance: +10% Critical Severity buff to self for 15 sec. (Stacks up to 3 times) | ||
Emergency Conn Hologram | Recharges Evasive Maneuvers when Emergency Power to Engines is activated | For speed. | |
Gravimetric Scientist (Very Rare) | Chance to create up to four additional Gravity Wells near the end of the duration of any Gravity Well activated. | Filler slot for some extra crowd control. | |
Quartermaster (Rare) | Recharge time on Batteries reduced by 80%. | Nearly halves the recharge time for the Aux battery. | |
Ground | Space Warfare Master (Epic) | +10% All Damage. (Space and Ground) | Elder Malik'itan. |
Ground Warfare Specialist (Very Rare) | +5% All Damage againt Borg. (Space and Ground) | Neal Falconer |
Subsystem Power Settings | Value (Target/Display) |
---|---|
Weapons | 120 / 100 |
Shields | 38 / 15 |
Engines | 83 / 70 |
Auxiliary | 18 / 15 |
Set Name | Set parts: # of # | Effects |
---|---|---|
Stamets-Tilly Field Modifications Set | 2 of 4 | +120% Hull Regeneration. |
Ship Stats | Value | Notes |
---|---|---|
Hull | 126,835 | Affected by Personal Endeavour rank (750) |
Shields | 11,876 | Affected by Personal Endeavour |
Global Critical Chance | 38.70% | Affected by Personal Endeavour |
Global Critical Severity | 158.00% | Affected by Personal Endeavour |
EPS/Power Transfer Rate | 276.00% | |
Control Expertise (CtrlX) | 208 | |
Drain Expertise (DrainX) | 167 | |
Exotic Particle Generator (EPG) | 197 | |
Hull Regeneration Rate | 375.00% | Affected by Personal Endeavour |
Turn Rate | 5.9 | Affected by Personal Endeavour |
Flight Speed | 61.21 | Affected by Personal Endeavour |
I dare not claim what I am about to share here is "suggested practice" in any form, but below is what I employed for my latest run:
Order | Ability | Remarks |
---|---|---|
1 | Cannons: Scatter Volley II | |
2 | EPS Power Transfer III | |
3 | Torpedoes: Spread II | |
4 | Override Subsystem Safeties III | |
5 | Beams: Overload I | |
6 | Nadion Inversion III | |
7 | Emergency Power to Engines I | |
8 | Brace for Impact III | |
9 | Rotate Shield Frequency III | |
10 | Hangar Bay Launch | Because Auto-launch does not always work. |
11 | Focused Frenzy | |
12 | Expose Vulnerability: Defenses | Assuming I have Gather Intel on the target. |
13 | Gravity Well I | |
14 | Ionic Turbulence III | |
15 | Electromagnetic Pulse Probe I | |
16 | Jam Targeting Sensors I | |
17 | Chronometric Inversion Field I | |
18 | Scramble Sensors I | |
19 | Tractor Beam I | |
20 | Heisenberg Amplifier I | |
21 | Vovin Console |
Source | DPS | Remarks |
---|---|---|
Agony Redis | 147,125 | |
Complex Plasma Fires | 134,136 | |
Resonance Shock | 99,487 | |
Dilithium-Laced Weaponry | 96,223 | From the Dilithium Transporter console |
Antiproton Retort | 80,466 | |
Destabilized Proton Eruption | 79,317 | |
Micro-Quantum Torpedo Total | 68,860 | |
Genesis Seed | 46,952 | |
U.S.S. Enterprise | 43,778 | |
Plasma Storm | 41,492 | |
Breath of the Dragon | 32,498 | Lower than usual, probably piloting error on my part. |
DPS per DC | 53,085 | A bit higher than a DHC this time round. |
Avg DPS per DHC | 49,874 | |
Avg DPS per turret | 27,702 | |
PEP Total | 41,031 | |
Elite Type 7 Shuttlecraft | 21,473 | Compared to ~6k DPS from before. Massively boosted by Dil Tporter. |
Entropic Rider | 18,736 | |
Fek'ihri Torment | 15,712 |
^(Table) ^(formatting) ^(brought) ^(to) ^(you) ^(by) ^(ExcelToReddit)
Like most people here I've suffered from a CSV 'misfire' on occasion, or at least that's what I thought was going on.
