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negh'var beams or cannons ??

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited August 2011 in Klingon Discussion
Hi All

I just hit BG1 and got myself a nice negh'var, whats your imput for weapons loadout?

At present i have on front 2x DHC 1xDBB and quantom torp and 4 turrest in the aft.

I tried a pure beam boat on my T4 and the power drain was just silly, so guys how do you KDF players kit out your T5? any builds would also be helpful :)

Thanks in advance for any response.

Ming
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    You should be ok with cannons as long as you have Aux to Damp (probably want 2 copies) to increase turn rate. I did that on my Neg and it worked fine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Beams, always. Anyone with a shred of understanding of how this game works will tell you the same thing. Also, taking Aux2Damp instead of Aux2SIF in a cruiser is terrible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »
    Beams, always. Anyone with a shred of understanding of how this game works will tell you the same thing. Also, taking Aux2Damp instead of Aux2ID in a cruiser is terrible.

    He means instead of Aux2SIF:D. But he's right if you are talking about serious team play. Cannons in this thing (not to mention the 2 wasted slots for Aux2ID) is just silly unless you are farting around.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    PvE - Sure, cannons are fine.
    PvP - If you want to use cannons, I'd suggest using the vorcha refit. Much better turnrate and more tactically focused.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    You should try and see which fits you the best.

    Beams have a nice all-around coverage, while DHC + Turret configuration dishes out some serious firepower with a weak 270 degree arc. I personally use a 4 Beam + 3 DHC + 1 Tricobalt configuration on my Negh'var that seems to be a nice balance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    To get the Negh'var to behave well with dual cannons I sacrificed so much of it's cruiseryness to get it to turn that I didn't enjoy it much. One thing I do plan to try is single cannons however. If it works for an Excelsior, a Negh'var should be able to pull that build off.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    a single cannon/turret build would work quite well with one of these, maybe even better then beams, its turn rate is even better then the excelsior's. only has access to 1 cannon tactical power though, same with vorcha.

    on my vorcha and negvar i swap between duel cannons with single cannons depending on the situation, something fed cruisers cant do. if there's a lot of escorts around single cannons all the way, but if your facing other cruisers you can easily keep them in your duel cannon arc with just 1 turn rate console and be dealing the most damage.

    i suggest 2 copies of DEM II, 2 copies of EPtS2 and EPtW1, aux2struc3, ET1, TT1, CRF1, ST1 and TSS2. lots of tanking and lots of damage. your score board numbers might not be as high as a beam user, but your damage will be having more of an effect.

    if your in a vorcha instead of a negvar, you lose your ET 1 so replace ST1 with HE 1, believe it or not if you keep your aux mid level or have aux batteries that's all the heals you will need. have a forward torp and use HY1 in the extra tac station. even in a cruiser you are able to drop shield facing, often your opponent wont expect you to burst like that and be slow to counter, a slow photon HY should land right around that time a hole opens up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I just tested the following on Tribble:

    Front: DBB, Single Cannon X 2, Tricobalt
    Rear: Turret X 4
    Borg Engine
    Borg Deflector
    Reman Shield
    Neutronium armour, EPS console, Field Generator (+35% shields) and RCS accelerator
    Halon and Borg console
    Prefire chamber X 3

    Ensign Tactical: BO1 and CRF1
    Ensign Engineering: Eng Team1
    Lt Cmdr Engineering: Emergency to shields 1, Aux2ID 1, Dem2
    Cmdr Engineering: Emergency to shields 1, Aux2ID 1, Dem2, RSP3
    Lt Science: Science team 1, Hazard Emitters 2

    It seemed pretty good, although I've yet to use it on other players. I think swapping one of the rear turrets for an array would be an improvement because the Overload could be thrown in any direction then. Also I might change Science Team for Transfer Shield Strength. ES3 instead of RSP would improve it's ability to support other ships too, at cost of self survivability, it'd probably be worth having that on the Lt Cmdr officer, and swapping the two as the situation dictates.

    Sacrificing the Eng team on a Vor'cha would allow tac team, or a second overload, or HYT and a more traditional torp, probably quantum, though generally quantum's need speccing as well as anything else.

