Star Trek Online

Star Trek Online

Tommy Lee 11 ABR 2021 a las 3:25
I need build help
I am now on lvl 63 With T5U I just picked up. (exploration Cruiser retrofit) ANd I fould ask for Phaser beam build if you have any. ALso if there is better beam build I would like to see that too. I am tactical class if that helps.

Thank you
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Mostrando 16-30 de 33 comentarios
SeaDog 12 ABR 2021 a las 18:43 
Publicado originalmente por cap-boulanger:
Publicado originalmente por SeaDog:
You don’t say if you are F2P or not. For F2P I have used CounterYolo on YouTube. He has a 2020 budget build video that I found really helpful. The video has builds for each energy type and exotic builds too. Was a great place to start.

That's really not as big a difference as people make out. F2P players can access everything in the game, except for the lifetime rewards, with enough grinding.

Also most of the stuff I mentioned in my list was episode, reputation, and fleet gear, none of which is really buyable anyway. (The one exception being the Jem'Hadar Vanguard BOFFs.)

Technically true but practically being a F2P player is a much different philosophy than someone able to spend real money. There are many builds that you can link that will cost thousands of zen and lobi to build. Yes, a F2P player can do this if they have several years of time to spend grinding zen, ec, and lobi. A budget build gives you a starting point by giving a build that is doable in just a few weeks time.

I certainly didn’t say that your advice wasn’t sound, and didn’t quote you, but gave an alternative that has helped me.
Última edición por SeaDog; 12 ABR 2021 a las 18:48
cap-boulanger 12 ABR 2021 a las 18:52 
Publicado originalmente por SeaDog:

I certainly didn’t say that your advice wasn’t sound, and didn’t quote you, but gave an alternative that has helped me.

Oh true. Mine was intended to be budget-ish as well, that's why I didn't mention any actual reputation gear (just traits) and the only store item I mentioned were two BOFFs.

Most of the big expenditures are ships and traits (and there's some overlap there) and most of the posters in this thread have avoided both.
Última edición por cap-boulanger; 12 ABR 2021 a las 18:52
Shaila 12 ABR 2021 a las 19:01 
Here is the Build of my Galaxy Class T5-U , its a Aux to bat build, and uses phasers (even the phaser torpedo)
https://skillplanner.stoacademy.com/a0197952cc8a49b7668972bdbd8f4fca#starship

yus gonna need the 3 Aux to bat Doffs, as thats how it is set up to run (blue is fine , but prefer them be purple)
Última edición por Shaila; 12 ABR 2021 a las 19:06
Tommy Lee 13 ABR 2021 a las 1:20 
I bought 100 zen of which 700 is spent on T5 upgrade token. I save rest for now. Some of builds and talks I see on web and youtube reminds me on wow talks about mithic raid gear and if you don't have it, you suck. Joke aside. I see at this moment in time that XII gear is ok Very rare+ so I try to put sets of those. Apart of that I used upgrade tokens on some gear on ship so some of those are XIII now. As I see it dilithium in my care at least is best spent on upgrades at this point in time. Even now I am happy as ai can do most ofmissions now with relative ease. I still need to tweak and upgrade alot of stuff but that is the fun part in my view.
Tommy Lee 13 ABR 2021 a las 1:27 
Publicado originalmente por Shaila:
Here is the Build of my Galaxy Class T5-U , its a Aux to bat build, and uses phasers (even the phaser torpedo)
https://skillplanner.stoacademy.com/a0197952cc8a49b7668972bdbd8f4fca#starship