When I started recording my runs and examining what was occurring, the results were different and I wasnt actually getting as many CSV misfires as I thought I was
I've made a short-ish video on recognising when CSV is actually misfiring - e.g. the ability is activated, it goes into cooldown, but does NOT appear on the buff bar and the weapon icons do not change.
In addition, there are some mechanic related items that may be perceived to be a CSV misfire that actually aren't (FPNA's 60% proc for C:RF1, selecting a target outside of arc, target behind another target etc)
I'm going to be recording my runs over the coming days and actually getting a CSV misfire on video (fingers..crossed?) with a quick analysis on it. When I can catch an actual CSV misfire on video!
Enjoy!
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
Was messing around on a new build and noticed I was getting stacks of the trait even though I didn't have any torpedos equipped. Is that a new thing, or supposed to happen? Wasn't sure if anyone knew about it here 😅
Or just options other then lance in general?
Hey folks, this is a fun one that a few of us have been looking into for the last couple days. It came to light when we all got the Nagus giveaway. Its trait, Streak Breaker, is triggered by misses. Some of us noticed it was stacking up WAY faster than it should on builds that should barely be missing at all. That led us to finding two interesting things:
TL;DR: Not every shot fired is showing up in the combatlog. I think all the un-logged shots were misses.
In the mission "Doomsday Device", I equipped 5 Dual Cannons, activated CSV, and fired one cycle. What I expected to see was 30 attacks logged against each target. What I actually saw in the combatlog was this:
So the question was: What happened to the 30th shot against the Wo'?
Typically when you miss, it still gets logged. It is recorded as a hit that had 0 pre-resist damage, 0 post-resist damage, and has the "Miss" flag included. Below is an example - the three things I mentioned are the final three pieces of the log line:
24:11:27:11:02:18.2::That Old Scientist,P[727633@8422012 That Old Scientist@vanderben],,*,I.K.S. Wo',C[19 Space_Klingon_Raider],Dual Antiproton Cannons - Scatter Volley I,Pn.Vk4r05,,Miss,0,0
For the Wo', there was no such line in the combat log. I went through the log line by line, and it only had a record of 29 shots. The other shot seems to have simply been dropped by the system.
Coming back to the Streak Breaker trait: As I continued to test this, the number of dropped shots in each test was equal to the number of unexpected Streak Breaker stacks I was gaining. That tells us that Streak Breaker is treating these dropped shots as misses - there's also another test further down that further supports the theory that the dropped shots were already going to be misses.
As for why these shots are being dropped and not logged as Misses: I don't have an answer.
Credit to Mara for suspecting this was a thing, and to xGamefreakz for noticing the hard evidence.
TL;DR: Every time a Turret fires a shot while CSV is active, your Global Accuracy takes a hit equal to the accuracy penalty from CSV. And these stack.
This one is pretty easy to see for yourself if you look.
If you watch the numbers closely, you can see that the penalty you're taking is always a multiple of the penalty from CSV. That is, with CSV 2 which has a 40 accuracy penalty, you'll see it drop by 40, 80, 120, and sometimes even 160 or beyond. (And for anyone unfamiliar, yes Accuracy Rating can go negative.)
Since the penalties seem to coincide with each shot from the Turrets, my guess is that Haste probably makes this issue worse. But I have not done any explicit tests to validate that.
So now to recap, we've seen that Turrets with CSV can cause mayhem on our displayed Accuracy Rating, and we've seen that not every miss shows up in our combatlog. Now let’s look at how this can actually affect performance.
For this test I equipped 5 Dual Cannons and a varying number of Turrets. I fired 6 firing cycles (6 cycles x 6 shots per cycle x 5 weapons x 3 targets = 540 expected shots). I took note of how many shots were logged as hits, how many shots were logged as misses, and how many shots were not logged at all.
