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
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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.
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?
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).
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.
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.
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
Well put Alastor. I withdraw my previous criticism
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
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.
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.
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.
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?
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.
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 youre 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.