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Siege Destroyer, will this be awesome or am I deluding myself?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2011 in Klingon Discussion
Allright, I'm just getting back into the game and I'm running on a high of inspiration fueled both by the reruns of the weekly episodes actually allowing my character to follow missions on a story line and the possibility of my Nausicaan tactical officer actually owning a Nausicaan ship! Currently I'm a commander 3 in a raptor running a standard loadout of cannons, turrets and a QT launcher. I'm actively avoiding the use of my cloak since that is a toy I will not have at end game. In PVE it's easy enough to forget I even have it, and in PVP the challenge becomes using myself as fed bait to position the enemies for my cloaked allies or lure smaller groups into numerically advantageous exchanges.

So, I'm having fun leveling which is a welcome change from the last time I tried to grind a Klingon up but I now worry, am I deluding myself to think the siege destroyer will be fun and viable come end game? Here's the loadout and spec I'm planning on running

front: 3DBB (disruptor) 1QT Launcher
rear: 3 beam array

tac team1, Beam Overload2, AP:O1, AP:O3
High Yield1, High Yield2, Beam Overload3

Epts1, RSP1
Epts1

Hazard1, Sci team2

I intend to spend as much time as possible in siege mode scoring those big javelin hits and have planned my weapon loadout and bridge officer set up around this. I'm hoping the combination of increased beam firing arc, the longer effective range of beams and my two OP:O abilities will alleviate enough problems from siege mode's turn radius nerf to make it viable. But having never flown one of these tugs in siege mode, I need to know, is this going to be enough and am I nerfing myself too much by focusing so heavily on survivability with my engineering/science officers?

Editted to correctly assign AP:O1 as an LC skill. Thanks for the heads up

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    It´s a nice ship. You´ll have much fun in it.

    The problem with your theory is that omega1 is a LTCmdr skill and no LT so you can take Beta or Delta 1 instead.
    If you really want to fly mostely in siege mode ( bad turn rate ) you may want to use AUX to ID to increase it. I use it on my Vor`Cha to mount cannons on it.
    Another thing you could try is a Tractor beam 1 and Hazard Emitters 2 on your sci officer.
    Grab the Feddie with the tractor and then smack a Javelin into the hull followed by high yield torps.
    You can also mount cannons on it lets 3 dual heavies with rapid fire and then a beam overload 3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    So ... here's a noob question from me.

    You know how earlier level/tier ship command skills give a percentage boost to your high level ship?

    Like how starship command gives a fractional adjustment to whatever you fly at VA/LG level?

    Does the Siege Destroyer get that fractional bonus from lower level raptor skills?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    superchum wrote: »

    Does the Siege Destroyer get that fractional bonus from lower level raptor skills?

    Yep m8!

    The Gurumba will improve from every point you put into the lower raptor tree (T2/3/4) just like the T5 raptor would (only at T5 you have a split in Raptor and Siege Destroyer Captain).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    To give you a little help, since I myself an a Guramba captain, i'll copy pasta my build in here, you're free to try it on tribble to see if it works for you. I've used it well in both PvE and PvP and the result is this ship becoming my favorite Capital ship (though I just tried the To'Dju fighter and my god does it have a turn rate, shuttle PvPs will soon be awesome-er) The build relies on you becoming very specialized on the ground though as it takes most of your Skill points, hopefully when they revamp the skill points section things will be easier to fill out.

    About your comment on the cloak, I've used cloak for a long time, I was a Battlecruiser captain till i hit Lt.Gen then a BoP till i grew to hate the cardboard hull. When I switched to the Guramba it's easy to forget you ever had cloak the ship doesn't really need it as it can take good amounts of punishment especially in Seige mode.

    PS: The Mk X turret will eventually be upgraded so you may wish to do the same should you have one.
    Since I finally got my Build down pat I figured I'd share. I've found this build to be very solid, and it does more DPS than my Defiant Retro build. I'm absolutely in love with this ship.