    I was using this build as a tactical officer, so the cooldown was reduced for a lot of powers due to tactical initiative. But doubling up on some of the powers is still worth it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Beams Beams and more Beams!

    I role 2 beam banks an array and torp fore, and 3 beams, torp aft. Works great. Weapon drain is not that bad, set to 100 and you'll do fine. If you're and Eng you've got eps and nadion. If not, cycle some power to weapons 1.

    For PvE bring a high yield and FaW2. For PvP bring high yield and delta 1. And HEAL ! Heal man HEAL! More healz to the team!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    2 DHC and 1 DC and a Torp works fine for me and i dont run Aux2ID constantly so you dont need 2 of those for sure.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    SteveHale wrote: »
    He means instead of Aux2SIF:D.

    Indeed, fixed. Thanks Hale.
    Alendiak wrote:
    PvE - Sure, cannons are fine.
    PvP - If you want to use cannons, I'd suggest using the vorcha refit. Much better turnrate and more tactically focused.

    Good to see you've come around finally. That's exactly it :D
    Azurian wrote: »
    I personally use a 4 Beam + 3 DHC + 1 Tricobalt configuration on my Negh'var that seems to be a nice balance.

    So you have to choose between trying to line something up with your DHCs in front, or your beams in back, and you have a huge coverage gap between the two. That setup is giving you absolutely garbage damage. You post a lot in the PvP section about balance and changes that need to be made in the game, but you have so much to learn about this game before you have the requisite knowledge to be critical and constructive as opposed to the "crazy uncle" personality that even you joke about. This is very simple stuff.

    And all of you should be engineers, and every one of you should have a copy of ES3. Maybe one of these days I'll start a thread on how to make an effective build....



    This post has been edited to remove content which violates the Atari Community Rules and Policies ~WishStone
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    This argument comes up every time someone asks the question "beams or cannons", and there is always a stream of "only use beams". It simply isn't true.

    Before flying my Vor'Cha, I flew a Negh'Var with exactly the same weapon layout;

    Fore:
    2x Dual Cannons
    1x Dual Beam Bank
    1x Torp launcher

    Aft:
    2x Beam
    1x Turret
    1x Torp launcher or additional beam depending on situation

    That gives an incredibly high dynamic range of damage, and the burst damage potential is massive. Yes it results in a gap in firing arc, but only if you're incapable of flying.

    The question of turn rate is rather moot frankly. 1 turn rate console will give the Negh'Var fairly good turn, and an engineer should be more than capable of maintaining a high aux power setting due to innate engineer settings (off the top of my head, my power is something like 110 weapons, 70 shields, 60 aux). An EPS console also makes any power drain argument pretty moot, especialy for an engineer.

    Beams vs Cannons is an argument of sustained DPS vs burst DPS. You can argue which is better until you're blue in the face, but they each have equal advantages and disadvantages.

    Flying a Negh'Var with the above stats in PVP, I would almost always be within the top 3 highest DPS, often besting escorts and BoPs, so the argument truly is rather moot.

    A Negh'Var with cannons can be far more deadly than a Negh'Var with beams, so long as you know how to fly it.

    In fact, if I was a Fed, I'd prefer Klingon cruisers to be using beams simply because its easier to defend against sustained DPS than it is to defend against burst DPS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Fore:
    2x Dual Cannons
    1x Dual Beam Bank
    1x Torp launcher

    Aft:
    2x Beam
    1x Turret
    1x Torp launcher or additional beam depending on situation

    That gives an incredibly high dynamic range of damage, and the burst damage potential is massive.

    Your damage potential isn't anything even close to massive. In fact, that is by far the worst set up out of everyone who has posted in this thread.
    The question of turn rate is rather moot frankly. 1 turn rate console will give the Negh'Var fairly good turn, and an engineer should be more than capable of maintaining a high aux power setting due to innate engineer settings (off the top of my head, my power is something like 110 weapons, 70 shields, 60 aux).

    Why would you want to run high aux to increase turn rate? That is sooo season 1. Turn rate is tied to engine power now.
    Beams vs Cannons is an argument of sustained DPS vs burst DPS. You can argue which is better until you're blue in the face, but they each have equal advantages and disadvantages.

