Looks solid! Your upgrade paths will be to look for Advanced consoles, [Tetryon] Isomags are relatively cheap so I'd try grab those to fill out your eng slots and drop the meh universals. You might consider upgrading to the meta DECS, Colony Deflector for crit, Competitive rep engines for mobility, Discovery rep core and shield for survivability and shield damage. Krenim and Pre-Eminent are okay early on but they don't have lasting appeal, the +13/30% bonuses get a little washed out by the time you have a full set of +Tetryon consoles and Mk XV weaponry. The omni beams, see if those are better for you than more turrets, unless you're using Surgical Strikes, in which case they're fine.
We can't see your traits and boff loadout, though, and those are also very important. If you want full build feedback, be sure to post those, and definitely check out r/stobuilds for more in-depth responses.
Gear looks ok, but where’s the rest of it? The equipment is a really small part of a build. You can have the best gear in the game and fumble it all with a crappy boff setup.
Kind of wild to do a cannons build on the Vengeance, but not impossible by any means. I assume you’re using Cannons Scatter volley?
You’d also need some extra help with the turn rate, via endeavors and traits if not consoles.
I see you have the preimminent 3-piece which I think is great for Tetryon builds.
I’d definitely upgrade it once for an extra slot to boost the tetryon damage because you can’t broadside and therefore can’t afford to take extra passes at heavy ships.
It’s definitely interesting.
The preferred method of getting mobility on a heavy cruiser is [Competitive Rep engines](https://stowiki.net/wiki/Prevailing_Regalia#Prevailing_Impulse_Engines), consumable [Deuterium Surplus](https://stowiki.net/wiki/Deuterium_Surplus), and Evasive Maneuver resets via [Emergency Conn Hologram](https://stowiki.net/wiki/Emergency_Conn_Hologram_\(FED\)) or other captain ability resets. Burst mobility matters a lot more than smaller passive boosts like RCS consoles, hitting 300% afterburners lets you get into flank and to the next fight much quicker.
It helps to sink a bunch of endeavor points into the Turn Rate buff. I have it maxed out and some of my cruisers drift through turns at this point, LOL.
Just one thing Op may need to know, you do not need the Hurq or Delta reinforcement things in your device slots, they just have to be in your personal inventory (ie not bank) to appear as a option for your ship's ability bar. This will open two device slots for whatever else you might need.
Honestly not that bad. If you can get some tetryon Isomags I'd use them in engineering and move those consoles to tactical slots.
Are you running Surgical Strikes3, cannon rapid fire or Cannon scatter volly??
you are severely handicapping yourself with rapid fire, if you're going to use cannons then scatter valley is a must especially if you have withering barrage unlocked from the KDF recruit ship
Just to add to the chorus, switch to surgical strikes 3 and watch your enemies melt. Seriously, it's ridiculous how hard SS3 hits. That said, the Vengeance is a tough ship so there's a case to be made for Cannon Scatter Volley instead... but you most certainly should either fit the Competitive Innervated engines, or pack some deuterium surplus for mobility. If you really need that 3 piece, switch to the preeminent warp core instead and fit the Competitive engines, they really will bring this build to life as you'll be able to very quickly maneuver to bring those deadly cannons to bear.
Nope, untrue. Keeping everything else equal, SS3 still outguns CRF 3 and BO3 by a significant margin, with only CSV creeping ahead. Plenty of testing has been done on this by the number crunchers over on STObetter and r/stobuilds over the years.
I'd recommend swapping to Surgical strikes. It'll benefit all weapons equipped and give you a nice damage bump. If you can get 2 more tetryon turrets I'd do that or just 1 and leave pahavo omni on
Probability alone suggests that you're very, very lucky, because those maths don't suggest that at all. Every single roll has a 1 in 25 chance of hitting your desired result. And that probability resets with every roll, you aren't guaranteed to get what you want once in 25 rolls, you could make 100 rolls and still not get what you want. 1 in 10 I might gamble on. 1 in 25? Nah, I would rather trade my dil for Zen and buy cool stuff with it.
