Trek Tech – To be, or not to be: Discovering the “Aux to Bat” build!

What is “Trek Tech” and Who is @Cpt_Starbuck?

Hello, my name is Sean (@Cpt_Starbuck) and I have been playing STO since pre-beta! With 15 characters under my belt and being the founder of 3 fleets, I have learned a great deal about STO. To that end, I would like to take time each month to talk to you about Star Trek Online’s technology on a new blog called “Trek Tech”.  Trek Tech will feature space and ground technology, bridge/duty officer layouts, and hopefully have feedback from you, YES YOU! I know your experience is legendary and I want that experience to be shared with all STO players! I am asking that all of you who are passionate about STO assist me on this journey and be “co-authors” of this blog, so to speak. With your questions and comments, you can correct any mistakes I may have made or give your experience on the items being discussed! So, now that you have a bit of history on me and the goal of this blog, let’s start this journey together!

See you in game!

 

TREK TECH

Episode One:  Auxiliary to Battery (“Aux to Bat”, “A2B”)

So, you are sitting at the edge of the neutral zone, or are just relaxing by Earth Space Dock or Qo’noS and out of the blue your communicator chirps……Your comm officer tells you that you are ordered to Starbase 82 to find the missing 200 people, or you are needed to investigate a buildup of Borg in the Quadra Sigma system! You, being an honorable captain, heed the call and report for duty to the required location, only to find a massive amount of Borg bent on your destruction. You sound the red alert and your crew, battle tested and ready for the call, gives it their all for the safety of your ship and that of the alpha quadrant. In the middle of battle however, you become the target of that massive Borg gate, or a Borg Cube who has the audacity to tractor beam you and hit you with that massive plasma bolt! Suddenly, you find yourself at 25 percent hull with no shields… What do you do? Your chief Engineer is busy fixing what he can and states, with a bit of uncertainty, that it will take at least 30 seconds to get emergency power to your shields and at least another minute for him to be able to spare an Engineering team to start working on your damaged hull.…..you are out of options and, in a blink of an eye, you are cosmic dust with bits of your ship all around you and, as you float in the void, you calmly say to yourself…..”To be, or not to be, it’s no longer a question”.   You are now a memory to your friends, family, and fleet mates all because you did not try an “Aux to Bat” build. So, let us take a look at what an “Aux to Bat” build is and then redo the scenario above with this skill at your side.

To have a successful Auxiliary to Battery (or “Aux to Bat”) build, you will need a few things. Firstly, you will need 2 Lieutenant Engineering slots, or a Lieutenant and Lt. Commander slot, in which to put the Auxiliary to Battery skill (It is noted that the best version of an “Aux to Bat” build is to have the Lieutenant and Lieutenant Commander spot available for this build, though 2 lieutenant slots will work just fine). Secondly, to make this build be all it can be, you will need 3 ultra-rare (purple) Engineering Technician duty officers (the rare, uncommon, and common ones will work, just not as well). I know this part of the build is costly, but trust me, getting the 3 purple duty officers will enhance your Aux to Bat build greatly.

Now, you may be asking yourself why two Auxiliary to battery skills? Why do I need this build just to survive the battle scenario above? The answer is simple – when you push the “Aux to Bat” skill, it will increase your weapons, shields, and engine power at the cost of your auxiliary power!   OK, now you are saying to yourself, “This is crazy, I need my Auxiliary power to use my Hazard Emitters, or my other heals/abilities that rely on Auxiliary power, this will not work!” I say to you, it will work! Not only will you get an increase in your shields, weapons, and engines, but with the technician duty officers mentioned above, you will get a reduced cool down on all your bridge officer skills! This means that your Engineering team, Reverse Shield Polarity, and so forth will become available faster, allowing you to use the skill a lot more often! But wait, there’s more! Having two Auxiliary to Battery skills means the one will cool down the other and you can pop them more often, effectively making that Tactical or Science Captain an Engineer (with your hull and shield heals).

I know this is a lot of information, and you are still thinking to yourself “I really do need my Auxiliary power.” Well, the good thing about this build is that you just need to wait a few seconds after popping your “Aux to Bat” and your Auxiliary power is up and running, thus allowing you to use those bridge officer skills with ample power to your Auxiliary. You can also use a battery or a Red Matter Capacitor to get that Auxiliary power up as well.

So, let’s look at the same scenario above, with an “Aux to Bat” build….

