test content
What is the Arc Client?
Install Arc

The One True BoP Guide?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2011 in Klingon Discussion
So, the bird can do anything, and be anything, that you want. What are your personal favorite builds for it, or the ones you use most often?

EDIT: Changed the question to something more appropriate.
Post edited by Unknown User on
«1

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Given its U-slot capability any BOff loadout is possible, even wierd ones.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Given its U-slot capability any BOff loadout is possible, even wierd ones.

    lol, you should see my B'rel layout :D


    OP: Basicly, what ever you can dream up as a tactic, you can have a go with. It can heal, support or fight, there is no "standard" config for it.

    Though, on the other hand, I have seen quite a few dual heavy cannon and torps with turrets at the back set ups, but that is for those looking for high DPS. I have also seen and used some odd ball configs that are made just for fun or to cause chaos.

    It will all come down to your own reation times and play style as to how you will end up using one, all I can suggest is just to relax and have fun trying different things, go nuts and try every BOFF skill and equipment load out you can think of ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    jockey79 wrote: »
    lol, you should see my B'rel layout :D


    OP: Basicly, what ever you can dream up as a tactic, you can have a go with. It can heal, support or fight, there is no "standard" config for it.
    ;)

    It has one unique standard, it is squishy under pressure and when alone, if left long enough, it will eventually explode. Learn how to keep that from happening by using resist stacking, Power levels, SP point spendage, etc and design a bird that you like.
    It really is designed for Hit, Stick and Run tactics designed really for at least two BoPs.

    Find the skills you enjoy using for your bird, Augment them by spending points on your toon to support them, equip your bird to match and enjoy
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Yeah the thing is, as much as there might be some standard favorites like a tac commander and sci LTC with PSW, the BOP can do anything you want.

    I just got my BOP to Lt Gen and I'm finding out how that works, and I can already see the awesome versatility of it. One choice of BOs gives a solid DPS loadout, another gives a good heal/support capability, and another can give a solid crowd control ability. Learning how to switch between those on the fly, as necessary, seems to be as much a part of an actual "build" of a BOP as a good selection of static officers are part of a build for some other ship class.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Given its U-slot capability any BOff loadout is possible, even wierd ones.

    and for some wierd reason I am happy with this, cookie cutter layouts are boring to me...reminds me of a previous mmo....anyways I am glad for the "wierd ones" adds diversity and conversation.:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    So, clearly the consensus is that the bird can do anything, and be anything, that you want. I probably started out asking the wrong question. Maybe instead: What are your personal favorite builds for it, or the ones you use most often?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Heezdedjim wrote:
    So, clearly the consensus is that the bird can do anything, and be anything, that you want. I probably started out asking the wrong question. Maybe instead: What are your personal favorite builds for it, or the ones you use most often?

    The one I use most often is at LG;
    COM- THY1 CRF1 BO3 ApO3
    LTC- TT1 ApB1 CRF2
    LT- PH1 TSS2
    LT- ET1 EPTS2

    or

    COM- THY1 CRF1 BO3 ApO3
    LTC- ET1 EPTS2 A2Sif2
    LT- PH1 TSS2
    LT- TT1 ApB1

    or
    COM- THY1 CRF1 BO3 ApO3
    LTC - PH1 TSS2 PSW1
    LT- ET1 EPTS2
    LT- TT1 ApB1

    All Disruptors (DHC) and a Qauntam launcher in front. Dual Turrets in back.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    i am a Tac in a BoP.

    Cmdr: HY1,CRF1,HY3,CRF3
    Lt-Cmdr: SciTeam1, HazardEmitters2, PhotonicShockWave1
    Lt: PolarizeHull 1, TransferShieldStrength 2
    Lt: EMPtS 1+2

    Front: 3x DHC, 1x Torp
    Aft: 2x Turret

    All Polaron-Weapons. Torp is a Quantum.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Interesting how much overlap there is between Roach and Gnom's builds. When you can slot any ability, I think it turns out that there is a fairly small set of stuff everyone considers the must have or most useful. I also like how Roach has four BOFFs and three very different setups just by shuffling them around; straight DD, tanking, and sci ganker.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I tend to fall into patterns of usage with my BOffs as I experiment with builds.
    I have made different builds without TAC in the Com slot but being a TAC captain I felt it was short changing my self and the damage output playstyle as it shortchanged my TAc BOffs.

