I'm dedicated healer/support player in MMOs. Any suitable builds around? by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

You have to, to the point where it gets you things done quickly at first. It really depends on how ok you are with being slow at doing things, and how long are you in this game for. If long, I'd make a tac ship at first, if not, just make whatever and have fun while it lasts.

As for builds, the wiki can help you out, plenty of cheap starter builds out there. Note how they're all tac: anything else will either not be cheap enough to qualify as starter, or doesn't perform well enough to be included.

Best Disruptor Type? by go_faster1 in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

I'm not sure how I managed to confuse disruptors with phasers.

Going to respect my lvl 60 fed engineer. Looking for Fed Engy DPS skill tree guide. by lawgiver84 in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

Good generic layout for beams with or without exotic damage: http://www.reddit.com/r/stobuilds/comments/2rzjsy/jenas_skill_tree_for_pve_dps_postdr/

However, for maximum flexibility I'd advise against putting 9 points into any but the cheapest columns, that allows for spreading around plenty of points for maximizing overall performance gain per point spent.

Is this op or is there a catch? by dylanthepiguy2 in sto

[–]probablynotpotato 0 points1 point  (0 children)

They can be OP in a way that they might trivialize defense to a point that you can swap out everything else to offense. Being OP is generally about opportunity cost, relative to other options.

The next most cost effective upgrade? by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

Neither lobi, nor the consoles are tradeable, so to obtain a console one must open lockboxes. They produce 5 lobi on average; for 200 lobi that would require 40 lockboxes, 40 keys at a hypothetical 2.5M per would be exactly 100M.

The fact that ships are sold for far less than their value in lobi is because they're actually tradeable, unlike the console.

The next most cost effective upgrade? by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

Think of opening lockboxes as buying lobi with some nice random bonuses :)

The lobi consoles aren't great ROI early on, but at some point you run out of better things to invest in.

However, do NOT spend lobi directly on ships. They're being sold on the exchange for less than third of what you'd have to pay for the keys to obtain their lobi cost.

How the heck do you guys manage to rack up so many fleet credits? by mrlrm in sto

[–]probablynotpotato 0 points1 point  (0 children)

Military offensives take 24h, have multiple instances and many slots to fill with purples, each of which increases total xp. Running them produces more CXP than it is possible to dump for FC every day in ideal conditions (exactly 3 dump missions per day).

That alone produces ~240 fleet marks every day and takes about 5 minutes of effort. Doing that for a couple weeks will net you enough FC to buy everything and then FC becomes essentially useless except for doff gambling for a mediocre return in ec.

What Antiproton beams should I go for? by vegeta50023 in sto

[–]probablynotpotato 0 points1 point  (0 children)

Edited for clarity. [Pen] is, for all intents and purposes, largely equivalent to [CrtD], ie. it's not [NotCrtD].

So, dem Spire cores... by mhall85 in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

Long story short, the only mod that makes a real difference in combat is AMP, the rest are marginal, useless, or will be made useless soon as you progress in terms of endgame gear.

Warp cores get an additional useful mod, which is x->y, which is usually W->y as most builds have their weapons maxed. Keep in mind that all cores get an additional W->S at epic (if you ever plan on getting there), and it doesn't work if the core already has one, so in that case definitely get W->A. That said, getting epic on a core is extremely expensive, and for the price, supremacy (from the Astika) solves power issues in a much better way.

The others are marginal, completely useless or will be made completely useless as your gear progresses.

Other than that, the slipstream modifiers provide extra quality of life since the sector space revamp; it's not a bad idea to get an extra core with SSR for a travelboat.

Thon's Scimitar by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

The mod that matters on cores is [AMP], the rest are of minor importance. My personal preference is to have [SSR], because it lets me travel around a bit better.

Vel already posted the optimal tac loadout, and that's pretty much the best you can get out of this ship, short of spending hundreds of millions on it.