    No, you ask any good PvPer and they'll all say "beams", a few outliers will suggest single cannons and/or turrets as an alternative, and absolutely nobody will suggest that you mix beams and cannons. After you fly against those PvPers and they kick your butt you wisen up.
    Flying a Negh'Var with the above stats in PVP, I would almost always be within the top 3 highest DPS, often besting escorts and BoPs, so the argument truly is rather moot.

    It's not moot at all. Pugs are pathetic. I once out-damaged and out-healed a full fed team combined in a large cap-and-hold. Doesn't mean anything, except that they were horrible. When you take a build like that and compare your damage to the damage of people who actually know how to play a cruiser you'll be at the very bottom of the charts.
    In fact, if I was a Fed, I'd prefer Klingon cruisers to be using beams simply because its easier to defend against sustained DPS than it is to defend against burst DPS.

    Burst DPS and sustained DPS from your build are both going to be measly, but no, cruisers are good at sustained DPS so that's what they should focus on. Leave burst DPS to the escorts and you get something that is complementary.


    Sigh... listen up people. Cruiser piloting 101 cliff notes with attitude:
    • Fly an engineer. Otherwise get out of the cruiser. A few players can make tact work in a cruiser, but if you need to read this guide to fly a cruiser you definitely aren't one of them, sorry :p
    • Run eight single beams. If you must, run seven beams with a torp.
    • You aren't supposed to be a damage dealer, you are a healer who happens to do damage. If you want to do massive damage fly an escort. If you are one of those strange people who think that cruisers should only focus on healing and not damage (eg. running 25 weapons power and full aux) then for God's sake stop firing. You're giving away borg procs and that is terrible. Spam mines and chroniton torps if you really want to go that route -- but you still shouldn't.
    • The only thing that will ever grace your Cmdr. slot is Extend Shields 3. You also need Aux2Sif2, Engineering Team 3, and Engineering Team 2. You have a bit more play with the lower level level skills. You probably want an RSP, as well as an EPtS. EPtA and EPtW are another two valid skills.
    • If you take an RSP 2 or 3 you are a horribly greedy person. We're talking C-store levels of greed here. Also don't take more than one RSP. Either of these are the equivalent of giving your team the middle finger, and automatically makes you a terrible PvPer and possibly human being as well.
    • In terms of tactical skills, you can never go wrong with FAW (assuming you have good power levels), Delta is another good one. Tactical team can save stupid team mates who don't balance their shields or have a tac team. Beam overload works good if you can coordinate with an escort and augment his spike. Ditto HYT.
    • For science skills you want at least one TSS and one HE. If you have an extra ensign slot, either take another TSS/HE, or a tractor beam, or a science team for debuff clearing. If you take jam sensors, baby Jesus will cry and then probably smite you. ;)
    • Your DPS comes from your power management. Resist the urge to pop EPS power transfer and Nadion at the same time and instead be sure to cycle them. If you run EPtW it will help you. +7 weapons consoles are your friend, more so than EPS consoles in most cases. You want to be running full power to weapons basically all the time.
    • Set up smart power presets. 100 weapons / 50 shields is good for when you need to tank or cast an extend shields. You can also make a power preset that takes power out of weapons and into shields if you have a tough time reaching 125 shields power. You need to be able to get over 100 shields for extend 3 to be potent, and ideally you can get to 125 whenever you need to cast it. Another must setting is 100 weapons / 50 aux for when you need to cast aux-based heals. Get good at switching between these and intuiting when you will need to be at different power levels. Setting up hotkeys is totally recommended.
    • Run the borg set with either covariant or resilient shields. If you don't have the borg set, stop doing PvP immediately and run some STFs. Actually, this goes for any ship or build.
    • Basically, don't try to make the cruiser into something it is not. You are a healer that does good sustained damage. Going away from that only serves to hurt you build and weakens your team.

