Tsar Agus

WhiteOnmyoji

STFs, R&D, DPS: Progressing beyond the future bottlenecks

November 21 2014
Over all good sound advice but there needs to be some clarifications and adjustments here.

1. Tac abilities, FAW and Super High DPS

This can be misleading, Theoretically you can get over 10K DPS with 6 Mk XI Blue Tetryon beams in a Science Ship and no boosting consoles provided there's enough enemies around you. A better rule of thumb is to maximize your ship and your class' strengths.

Science have Sensor Scan and Sensor Analysis to really make an enemy hurt, Engineers have Nadeon Inversion Field and EPS Power Transfer To boost and keep the power levels high while firing all those weapons. And Tacs have Attack Pattern Alpha and Fire on my Mark to really destroy targets. For Science and Tacticals their abilities are Single Target so FAW is completely wasted as you are not guaranteed you'll be firing on your selected target unless that's the only enemy on the field.

A Better rule of thumb is to use Tac Team 1 (no point going above tac team 1 and get 2 if you can), Attack Pattern Beta and Prioritize these, Tac - Torp Spread/Attack pattern Omega and Cannon Scatter Volley/Cannon Rapid Fire, Sci - Beam overload and Torp Spread, Eng - BFAW

2. 0 DPS if you're dead

Yes and no. Emergency powers will definitely boost power levels and As an added bonus they also do stuff for you. But it goes deeper than that. One thing you have to keep in mind is they share cool down and you really need Engineering Team. Engineering team is the ONLY hull healing ability that does not run on Aux power. Engineering Team 3 when ever possible is absolutely essential. And Survival is key to killing things.

Tac - Emergency power to Weapons, Emergency Power to Engines. Science - Emergency power to Shields, Vent Plasma. Engineer - Directed Energy Modulation, Aux to Bat

3. I love gravity well so much I want to take it behind the middle school and get it pregnant!

But sadly that is impossible for a multitude of reasons. Primarily, there's a lot of ships that can't seat a LCDR or CDR Science Boffs. Also a lot of Sci abilities run of off Aux power which can be low on some ships especially Escorts and Cruisers. And Shield Heals, while we are in the age of shield penetration, most shield penetrating abilities is only a percentage of damage. So shields still important. So if you can get Gravity Well by all means load 'er up.

Tac - Sci Team, Hazard Emitters/Polarize Hull. Science Team, Tractor Beam/Tractor Beam Repulsors, Transfer Shield Strength/Feedback Pulse. Eng - Hazard Emiters, Feedback Pulse, Tractor Beam.

To be continued...
5 people liked this
Edited November 21 2014 by WhiteOnmyoji
Mike

Junawanu

STFs, R&D, DPS: Progressing beyond the future bottlenecks

November 21 2014
Good points.

Some thoughts- While tanks and sci ships need to keep their dps up, they (and their team mates) need to start relying on, and tactically exploiting, those facets. For example, tanks need to be damage sponges for the whole team, not just a play style. By the tank taking the hits, the damage dealers can change their load outs to focus even more damage.

On thing I see in PUGs (and this game previously was forgiving toward) was brute force approaches being used at the expense of teamwork. The problem is that Normal modes reward this behavior and created a sharp bend in the learning curve to go to the next levels.
2 people liked this
James DGr

Tpox22

STFs, R&D, DPS: Progressing beyond the future bottlenecks

November 20 2014
If you'd like to "Boldly Go" to the ends of Star Trek Online gameplay and progress beyond Normal STFs into Advanced and Elite STFs, this thread is for you.

As it stands, STFs and R&D are the bottlenecks to this progression. Many of us anticipated this and saved up significant amounts of R&D materials prior to the release of Delta Rising. We've been upgrading our items from MK 12 to Mk 13 to Mk 14, but steadily our supplies are running out and demand is out stripping our reserves.

A new equilibrium needs to be established on our part to stabilize our R&D resources. Those with significant income could spend their cold hard cash on Zen and R&D boxes for resources and dilithium. For the rest of us of modest means, I anticipate a future wave of frustration at the bottleneck of progression in moving into Advanced and Elite STFs, so let's be aware and proactive of the situation.

-----------------------

Here are the harsh truths about Advanced and Elite STFs:

1) You need DPS. Lots and lots of damage output even if you specilize as a "tank" or "sci ship". What this means is ultimately very rare Mk 14 lvl gear. This does not mean you need ultra rare or Gold, but very rare Mk 14 will be the new "minimum". And here's the rub, you need R&D matertials to even upgrade to Mk 14 which you can only get in STFs that require this same Mk 14 gear. Catch 22 anyone? But take solace. There are other ways to improve DPS without significant gear or cost. See the recommendations and resources at the bottom.