    COM- ET1 EPTS2 A2Dam2 A2Sif3
    LTC- THY1 CRF1 BO3
    LT - ST1 PH2
    LT- TT1 ApB1

    COM- PH1 ST2 TSS3 TBR3
    LTC- THY1 CRF1 BO3
    LT- ET EPTS2
    LT- TT1 ApB1

    COM- ET1 EPTS2 A2Damp2 A2Sif3
    LTC- PH1 ST2 TSS3
    LT- THY1 CRF1
    LT- TT1 ApB1

    COM- THY1 CRF1 BO3 ApO3
    LTC- TT1 ApB1 CRF2
    LT- EPTS1 EPTS2
    LT- PH1 ST2

    The beauty of the BoP is the ability to move BOffs around and find new builds. The handicap is the U-slots ranks and the loss of higher abilities as one does this. (which is a fair handicap imo).
    It allows one to build towards a purpose (damage/survial/healing) without being OP in all areas.
    The BoP is the "Jack-of-all-trades- Master of none" vessel of the KDF in this aspect as they do not throwout that which works and make newer vessels with the speed of the federation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Engineer/BoP

    Hit-n-Run/DPS - Balance between firepower and survivability, run when needed;
    • 3 x DHC Disruptors
    • 1 x Quantum Torpedo
    • 2 x Disruptor Turrets

    Commander: (Tactical)
    • Cannon: Rapid Fire 3
    • Torpedo: High Yield 3
    • Cannon: Rapid Fire 1
    • Tactical Team 1

    Lt. Commander: (Science)
    • Photonic Shockwave 1
    • Polarize Hull 2
    • Tractor Beam 1

    Lieutenant: (Engineer)
    • Emergency Power to Shields 2
    • Emergency Power to Engines 1

    Lieutenant: (Science - a little less squishy OR Engineer - a little easier to run)
    • Hazard Emitters 2 OR Auxiliary to Dampeners 1
    • Science Team 1 OR Engineering Team 1

    =========================================

    30 Seconds to Liftoff (Hit with all you've got, then run for cover, minimal necessary survival skills):
    • 3 x DHC Disruptors
    • 1 x Quantum Torpedo
    • 2 x Disruptor Turrets

    Commander: (Tactical)
    • Attack Pattern Omega 3
    • Torpedo High Yield 3
    • Cannon: Rapid Fire 1
    • Tactical Team 1

    Lt. Commander: (Science)
    • Photonic Shockwave 1
    • Polarize Hull 2
    • Tractor Beam 1

    Lieutenant: (Engineer)
    • Emergency Power to Shields 2
    • Emergency Power to Engines 1

    Lieutenant: (Tactical)
    • Cannon: Rapid Fire 1
    • Torpedo: High Yield 1

    ======================================

    Be vewwy, vewwy quiet... I'm hunting Fed-bits! (Single target massive attack, then escape until cooldowns permit a repeat)
    • 1 x Tricobalt Torpedo (ALT, load 2 Trics, and 1 less DBB, Gets you 15 second sooner repeat attack)
    • 3 x Dual Disruptor Beam Bank
    • 2 x Disruptor Beam Arrays OR 2 x Mine Launchers of Choice

    Commander: (Science)
    • Charged Particle Burst 3
    • Photonic Shockwave 1
    • Polarize Hull 2
    • Tractor Beam 1

    Lt. Commander: (Tactical)
    • Beam: Overload 3
    • Attack Pattern Beta 1
    • Tactical Team 1

    Lieutenant: (Engineer)
    • Emergency Power to Shields 2
    • Emergency Power to Engines 1

    Lieutenant: (Tactical)
    • Beam: Overload 2
    • Tactical Team 1


    Just a few of my faves. ;)

    -Big Red
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    vERY nICE BUILDS!!! :)

    I would imagine the one with CPB and PSW causes quite the uproar in PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    vERY nICE BUILDS!!! :)

    I would imagine the one with CPB and PSW causes quite the uproar in PvP.

