Post by russalka on Jan 21, 2015 22:07:24 GMT -6
Hey all.
I was just thinking it might be helpful to show each other our builds. If nothing else it might help improve what we have or help newer people see some examples of builds.
I figured i'd go first and i'll add more of my ships/characters as I get to it.
To start off this is my Federation Tactical captain level 60 with a fair number of specialization points, but not full on anything.
Last time I checked I was doing around 13K DPS if that's something you care about.
skillplanner.stoacademy.com/?build=lexawafleetbc_0
some notes about the build. The gravimetric torp in the back is sort of an afterthought.
I don't think much of the experimental proton weapon and even though i don't have much of anything set up to support it, the gravimetric photon torpedo is one of the best in the game.
So one of these weapons plus the proton particle stabilizer console grants me a +3 critH chance and a good boost to the damage for photon torpedoes.
The romulan engine is an ok engine. a little boost to turn rate, but it's a huge bonus to attack patterns which i use a lot and so should almost everyone.
The counter command deflector does a lot of things like most deflectors, but the big one on this is it adds significantly to energy weapons skill, accuracy and even more so to torpedoes skill which i barely use. all it's other bonuses are great too.
I'm also getting the 2 piece set bonus for assimilated gear with the assimilated console and kinetic cutting beam. These are nearly universal on ships doing DPS in the 10k+ range.
not a must have, but close.
The zero point module does various things but it gives me an overall power boost and a critical hit bonus.
The bio neural gel pack is there primarily because it gives a small boost to bridge officer powers recharging globally. that's really quite good if you're not doing something like aux2bat builds www.reddit.com/r/stobuilds/wiki/dragon_drake_aux2batt#wiki_aux2batt.
Here's my Tactical Romulan Fed flying the Faeht Intel Warbird. Great ship. Made of tissue paper, but great ship. Recommended for Engineer captains that can help it stay alive.
skillplanner.stoacademy.com/?build=russalkafaehtv1_0
Check out the notes for my builds . I put in active doffs i assign. I don't spend as much as i ought to on good doffs, but they're really at least as important as any console.
a lot of similar stuff. The big differences are i went with the nukara deflector and shields to get the 2 piece set bonus which is a signficant overall damage boost.
I have the 3 piece romulan weapons bonus which gives me a nice bonus power to do a pretty big plasma burn shot.
This ship uses lots and lots of power to shoot and to stay alive so I have the 2 copies of override subsystem safeties as well as an energy siphon power.
the auxiliary to structural integrity and singularity core armor powers are the things that mostly keep me alive with the aggro i pull.
But not always.
This is my Fed engineer flying the Tactical Intelligence escort Phantom .
skillplanner.stoacademy.com/?build=kaliphantomv1_0
This is about the best fit between captain and ship that i've found yet. Good ship. An engineer captain balances it's weaknesses very well.
The skills are a little messed up. was thinking of using torpedoes at one point but not any more.
Again . skimped on the Doffs and haven't gotten around to getting better engineering consoles yet or a zero point module.
A work in progress.
The damage control engineers are key to this build and I just haven't bought better ones yet.
The maco set helps me with power recharge and energy via the shields. I use the engine as well for sector travel but the romulan engine bonus is too good so i use that for combat.
I was just thinking it might be helpful to show each other our builds. If nothing else it might help improve what we have or help newer people see some examples of builds.
I figured i'd go first and i'll add more of my ships/characters as I get to it.
To start off this is my Federation Tactical captain level 60 with a fair number of specialization points, but not full on anything.
Last time I checked I was doing around 13K DPS if that's something you care about.
skillplanner.stoacademy.com/?build=lexawafleetbc_0
some notes about the build. The gravimetric torp in the back is sort of an afterthought.
I don't think much of the experimental proton weapon and even though i don't have much of anything set up to support it, the gravimetric photon torpedo is one of the best in the game.
So one of these weapons plus the proton particle stabilizer console grants me a +3 critH chance and a good boost to the damage for photon torpedoes.
The romulan engine is an ok engine. a little boost to turn rate, but it's a huge bonus to attack patterns which i use a lot and so should almost everyone.
The counter command deflector does a lot of things like most deflectors, but the big one on this is it adds significantly to energy weapons skill, accuracy and even more so to torpedoes skill which i barely use. all it's other bonuses are great too.
I'm also getting the 2 piece set bonus for assimilated gear with the assimilated console and kinetic cutting beam. These are nearly universal on ships doing DPS in the 10k+ range.
not a must have, but close.
The zero point module does various things but it gives me an overall power boost and a critical hit bonus.
The bio neural gel pack is there primarily because it gives a small boost to bridge officer powers recharging globally. that's really quite good if you're not doing something like aux2bat builds www.reddit.com/r/stobuilds/wiki/dragon_drake_aux2batt#wiki_aux2batt.
Here's my Tactical Romulan Fed flying the Faeht Intel Warbird. Great ship. Made of tissue paper, but great ship. Recommended for Engineer captains that can help it stay alive.
skillplanner.stoacademy.com/?build=russalkafaehtv1_0
Check out the notes for my builds . I put in active doffs i assign. I don't spend as much as i ought to on good doffs, but they're really at least as important as any console.
a lot of similar stuff. The big differences are i went with the nukara deflector and shields to get the 2 piece set bonus which is a signficant overall damage boost.
I have the 3 piece romulan weapons bonus which gives me a nice bonus power to do a pretty big plasma burn shot.
This ship uses lots and lots of power to shoot and to stay alive so I have the 2 copies of override subsystem safeties as well as an energy siphon power.
the auxiliary to structural integrity and singularity core armor powers are the things that mostly keep me alive with the aggro i pull.
But not always.
This is my Fed engineer flying the Tactical Intelligence escort Phantom .
skillplanner.stoacademy.com/?build=kaliphantomv1_0
This is about the best fit between captain and ship that i've found yet. Good ship. An engineer captain balances it's weaknesses very well.
The skills are a little messed up. was thinking of using torpedoes at one point but not any more.
Again . skimped on the Doffs and haven't gotten around to getting better engineering consoles yet or a zero point module.
A work in progress.
The damage control engineers are key to this build and I just haven't bought better ones yet.
The maco set helps me with power recharge and energy via the shields. I use the engine as well for sector travel but the romulan engine bonus is too good so i use that for combat.