2) Advanced/Elite STFs require you complete ALL the optionals. Translation = coordination and communication. Find fellow fleetmates, hop on Teamspeak, and be prepared to fail at first. I anticipate it will be 3-6 months before people have learned the newly required tactics to run an Advanced or Elite mission without signficant communication.

3) Prioritize your resources and time.
-Head to your local Academy and ALWAYS run the doff mission "Request R&D Assistance" when available.
-You'll also need tons of Rubidium, so break to harvest Rubidium anytime you see a node.
-Focus on learning and doing the following Advanced STFs:
- Borg Disconnected (Argonite)
- Crystalline: Catastrophe OR The Vault: Ensnared (Radiogenic Particle)
- Infected Space Borg STF (Trellium-K)
- Defend Rh'Ihho Station (Craylon Gas)
- Bug Hunt ELITE (as it stands Elite is as easy as Advanced) (Dentarium)
-

-----------------------
http://www.reddit.com/r/stobuilds/comments/2j2fuq/basic_dps_guide_the_path_to_10k15k/

Bridge Officers/Duty Officers:

Keep the following abilities running with maximum uptime:
Tactical Abilities:

Attack Patterns
Weapon Enhancements

It is always best to double up on your tactical abilities; either by seating two of each.

An example of an easy to use and cheap early tactical rotation would be as follows: Attack Pattern Beta (APB) x2, Beam Fire at Will(FAW) x2

Always activate APB at the same time as FAW.

Engineering Abilities:

Emergency Power to “X”

Seat the highest level of Emergency Power to Weapons(EPtW) you can fit on the ship. A cheap option would be to double up your EPtW. Example on a ship with only a LT engineer go with: EPtW1, EPtW2

Science Abilities:

Exotic Damage

If you have room to seat these after seating heals: Gravity Well, Tractor Beam Repulsors (with or without attractor DOff) and Tyken’s Rift can do some additional damage.

Skill Tree:

The following is the core of a DPS based Skill Tree: http://www.stoacademy.com/tools/skillplanner/?build=corebuild10k_0

You have some free skill points to spend however you like, but the core items shown in that link are required.

Power Settings:

Set weapon power to max (125).

Gear:

Beam Arrays with [CrtD] mods.

Only Tactical consoles in your tactical console slots, nothing else AT ALL. Ideally, very rare fleet spire Vulnerability Locator.

EPS consoles.

Solanae set is free and easy to get at End Game.

----------------------------------
http://www.reddit.com/r/stobuilds/comments/2j824g/some_basics_of_ship_building/

Note: The below rules apply to building for PvE content that is not NWS - NWS builds are different, and here is one of the better build guides for it.

Those confused by the terms below may wish to visit the build anatomy section of the /r/stobuilds wiki.
General rules for ship building:

Know your basic builds.

Emergency Power abilities are very strong, and constant uptime on two is central to nearly all builds. Some dps-oriented engineering-light builds go with a ‘half-dragon’ build, using simply two copies of EPTW, and some daring people (not romulans) use none, but most ships are much better with a chained version.

Generally speaking, which one to pick (for most pilots) comes down to the following questions:

Do I have any EC whatsoever to spend on doffs? If not, dragon is most likely where you should start.

Does my ship have seating for at least 5 tactical abilities, while still having engineering and science stations? If so, you should generally not use A2B, as auxiliary power is very strong, and there is then room for effectively two copies of TT, two copies of weapon abilities, and two attack patterns.

Does my ship have 2 carrier bays that aren’t frigate pets? If so, then you should generally not use A2B, as aux power greatly speeds up hangar bay recharge time, and having no pets out will hurt most carrier’s damage significantly, even if it’s not for a very long portion of time.

Does my ship have a science focus? If so, then you generally should not use A2B, as auxiliary power greatly increases the effectiveness of science abilities.

If you’re on a ship that said no to the last 3 questions, then A2B is probably a good build core on that ship.

Note: the above are general guidelines. Some people, well experienced at ship building and flying, may differ from them (including Alexey Rykov and DamonTCS), but they exist for a reason, and will generally serve you well.
Abilities that should be on nearly every ship (note - if your ship is an A2B build, and it says “should be on global cooldown/should be chained/two copies”, A2B is doing that for you already)

Tactical Team

This ability does a great many things, all of them great. It removes boarding parties for 10 seconds, automatically rebalances your shields for 10 seconds, clears tactical debuffs for 10 seconds, and gives you a slight damage buff. This ability should be kept on global cooldown via either two copies or conn officers (2 of rare quality or higher recommended, of the reduce tactical team cooldown variant). There is no reason to run this at any rank higher than one.

