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What BOff abilities are considered must have on Raptor?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2011 in Klingon Discussion
I am curiuos as to what BOff abilities the community of Raptor pilots see as a "must have" in pvp (or pve) to offset the shortcommings of the Raptor?

I certainly think EPTS, HE, PH, and ST are needed more often than not.

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    As I'm stil at tier 3 with my Liberated Borg Engineer in his Raptor, I can't talk from enough experiance, but I'd say a whole lot of Tactical Team.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    "Needs more TacTeam" t-shirts are in the works. :p

    Actually I was hoping to start a generic thread on what some think are vital or near vital abilities (and why) for those whom are new to the Raptor or the KDF and are having issues making sense of things.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    "Needs more TacTeam" t-shirts are in the works. :p

    Something like this?

    http://images8.cpcache.com/product/108166078v5_480x480_Front_Color-Black.jpg
    Roach wrote: »
    Actually I was hoping to start a generic thread on what some think are vital or near vital abilities (and why) for those whom are new to the Raptor or the KDF and are having issues making sense of things.

    I'd like something like that, especially since I'm on my way to using one in the future.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    I am curiuos as to what BOff abilities the community of Raptor pilots see as a "must have" in pvp (or pve) to offset the shortcommings of the Raptor?

    I certainly think EPTS, HE, PH, and ST are needed more often than not.

    I run APO, APB, CRF x 3 (see reason for 3 TT) , TT x 3 (comes in handy when SNB'd I get snb'd a lot), EPtS 1 & 2, HE, and TSS.

    Of course running 3 DHCs, 3 Turrets and a tric. It is very nice build for CnH since so many like capping standing still. In arenas it does pretty good. I have thought about going to a QT on the front it just seems QT just do too little damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I run APO, APB, CRF x 3 (see reason for 3 TT) , TT x 3 (comes in handy when SNB'd I get snb'd a lot), EPtS 1 & 2, HE, and TSS.

    Of course running 3 DHCs, 3 Turrets and a tric. It is very nice build for CnH since so many like capping standing still. In arenas it does pretty good. I have thought about going to a QT on the front it just seems QT just do too little damage.

    Compared to a Tric, yeah QT's do less. They do make up for it by having a better firing rate though.
    This actually a very similiar build to one of my own abilitywise, except I run 2 DHCs, 1 DBB & 1 QT up front.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:

    Found the next B-day gift to myself.

    Now if I can just find a " Once you go green, You'll know what I mean" shirt.
    It confuses the local enviromentalists at first and makes most lol when it is explained.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »

    Found the next B-day gift to myself.

    Now if I can just find a " Once you go green, You'll know what I mean" shirt.
    It confuses the local enviromentalists at first and makes most lol when it is explained.

    HMM, I just got an idea for alterntaive,"green" power source.
    It involves an Oriona Harem and a machine that collects static electricity generated by...friction.

    Anyway I would have thought you're more the "Act and you shall have Dinner, wait and you shall be dinner" type.

    http://images3.cpcache.com/product/470476663v4_480x480_Front_Color-Black.jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:
    HMM, I just got an idea for alterntaive,"green" power source.
    It involves an Oriona Harem and a machine that collects static electricity generated by...friction.

    Anyway I would have thought you're more the "Act and you shall have Dinner, wait and you shall be dinner" type.

    http://images3.cpcache.com/product/470476663v4_480x480_Front_Color-Black.jpg

    It seems my online Klingon-themed T-shirts finding skills are in dire need of a respec.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    It seems my online Klingon-themed T-shirts finding skills are in dire need of a respec.

    Don't worry, I just have a headstart because I stumbled into the source of those shirts a couple of years ago.
    Since I would not want to post the address of the seller since it could be considered advertising I'll sent you a PM instead.

    Back on topic, I'd like to ask: what would be considered "essential"?
    Skills that are required regardless of config, or would there be a need for several different skills
    that are essential depending on the chosen config, like a Beam Config or a Cannon config?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:
    Don't worry, I just have a headstart because I stumbled into the source of those shirts a couple of years ago.
    Since I would not want to post the address of the seller since it could be considered advertising I'll sent you a PM instead.

    Back on topic, I'd like to ask: what would be considered "essential"?
    Skills that are required regardless of config, or would there be a need for several different skills
    that are essential depending on the chosen config, like a Beam Config or a Cannon config?

    Essential skills would cover those abilities that promote a higher resist to damage to both hull and shields, promote higher buffs to damage, protect against commoningly used Debuffs and similiar examples.
    Specific configurations (beam boat/ Cannon boat builds) can work as well for examples to those whom may just be starting thier KDF toons.
    There has been an influx of new blood* over the months and the KDF has both grown slightly in population but waned in its teamwork and knowledge of the PuG and how to be successful in it.
    I was hoping that those whom "are in the know" could list some of the tips, tricks and general Raptor knowledge to lessen the waning of the KDF combat experienc that is currently being fielded.