Out of the 322 shots that didn’t hit, only 15 of them were logged.
If you want to see more of the data, here: https://imgur.com/a/tZmxGly
If you want to run some tests of your own, here’s how to read the relevant stuff from OSCR: https://imgur.com/a/yiBQD8S
These are my main conclusions:
That it from me. For advice on how to handle all this, u/MaraMakesContent has some thoughts to share:
***
The Sky Is Not Falling
Hey kids, it’s me, Morrigan@Anubis714, your friendly neighborhood dps chaser. The implications of all of this were… quite startling. We’d been losing a ton of performance without realizing it for god knows how long. The good news about that is this - you don’t have to fix anything! That’s right - you will continue to perform exactly how you’ve been performing the entire time. It’s always been broken.
BUT.
If you want to perform better, here’s some of the things I’ve been evaluating to work around the turret problem.
But Here’s An Umbrella
I’ve spent a lot of time over the last day flying a variety of builds under both cases, and I’ve found that my Turretless Phaser build is swinging as hard as my Turreted Acc boosted CPF (WEO+TG) build is in Solo ISEs. Both solutions seem to be viable - so if you’re wanting to hold on to your CPF build, just drop in WEO and TG. I honestly wouldn’t consider this path unless you had at least WEO or TG. They provide a combined 125 Acc, and that’s the kind of numbers you need to really deal with this issue without a support team. While you can pick up Acc from the sources I mentioned, you’re looking at like 65-90 if you took the readily available traits and consoles without using WEO or TG, a little more if you took into account Narrow Sensor Bands uptime. I haven’t done thorough testing on this case, so maybe someone can follow up on this. My gut says it won’t play out well, though.
If you want to push forward another flavor, just drop off your turrets and move in the KCB. If you’re stuck with an x/3 ship, use a slot to complete a set with a torpedo, array, or omni (if you don’t have the Pahvan). It’ll do better than having a turret rob you of shots. If you don’t want to do anything, don’t! You didn’t lose anything today. I mean if we can pull off 1.6m solo ISEs with broken builds losing us huge chunks of dps, is it really that big of a deal? Yes. Yes it is. I want my numbers. So do you.
Hello all,
While browsing the wiki today I stumbled upon the Morrigu and while looking through the trait and console set the idea of a Beam Overload build popped into my head.
I haven't put too much thought into it yet and I don't have a full build mapped out yet, but I wanted to check if my thought process was somewhat sound.
Basically, with the Morrigu (or Fleet Mogai) you're stuck with a singularity core and the somewhat lower power levels that go with it, so BO might not seem like the obvious choice. However the added drain on weapon power would be offset by both the Emergency Weapon Cycle trait and the 2-piece bonus from the Enhanced Weapon Systems Efficiency set.
I haven't gotten past the initial napkin sketch stage as it where, but would this concept be somewhat viable and a logical way to build? Or am I missing something that makes it not worthwhile to continue down this path? Or perhaps lower power levels haven't been a concern for singularity core ships in ages (I'm still at the casual level since I slowly started playing again earlier this year).
I'm not looking to create something that will top the DPS ladders, just something that can hold its own and contribute in a meaningful way during random TFOs (and hopefully Advanced TFOs as well).
Also, since it's related to the subject, I'll ask here as well: Is the same console from different ships interchangable for different console sets?
To elaborate: The Arbiter, Kurak and Morrigu all come with the Console - Universal - Ablative Hazard Shielding which is part of a set for each family of ships.
Would the console from one of these work to complete the set of a different family of ships?
For example: Can I rip the console from an Arbiter and put it on a Mogai together with the Mogai's Ionized Particle Beam to get the 2-piece bonus? Or do I need to specifically use the 'Romulan' version of the Ablative Hazard Shielding Console found on the Morrigu to get the Romulan set bonus?