Main weapons type special attack, two copies

First of all, most ships should be using one weapon type. All beam arrays is the general highest dps configuration (or, alternatively, on ships with 3 or 2 rear weapon slots, frontal dbb’s with rear 360 degree weapons), followed by dual heavy cannons and turrets (all cannon-type weapons), followed by torpedos. Some ships will chose to fly with frontal dual heavy cannons and a torpedo (generally the gravometric photon). (Note - nearly all ships use a rear-mounted kinetic cutting beam - that is different, as it isn’t affected by weapon special attacks).

If you’re using beams, you will likely want two copies of fire at will, as beam:overload is not very useful in PvE.

Cannons are generally preferred with Cannon: Scatter Volley, though Cannon: Rapid Fire is not far off.

For torpedos, Torpedo:Spread is nearly the unanimous choice of pilots, as ships using torpedos are already suffering from relative dps performance as it is, and aoe abilities will nearly always out-dps single-target abilities.

Generally speaking, you want as high ranks of this as possible, with one exception: Attack Pattern Omega.

Attack Patterns

Not required, but very handy, especially on tactical-heavy ships. Attack patterns should always be activated with your weapon special attacks, even if that means delaying one of the other a few seconds.

There’s 4 basic combinations, one of which is specific to ships using dual heavy cannons.

APB1/APB3: The cheapest method available (interms of boff and duty officer slots), this simply debuffs your target.

APB1x2: Only for use on ships with CSV3/CRF3 (as CSV3/CRF3+APB1 is better than APB3+CSV1/CRF1), this is also just a debuff.

APB1, APO1, APO3. Another method that uses no duty officers, this one staggers a single copy of APB inbetween two copies of APO.

APB1, APO3. The “zemok build”, this uses one or two VR conn officers who have the power “reduces cooldown on APO/APD/APB by 15%”. As this duty officer is very strong, one typically costs 30+million ec fed side and 50+million ec kdf side. Builds using cannons/torpedos require two of those conn officers to work, while builds using fire at will only require one (as the FAW global cooldown is different from the CSV/CRF/TS global cooldown)

Emergency Power Abilities

Mentioned at the start of this guide, nearly every ship running energy weapons needs EPTW chained, and most ships do well with EPTS as a filler. Some science ships may wish to run a drake EPTW/EPTA build, and some slow-turning ships may wish a drake EPTW/EPTE build. Generally, when given the option, make EPTW the higher-ranked power.

Some heal abilities

There are 7 bridge officer heals, all with different strengths/weaknesses. Nearly every ship needs one or two to stay alive, and tanks will likely want 4-5, while healers may want all 7.

The shield heals are Reverse Shield Polarity, Extend Shields, Transfer Shield Strength, and Science Team. All of them scale with shield emitters, Transfer Shield Strength scales with Auxiliary power, and Extend Shields scales (in terms of the resist it grants) with shield power.

Science team has an advantage on some ships that it does not scale off of auxiliary power, and that it has a much lower global cooldown (15 seconds vs 30 seconds) and base cooldown (30 seconds vs 45 seconds) - as a general rule, when it is a question of ST vs TSS, if you can keep ST on global cooldown (via doffs, A2B, or duplication), or run at less than 75 aux the majority of the time, ST is a better heal, otherwise, TSS is a better heal. Science Team is also a powerful debuff clear, which will become fairly important as you begin to face enemies that use multiple debuffs.

Extend Shields the only heal that cannot be self-cast, and Reverse Shield Polarity is a self-cast only ability. RSP is also an unusual heal in that it heals based on incoming damage for it’s duration, so taking no damage makes it worthless, but on a ship under fire, it will keep any shield facings under fire at full strength (which TT will automatically use to fill the rest of your shield facings).

The hull heals are Engineering Team, Auxiliary power to the Structural Integrity Field (A2SIF), and Hazard Emitters.

A2SIF starts at lieutenant, and has a few advantages over engineering team - it has a base cooldown of 15 seconds, and grants a rather significant damage resistance bonus for 10 seconds. Engineering team, however, is a major debuff clear, and has better raw scaling. Much like the ST vs TSS debate, ships that can keep ET on cooldown or that run at 75 or less auxiliary power most of the time should use ET, while otherwise A2SIF is generally superior. Also, of note, A2SIF cannot be used on traditional A2B ships whatsoever, as A2SIF and A2B share a 10 second global cooldown, and a traditional A2B ships need to be activating A2B every 10 seconds.