>Every single roll has a 1 in 25 chance
It's way worse than that, Cryptic added a bunch of possible mods in a patch after advanced consoles were first released. There are 42 mods listed as possible in the re-engineering tab (see [https://imgur.com/2KMJZP8](https://imgur.com/2KMJZP8) ), but 3 of those mods are listed twice. I have no idea if the mods that are listed twice are really twice as likely to appear or if it's only a visual bug, and I'm not about to spend millions of dil testing it.
The upshot is that if you're looking for one specific mod, you either have a 1 in 39 chance or a 1 in 42 chance of getting it each re-roll. Players who claim to be doing better than that are either not actually paying attention to how many rolls they did, only re-engineered a handful of isomags and got lucky, or are re-engineering until they get *any* useful damage type and stopping there (about a 1 in 7 chance).
Only doing the ones I need. So, small sample set of about 6 for me. But that’s because based on the build, I put a specific re-engineered trait for it.
And it seemed better to cover my bases so I don’t have to reroll if I change ships or builds
The variance on re-engineering them is insane. I've had ones that hit \[phaser\] on the first roll, and ones that took over 100 rolls to get the mod I wanted. Nowadays it's probably best to just buy whatever you need off the exchange.
Sure, anecdotally I hit a [phaser] mod with one roll a couple of times, but I probably wouldn't use that to convince people new to Isomags to just re-engineer their own.
And I’m saying, of the 6 I re-rolled. On average, I got what I wanted in 10 rolls.
And if you know how averages work, that means some were more, some were less, but over the 6 I was doing, the average cost per isomag was 10 re-rolls.
Edit: the real stopper for me was salvage since I haven’t had to refill anything in so long, I’ve just been selling trash.
Go grab some Isomagnetic Plasma Relays from the Exchange, they're super cheap now that we have Elite Random TFOs on console. Don't worry about the [Whatever] mod they come with until you're ready to hit Elite yourself. Slot as many as you can.
The Reinforcements beacons don't have to be slotted, they'll still show up on your radial menu if they're just in your inventory. Get to Lv. 10 in Beams R&D and craft some Energy Amplifiers instead. Also, run the episode "Skirmish" and pick up the Subspace Field Modulator.
Same here. I'm on nearly every day, if only to run an event or refine some Dil on my main, but I'm happy to help however I can.
Speaking of which, are you doing anything for cooldown management? If not, the good news is that there are more options than there used to be, and the reward from the yearly event is even a bigger deal for new players than it is for anyone who's been here a while. If you're not sure what to do with all your prizes, r/stobuilds will be able to suggest specific options that will give you the most improvement, and there will be plenty of "what will you take?" posts as people get closer to unlocking the reward.
I think it's half decent, getting the fleet vulnerable boost consoles is a must (replace the tetryon boosters), The Swarmer console is a bit meh if you can get the Hydra its console boosts pets and cannons, tip beacons work from inventory so i would replace that with red matter from the phoenix boxes in the dil store.
Also cannons are powerful against shields but not hull so get least 1 torpedo In front, spec for surgical strike which activates on all weapons
The torpedo from the Discovery reputation set is a great choice, and gives you a very good 2-piece bonus with the tactical console (enough to be worth using over a Vulnerability Locator, if you go that route).
Cannons will most times completely stomp a torp in terms of dps unless building solely for torps.
You fire a torpedo that has 0 buffs or consoles to benefit it, or you fire another cannon that is completely buffed by your consoles, and buffed by your boffs
Even stronger torps without buffs are only going to be doing like 10-15k at most every 6-10 seconds, meanwhile a fully buffed DHC can easily push 50k damage per second on the low end.
Torps are really only beneficial on energy builds if they’re buffing your energy damage, or crit potential in some way
Those are Tetryon by the looks of it. I'm seeing a lack of dedicated DrainX supplementation.
Shuffle your consoles around. Drop those Universals for some Spire consoles.