Thanks for any tips or advice
Can anyone post what they believe to be the most optimal build for the Golden Nagus??? So far she seems like a really solid build. I've tried a beam tank and a scatter volley but I'm thinking about a Torp build now. Trying to find what fits her best. Thanks in advance, I appreciate any feedback. 🖖 everyone
I decided to experiment with the Galaxdred.
I am not in a fleet, so fleet gear is not an option
most traits are placeholders until i can get advice/score said traits
the single isomag turn and particle console turn were needed. The isomag replaced a Beam mod and the sci console replaced the quantum phase console the first run was a pretty miserable 21K. subsequent runs were 29 and 31.
I'm thinking swapping out the beam banks for beam arrays
eventually I will get everything epic
Type Your info here
Player Info | -------------- |
---|---|
Captain Name | Oma Desala |
Captain Faction | Federation |
Captain Race | Human |
Captain Profession | Tactical |
Primary Specialization | none yet |
Secondary Specialization | none yet |
Intended Role | |
Captain Outfit | [ "Image Description" ]( "Image Link here" ) |
Engineering | Science | Tactical | |||||
---|---|---|---|---|---|---|---|
Lieutenant | Hull Restoration | Shield Restoration | Shield Capacity | Improved Energy Weapon Training | Improved Projectile Weapon Training | ||
Lieutenant Commander | EPS Flow | Impulse Expertise | Control Expertise | Advanced Targeting Expertise | Improved Defensive Manuvering | ||
5 Points | |||||||
Commander | Hull Plating | Damage Control | Shield Regeneration | Shield Hardness | Advanced Weapon Amplification | Advanced Weapon specialization' | |
15 Points | |||||||
Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | Exotic Particle Generator | Improved Long Range Targeting | Improved Hull Penetration | Improved Shield Penetration | |
25 Points | Shield Subsystem Performance | ||||||
Admiral | Improved Warp Core Potential | Engineering Readiness | Shield Mastery | Improved Scientific Readiness | Coordination Protocols | Advanced Tactical Readiness | |
35 Points | |||||||
Offensive Coordination | |||||||
Total of 47 of 46 Points | Engineering Points: | 12 | Science Points: | 11 | Tactical Points: | 24 |
Points to unlock | Engineering Unlocks | Science Unlocks | Tactical Unlocks |
---|---|---|---|
Unlocks After 2 | Training Manual: Mine Dispersal Pattern: Beta III | Training Manual: Tactical Team III | Training Manual: Cannon: Rapid Fire III |
Unlocks After 5 | |||
Unlocks After 7 | Training Manual: Attack Pattern: Omega III | Training Manual: Mine Dispersal Pattern: Alpha III | Training Manual: Torpedo: High Yield III |
Unlocks After 10 | |||
Unlocks After 12 | Training Manual: Attack Pattern: Beta III | Training Manual: Beam: Fire at Will III | Training Manual: Cannon: Scatter Volley III |
Unlocks After 15 | |||
Unlocks After 17 | Training Manual: Torpedo: Spread III | ||
Unlocks After 20 | |||
-------------- | -------------- | -------------- | -------------- |
Unlocks After 24 (Ultimate) | |||
Unlocks After 25 (Ultimate) | |||
Unlocks After 26 (Ultimate) | |||
Unlocks After 27 (Ultimate) |
Type Your info here
Type Your info here
Basic Information | Data |
---|---|
Ship Name | Altaran |
Ship Class | Legendary Dreadnought Cruiser |
Ship Model | |
Deflector Visuals | |
Engine Visuals | |
Shield Visuals | |
[ Starship Beautyshot ]( Insert Image Link here ) |
Basic Information | Component | Notes |
---|---|---|
Fore Weapons: 5 | Phaser dual beam bank MK XV UR | ACC CRTD CRTH X2 |
Phaser dual beam bank MK XV VR | ACC CRTD CRTH | |
Phaser Beam Array MK XV UR | ACC CRTD x2 DMG | |
Phaser Beam Array MK XV Epic | AC/DM CRTD x2 CRTH DMG | |
Maelstrom Torpedo Launcher MK XV VR | ||
-------------- | -------------- | -------------- |
Aft Weapons: 3 | Omni Directional Protostar beam array mk XV UR | ACC ARC CRTH DMG |