    Fore Weapons:
    [Dual Disruptor Beam Bank Mk XI [CrtD] [Dmg]x2]
    [Disruptor Dual Cannons Mk XI [CrtD] [Dmg]x2]
    [Disruptor Dual Heavy Cannons Mk XI [CrtD] [Dmg]x2]
    [Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2]


    Aft Weapons:
    [Disruptor Turret Mk XI [CrtD] [Dmg]x2]
    [Disruptor Turret Mk X [CrtD] [Dmg]]
    [Disruptor Turret Mk XI [CrtD] [Dmg]x2]

    Equip Set:
    [Aegis Graviton Deflector Array]
    [Aegis Hyper-Impulse Engines]
    [Aegis Covariant Shield Array]


    Devices:
    [Weapons Battery]
    [Subspace Field Modulator]

    Engineering Consoles:
    [Console - Engineering - Plasma Distribution Manifold Mk XI]
    [Console - Engineering - EPS Flow Regulator Mk XI]


    Science Consoles:
    [Console - Science - Biofunction Monitor Mk XI]
    [Console - Universal - Assimilated Module]

    Tactical Consoles:
    [Console - Tactical - Disruptor Induction Coil Mk XI]
    [Console - Tactical - Disruptor Induction Coil Mk XI]
    [Console - Tactical - Prefire Chamber Mk XI]
    [Console - Tactical - Warhead Yield Chamber Mk XI]


    -- -- --

    Klingon Training
    Engineering Team: 8
    Science Team: 8
    Starship Attack Vector: 9
    Starship Command: 9
    Tactical Team: 8
    Raptor Captain: 9
    Combat Maneuvers: 9
    Qorgh Raptor Captain: 9
    Starship Battle Strategy: 9
    Pach Raptor Captain: 9
    Destroyer Captain: 9

    Starship Energy Weapons
    Starship Energy Weapons Training: 7
    Starship Beam Weapons: 9
    Starship Cannon Weapons: 9
    Starship Disruptor Weapons: 9

    Starship Projectile Weapons
    Starship Projectile Weapons Training: 7
    Starship Torpedo Weapons: 9
    Starship Quantum Projectiles: 9

    Starship Engineering
    Engineering Training: 7
    Warp Core Training: 7
    Weapon System Maintenance: 9
    Weapon System Efficiency: 9
    Subsystem Repair: 9
    Hull Repair: 9
    Weapon System Performance: 9

    Starship Operations
    Operations Training: 9
    Starship Emitters: 9
    Starship Hazard Systems: 9

    -- -- --

    Lt. Commander Tactical Station
    Tactical Team I
    Cannon: Scatter Volley I
    Attack Pattern Delta II

    Commander Tactical Station
    Beam: Overload I
    Cannon: Rapid Fire I
    Torpedo: High Yield III
    Attack Pattern Omega III

    Ensign Engineering Station
    Emergency Power to Weapons I

    Lieutenant Engineering Station
    Emergency Power to Shields I
    Engineering Team II

    Lieutenant Science Station
    Hazard Emitters I
    Science Team II
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Yep m8!

    The Gurumba will improve from every point you put into the lower raptor tree (T2/3/4) just like the T5 raptor would (only at T5 you have a split in Raptor and Siege Destroyer Captain).

    Awesome! Thanks. I was on a small vacation from the game when it finally came out so I missed some of the really basic characteristics of it.

    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I just picked it up last night, switching from my regular Carrier build, and I have to say I'm really having fun in it.

    Thanks for post your build Alastor. The only criticism I have about it though is if you are running high weapons power, all those points in weapons efficiency are wasted as they only affect power levels below 75. Unless you are running weapons at 75 or lower than ignore my comment :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I run weapons power about 80 (with my tac and various other buffs going up to about 121) the Weapon Effeciency training is for when I get hit by a BA:TSS:W (wow thats an odd acronym) I can insta-restore my weapons power with an EPW.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I run weapons power about 80 (with my tac and various other buffs going up to about 121) the Weapon Effeciency training is for when I get hit by a BA:TSS:W (wow thats an odd acronym) I can insta-restore my weapons power with an EPW.

    Well put Alastor. I withdraw my previous criticism :D

    I also feel kinda silly now, because last night in a PvP match, I got hit with a VM3 and they also targeted my weapons and I became free floating target practice :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    CNova wrote: »
    Well put Alastor. I withdraw my previous criticism :D

    I also feel kinda silly now, because last night in a PvP match, I got hit with a VM3 and they also targeted my weapons and I became free floating target practice :o

    You get used to VM and timing when to counter it after awhile. It's really one of the most toothless "control" powers I've ever encountered in a Cryptic game (and that's saying a lot).

    At best it's an annoyance. Just get the hang of it and it ceases to become a problem.