yus gonna need the 3 Aux to bat Doffs, as thats how it is set up to run (blue is fine , but prefer them be purple)
I am surprised to see that yyou dont havy any phaser relays in this build
Also. I am guessing that Aux to bat means that this build drains battery fast? I must admit I see power levels dropping in my build so that means that i should maybe put some new skills in my doffs in that regard?
Maj_Cyric 13 ABR 2021 a las 1:28 
Yup.. can craft your [Pen] Weapon set with just a Beams or Cannon R&D level at 5 (less if you have some the R&D, +10, +25 or +50 Catalyst but even then, you're just rolling Mk II weapons over and over for the [Pen] stat.. then just get and use some Rep equipment like shields deflector etc ..
Tommy Lee 13 ABR 2021 a las 1:31 
Crafting system is still confusing me. I am building beam arrays up but I realised that I lvled up wrong ones so I must now do it all over lol. But I guess it is hard cos I see some mats that I never saw arround for pickup
Última edición por Tommy Lee; 13 ABR 2021 a las 1:31
Maj_Cyric 13 ABR 2021 a las 1:55 
Make Mk II, to upgrade in turning ito Epic... Mak higher Mk level ones to grind the R&D XP... if you search back through the threads there are a few that have explained how R&D crafting works

This what you want to make a Mk II... you pick the damage type with click/pull down (default damage type is AP), if you aren't getting 100% chance for Very Rare then you use the to boost the crafting skill points
https://steamcommunity.com/sharedfiles/filedetails/?id=2183273458

This is if then upgraded with just an Experimental Tech upgrade and a x2 quality chance Acc
https://steamcommunity.com/sharedfiles/filedetails/?id=2183273527

This if you used an Omega tech upgrade with a x2 quality chance Acc
https://steamcommunity.com/sharedfiles/filedetails/?id=2183273575


and this is what you NEVER want to do
https://steamcommunity.com/sharedfiles/filedetails/?id=2183273730
You would want to use a Phoenix tech upgrade to level Mk levels.. it gets zero bonus for crt chances
Tommy Lee 13 ABR 2021 a las 4:00 
Última edición por Tommy Lee; 13 ABR 2021 a las 4:10
cap-boulanger 13 ABR 2021 a las 9:34 
Aux2Bat is a build style that helps you recycle your tactical BOFF skills faster (other skills too but it's usually done because of the tac ones).

The idea is that you get some Technician DOFFs with the ability to "reduce ability cooldowns upon use of Auxiliary to Battery" (I may not have the terminology exactly right but you'll see what I mean)

Then you slot two copies of the ability "Auxiliary Power to the Emergency Battery" on your engineer bridge officers. Rank I is fine. We don't really care that much about the ability's ACTUAL purpose here.

Then what happens in combat is, you hit all your tac abilities, and anything else (like Emergency to Weapons)... and then hit Aux2Bat LAST. When you do, it triggers the DOFFs, and all your ability cooldowns get reduced (in ideal circumstances, by up to 30%), which will allow you to re-use them sooner.

The minimum cooldown for Aux2Bat itself is 30 seconds, with a "shared" cooldown of 15 seconds, so this is why you have two copies - you use them alternately, so you have one available every 15 seconds.

The actual effect of the Aux2Bat ability is that it will remove your Auxiliary power and dump it into weapons/shields/engines (1/3rd each). So it doesn't play well with a lot of abilities that scale based on aux power (which are most science abilities and a few engineer ones).

THE GOAL of all of this is that you'd be able to re-use your Beam Fire at Will more often.

Speaking for myself, any ship with this many engineer seats is automatically an Aux2Bat build. Once you have the Technicians slotted as active duty, all you have to do is set up two Engineer boffs with the following abilities:

1st engineer (rank 3+)
Emergency Power to Engines (or Shields, to taste) I
Auxiliary Power to Emergency Battery I
Emergency Power to Weapons III
(4th slot to taste if available)

2nd Engineer (rank 2+)
Engineering Team I
Auxiliary Power to Emergency Battery I
(3rd/4th slots to taste if available)

(Some of those are not necessary for Aux2Bat to work but that's how I set up my BOFFs for other reasons.)

Then of course use abilities as described in combat.