    Now can the bad advice end please?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »
    Good to see you've come around finally. That's exactly it :D

    Lol, yeah I couldn't exactly ignore the truth. :)

    Vorcha Refit is love.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »
    Your damage potential isn't anything even close to massive. In fact, that is by far the worst set up out of everyone who has posted in this thread.[/qupte]

    If that were true, I would not regularly be out-DPS-ing tactical officers in escorts. Case in point.

    hurleybird wrote: »
    Why would you want to run high aux to increase turn rate? That is sooo season 1. Turn rate is tied to engine power now.

    High Aux power allows for a greater defence buff from science skills. Nothing to do with turn rate, it increases my defence.

    hurleybird wrote: »
    No, you ask any good PvPer and they'll all say "beams", a few outliers will suggest single cannons and/or turrets as an alternative, and absolutely nobody will suggest that you mix beams and cannons. After you fly against those PvPers and they kick your butt you wisen up.

    Mixing beams and cannons allows a non-tactical cruiser captain to effectively mix two tactical abilities that allow for higher DPS.

    It makes the setup more dynamic, and gives the ship a greater mix between sustained DPS and burst DPS.

    Again the fact that my setup regularly out-DPS's escorts sporting all cannons and cruiser sporting all beams is proof in the pudding.

    hurleybird wrote: »
    It's not moot at all. Pugs are pathetic. I once out-damaged and out-healed a full fed team combined in a large cap-and-hold. Doesn't mean anything, except that they were horrible. When you take a build like that and compare your damage to the damage of people who actually know how to play a cruiser you'll be at the very bottom of the charts.

    Considerng I have been PVPing since the game launched, and considering I have never been at the bottom of the list on DPS, I am quite satisfied that I am correct.

    hurleybird wrote: »
    Burst DPS and sustained DPS from your build are both going to be measly, but no, cruisers are good at sustained DPS so that's what they should focus on. Leave burst DPS to the escorts and you get something that is complementary.

    I won't have the same burst DPS 1vs1 as an escort, and I won't have the same sustained DPS 1vs1 to a Cruiser, instead I have a greater mix of the two will allows me to do greater DPS over a single period of time. that is how I almost always top damage charts.
    hurleybird wrote: »
    Sigh... listen up people. Cruiser piloting 101 cliff notes with attitude:
    lots of pointless words

    Here is a 101 for you:

    Unless you are intending on being somekind of "ultiamte PVPer" you can fly any ship, with any class, with any weapons, with any boff skills, and still be "viable" and "effective".

    Since most people don't aim for that, but instead aim for something that they will find both enjoyable and useable, everything you've said has about as much point and use as how many times I took a dump yesterday.

    The original question was: What is better on a Negh'Var? Beams or Cannons?

    The answer IS NOT beams. The answer is: It depends on how you play, on your class, and whether or not you intend to be some kind of PVPing god.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    On a fortified and slower ship like the Negh'Var, I would prefer beams personally. You're going to do a lot of damage broadsiding and that nad you also have a bit more generous arc. If you run maybe one set of cannons perhaps that would be ok, but I still think they're a waste in this instance. Your turn rate and speed in combat lend this ship to a mostly beam setup.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    As I keep saying, it is not as simple as "beams are always best" and it is certainly not true that beams on a Negh'Var will out-DPS cannons.

    It depends entirely on your playstyle and entirely on your role.

    If you're the sort of person that likes to kill things yourself, wanting to kill things as quick as possible, and want to be less reliant on other players, then definitely go cannons. I guarantee you a Negh'Var with cannons will kill any ship, PVE or PVP, quicker than a Negh'Var with beams.

    If you prefer playing more of a support role, then beams are best as you don't have to keep your attention locked on facing your opponent.