    EPTS is used to keep shield health up and to increase one's shield resists, especially when two copies are used and the player can cycle between them. Whats considered the best Shield heal? Best for resist stacking?

    HE just seems to be a favorite for its ability to remove Hull debuff such a Plasma fire proc and its ability to buff one's hull resistance. Why did it fall into favor and ET fall out?

    PH is used because TB sucks for an escort to be caught and lose that bonus defense, plus it too has a Hull buff to resistance.

    GDF is a great Tactical career ability for buffing damage output. Plus I like the acronym for obviuos reason wilst fighting feds.

    TF is a great ability that few seem to use for boosting defense, damage and other combat areas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Compared to a Tric, yeah QT's do less. They do make up for it by having a better firing rate though.
    This actually a very similiar build to one of my own abilitywise, except I run 2 DHCs, 1 DBB & 1 QT up front.


    I used to run this set up a few months back. Then I tried 1 DBB and 3 DHCs and haven't looked back.

    As for abilities, I try to maximize by minimizing shared cool-downs. So you won't see me with PH and HE for instance. TT is great... use it in conjunction with EPTS. I prefer Beta over Omega, mostly do to cool-down length. Also don't underestimate the TSSX abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Victory275 wrote: »
    I used to run this set up a few months back. Then I tried 1 DBB and 3 DHCs and haven't looked back.

    As for abilities, I try to maximize by minimizing shared cool-downs. So you won't see me with PH and HE for instance. TT is great... use it in conjunction with EPTS. I prefer Beta over Omega, mostly do to cool-down length. Also don't underestimate the TSSX abilities.

    This brings up a good point, the experienced warrior knows about the need for proper CD control and how not to overlap too many power that share a CD.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I'm curious, how effective are the low-level TSS abilites in practice?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:
    I'm curious, how effective are the low-level TSS abilites in practice?

    Only marginal in my opinion though I have no problems with using TSS1 in combo with my two EPTS's for a higher combined resist score.
    So the short is they are effective but like any skill expect a better return from TSS3 and TSS2 accordingly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    APO is a must have for me. Because it breaks any movement debuff and can give a DPS boost on an Alpha strike.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Only marginal in my opinion though I have no problems with using TSS1 in combo with my two EPTS's for a higher combined resist score.
    So the short is they are effective but like any skill expect a better return from TSS3 and TSS2 accordingly.

    Sounds like Science Team is more useful actually.:)

    What about the Ensign and Lieutenant level "Target" skills, any real chance of knocking out a system?
    I'm looking for some mid and low-level Tactical skill slots to fill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:
    Sounds like Science Team is more useful actually.:)
    Science has the added bonus of removing some very commonly used debuffs.
    Rank I: Ensign/Bekk 1m 25s 50 75 450 Shield Regeneration applied once to each facing
    Removes science debuffs over 5 sec
    +?? Starship Operations Training for 5 sec

    Rank II: Lieutenant 1m 25s 100 150 X Shield Regeneration applied once to each facing
    Removes science debuffs over 5 sec
    +XX Starship Operations Training for 5 sec

    Rank III: Lt Commander 1m 25s 150 - +X Shield Regeneration applied once to each facing
    Removes science debuffs over 5 sec
    +XX Starship Operations Training for 5 sec
    but it does lack the resistance buff that TSS provides.

    Another popular shield ability is;
    Rank I: Lieutenant 45 sec 100 150 0 Shield Regeneration each pulse
    Reduces Damage to Shields by 15%

    Rank II: Lieutenant Commander 150 225 ...