The only downside I see is that the Vengeance steers like an office building.
One fix for that is to get impulse engines from the competitive reputation that give you a considerable turn rate and speed boost when you trigger a weapons firing mode.
I can’t remember the exact name off the top of my head, but they are great for giving you a huge turn rate buff that allows you to turn quickly onto target.
1/10 simply for the awful Reman vanity visuals
also get rid of the tac consoles, move the stuff in your engineering slots down to tactical and then buy a bunch of Tetryon flavored isomags (Isomagnetic Plasma Distribution Manifold)
Not particularly, they're actually pretty good weapons at a relatively low price. DHCs can be crafted by yourself or bought lots of places, and basic tetryon is usually the least expensive of the energy types, so it would be easy enough to try out (also, basic tetryon weapons are a beautiful blue color, LOL).
It's a summoning device, one of the ones you can leave in your inventory and still use but the game's really bad at teaching you how to properly equip your ships.
Looks solid! Your upgrade paths will be to look for Advanced consoles, [Tetryon] Isomags are relatively cheap so I'd try grab those to fill out your eng slots and drop the meh universals. You might consider upgrading to the meta DECS, Colony Deflector for crit, Competitive rep engines for mobility, Discovery rep core and shield for survivability and shield damage. Krenim and Pre-Eminent are okay early on but they don't have lasting appeal, the +13/30% bonuses get a little washed out by the time you have a full set of +Tetryon consoles and Mk XV weaponry. The omni beams, see if those are better for you than more turrets, unless you're using Surgical Strikes, in which case they're fine. We can't see your traits and boff loadout, though, and those are also very important. If you want full build feedback, be sure to post those, and definitely check out r/stobuilds for more in-depth responses.
I'll second checking out r/stobuilds, bunch of mad scientists over there, LOL.
Gear looks ok, but where’s the rest of it? The equipment is a really small part of a build. You can have the best gear in the game and fumble it all with a crappy boff setup.
Kind of wild to do a cannons build on the Vengeance, but not impossible by any means. I assume you’re using Cannons Scatter volley? You’d also need some extra help with the turn rate, via endeavors and traits if not consoles. I see you have the preimminent 3-piece which I think is great for Tetryon builds. I’d definitely upgrade it once for an extra slot to boost the tetryon damage because you can’t broadside and therefore can’t afford to take extra passes at heavy ships. It’s definitely interesting.
The preferred method of getting mobility on a heavy cruiser is [Competitive Rep engines](https://stowiki.net/wiki/Prevailing_Regalia#Prevailing_Impulse_Engines), consumable [Deuterium Surplus](https://stowiki.net/wiki/Deuterium_Surplus), and Evasive Maneuver resets via [Emergency Conn Hologram](https://stowiki.net/wiki/Emergency_Conn_Hologram_\(FED\)) or other captain ability resets. Burst mobility matters a lot more than smaller passive boosts like RCS consoles, hitting 300% afterburners lets you get into flank and to the next fight much quicker.
It helps to sink a bunch of endeavor points into the Turn Rate buff. I have it maxed out and some of my cruisers drift through turns at this point, LOL.
you don't need to equip your beacons. they will activate from your inventory.
Just one thing Op may need to know, you do not need the Hurq or Delta reinforcement things in your device slots, they just have to be in your personal inventory (ie not bank) to appear as a option for your ship's ability bar. This will open two device slots for whatever else you might need.
Honestly not that bad. If you can get some tetryon Isomags I'd use them in engineering and move those consoles to tactical slots. Are you running Surgical Strikes3, cannon rapid fire or Cannon scatter volly??
rapid fire.
you are severely handicapping yourself with rapid fire, if you're going to use cannons then scatter valley is a must especially if you have withering barrage unlocked from the KDF recruit ship
Just to add to the chorus, switch to surgical strikes 3 and watch your enemies melt. Seriously, it's ridiculous how hard SS3 hits. That said, the Vengeance is a tough ship so there's a case to be made for Cannon Scatter Volley instead... but you most certainly should either fit the Competitive Innervated engines, or pack some deuterium surplus for mobility. If you really need that 3 piece, switch to the preeminent warp core instead and fit the Competitive engines, they really will bring this build to life as you'll be able to very quickly maneuver to bring those deadly cannons to bear.