    It is also a matter of what you chose for tactical boff abilities - that choice is largely what drives me to mix beams and cannons up front since it means I can run Beam Overload and Canon Rapid Fire - which means with my cannons and dual beam bank up front I can give a substantialy greater volley than if I were just using beams, or just using cannons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »

    Sigh... listen up people. Cruiser piloting 101 cliff notes with attitude:

    Now can the bad advice end please?

    this is all true if your part of a prebuilt team. but if your like me and like puging cap and holds, basically what ever you like flying, as long as it genuinely is effective will work fine. a lot of the builds posted wont be genuinely effective like huleybird has said.

    i find solo dps/tank cruisers to be the funnest thing to fly personally, and love to get in 1v1 fights wile capping points. all my builds are made with dueling in mind, but every time i do an arena im not a whole lot of good to the team because my build isnt anything like the one in that list.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Even the vorcha with cannons is not optimal. If you want something with a little cruiser tankiness adn escort damage go raptor the ******* child of the escort fleet in this game. With the full borg setup it is quite tanky and can bring the pain also. Also if you do go raptor and miss the horrible the turn rate of the cruiser the raptor will keep you grounded because it is by far the worst turning escort in the game. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    ES3 only works if you're in a pre made team. Otherwise you cant count on anyone healing you. And that 1 and only Cmdr. slot isnt helping you when you get focused.

    I run a pretty basic set up that has been working great in PvP "non pre mades" and is pretty boring in PvE. I'm in a Vorcha but works for any cruiser.

    2 beam banks, 1 array, 1 torp
    3 arrays, 1 torp

    Tac team 1, delta 1
    high yield 1

    Power 2 Aux1, Power 2 Aux2, Eng team 3, Aux2Sif 3
    Power 2 Shields 1, Power 2 shields 2, Eng team 3

    Hazard 1, Transfer shields 2

    This, I think, is pretty basic. I can keep my shields and aux up at all times. Letting me have a strong Aux2Sif 3, HE and Tss. While still allowing for 100 power to weapons.

    I can throw a Tac team/Tss 2 on a teammate and an Aux2Sif3. Giving them good shields and good hull + resist. If needed, delta 1. Then 15 seconds and they get Aux2Sif3 and Eng team 3. All of these heals are strong and able to use on a teammate, or if I get focused, myself. The only hole here is SNB since I have no Sci team. But surprisingly it's not a huge deal, you can wait that 20 or so seconds.


    So. Why beams. Well my job isn't to kill things. It's to support my team. Those BoPs need all the help they can get right?

    If however the OP is not planing on doing any PvP. Then load up on Dual heavy cannons, turrets. Make use of rapid fire/scatter volley, Aux2Damp. and Power to engines 1 and 1.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The answer IS NOT beams. The answer is: It depends on how you play, on your class, and whether or not you intend to be some kind of PVPing god.

    You can lead the PvEr to water, but you can't make him drink :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »
    You can lead the PvEr to water, but you can't make him drink :p

    True, but the thing is, not everybody wants a cookie cutter build, they're often the most effective (there's a reason they're common), but they're also lacking individuality. It's a sign things are broken when some potentially decent builds are considered inferior for not conforming strictly to the prescribed builds common in PVP. Variety's the spice of life after all.

    Also, while I agree to a extent cruisers should fill a support role in Arena as healers, that's the only time you're likely to be embroiled in one fight, in one place with all your team mates and all your enemies. PVE, Ker'rat and Cap & Hold do not work this way, and hybrid builds in those areas of the game can be intresting and often superior. In Cap & Hold my Fleet Escort can roam pretty safely tapping enemy nodes off and tank one really good player or several average ones for example, and even then, although on the face of it being able to tank with limited ability to heal in Arena may not seem too useful, it means I need less nurturing from the healers, and while not on tac officer levels, can still do decent spike damage, and often with that build. I found a similar thing when I flew the Negh'var on my KDF tac, I couldn't do as much damage as I do in a bop or raptor, but I didn't need that much looking after either.

    Diversity can work sometimes.:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    True, but the thing is, not everybody wants a cookie cutter build, they're often the most effective (there's a reason they're common), but they're also lacking individuality. It's a sign things are broken when some potentially decent builds are considered inferior for not conforming strictly to the prescribed builds common in PVP. Variety's the spice of life after all.

    Well the question is do you want to be as efficient as possible or not? If yes then there is no way around the usual cookie cutter builds because they are the most efficient. In this case beams would be the answer to the OPs question.
    But this doesn't mean it is the only viable one. If you don't care how effective you are then you can also use cannons or a mix of both.


