



#Star trek online dps rapid fire vs scatter valley for free
These can be acquired for free from the completing the Engineering duty officer commendation (1 Very Rare) or the B'Tran cluster colony chain. If you have 2 Lt+ Engineering seats, considering two instances of Auxiliary to Battery with Rare/Very Rare Technician duty officers. If you have a LtCmdr Science seat, consider using Photonic Officer II There are a number of ways to improve that here are some common inexpensive ones: Bridge officer abilities have a base cooldown which is almost always longer than its minimum (aka) global cooldown. If you can't fit Beta and your firing mode for a beam build, you can do Overload/Fire at Will at rank I and Attack Pattern Beta I.ĭecide on your cooldown scheme. Slot Attack Pattern Beta at the highest remaining rank after the firing mode is slotted as it debuffs enemy resistance. Weapons power and bonus damage are both critical to energy builds. Slot the highest rank of Emergency Power to Weapons you can fit. Weapon firing modes are powerful damage boosts but typically only one can be active at a time. For the purposes of beginning shipbuilding, pick one and only one. There are setups that use multiple firing modes for specific reasons or more niche firing modes but those are more advanced. Pick one energy weapon firing mode ( Fire at Will, Beam Overload, Cannon Scatter Volley, Cannon Rapid Fire, etc.) at the highest rank. Rather than walking through every possible combination of bridge officer skills, let's prioritize what we need: These aren't the only variables tied to a ship's evaluation as we also need to consider our bread-and-butter bridge officer skills Of these, hangars tend to add an easy 15-20K DPS at least with the right pets, while the most important cruiser commands either reduce weapon power cost (Weapon System Efficiency) or help tanks pull enemy attacks (Attract Fire). Other gimmicks: Hangars, innate "lance" damaging abilities, and Cruiser Commands. Ships with 12 consoles (T6 Fleet-grade) > Ships with 11 consoles (T6) > ships with less (T5 and below) The general ranking is Cmdr MW > Cmdr Temporal = Cmdr Pilot > LtCmdr- MW = Cmdr Cmd = LtCmdr- Pilot = LtCmdr- Intel = At Cmdr, you can use Call Emergency Artillery III but this power really requires a Gravity Well or some other strong pull to leverage effectively. If using Reroute Reserves to Weapons, you need a Commander Pilot ship.Ĭommand is useful mostly at LtCmdr or above for Concentrate Firepower III but you have to use a torpedo to take key advantage of it. Pilot is good up to Cmdr for Fly Her Apart and maybe Form Up or Pilot Team. If using Surgical Strikes, you need a Commander Intel ship. Intel is good up to LtCmdr for Override Subsystem Safeties and maybe Ionic Turbulence or Intel team. Pairs very well with Beam Overload due to being single target and not losing rank III of the firing mode. Temporal is good at LtCmdr+ or especially Cmdr for Recursive Shearing, especially on single target modes. If using Exceed Rated Limits, you need a Commander Miracle Worker ship Miracle Worker Cmdr is flat-out the best due to extra console and specialization powers Mixed Armaments Synergy and Narrow Sensor Bands. Specializations are hard to rate due to the variety of seating choices and build options. It's possible to make single cannon/all-turret builds "work" but they require a lot of investment to achieve the same result as a dual cannon/dual heavy cannon build. Ships that can't slot Dual Cannons are not viable for good cannon builds.

In particular, the more forward weapons the better, especially for Dual Beam Banks or Cannons (5 > 4 > 3) The more weapons the better: 8 ≥ 7+ Experimental Weapon (XW) > 7 ≥ 6+XW > 6 There's a large combination of things that interact to evaluate a ship's suitability for energy weapon builds.