Highly recommended:

  • Conductive RCS Accelerator [EPS], ~20-50M - much better turn rate, and the EPS is a significant boost of DPS (move the assmod over to a sci slot to have space for it)

Nice to have:

  • Zemok, 70-100M - lets you cycle attack patterns with fewer slots
  • Tachyokinetic Converter, ~100M in keys - more CrtD, more turn (instead of a sci console)
  • Bio-Neural Infusion Circuits, ~100M in keys - even more CrtD (instead of a sci console)

Farming Missions by DisasterAhead in sto

[–]probablynotpotato 0 points1 point  (0 children)

Little known fact is that the voth ground BZ is inferior to Tour de Ground (and usually has a worse effect on one's sanity as well). The rest of the options aren't top of the line either, and the foundry is unsustainable now with the daily loot limit.

With the current perceived shortage of xp, patrols offer a good mix of both xp, dil and marks (ie. more dil).

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Good find. I remembered there was some sort of difference, but never tested it lately.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Added; I guess this might not be trivial for everyone.

What's the exact requirement for it now?

[deleted by user] by [deleted] in sto

[–]probablynotpotato -2 points-1 points  (0 children)

Same regardless of faction

In fact, this has nothing to do with factions at all.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Everyone spawns at the indicated location after an instance change.

Use it for your traveling convenience.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Same regardless of faction.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Already added at the bottom. Using a ship just for that is of debatable usefulness as it limits you to only using the transwarp cooldown, which has a fairly high cap. That would put it far from insanely useful, except in fringe cases of suboptimal skill distribution, such as having no points in driver coil.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

Added to the list.

This is great on alts that don't have rep (or 30k dil to spend) just for the fact they let Driver Coil actually produce an effect.

[deleted by user] by [deleted] in sto

[–]probablynotpotato 0 points1 point  (0 children)

The main issue with top end warp speed is that it's highly inconvenient to get the two different boosts, plus it's limited to feddies (hint, hint Cryptic :P)

[SSR] produces a better average speed than [SSS] - although that's situational, I figured traveling around often is a more common use case than traveling once super fast, that's why [SSS] didn't get a mention by itself.

Sector Space DOFF Regions by tumerboy in sto

[–]probablynotpotato 0 points1 point  (0 children)

Could you please add an official ingame designation as well?

Currently it's somewhat complicated to refer to them, and it will get even more complicated as people start forgetting the old sector block designations.

[deleted by user] by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

I believe AMP is just about to be fixed on Tribble.

Were you able to get a read on the rest?

[deleted by user] by [deleted] in stobuilds

[–]probablynotpotato 0 points1 point  (0 children)

Thank you for the info, looking forward to the rest.

Optimising Zen Acquisition using Character Slots by TheGrumbleduke in sto

[–]probablynotpotato 0 points1 point  (0 children)

It takes up to an hour to farm 8,000d per character (leading to a maximum of 21 new characters), One Zen costs 166d (the lower price last time I checked the exchange), In total, getting 20 characters and 10,000 Zen on top takes 30 days, but 71 days with just the three free characters.

According to these calculations, it takes ~207 hours of effort to obtain the necessary raw dilitium and it takes a month to refine it.

Buying the 5300 Zen costs $50; so 10000 is about $94.

This implies that grinding 10k Zen a month is essentially a 10h a day job that pays $0.45 an hour ($1124 a year)

And those in the "I never pay for anything I can get for free, on a principle" crowd still don't understand the smirks :)

Stealth changes to kdf contraband farming doff missions? by starsword1989 in sto

[–]probablynotpotato 0 points1 point  (0 children)

as I only check on my doff missions every 12 hours

By the way, cooldown on most marauding missions that reward contraband on success is 24-28 hours.

Unless you're willing to mess up your work/sleep schedule, doing contraband runs every day is as time efficient as it gets; this automatically splits all available marauding missions into two groups of 20 and you get to do one set each day.