    LOL, yeah, but it's more effective for a Tac (who is currently my #3 in-line for getting leveled :( ... Too many cool characters... Too little time...)

    The tricky part of that build is finding a Sci-guy who will train CPB3 for you, if you don't have a Sci character or a Sci Captain in your Fleet...

    -Big Red
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    BigRedJedi wrote:
    LOL, yeah, but it's more effective for a Tac (who is currently my #3 in-line for getting leveled :( ... Too many cool characters... Too little time...)

    The tricky part of that build is finding a Sci-guy who will train CPB3 for you, if you don't have a Sci character or a Sci Captain in your Fleet...

    -Big Red

    I'm currently leveling my Sci. ( actually i'm at work) I'll see what I can do. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I'm an Engineer BOP.
    As a tank/healer BOP, I love me some
    EWP III + EPTE I to disable everything with my fast turning (or to lol at the cruiser that popped RSP at 10%) . Even if you hazzard everything, you're still ALL stuck! mwhahahaa!
    ATS II TSS II ST II HE III for heals
    DOUBLE TBs to support Raptors and other BOPs on our team getting kills for me.

    RF I so I can do a little damage with my Antiproton dual heavies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Heezdedjim wrote:
    So, the bird can do anything, and be anything, that you want. What are your personal favorite builds for it, or the ones you use most often?

    HealBOP ftw!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    BigRedJedi wrote:
    The tricky part of that build is finding a Sci-guy who will train CPB3 for you, if you don't have a Sci character or a Sci Captain in your Fleet...

    -Big Red

    If anyone needs CPB 3 on the Klink side, I can train it for you. Even though I don't put them in my sig, I do have a LtGen Engineer and Sci, Mar'tesh and Rhona Brex respectively. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    There are many combos so I'll just list the options and what I've been doing lately.

    Boff Skill Options:

    Sci

    1. HE I, Sci II, TSS III, TBR III

    2. TB I, TBR I, GW I, FBP IIII

    3. PH I, Sci II, Tach Beam III, CPBIII

    4. TSS I, Jam Sensors II, Energy Siphon II, VM II (This boff is used for ground occasionally use for Jam Sensor)

    5. TB I, Sci II, Tach Beam III, VM III (VM III not bad when 1v1 vs a tank as it is disruptive to all systems)

    Tac

    1. TT I, CRF I, APO I, APD III

    2. THY I, TBAux II, CRF II, DPB III (usually in an Lt slot if used I'm not spec'd and rarely use mines)

    3. BFaW I, Torpedo Spread II, CVS II, CVS III (anti spam Boff)

    4. TT I, CRF I, BO III, DPB III (usually in an L.C. slot)

    5. BTSheilds I, APB I, CVS II, APO III (usually in a Lt slot if used unless anti spam or team that likes to group tightly)

    Eng

    1. EPS I, EPW II, Aux to Structure II, EWP II (usually in LT slot if used)

    2. EPtAux I, Eng Team II, Aux to struc II, RSP III

    Lately I've been flying Sci 1 commander, Sci 2 LC, Sci 3 Lt and Tac 2 in last Lt. in arena matches (it tanks pretty well if I can avoid TBs when my PH is on cooldown good CC but not so good on damage as I'm not spec'd to max out TBR damage output). But, there are many options of CC some heal/tank and Burst damage combos which I like. For me I find it's most important on deciding on SP distribution which I invest heavly in Engineering and limit the Tac/Sci options to overlap boosts as best I can.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    I'm weird with mine, I just stick with one build.