    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    CNova wrote: »
    Well put Alastor. I withdraw my previous criticism :D

    I also feel kinda silly now, because last night in a PvP match, I got hit with a VM3 and they also targeted my weapons and I became free floating target practice :o

    Pretty much the only ship I've ever had issues dealing with aside from one of my fleet's Tanks (He's got such insane healing that in the Blade Radio PvP tournament they started to measure healing in "Nualas" after him) is the MVAM because its capable of out turning me (so it can stay on my aft) while using its ridiculous Lt. Commander Science Abilities to keep me from overcoming it. So yeah aside from the Fed's little GodShip my builds good for most things I've encountered.

    Also there's Seige mode. Seige mode is not good in one on one PvP. You need to be supported because of the (imho) stupid -50% turn reduction you get (running full Aux with RCS accelerators you turn worse than a cruiser). So if you're going in with that in mind bring a friend i PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    The Destroyer is a nice ship. It has a feel like a big tanky escort! Good survivability and hard hitting if you can get the enemy in fron of you.

    If you plan to PvP with it, be sure to cover your rear. Sucks to have a fed escort stuck on your a$$ for extended periods of time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    The Destroyer is a nice ship. It has a feel like a big tanky escort! Good survivability and hard hitting if you can get the enemy in fron of you.

    If you plan to PvP with it, be sure to cover your rear. Sucks to have a fed escort stuck on your a$$ for extended periods of time.

    Pretty much you're weakest spot and the most common tactic used. People treat it a lot like a cruiser due to siege mode and hug its TRIBBLE. Unlike a cruiser though you only go three rear slots and most likely they're turrets so you're SoL unless you can out turn them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Pretty much you're weakest spot and the most common tactic used. People treat it a lot like a cruiser due to siege mode and hug its TRIBBLE. Unlike a cruiser though you only go three rear slots and most likely they're turrets so you're SoL unless you can out turn them.

    One way to deal with it is to use target engines and an aft beam array.

    Or, you can put a beam array and a quantum launcher aft, and try whacking them with a BO/HYT combo.

    Or you can use a tricobalt launcher or two, just for the knockback/stun. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    One way to deal with it is to use target engines and an aft beam array.

    Or, you can put a beam array and a quantum launcher aft, and try whacking them with a BO/HYT combo.

    Or you can use a tricobalt launcher or two, just for the knockback/stun. :)

    Are mines helpful at all in that situation?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Jermbot wrote: »
    Are mines helpful at all in that situation?

    possibly chronitons. a proc may lower the escorts turning so you can get around it.

    a lone tricob mine has too high a chance to get shot down before it has a chance to arm itself.

    other mines are mostly good only to clutter up someones display, and that will not help.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    possibly chronitons. a proc may lower the escorts turning so you can get around it.

    a lone tricob mine has too high a chance to get shot down before it has a chance to arm itself.

    other mines are mostly good only to clutter up someones display, and that will not help.

    Well, I'm already planning for beam arrays in back. I guess pick up a tricobalt and quantum torp launcher depending on whether I'm doing group PVP or solo.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Is it worth putting polaron weapons on a Grumba, or would I be better off using disruptors instead?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I like Disruptors because it matches the javelin, and I think points in disruptors affect that also
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Much like the Gal-X and its phaser lance its a good idea to spec into the chosen energy type of the special attack. Eventually I hope they add the ability to chance the energy type of these big weapons, but for now I'd suggest specing into Disruptors.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    This ship is still underpowered but has its nitch with new BFAW.

    I dislike the new bfaw but its the only combo that makes this ship exceed in a area over other ships. It can put down a better BfAW than other escort.

    Its lack of maneuverability leaves it very weak against mvam and deviants. If u fight against a xp player you’re in a loose loose. Not to say run from all, test them a little , nabbed 3 in 5 min before I wrote this post, but good player will have the ship advantage by a wide margin.

    This ship works best in tandem, any ship will do. Although if you have a healer this ship shines. If u have a healer supporting 2 Grumba , the 2 grumba can rain the pain.

    Javelin is best used right before the shield drops, by the time it fire you can get big # but not as big as a decloaking BO3. My avrg shot usually hit the opponent at ½ shields takes facing down and runs around 10k. Bare hull it can range with buffs from 17k-36k.

    The grumba needs a buff always has, even in tribble reports of how terrible the siegemode / javlin delayed fire , with the galaxy x buffs now just leaves the grumba as the worse ship to play in game, but like I said if you r a diehard like me, you will find a way to work around this.

    In compare with my raptor, raptor wins but it long extended fights the dps of a grumba will win. To have a extended fight like this healers must be involved. This is the grumbha nitch out dps the speed of which a healer can heal . That is only nitch in sto.
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