    My current Negh'Var (work in progress):
    Front: 1xQuant, 3xSingle Cannon Disruptor
    Aft: 4xTurret Disruptor

    Tac: TT, ABP
    Sci: PH, TSS2
    Eng: DEM3, DEM2, ET2, EPTW1
    Aux2SI 2, Aux2Damp 1, EPtS1
    EPtS1

    Is it the most efficient? Hell no and I know it (I hear you laughing PvPers :p). But it is what I have fun playing with and in the end that should be the important part. (Not saying you can't have fun with a cookie cutter build).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Vampir888 wrote: »
    Well the question is do you want to be as efficient as possible or not?

    And that there is the problem, and what I have been trying to say, because there is no one overall efficient build.

    There is an efficient PVP build, an efficient PVE solo build, an efficient group PVE build, etc etc.

    All of the above are also entirely dependant on other players in your group, the type of map you are playing, and other factors which can also adjust what is, or is not, efficient.

    Beams may be efficient in some cases, but NOT all.

    Solo PVE being the biggest difference here since, generally speaking, efficiency in PVE is:

    ability to survive vs ability to kill a target as quickly as possible

    Cruisers are the best ship for that, and a cruiser with beams is less efficient compared to a cruiser with cannons, or a cruiser with a mix of the two, simply because a beam boat will not kill a target as fast.

    So if the OP is more interested in solo PVE, then the suggestion of going all beams is not true at all. It will hamper him, not help him.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    hurleybird wrote: »
    • Basically, don't try to make the cruiser into something it is not. You are a healer that does good sustained damage. Going away from that only serves to hurt you build and weakens your team.

    Funny how the same thing can be said of your own build eh?

    Healing setup:

    Aux2SIF III
    x 2 Engineering Team IIIs
    Extend I
    RSP I for yourself
    x2 EPtS Is for yourself
    Transfer Shields II
    Hazard I

    You have one extra ensign based on what ship youre in (orion is best for healing due to science heals)

    Power:

    25 to weapons (even with 100 power to weapons your damage is laughable)
    50 to shields
    25 to engines (bump this up on the fly if youre being sci harrassed)
    100 to Aux (reaches 119 with Borg)

    x3 SIF consoles
    x1 Field Generator console
    x2 Hazard Consoles
    x1 Borg Console


    Best healer in the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Beagles wrote: »
    /snip
    Best healer in the game.

    That kind of setup makes sense when you have two squishy BoPs performing hit and run attacks like the QEW setup. With a more typical setup you run the risk of bringing your team's DPS down too far to be effective. In any case, with good power management you aren't losing out on too much healing to do decent damage. If you don't want to take it from me, take it from guys like Era.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I'm using double Plasma Beam Banks and Plasma Dual Heavy Cannons. It's expensive to skill but in PVE it was ok by now, exept for the Pi Canis sorties.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I bought a Negh'Var tonight and started testing it with cannons.

    Current setup:

    Fore: 1 AntiProton DC, 2 AP Cannons, 1 Photon Torp
    Aft: 3 AP Turrets, 1 Photon Torp

    Tactical: TT I , APD I

    Engi: EPTS I, ET 2, EPTS 3, EWP 3

    Engi: EPTE I, EPTW 2, ET 3

    Engi: EPTW I

    Sci: ST 1, HE 2

    My char is Engineer and i have full Aegis set.

    Been in 2 Arena match with it, finished with highest DMG done, ex-aequo for kills and highest healing done. Now it certainly is not an optimal ship but it fared well enough and was fun piloting. I just kept my Photon torp on autofiring while trying to stay in the 45 degree to use all weapons.

    I might try beams tomorrow but cannons seemed not that bad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Hi all

    some very intresting things to think on, thanks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Hi,

    so assumed I want to go all beams or beam+torp in a Negh'Var.

    Any input on arrays vs dual banks?

    On my lower tier cruisers I used to have one dual bank in the front to lower the energy drain from the broad side.

    How would you go in a neg var? is anyone actually using broad sides of six or more arrays?

    Oh, and while we are on it - wich tac console? the +beams or the +dis one? one of each or two of one kind? do they stack?
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