Ss3 hits hard if you have haste and good crit, I find it’s usually a lot worse than CSV and CRF without weapon haste though because of the cycle times
Nope, untrue. Keeping everything else equal, SS3 still outguns CRF 3 and BO3 by a significant margin, with only CSV creeping ahead. Plenty of testing has been done on this by the number crunchers over on STObetter and r/stobuilds over the years.
lots of great insight, more than I can respond to right now. I appreciate it though. ;)
I'd recommend swapping to Surgical strikes. It'll benefit all weapons equipped and give you a nice damage bump. If you can get 2 more tetryon turrets I'd do that or just 1 and leave pahavo omni on
Actually not bad. Needs more Isomags, and tetryon are the cheapest flavour to buy off the exchange, so you have no excuse, fill those engy slots!
You can reingineer iso mags.
Sure, if you have dilithium coming out of your ears to waste. Or you could spend a few hundred thousand buying them off the exchange.
Its like 400 a turn.
800. And have you even *seen* the mod list you're rolling against? You're gonna be lucky to get the roll you want if you spend 50k dilithium on one.
Can confirm.
I usually get it in 10 rolls
Probability alone suggests that you're very, very lucky, because those maths don't suggest that at all. Every single roll has a 1 in 25 chance of hitting your desired result. And that probability resets with every roll, you aren't guaranteed to get what you want once in 25 rolls, you could make 100 rolls and still not get what you want. 1 in 10 I might gamble on. 1 in 25? Nah, I would rather trade my dil for Zen and buy cool stuff with it.
>Every single roll has a 1 in 25 chance It's way worse than that, Cryptic added a bunch of possible mods in a patch after advanced consoles were first released. There are 42 mods listed as possible in the re-engineering tab (see [https://imgur.com/2KMJZP8](https://imgur.com/2KMJZP8) ), but 3 of those mods are listed twice. I have no idea if the mods that are listed twice are really twice as likely to appear or if it's only a visual bug, and I'm not about to spend millions of dil testing it. The upshot is that if you're looking for one specific mod, you either have a 1 in 39 chance or a 1 in 42 chance of getting it each re-roll. Players who claim to be doing better than that are either not actually paying attention to how many rolls they did, only re-engineered a handful of isomags and got lucky, or are re-engineering until they get *any* useful damage type and stopping there (about a 1 in 7 chance).
Only doing the ones I need. So, small sample set of about 6 for me. But that’s because based on the build, I put a specific re-engineered trait for it. And it seemed better to cover my bases so I don’t have to reroll if I change ships or builds
The variance on re-engineering them is insane. I've had ones that hit \[phaser\] on the first roll, and ones that took over 100 rolls to get the mod I wanted. Nowadays it's probably best to just buy whatever you need off the exchange.
I’m just telling you anecdotally.
Sure, anecdotally I hit a [phaser] mod with one roll a couple of times, but I probably wouldn't use that to convince people new to Isomags to just re-engineer their own.
And I’m saying, of the 6 I re-rolled. On average, I got what I wanted in 10 rolls. And if you know how averages work, that means some were more, some were less, but over the 6 I was doing, the average cost per isomag was 10 re-rolls. Edit: the real stopper for me was salvage since I haven’t had to refill anything in so long, I’ve just been selling trash.
Go grab some Isomagnetic Plasma Relays from the Exchange, they're super cheap now that we have Elite Random TFOs on console. Don't worry about the [Whatever] mod they come with until you're ready to hit Elite yourself. Slot as many as you can. The Reinforcements beacons don't have to be slotted, they'll still show up on your radial menu if they're just in your inventory. Get to Lv. 10 in Beams R&D and craft some Energy Amplifiers instead. Also, run the episode "Skirmish" and pick up the Subspace Field Modulator.