    I fly the B'rel and I'm a Tac

    Cm. TacT1, BO2, BO3 and APO3
    LtCm. TacT1, THY2 and THY3
    Lt. PH1 and TBR 1
    Lt. EngT1 and EPTS 2

    Fore: 2 DHC, 1 Torp and 1 DBB
    Aft: 2 Turrets rear


    I plan on testing

    Cm. TacT1, THY2, BO3 and APO3
    LtCm. TacT1, THY2 and BO3
    Lt. SciT1 and PH2
    Lt. EngT1 and EPTE 2

    People might think all the teams are crazy but I only really stack Tac Teams. The Sci and Eng are for quick heals while cloaked. I only hit n run with my B'rel so not much need for sustained battle BOff abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    This post pertains to some questions of mine, so here they are. Can the bop be a effective escort? The other thing did they nerf transfer of shield power? My biggest problem right now is loosing my shields way too fast, and only having science team to replenish them at a good rate. Down side is science team is tagged in with engineering team.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Sworoth wrote: »
    This post pertains to some questions of mine, so here they are.
    Can the bop be a effective escort?
    Most certainly, iether solo or even better in groups of 2-3.
    The other thing did they nerf transfer of shield power?
    There was a mechanic change I believe. It does not give as much resist now.
    My biggest problem right now is loosing my shields way too fast, and only having science team to replenish them at a good rate. Down side is science team is tagged in with engineering team.

    Why are you running ST as your shield heal?
    ST is there to take away debuffs mainly.
    Cycle EPTS twice with TSS, while possibly haveing HE or A2Sif for the hull.

    Here is an set-up I used to run and enjoy.


    Hegh'ta Heavy Bird-of-Prey
    24,000
    3,980
    4 2
    100
    3 3 3
    21
    0.20
    60

    Fore: Disruptor DHC's x2 (acc , Crith, Critd)
    Tricobalt or Quantam (acc ,Crith, Critd)
    Disruptor DBB (acc, Crith, Critd)

    aft: Disruptor Turrets x 2 (acc, Crith, Critd)
    and/or Quantam, Tricobalt torpedo
    and/or Disruptor beam array

    Borg Assimilated Deflector
    Aegis Engine
    Aegis Shield

    Engineer consoles:
    Field Generator (+35%) , Nuetronium armor , Sif Generator (+35)

    Science consoles:
    Induction Stabilizer, Halon system, Holamatrix diode or Borg Console

    Tactical consoles:
    Disruptor Induction Coil x3

    Balanced BOff loadout
    Commander: Tac: THY1 , CRF1 , BOL3, ApO3
    LTC: Eng: EPtS1, EPtS2, A2Sif2
    LT : Sci: HE1, TSS2
    LT: Tac: TT1, ApB1
    6 offensive / 5 defensive
    Damage BOff loadout
    Commander: Tac: THY1 , CRF1 , BOL3, ApO3
    LTC: Tac: TT1, ApB1, ApD2 or CRF2
    LT : Sci: HE1, TSS2
    LT: Eng: EPtS1, A2Sif1
    8 offensive / 4 defensive
    Damage BOff loadout2
    Commander: Tac: TT1 ApB1 THY3 CRF3
    LTC: Tac: THY1, CRF1, BOL3
    LT : Sci: HE1, TSS2
    LT: EPtS1, EPtS2
    8 offensive / 4 defensive
    Healer BOff loadout
    Commander: Eng: EPtS1, EPtS2, ET3, A2Sif3
    LTC: Tac: THY1, CRF1, BOL3
    LT : Sci: HE1, TSS2
    LT:Sci: PH1 , ST2
    3 offensive / 8 defensive

    Sci Spam BOff loadout
    Commander: Sci: TSS1, TB2, SS2, PSW3
    LTC: Tac: THY1, CRF1, BOL3
    LT : Tac: TT1, ApB1
    LT: Eng: EPtS1, EPtS2
    5 offensive / 3 debuff / 3 defensive
    It sucks to have the lowest base shield stat in the game but I still feel the BoP is the best designed vessel the Devs have put in STO.:D
    Every Klingon should cut his teeth in one.