_____________

As for your science BOFF, I would switch the abilities to Polarize Hull and Hazard Emitters (order doesn't matter). The Aux2Bat would kill their numerics, but these two skills both have other uses as well - Polarize breaks tractor beams and Hazard Emitters clears DOT effects like plasma fires.
Última edición por cap-boulanger; 13 ABR 2021 a las 10:01
cap-boulanger 13 ABR 2021 a las 9:41 
Publicado originalmente por Tommy Lee:
I am surprised to see that yyou dont havy any phaser relays in this build

That's because it has fleet Vulnerability Locator [Phaser]s instead, which do the exact same damage bonus and also add +Critical Hit Chance.
Última edición por cap-boulanger; 13 ABR 2021 a las 9:41
Tommy Lee 13 ABR 2021 a las 10:13 
Cool. I still need to make my basic build better.
Shaila 13 ABR 2021 a las 10:13 
Publicado originalmente por Tommy Lee:
Publicado originalmente por Shaila:
Here is the Build of my Galaxy Class T5-U , its a Aux to bat build, and uses phasers (even the phaser torpedo)
https://skillplanner.stoacademy.com/a0197952cc8a49b7668972bdbd8f4fca#starship

yus gonna need the 3 Aux to bat Doffs, as thats how it is set up to run (blue is fine , but prefer them be purple)
I am surprised to see that yyou dont havy any phaser relays in this build
Also. I am guessing that Aux to bat means that this build drains battery fast? I must admit I see power levels dropping in my build so that means that i should maybe put some new skills in my doffs in that regard?

fleet Vulnerability Locator [Phaser]s are the fleet version of thoes relays, and a aux to bat build takes you're aux power and distrubites it eaveanly to the other 3 systems (weapons, shields, engines) and with 3 blue aux 2 bat doffs you can keep pressing the aux2bat skill (you have 2 for a reason) every 15 seconds , so every 15 secs your boff skills that are on cooldown get a drop in their cooldown and you get a power boost as well
Maj_Cyric 13 ABR 2021 a las 15:15 
There are many places(ways) you can get Doff Technicians for an Aux2Batt build..

The first one i'll share is guaranteed to get (with a Critical on the final part) is over at the B'Tran cluster doing the "Support Colonization Efforts" chain doff assignments.. Which you will want to the best at doing the first 4 stages of the chain, once you finish expanding the colony with a military base, you will get the Renown stage of the chain..

Which is two part and only needing 5 Doffs on the final part, which will want to only use the Doffs that have the traits that give more Critical chance.. You don't want to use any Doffs with the Red colored Disaster traits (Duh), and when comes to stacking Doffs for an assignment that you are wanting to get a Critical success, then the SECRET-KEY to doing that, is this, DON'T use the Doffs who have traits that match the Success Outcome traits... If you're lacking enough Epic, Ultra Rare and/or Doffs that have the trait for the Critical success outcome,,,, only then should you want to use to use doffs with success traits (for getting a crit Ultra rare doff without any listed traits is better than a listed Success..

Now you might be scratching your head or something else wondering why wouldn't I want want to use doffs with traits for both Critical and Success.. ah, MATH.. that is why.. every % chance for a successful and failure is a guaranteed % chance against you getting a critically successful outcome.. There is only total number of 100%, which is gonna be split between the Critical, Success and Disaster.. So mathematically the more % that one has of the 100%, than less % remains for the other two..
Now after doing the Renown part (just an assignment you click to start) and will give you the Rare(blue) version of the Doff (each Cluster colony assignment chain has a different Specialization Doff you can get (blue/Very Rare) 14 different clusters with a Doff assignment chain for each..