…You sound the red alert and your crew, battle tested and ready for the call, gives it their all for the safety of your ship and that of the alpha quadrant. In the middle of battle, however, you become the target of that massive Borg gate, or a Borg Cube who has the audacity to tractor beam you and hit you with that massive plasma bolt! Suddenly you find yourself at 25 percent hull with no shields…what do you do?   Your chief Engineer is busy fixing what he can and states, with a bit of uncertainty, that it will take at least 30 seconds to get emergency power to your shields and at least another minute for him to be able to spare an Engineering team to start working on your damaged hull…..Your Engineering bridge officer yells “Aux to Bat” and all of a sudden you have emergency power to shields, your hull is being repaired with that previously unavailable Engineering team, and you have extra shield, weapon, and engine power to continue the fight……With your ship out of immediate danger, on top of the additional weapon power gained, you yell “fire everything!” As the Borg cube begins to explode, and you use that extra engine power to fly away to safety. You start to think to yourself, “To be, or not to be…..heh, who cares….the Borg sure don’t!”

Tech Notes:

Each time you press Auxiliary to Battery, your duty officers will cool down your bridge officers by a certain percentage, depending on their rarity:

Each Ultra-Rare (purple) Technician gives you 10% cool down

Very Rare

Each Rare (blue) Technician gives you 8% cool down

rare

Each Uncommon (green) Technician gives you 6% cool down

uncommon

Each Common (White) Technician gives you 4% cool down

common

 

 

 

 

 

 

 

 

 

*Please note that Star Trek Online only allows you to put 3 technicians into your active space slot, so make them count!

8 Comments ON " Trek Tech – To be, or not to be: Discovering... "
  • alt_example

    Mitchell Rudisel June 12, 2014 at 9:08 pm - Reply

    Being a part of one of his fleet, and being taught the aux to bat stuff made me more than double my dps. My ship still has a way to go, but 8.5k dps on a half build ship is awesome.

  • alt_example

    captainfan84 June 12, 2014 at 9:12 pm - Reply

    Pretty useful, I only have the common doff but I’ve already noticed an improvement!

  • alt_example

    Duncan June 13, 2014 at 8:46 am - Reply

    An excellent guide and very informative. This will be most useful for players developing a solid build.

  • alt_example

    Nerfy June 13, 2014 at 6:56 pm - Reply

    Nice guide. I’ve heard a lot about this build, but haven’t really understood it until now. I’ll probably give it a try – heck, why not? I hear you can also get the doffs from certain missions, so that’s handy.

  • alt_example

    Marcase June 15, 2014 at 4:44 pm - Reply

    Aux2Bat is nice, but it’s not nearly as effective without a proper (read: working) keybind. The Hilbert Guide is one of the “must see” guides for STO, and should’ve been an integral part of the game. It works for Aux2Bat builds and EPTx (“Drake”) builds or any Frankenstein set-ups.

    Using keybinds is like driving an automatic instead of a shift-stick car; having mundane tasks (like physically hitting aux2bat/eptx buttons) running on auto (by just hitting spacebar) allows you to focus on fighting and healing, and improves your effectiveness (and fun) 200%.
    No kidding.

    Re Aux2Bat, it *does* drain your aux power, and especially Romulans need that for battle cloak. So be aware that aux2bat may trigger a de-cloak and screw up an alpha strike run if you’re not carefull. Never mind you might find yourself without ‘juice’ for a heal (Hazard Emitters, Aux2Sif etc) or without enough ‘oomph’ for wizardry like GW, TBR or any other (sci) abilities that depend on aux power.
    Yes, Aux power is a bigger deal in STO than you might think, especially for cruisers and sci builds.

    • alt_example

      V'Lor June 16, 2014 at 7:27 am - Reply

      I would argue driving a manual is more fun than driving an automatic, as is actually not spamming skills and selecting what you need when you need it. Aux 2 Bat is very effective without spamming your skills, as I still get first on DPS in any event I am in with my best character or my worst one. Being able to push the buttons, that “mundane” task you are talking about, actually gives me more control to push a skill when it is actually needed, to monopolize on a down shield facing or on another exploit as well.
      To address your comment about “physically hitting” a skill is not really an issue at all. When you have a consistent setup on all your characters, you know where everything is, which means you do not lose focus on the battle when pushing a skill you need. I would argue that it actually enhances your gameplay as you are paying more attention to whom or what you are battling, not just flying around hitting space-bar.
      In summary, no matter your game play, whether you spam your skills or not, Aux 2 Bat is very useful in STO. So, try it both ways….see what works for you as, in the long run, it is you playing the game!

  • alt_example

    Marcase June 15, 2014 at 4:50 pm - Reply

    Edit: you can get free Purple Technicians by doffing B’Tran – the colony Doff chain gives a VR Tech Doff on a critical success. Tough to get, but the reward is worth it. Purple Tech Doffs are also worth a few million ec on the exchange, so it’s worth trekking to the remote B’Tran cluster.

  • alt_example

    seannewboy June 16, 2014 at 7:21 am - Reply

    Excellent post.


leave a response




Join the Priority One Team

Latest Tweets

Leave us a voice message!