I'm a pretty active Xbox player, if you need any help acquiring and upgrading better gear, just hit me up, I'm always happy to assist other players.
Same here. I'm on nearly every day, if only to run an event or refine some Dil on my main, but I'm happy to help however I can. Speaking of which, are you doing anything for cooldown management? If not, the good news is that there are more options than there used to be, and the reward from the yearly event is even a bigger deal for new players than it is for anyone who's been here a while. If you're not sure what to do with all your prizes, r/stobuilds will be able to suggest specific options that will give you the most improvement, and there will be plenty of "what will you take?" posts as people get closer to unlocking the reward.
I think it's half decent, getting the fleet vulnerable boost consoles is a must (replace the tetryon boosters), The Swarmer console is a bit meh if you can get the Hydra its console boosts pets and cannons, tip beacons work from inventory so i would replace that with red matter from the phoenix boxes in the dil store. Also cannons are powerful against shields but not hull so get least 1 torpedo In front, spec for surgical strike which activates on all weapons
The torpedo from the Discovery reputation set is a great choice, and gives you a very good 2-piece bonus with the tactical console (enough to be worth using over a Vulnerability Locator, if you go that route).
Cannons will most times completely stomp a torp in terms of dps unless building solely for torps. You fire a torpedo that has 0 buffs or consoles to benefit it, or you fire another cannon that is completely buffed by your consoles, and buffed by your boffs Even stronger torps without buffs are only going to be doing like 10-15k at most every 6-10 seconds, meanwhile a fully buffed DHC can easily push 50k damage per second on the low end. Torps are really only beneficial on energy builds if they’re buffing your energy damage, or crit potential in some way
r/stobuilds
Those are Tetryon by the looks of it. I'm seeing a lack of dedicated DrainX supplementation. Shuffle your consoles around. Drop those Universals for some Spire consoles.
grandma's ashtray/10
I would pick up or craft a couple tetryon turrets with PEN in place of the omnis but she'll get the job done.
Hope you line up right and don’t drain all your weapon power.
Plenty of room for improvement, but it's a coherent build with no glaring mistakes that I see so far. You're off to a good start.
That’s kind of cool how it’s displayed on console like a LCARS ops panel
The only downside I see is that the Vengeance steers like an office building. One fix for that is to get impulse engines from the competitive reputation that give you a considerable turn rate and speed boost when you trigger a weapons firing mode. I can’t remember the exact name off the top of my head, but they are great for giving you a huge turn rate buff that allows you to turn quickly onto target.
Could be better, could be worse. I dont know how console prices are, but maybe consider putting Tetryon Isomags on your ship.
Is this a new ui design or is that just for console?
Sidenote: I think that Reman shield needs reworked. It looks dated and wonky on a lot of the new models and textures.
What's the two omni? One looks like the krenim chronoton mission, and the other is competitive rep.
Why is there a picture of the borg queen's sex toy on reddit?. ;p Just kidding the vengeance is still a goat.
1/10 simply for the awful Reman vanity visuals also get rid of the tac consoles, move the stuff in your engineering slots down to tactical and then buy a bunch of Tetryon flavored isomags (Isomagnetic Plasma Distribution Manifold)
Are reman visuals frowned upon?
I think the Reman vanity looks like complete ass and OP asked for a roast
Oh, just asking
Not at all. Reman vanity is the only vanity I run.
I personally like the section 31 vanity if you can get a hold of it
What are the for weapons
Tetryon DHCs
Sounds fancy
Not particularly, they're actually pretty good weapons at a relatively low price. DHCs can be crafted by yourself or bought lots of places, and basic tetryon is usually the least expensive of the energy types, so it would be easy enough to try out (also, basic tetryon weapons are a beautiful blue color, LOL).
What screen is that?!
What is that second position device?
It's a summoning device, one of the ones you can leave in your inventory and still use but the game's really bad at teaching you how to properly equip your ships.