Now this what the final part will look like (this my Fed alt)... Which if you look closely at the traits and Doffs that were used for the assignment.. I replaced each of the suggested Doffs with the ones that gave me the greatest % of getting a Critical success
https://steamcommunity.com/sharedfiles/filedetails/?id=2224208265
And collecting the prize you get the Techie which auto bound since it's earned reward and Refugee which is common(white) and common things don't bind..
https://steamcommunity.com/sharedfiles/filedetails/?id=2224208081
KDF players get the technician Two of Twelve, the better technician version (Because you can't stop or beat the Borg/Gorn Humor once it starts in the Zone Chat)..
https://steamcommunity.com/sharedfiles/filedetails/?id=2456409937
My KDF recruit got her Two of Twelve in 4 days, nailing it on every assignment (but then I did also mail and sent via account bank about 300 Very/Ultra rare doffs before she had even unlocked the Doff system)

The Doff Critical Trait Stacking also is great to also use when you're in the Dyson Sphere and in the Undine Contested space zone in the "safe area" there is UI popup that opens a daily list of VERY rewarding Doff assignments... These daily Doff assignments on a successful outcome give about 900'ish CXP, and if applies the Doff Trait stacking and got a Critical outcome, that 900 can be 2k up almost 5k CXP for a single Doff assignment (plus you get either 1 or 5 undine marks too)

Which are Great for grinding the out CXP for the commendation type the assignment is to reach Rank 4.. And then (no and then) it's also perfect to grind out even more CXP giving you more and over the 100k to get to Rank 4, which caps at 150k maximum CXP (then you just don't get xp).. for every 10k over 100k you can go to your Fleet Starbase and do paperwork (you file a report that after 8 hours gives 75 fleet marks on success or 100 fleet marks on critical (also mark bonus events if there is one running, will give bonus more..
Suggested Doffs for this assignment (note the Critical % chance)
https://steamcommunity.com/sharedfiles/filedetails/?id=2246626498
Swapping out the Doffs (for the support Colony efforts KDF don't want any Security Doffs, and Fed players don't want to Advisors Diplomat Doffs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2246626526
All are swapped and the best available Doff not being on another assignment are slotted (compare the new Critical % to the first).. The highest i've Trait stacked is 36% (their are traits only Fed Doffs have and ones only KDF Doffs have
https://steamcommunity.com/sharedfiles/filedetails/?id=2246626552
cap-boulanger 14 ABR 2021 a las 8:58 
Well... stepping into Tommy's exact build, here's a couple quick ways it can be improved for cheap.

- play / replay "Beyond the Nexus" twice (if necessary), claim the omni and console, and equip those. (Since it's an engineering console, this would mean EITHER removing one of the engineering consoles OR removing a science console and moving the Quantum Phase console there. Just be sure you keep the Quantum Phase console equipped.)

- play / replay "Everything Old is New" up to 5x (as necessary) to claim the blue-quality Retrofit Phaser Banks (actually arrays, they are misnamed). Use these to replace all of your weapons except for the two Quantum Phase and the one Trilithium (from the above mission)

*** EDIT: I believe the episode also awards regular Arrays with the TNG period orange color and sound rather than TOS blue if you prefer

- play / replay "Scylla and Charybdis" twice (if necessary), to claim the (Bajor Defense set) impulse and shield, and equip those

- play / replay "Of Signs and Portents" as needed to replace your Phaser Relays with purple XIIs.

- IF POSSIBLE get a Fleet Colony deflector and equip it

- Redo your Science and Engineer BOFF skills so that you have:
* Polarize Hull
* Hazard Emitters
* Engineering Team
* two "Emergency Power to" abilities, one of them being Weapons, the other can be either Shields or Engines as you prefer
* two copies of "Auxiliary Power to the Emergency Battery I"

(that will not fill all your Engineer slots. Some flexibility there for you to figure out. I personally like DEM, but...)

I would think about changing out your Tac abilities as well - Torpedo Spread may be more useful than AP Beta.

Then work on getting the Aux2Bat technicians and a good warp core, and upgrading as you can.

NOTABLY "Everything Old is New" is a nearly all ground mission, so you can do it first and use those weapons to help with the others. "Beyond the Nexus" and "Of Signs and Portents" are also mostly ground.

There's a lot more that CAN be done but this can be done fast and cheap. (literally all from episodes or from the BOFF training manual vendor.... except for the deflector, technicians, and possibly the warp core)
Última edición por cap-boulanger; 16 ABR 2021 a las 1:24
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Publicado el: 11 ABR 2021 a las 3:25
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