Omni Directional Phaser beam array mk XV VR | ACC ARC DMG | |
Maelstrom Triflouride Torpedo launcher MK XV VR | CRTD CRTH DMG | |
-------------- | -------------- | -------------- |
Experimental Weapon | ||
Deflector | Revolutionary Deflector Array VR | |
Secondary Deflector | ||
Impulse Engines | Prevailing Fortified Impulse Engine MK XV UR | Spd |
Warp Core | Tholian Nucleating WC MK XV VR | S>W SCAP SSR |
Shields | Tholian Enhanced EAC Shield MK XV VR | Capx3 |
Devices | Flagship Transponder | |
Red Matter Capacitor | ||
Scorpion fighter | ||
-------------- | -------------- | -------------- |
Engineering Consoles: 5 | Isomag VR | turn |
Isomag Epic | Phaser | |
Isomag Epic | Phaser | |
Isomag Epic | Phaser | |
Isomag Epic | Phaser | |
-------------- | -------------- | -------------- |
Science Consoles: 2 | DOMINO | |
Exotic particle field exciter MK XV Epic | turn | |
-------------- | -------------- | -------------- |
Tactical Consoles: 4 | Multi directional artillery barrage | |
Phaser Relay MK XV Epic | ||
Phaser Relay MK XV Epic | ||
Phaser Relay MK XV Epic | ||
-------------- | -------------- | -------------- |
Universal Consoles: 2 | Ominous Device | #ERROR! |
| Point Defense Photon launcher | Because extra torpedos are fun
-------------- | -------------- | -------------- Hangars: 1 | Elite Valor | | |
Bridge Officer Information | Power | Notes |
---|---|---|
Officer 1: Lt. Commander ( Tactical ) | BFAW 1 | |
Trait: Leadership | APB | |
BO 3 | ||
Officer 2: Lt. Commander ( Tactical ) | Tac Team 1 | |
Trait: Leadership | BO 2 | |
TS 3 | ||
Officer 3: Lieutenant ( Science ) | ST 1 | |
Trait: Leadership | TSS 2 | |
Officer 4: Ensign ( Science ) | HE 1 | |
Trait: [name] | ||
Officer 5: Commander ( Eng/Intel ) | EPTS 1 | |
Trait: Efficient | ET 2 | |
Aux2SIF 3 | ||
SS 3 | ||
Officer 6: [rank] ( [profession] ) | ||
Trait: [name] | ||
Duty Officer Information | Power | Notes |
---|---|---|
1 | Chance to reduce time for Evasive Maneuvers | Epic |
2 | Chance for stacking Crit Sev for projectiles | |
3 | APB restores hull while firing | |
4 | Improved hazard emitters | |
5 | chance for -15 sec on shield heals using ST | |
6 |
Personal Space Traits | Description | Notes |
---|---|---|
Projectile Training | +5% Projectile Weapon Damage | |
Operative | +1% Critical Chance, +2% Critical Severity | |
Crippling Fire | 2.4 Accuracy penalty inflicted from a critical hit with Crippling Fire | |
Beam Training | +5% Beam Weapon Damage | |
Thrill-seeker | +15% Flight and Full Impulse Speed | |
Techie | +20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration) | |
Elusive | +10% Defense | |
Accurate | +10% Accuracy | |
Warp Theorist | +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate) | |
The Boimler Effect | #N/A | |
Space Reputation Traits | Description | Obtained from |
---|---|---|
Hull-Repairing Nanites | +40% Hull Regeneration Rate. Twice this amount is regenerated out of combat. | T2 Omega |
Precision | +4% Critical Hit Chance | T2 Romulan |
Torpedo Pre-Fire Sequence | Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster. +33% Destructible Torpedo Flight Speed +12.5% Torpedo Damage | T2 Terran |
Unshaken Resolve | When attacking a target immune to damage: +75 Armor Penetration for 5 sec (Additional attacks refresh duration) | T2 Competitive |
Starship Traits | Description | Notes |
---|---|---|
History Will Remember | Prolonged conflicts become more desperate - and more heroic - as time wears on, and only those ships and crews with the fortitude to withstand such onslaughts are remembered in the annals of history. With this trait slotted, each Foe that damages you will grant you a stack of History Will Remember, which imparts increased weapon damage, hull capacity, and hull regeneration. Each foe only counts for a single stack, no matter how many times they damage you. Each stack will last until you leave the map, and you may have up to 30 stacks maximum. Stacks may only be gained a maximum of once per second. | |
