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Vonph - Best setup for a tact captain?

Been a while since I've played, came back recently, and popped a Vonph from my 2nd Herald Lockbox. I've been piloting an Int. Elachi Dreadnaught - what build works best to get the most out of this behemoth?

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    nightkennightken Member Posts: 2,824 Arc User
    it's been two days people need some time. and we have no idea what skills you personally prefer.

    but as a starter get a set of ap beams, blood of the ancient give passable ones. also the Obelisk Subspace Rift Warp Core Ancient Omni-Directional Beam Array, crafted ap omni, and the sol defence stuff tell someone smarter then me can tell you a better set. as far boff skill standard bfaw setup as a start.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    Probably better to stick with beams and keep broadsiding, it just dosen't have the turn rate to use dual banks effectively.
    As far as sets go, the new terran rep set has some nice stuff (srsly, that core is pretty great) but the best jack of all trades is probably the iconian resistance set (I know, ironic....). It's pieces all have nice stats and great passives (automatic 1 second fix for disabled weapons & shields) and it's set bonuses are pretty great too. It's 4pc clicky is pretty much the same as the tac captain's tac fleet buff.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    Seconding the use of beam arrays and Iconian primary set. I wouldn't necessarily go with the 4-set of Iconian if you're not running in DPS channels, and go with an Elite Fleet [AMP] core and switch to the Terran Core upgraded to at least Ultra-Rare when that opens up to you. The best damage is probably still [ac/dm][dmg]x3[pen] standard AP, but the Iconian beams seem to be nice too if you want a more 'canon' look, even though you probably can't get [pen] on them.

    This is how I'd set one up for max DPS if I were to luck into one, pending the Starship Trait can get you at or near global for most things:
    Commander Tactical: TT1, APB1, FAW3, APO3
    Lieutenant Engineering/Intel: EPtS1, Override Subsystem Safeties 2
    Lieutenant Commander Science: HE1, DRB1, GW1
    Ensign Universal - Science: ST1 or TSS1 depending on queue/battlezone
    Lieutenant Commander Universal/Command - Engineering: ET1, Rally Point 1, EPtW3

    Unless you have Kemo 1, in which case Uni Ens to Tac with it, drop DRB for a Sci shield heal instead in the Lt. Comm.

    Starship Traits: The one it comes with, Emergency Weapons Cycle (Battlecruiser pack), AHoD (Command Battlecruiser, just for the captain ability cooldowns), and your choice for the remainder (biggest variance depending on faction)

    Reputation Passives(I forget the names): Borg Hull Repair, +Crit Chance, +Crit Hit, Turnrate and Speed Boost, and either Armor Pen or the Iconian heal based on damage out for the 5th

    Captain Traits: Ablative Shell (lockbox), Point Blank Shot (mission), Beam Barrage (lvl 15 Beam crafting), lvl 15 Engineering crafting, then work from there depending on Species/faction and how much you want to spend

    Consoles:
    Engineering: Oblivion Gateway, Plasmonic Leech, Enhanced Neutronium [HullR] or [+EPS]
    Science: All Plasma Generating Embassy consoles, your choice on Threat type, 2x [Flow] (to feed the Leech), 1x [PrtG] (more damage from Gateway and Sci stuffs), 1x [Emit] (better shield heals)
    Tactical: All Locators [Ap]

    This should be pretty survivable and not that hard to keep above the threshold of HP needed for the cooldown reductions.

    I'd go Pilot primary for the turnrate boosts and the survivability options it gives, then dip into Intel for the Shield regen in the first tier, though Intel Primary would probably be more DPS if you find you have enough turnrate.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    Been futzing around with mine as well and I gotta say that even bringing bringing stuff like gravwell (or any other power with an frontal arc) into bearing is a pain in the a$$. It's nice when it works (especially with like 3-4 golden mk14 ebmassy partigens + OSS being active ;) ) but actually getting your desired target into your arc is painful. Works on stations but even battlecruisers run circles around you.

    I really like the ship (srsly watch that thing doing a barrel roll, it's hilarious :D ) but the only things less maneuverable than itself is are the bortas & obelisk.
    It's probably more effective to slot embassy consoles with +Threat and retaliate with FBP.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    Been futzing around with mine as well and I gotta say that even bringing bringing stuff like gravwell (or any other power with an frontal arc) into bearing is a pain in the a$$. It's nice when it works (especially with like 3-4 golden mk14 ebmassy partigens + OSS being active ;) ) but actually getting your desired target into your arc is painful. Works on stations but even battlecruisers run circles around you.

    I really like the ship (srsly watch that thing doing a barrel roll, it's hilarious :D ) but the only things less maneuverable than itself is are the bortas & obelisk.
    It's probably more effective to slot embassy consoles with +Threat and retaliate with FBP.