Hazard Emitters has a much longer cooldown (45 seconds, 30 second global cooldown), and is a heal over time and debuff clear over the duration. It’s strongly recommended on most ships, at some rank.

Gravity Well

Classically considered the ‘mother of all science abilities’, it’s a very strong ability. It pulls all nearby enemies towards the center, holding and doing damage. Nearly every ship build with at least a lt. commander science uses one of these, and for good reason.

Now, clearly, there are more good abilities than the ones listed above. The above do, however, make for the core of a solid build.
Power Levels:

Power levels are for sure important - typically, ships with energy weapons need to be running a setting of 100 weapons power, typically, science ships or tanks want a large amount of auxiliary power, and typically, tanks want a large amount of shield power as well.

Weapons power affects energy damage, and is the one category where having more than your max available power can make a difference, a term known as overcapping. This is, on nearly all ships, the most important power level. On ships that use purely kinetic weaponry (all torpedoes and mines), this will make no difference, however.

Shield power affects innate shield resistance and shield regeneration, and the DR granted by Extend Shields and Rotate Shield Frequency. It should be kept above 50, but how far above that depends on your ship’s needs.

Engine power affects turn rate and flight speed, and flight speed (up to a cap) grants defense. For nearly all people, the 75 necessary to get an AMP proc is all that’s even wanted.

Auxiliary power affects a lot of science abilities, the engineering abilities Auxiliary to the structural integrity field, auxiliary to batter, and auxiliary to dampners, in addition to the intel ability subnucleonic carrier wave. It also affects the nukara T4 reputation traits. For most ships, this is the second-most important power level.

The rest of it comes to picking out the gear focus that you want - typically, you want all of your energy weapons to do the same type of damage, you want all your science consoles buffing your primary science ability/abilities, and you want all tactical consoles of the +energy type (or +projectile type for pure torpedo boats) in your tactical stations. It also helps to look for set bonuses (such as the protonic arsenal 2 or 3 set, the romulan singularity harness 2-set, the AMACO/KHG 2-set, or others) that boost the focus of your ship.

The vast majority of ship building comes down to the above: a good bridge officer/duty officer layout, good gear synergy, and good piloting skills.
13 people liked this
Steven Skeffington

Rasilek

T6 INTREPID

November 20 2014
Now this a sharp interior. On point. Love it.
Alain Rojas

Ngagecloak

T6 INTREPID

November 20 2014
So, in order to get Astrometrics and Borg regeneration alcoves, you need to get Neelix' kitchen?

I'd rather have replicators instead.... :)
Angel

Angelsilhouette

Intrepid Interiors

November 20 2014
I can't help but be a little stoked by this. Voyager had my all time favourite ship interior in all of Trek.

www.arcgames.com/en/games/star-trek-online/news/detail/9005333

(details at the link)



There will be 2 interior sets.

One from the U.S.S. Voyager with its modifications:





And one without:





And my favourite ready room:



The staterooms look nice, too. :)



And, like all the rest, Engineering and Astrometrics look spot on:





They are comparing it to the TOS and Defiant bridges, so I'm REALLY hoping that we can use them with any ship.

And that there will be an option to purchase them separately. >.>
3 people liked this
Edited November 20 2014 by Angelsilhouette
Liam

williamjaneway

T6 INTREPID

November 20 2014
Quote by GXV3
they have since altered the blog to include a picture of the new ships skin.
(so basically the intrepid T6 has x4 designs to choose from at the tailor)

also at the very bottom it says..

"In addition to these three great options for purchasing the Pathfinder there will also be a $5 discount on every Pathfinder microtransaction from Thursday morning through Monday morning. "


what does that mean?


I assume it means it will be 500 zen cheaper than if you buy it after the weekend.
Gareth GXV3

GXV3

T6 INTREPID

November 20 2014
they have since altered the blog to include a picture of the new ships skin.
(so basically the intrepid T6 has x4 designs to choose from at the tailor)

also at the very bottom it says..

"In addition to these three great options for purchasing the Pathfinder there will also be a $5 discount on every Pathfinder microtransaction from Thursday morning through Monday morning. "


what does that mean?

Edited November 20 2014 by GXV3

Unknown Person

T6 INTREPID

November 19 2014
Quote by Angelsilhouette
Quote by Jacien
It's an interesting ship, I wonder if there are going to be variants. I can see how it was inspired by the Intrepid. Have to see it from a few more angles though.


I suppose I misunderstood? I had thought that the ship was already a variant of the Intrepid and would be able to use all of the Intrepid variant parts.


