Given its U-slot capability any BOff loadout is possible, even wierd ones.
lol, you should see my B'rel layout
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
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
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.
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
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?
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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"
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.
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.
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.
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...
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.
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
Comments
lol, you should see my B'rel layout
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
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
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.
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
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.
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.
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.
Hit-n-Run/DPS - Balance between firepower and survivability, run when needed;
Commander: (Tactical)
Lt. Commander: (Science)
Lieutenant: (Engineer)
Lieutenant: (Science - a little less squishy OR Engineer - a little easier to run)
=========================================
30 Seconds to Liftoff (Hit with all you've got, then run for cover, minimal necessary survival skills):
Commander: (Tactical)
Lt. Commander: (Science)
Lieutenant: (Engineer)
Lieutenant: (Tactical)
======================================
Be vewwy, vewwy quiet... I'm hunting Fed-bits! (Single target massive attack, then escape until cooldowns permit a repeat)
Commander: (Science)
Lt. Commander: (Tactical)
Lieutenant: (Engineer)
Lieutenant: (Tactical)
Just a few of my faves.
-Big Red
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
I'm currently leveling my Sci. ( actually i'm at work) I'll see what I can do.
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.
HealBOP ftw!
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.
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.
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.
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"
It does heal shields, just not as well as others. Most carry it just for the removal of teh debuffs.
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...
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.