    How's the Inertia? Does it slide around a lot if you buff up it's turnrate? If it's not too bad, a Mk XIV Conductive RCS [Turn], Helmsman Trait and/or Momentum Trait might be worth putting on the shopping list. If it is a bit bad on the Inertia, it might be worthwhile going with what I've gone with on some slow boats (D'D, Galaxy, etc.) and get the Undine Rep engines (top turnrate, slightly better Inertia) and then pair with Nukara Shield and Deflector two-piece. Not as durable or as capable of damage boosting as the Iconian set, but still decent. I suppose that you could go with the Undine Engines, and then three piece Iconian using the core, too.

    Also, how's the Trait (pending you have it unlocked)?
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    Already got a few things like the momentum trait, the delta rep turn rate trait (hurray for the 5th slot ;) ) and 1 mk14 fleet neutronium with +turn though it really dosen't help all that much. It's a whale and that's what one have to work with. Like I said it can be a pain against faster targets but for broadsiding with bfaw it's still good enough.

    The undine engines may be worth a shot but I'm reluctant to let go of the 4pc set bonus, srsly that +33% damage for the whole team is pretty sweet. I think I still got them lying around so maybe I'll take them out for a round in the badlands and see if it makes a noticeable difference.

    As for the trait, it's not as overpowered as one might think at first glance but it's still pretty sweet. It makes the double slotting of stuff almost pointless. ;)
    But for it to have an effect you do need some good resistance values so your hull dosen't drop below the 80% too often.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    Already got a few things like the momentum trait, the delta rep turn rate trait (hurray for the 5th slot ;) ) and 1 mk14 fleet neutronium with +turn though it really dosen't help all that much. It's a whale and that's what one have to work with. Like I said it can be a pain against faster targets but for broadsiding with bfaw it's still good enough.

    The undine engines may be worth a shot but I'm reluctant to let go of the 4pc set bonus, srsly that +33% damage for the whole team is pretty sweet. I think I still got them lying around so maybe I'll take them out for a round in the badlands and see if it makes a noticeable difference.

    As for the trait, it's not as overpowered as one might think at first glance but it's still pretty sweet. It makes the double slotting of stuff almost pointless. ;)
    But for it to have an effect you do need some good resistance values so your hull dosen't drop below the 80% too often.

    Also the raider pets are awesome. The elite versions may be a waste of fleet credits but the advanced pets are worth their dil.
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    That ship has the capability to be the best Sci-Torp Carrier to date. I'll dare say, THE BEST Sci-Torp Siege Ship to date.

    If I get my hands on one, I'm going to destroy HSE/CPE with it.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    Already got a few things like the momentum trait, the delta rep turn rate trait (hurray for the 5th slot ;) ) and 1 mk14 fleet neutronium with +turn though it really dosen't help all that much. It's a whale and that's what one have to work with. Like I said it can be a pain against faster targets but for broadsiding with bfaw it's still good enough.

    The undine engines may be worth a shot but I'm reluctant to let go of the 4pc set bonus, srsly that +33% damage for the whole team is pretty sweet. I think I still got them lying around so maybe I'll take them out for a round in the badlands and see if it makes a noticeable difference.

    If you don't already have a Conductive RCS on the build, one of those with [ResAll] gives the same resist as a Fleet Neutronium[Turn], but has twice the turnrate boost.

    There's also the mission reward Polaric thingy that adds Inertia too, but doesn't give as much turn rate boost as a RCS, and the [W->E] function requires you to unslot and reslot it each map change.

    Another thing is looking into Aux2Damps with the DOff that extends the duration and adds energy resist to it (on top of the base Kinetic damage.
    That ship has the capability to be the best Sci-Torp Carrier to date. I'll dare say, THE BEST Sci-Torp Siege Ship to date.

    If I get my hands on one, I'm going to destroy HSE/CPE with it.

    How would you build that?


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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    The Conductive RCS sounds like a good idea, though gotta grind some EC for it first. That raider was kinda steep but I was probably lucky. I got it for 110 million and as of now the cheapest is 150. XD

    Aux2Damps is pretty much off the table for me, my engi slot is used for intel stuff and in the universal/command I got overwhelm emitters 1, ET2 and EptW 3.
    As for the polaric thingy from the mission......eeehhhh, kinda weak. 20-something with real bonus, not worth giving 1 of the 3 egni console slots up for.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    If you happen to have the Vonph unpacked on a KDF, the Qib Starship Trait is a nice turnrate boost during combat, so long as you have at least one turret or cannon to proc it. Maybe it'll be crammed into a cross-faction Starship Trait pack in a future lockbox at some point.
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