Flagship Staffing | #N/A | |
One big Happy Fleet | #N/A | |
Super Charged Weapons | Firing a torpedo will provide a stack of the Super Charged buff. This buff provides a boost to directed energy weapon damage, critical hit chance and critical severity for a short time. This buff stacks up to 3 times. | |
Shall we not revenge | #N/A | |
Weapon System Synergy | Each time a directed energy weapon is activated on your ship, you will shunt a small amount of power to your projectile emitters. This is represented by building up stacks of Weapon System Synergy. Upon reaching 10 stacks, your projectile weapons will become primed and deal additional damage and shield bleedthrough for several seconds. After this expires there is a short lockout window before you can begin building up Weapon System Synergy stacks again. |
Subsystem Power Settings | Value (Target/Display) | Notes |
---|---|---|
Weapons | 161 / 100 | |
Shields | 69 / 50 | |
Engines | 41 / 25 | |
Auxiliary | 36 / 25 |
Set Name | Set parts: # of # | Effects | Notes |
---|---|---|---|
1 | # | ||
2 | # | ||
3 | # | ||
4 | # | ||
5 | # |
Ship Stats | Value | Notes |
---|---|---|
Hull | 98705 | |
Shields | 15939 | |
Global Critical Chance | 18.5 | |
Global Critical Severity | 90 | |
EPS/Power Transfer Rate | 170 | |
Hull Regeneration Rate | 246 | |
Turn Rate | 7.9 | |
Flight Speed | 36.79 |
Type Your info here
Inspired by a few folks at r/sto complaining about elite players ruining event TFOs, I put together a build limited by a T4 platform.
Here is my Kobayashi Maru BO build.
I'm considering a change to my torpedo. Not sure the Terran 2pc is worth it. Considering the Grav Torp as my control power is pretty high.
Any suggestions would be appreciated keeping in mind I may not have everything (ie. Starship Traits).
Thank you all for considering this non-meta build :-)
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
You can see previous weeks megathreads here.
How exactly do I go about crafting beam arrays with the [Arc] modifier?...not the omni-beams. I want to make 8 for a lazy F.A.W. build.
So, I have been working on this little number ever since I started using this character. I'm currently working through the missions to get what I need in terms of the actual ship weapons and whatnot.
The main thing I intend for this build is to give somewhat of an idea of what to do for free to play players like myself, especially new ones; the majority of New players aren't going to have access to the Altamid Omni for example.
What this build currently shows is where this ship is at the midway point of the Delta Quadrant Episode, just before The Kobali Front in fact. I plan to double back and get everything that can sorted out before pressing further with missions.
What I'm currently wanting help with is the BOFFS. I'm already partway there I feel but I understand I'm not as good as I like to think I am. The amount of times I have been blown up in this game are proof of that, after all. I know the repeated explosions and implosion I have suffered so far with this ship are more from the fact it is a T5 at level 65 and so far without proper quality on the DECS and Consoles, but any help that can be offered with BOFFS (or anything I may be missing on the consoles/weapons/DECS) will be greatly appreciated so hopefully there's at least one decent (and most importantly free) build for new players to use as a laibchpad to grow themselves from.
Hello all,
I am going round and round on which order I should be using these clickies to optimize damage. Your help would be very much appreciated.
The order I have them now is:
Been changing the order and looking at parses, but with so many combinations, could use some help.
TRAITS:
Thank you!!