No, you're probably right, I was probably misunderstanding the blog. lol
Angel

Angelsilhouette

T6 INTREPID

November 19 2014
Quote by Jacien
It's an interesting ship, I wonder if there are going to be variants. I can see how it was inspired by the Intrepid. Have to see it from a few more angles though.


I suppose I misunderstood? I had thought that the ship was already a variant of the Intrepid and would be able to use all of the Intrepid variant parts.

Unknown Person

Guild Flagship Enhancements Added

November 19 2014
I've added a bit of functionality to our guild flagship this week. The main command deck now sports a Galactic Market kiosk, bank access, guild bank access, legacy storage access, a mailbox, an item modification station and an appearance modification station. I also added a few consoles and overhead lights. So if Carrick station is super crowded and you're lagging like crazy trying to get to the market exchange, check your mail, change your appearance or access your bank, zip on up to our ship and do it lag-free.

If you'd like to donate any stronghold items to the guild, you must make sure that there is one open slot on the guild bank's storage bay. Purchase your items from the fabricator droids but don't click on them once they are in your inventory. Simply move them to the open slot in the guild bank bay one by one.

The open tab will never fill as these items are automatically unlocked on our ship once donated. The same rule applies for cartel stronghold items.
3 people liked this
Edited November 19 2014 by Unknown Person

Unknown Person

T6 INTREPID

November 19 2014
It's an interesting ship, I wonder if there are going to be variants. I can see how it was inspired by the Intrepid. Have to see it from a few more angles though.

Unknown Person

My friend's STO Vlog

November 19 2014
Here's the latest installment of Theodore's Trek Tuesday blog in which he goes over different weapons types and what abilities, procs and effects they have.

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Alain Rojas

Ngagecloak

T6 INTREPID

November 19 2014
Quote by Gravity
I think i got you so hypothetically someone buys the Fleet Intrepid that is currently available and upgraded it to T5-U (Sorry Gareth) and got it to mastery level 4.

This person then bought the T6 intrepid they would need to get the T1-4 masteries again on this ship.

Ship masteries are ship specific if you get to tier 4 on a ship and then dismiss it and buy it again the mastery level is reset and you start from scratch.


Yes. Glad I was understood but bummer about the answer. ;)

I have many fleet ships... Utopia Planitia owns me !
Edited November 19 2014 by Ngagecloak
Ben

Gravity

T6 INTREPID

November 18 2014
I think i got you so hypothetically someone buys the Fleet Intrepid that is currently available and upgraded it to T5-U (Sorry Gareth) and got it to mastery level 4.

This person then bought the T6 intrepid they would need to get the T1-4 masteries again on this ship.

Ship masteries are ship specific if you get to tier 4 on a ship and then dismiss it and buy it again the mastery level is reset and you start from scratch.
Unknown Person liked this
Alain Rojas

Ngagecloak

T6 INTREPID

November 18 2014
Quote by Gravity
Starship masteries are character locked but once you earned them on a character should have them forever.


Just to be clear, I didn't mean the level 5 Starship Mastery carry over trait .

If someone gets a current fleet ship, T5U or even a T6 ship as high as it goes on Starship Mastery, then , do we have to grind the eventual T6 or T6 fleet ship version to get levels 1-4 (or 5) all over again or will those carry over?

I confused myself just writing this...
Ben

Gravity

T6 INTREPID

November 18 2014
Starship masteries are character locked but once you earned them on a character should have them forever.
Alain Rojas

Ngagecloak

T6 INTREPID

November 18 2014
I feel bad for everyone who used an upgrade tolken on their Intrepids.

My nefarious master plan was always to work my way thru all the Delta pack T6 ships, then all the ships that were free to upgrade before I started bleeding tolkens. At my rate of ship mastery advancement, Cryptic won't get a dime from me on tolkens for a couple of years.

But now I'll be forced to choose between upgrading the fleet version of the Interpid, getting the T6 version or waiting for a T6 fleet version. How long before they release a fleet T6 Interpid Pathfinder I wonder?

Does anyone know if the Starship Mastery will carry over or will we have to start at zero?
Seannewboy

Seannewboy

T6 INTREPID

November 18 2014
I thought after the launch of LOR i was done buying fed ships, but i may just pop on this, since they dont seem to be in a hurry to do a t6 d'kyr.
Edited November 18 2014 by Seannewboy
Gareth GXV3

GXV3

T6 INTREPID

November 18 2014
OOOOOOOHHHH ok.. now I understand it..

The Official STO post HERE was promoting an Intrepid T6, but really a Updated pathfinder skin version...

This..



If they would have included THIS image.. or mentioned that the ships skin had a pretty NEW LOOK in the official post, then I would have realized, and understood.