    Rank III: Commander 1min 25sec 200 408 Shield Regeneration each sec for 30 sec
    Reduces Damage to Shields by 35% for 30 sec
    due to its high resist bonus.
    What about the Ensign and Lieutenant level "Target" skills, any real chance of knocking out a system?
    I'm looking for some mid and low-level Tactical skill slots to fill.
    I have been told that they do not pack the required punch at the lower levels to effectively disable with any consistency.
    After repeated use of BTSS: aux against a really well driven Defiant in a pvp match with no effect what so ever, I would have to agree.
    Rank 1 BTSS: engines may be effective but the others seem well out of range of being useful at the same levels.
    N_Danger wrote:
    APO is a must have for me. Because it breaks any movement debuff and can give a DPS boost on an Alpha strike.
    Don't forget its speed and turn bonus
    Rank I: Lieutenant 60s 100
    Rank II: Lt. Commander 60s 200
    Rank III: Commander 60s 300 +X% All Damage strength for 15 sec
    +X% All Damage resistance for 15 sec
    +X% Flight Speed strength for 15 sec
    +X% Flight Turn Rate strength for 5 sec
    Immunity to Movement Debuffs for 15 sec
    +X% Defense strength for 5 sec
    If you use it wisely, ApO can help you keep your target in the front firing arc more ofen leading to a higher damage output.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    For must have skills:
    science team and/or engineering team - for counters to common debuffs: scramble, snb, target subsystems, ect
    CRF or FAW depending on build - for damage output increase
    attack pattern omega / polarize hull - immunity to tractor beams, omega is slightly better because it grants movement, dmg, and turn buffs and immunity to movement debuffs
    at least one sheild heal (epts, Tss, sci team, ect) - some survival
    and least one hull heal (aux to SIF, hazard emitters, engineering team) - some survival

    suggest one movement buff (omega, aux to dampeners, EPtE) - in a pug, sometimes you need to get somewhere fast / get away fast. movement buff + evasive = gone.

    thats what I require on all my ships ( except i don't use FAW), regardless of class, faction, or purpose; because in a Pug, you can't be sure what your teammates will do

    just my two EC...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    mister_dee wrote:

    What about the Ensign and Lieutenant level "Target" skills, any real chance of knocking out a system?
    I'm looking for some mid and low-level Tactical skill slots to fill.

    This is what I was referring to, not transfer shield strength (TSS). Target 1 abilities have the standard 20% chance to disable the appropriate power (shld, eng, wpn, aux) and mine will do a minimum -46 to that power.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Victory275 wrote: »
    This is what I was referring to, not transfer shield strength (TSS).

    This time acromyn abse abviously cought up with us.
    The way you Phrased it it sounded like the 'X' was referring to the level, not the targetted subsystem.
    TSS means "Transfer Shields Strenght" but what the apropriate acronym for "Beam Target X Subsystem" be?;)
    Victory275 wrote: »
    Target 1 abilities have the standard 20% chance to disable the appropriate power (shld, eng, wpn, aux) and mine will do a minimum -46 to that power.

    Thanks, that doesn't sound too bad actually.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    LOL, yeah I know. The target abilities I have seen as both TSSX and BTSSX (where X = wpn, shld, eng, or aux ;)) TSSX is probably the wrong way to go but you know what they say about habits, LOL.

    But yeah,don't underestimate their usefulness.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Victory275 wrote: »
    LOL, yeah I know. The target abilities I have seen as both TSSX and BTSSX (where X = wpn, shld, eng, or aux ;)) TSSX is probably the wrong way to go but you know what they say about habits, LOL.

    But yeah,don't underestimate their usefulness.

    Beam Target SubSystem = BTSS. Its the way I've always seen it posted, but I could be wrong.

    As to underestimating them , I'm not.
    Its just that research and input from outside sources have shown that not all the BTSS skills are equally effective at the different levels, especially at rank 1.
    At this rank of ability it appears that BTSS: engines is ok, as well as BTSS:weapons - but BTSS:aux and BTSS: Shields are too weak to overcome the easily repaired effects of thier proc.
    This changes as one moves into the higher ranks and the BTSS abilities becomes more effective.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Beam Target SubSystem = BTSS. Its the way I've always seen it posted, but I could be wrong.

    As to underestimating them , I'm not.
    Its just that research and input from outside sources have shown that not all the BTSS skills are equally effective at the different levels, especially at rank 1.
    At this rank of ability it appears that BTSS: engines is ok, as well as BTSS:weapons - but BTSS:aux and BTSS: Shields are too weak to overcome the easily repaired effects of thier proc.
    This changes as one moves into the higher ranks and the BTSS abilities becomes more effective.

    Again I'm not saying either is wrong... I've seen it both ways.

    I agree, and knowing your opponent can certainly aid in choosing what's optimum. I mostly use TSSE and TSSW. But there are some that run aux heavy enough that I'll switch to TSSA to neuter their heals/powers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I think the effectiveness of any BTSxS (or whatever) is also based on the likelyhood of a counter in place.
    Most players will have at least one EPTS onboard, making BTSSS less effective unless the entire purpose of the exercise is to force his skill into cooldown.
    Except for really Engineering focused cruisers like the Negh'var or the Galaxy, there is little chance the enmy will have EPTE in place, making those engines an interesting target IMO.

    Oh and while mentally connecting dots in my head, I realized that there is another interesting feature of Science Team: it briefly enhances Starship Operations (although the bonus is based on the alive crew), which in turn enhances Hazard Emitters.:)
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