    Krizonar wrote:
    Back when I flew my Bop, I based on the fact that Bops always get focused
    .
    Treu words true
    The feds hate the BoP, you will be noticed.

    lol, way to be a thorn in thier side K. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Back when I flew my Bop, I based on the fact that Bops always get focused.

    TAC LT: Tac Team I and Delta I

    SCI LT: Tractor Beam I and Science Team II

    SCI LTC: Tractor Beam I, Transfer Shield Strength II and Hazzard Emitters III

    ENG CMD: Emergency Power to Shields I, Rotate Shield Polarity I, Aux to Sif II and Eject Warp Plasma III.

    Trickiest Bird in the fleet.

    Engineering Captain.

    Power levels 75/50/25/50 (which puts it at about, but not exactly 110/97/52/80)
    It ran anti-protons so it was still able to sting a bit with nadion inversion.

    "SHOOT THE BOP!"
    "LOL GUIZ IT'S NOT DYIN"
    "OH NUS, IT'S TRACTOR BEAM SPAMMINZ"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Thank you for the help, and suggestions. On the science team i dont know, i know its there for removing debuffs, but honestly ive seen it give my shields a good solid boost.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Sworoth wrote: »
    Thank you for the help, and suggestions. On the science team i dont know, i know its there for removing debuffs, but honestly ive seen it give my shields a good solid boost.

    It does heal shields, just not as well as others. Most carry it just for the removal of teh debuffs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    This thread delivers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Quick question.
    Does the BoP still have the ability to go full reverse and auto-switch direction if forced so?

    meaning, if I go into reverse and travel that way after a few seconds the BoP will rotate on its axis to face that direction and continue forward from there.
    I have not noticed this in other vessels and have always found it to be a boon to BoP piloting at times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    Roach wrote: »
    Quick question.
    Does the BoP still have the ability to go full reverse and auto-switch direction if forced so?

    meaning, if I go into reverse and travel that way after a few seconds the BoP will rotate on its axis to face that direction and continue forward from there.
    I have not noticed this in other vessels and have always found it to be a boon to BoP piloting at times.

    Wow, I've never known it to do that and I use reverse to help turn in escort duels. Maybe that's why it works so well.


    Hey Roach... your avatar says "Banned". Did you switch or did Cryptic develop a hate for Yellowbeard? If they are banning Yellowbeard then put me down on the list for official protester... :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    i see some builds have cannon rapid fire 3 then a lower version. is this a big help to DPS? are they on different timers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    IronKobra wrote: »
    i see some builds have cannon rapid fire 3 then a lower version. is this a big help to DPS? are they on different timers?

    forget DPS man. lets talk about "Spike Damage" .... so yeah, Rapidfire 3 help to do spike damage. spike damage, is the damage, that brings enemies down.

    so having lower versions of RF or HY on your BoP is only for the time, when your Tactical Initiative (if you are a Tac guy in a BoP) is on CD.
    And Rapidfire / HY have global CD. but i dont know exactly the timer atm...i think it is 15 sec global and 30 sec local CD.

    so activate Rapid 3: 10 sec duration, 15 sec global / 30 sec loacal =5 sec pause without Rapidfire, then activate Rapidfire 1 (or 2): duration 10 sec, 15 sec global / 30 sec local CD, 5 sec without rapidfire, then again Rapid 3 .... and so on. so more the 2 cannonskills is a waste i think. but i am not 100% sure about the global/local CD's or the duration.

    And stay away from using "DPS".... DPS is for cruisers or science vessels, and related to ecorts/ BoP / Raptor, try to use Damage or Spike-Dmg. thx.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2011
    ah ok that makes sence, i think i will try that. I recently went to the double turret optopn and have noticed a big difference in how lont it takes shields to go down
Sign In or Register to comment.