A thoughtful and personal exploration of games

Resisting a Popular Build – Star Trek Online

A while back I asked for help building up the Iowa so it was much better (and it is now!) and one of the two options I received was for a build called Aux2Batt. I turned it down because it’s super popular right now and I’m expecting the developers to visit some balance updates upon it, if you get what I mean. I also turned it down because I’m not a fan of dumping all my auxiliary power…

Hang on, I’ll try to explain what’s going on here.

There’s a bridge officer ability in Star Trek Online called Auxiliary to Battery (or Aux2Batt). What it does is it drains your ships auxiliary power subsystem and distributes it equally to your weapons, shields, and engines. For every 5 auxiliary power that you have, you get +2 to weapons/shields/engines. It lasts about 10 seconds and has a cooldown of about 40 seconds.

It’s a nice boost of power to your other subsystems in exchange for dumping your auxiliary power. For the record, auxiliary power is used to determine the effectiveness of other skills like Hazard Emitters, Transfer Shield Strength, Auxiliary to the Structural Integrity Field, Tractor Beam, Tachyon Beam, Gravity Well, and several others.

Now, here’s where things get interesting. There’s a duty officer that has an ability that kicks in whenever Auxiliary to Battery is triggered. Technicians say that the recharge time on all bridge officer abilities are reduced by a set percentage (based on the DOFFs rarity) whenever Auxiliary to Battery is used. The highest amount is 10% and you can have THREE of these duty officers assigned.

This particular combination allows a near constant (or at least very frequent) uptime of a lot of valuable bridge officer abilities such as Tactical Team and Attack Pattern Omega. Further, with appropriate management, you can maintain maximum or near maximum power levels for weapons, shields, and engines in any ship you use this build.

Now, all that said, this isn’t advised if you’re a healer or exotic damage dealer in a science ship since auxiliary power dictates the efficiency of a lot of their abilities, but I did just read a thread where both escorts and cruisers are using this to great effect. As I’m a cruiser captain (with a few escorts in my spacedock) I’m obviously interested to see how others are doing things.

The way I’ve chosen to do things, though, allows me to keep my auxiliary power and to take advantage of auxiliary based heals. I’m using Emergency Power to Shields and Emergency Power to Weapons to boost the systems I care the most about and 20% of the time my Warp Core Engineer kicks in a +25 to all power settings for a few seconds. In a way it’s very similar to the Aux2Batt builds in that it’s all about boosting power to vital systems. My build just doesn’t sacrifice the power I have in auxiliary. I’m very happy with my skill and duty officer arrangement and it’s working very well for me. So well in fact that I was able to take on two of my friends at once and they just couldn’t kill me. Seriously. They tried to vary their strategies and such, but I wasn’t going down. I made a couple of mistakes here and there (Heavy Graviton Beam, your windup is dangerous to me!) but overall it was a stalemate.

I’ve built a sturdy ship and I’ve collected and trained a skilled crew I should be proud of. I AM proud of. I’m not about to change things right now. Good luck to all you Aux2Batt builds!

Until next time.

– Elorfin

P.S. “And how exactly is weapons at maximum going to help the situation?” “The audience isn’t going to know, but they love weapons at maximum.” – Daniel Jackson to Martin Lloyd, Stargate SG-1


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