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Vo'quv season 5 build help.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2011 in Klingon Discussion
I just came back to sto after 4mos away and pretty sure my carrier build is trash now and with all the changes to sci consoles i am pretty much lost, i checked stowiki and looks like they arent updated yet,so i am kinda looking for help with a pve support build . this will be capt'd by joined trill eng.

i wont waste time putting my entire build up cause it would be flamed so i would like tips on whats the in now for this carrier.


few ideas i was looking at was Torpedo boat ,beams...

please kdf give me some help this is being made for stf's pve ZERO pvp.


thanks ahead of time.
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I just came back to sto after 4mos away and pretty sure my carrier build is trash now and with all the changes to sci consoles i am pretty much lost, i checked stowiki and looks like they arent updated yet,so i am kinda looking for help with a pve support build . this will be capt'd by joined trill eng.

    i wont waste time putting my entire build up cause it would be flamed so i would like tips on whats the in now for this carrier.


    few ideas i was looking at was Torpedo boat ,beams...

    please kdf give me some help this is being made for stf's pve ZERO pvp.


    thanks ahead of time.

    I would suggest the you post your current build so that players can see what you run with so we can see if it's still viable or not.

    The Vo'Quv has not changed much, it just got a few more options is all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    This is what my carrier is currently:

    Tact: FAW I, FAW II, APB II
    Sci: HE I, TSS II
    Sci: ST I, TSS II, HE III, GW III
    Eng: EPtS I, EPtS II, APtSIF II

    The Science Team I should probably be a Polarize Hull I, to shrug off tractor beams. But overall, tanky. I can heal others, but don't others that often, because I pull aggro using FAW and because carriers cannot turn, so unless people come to you for heals, they'll usually be out of range anyway.

    My weapon set up is:
    Front: 2x Beam Array, 1x Dual Beam Bank
    Back: 3x Beam Array

    Basically, carriers don't turn worth squat, so want to cover a variety of angles. A DBB or 2 so as to keep the power drain acceptable. And with beams, I can use the target subsystems. Skipping on the torps saves me skill points. If stuff needs torping, the fighters can do it.

    Buildwise, obviously take stuff that helps those things. And a few tanky things. The special resist stuff (Insulators, Dampeners) seem pointless right now.

    A big part of it is using the right fighter bay stuff. S'Kul fighters are the best DPS choice. Power Siphon Drones are a highly desired thing on cubes and gates. And the Shield Repair drones are good for being tanky. I've got 2 S'Kuls, 2 PSDs, and 1 SRD and I mix and match them based on what I'm doing. When there's destructible missiles around, be sure to set your pets to intercept mode, if you are using S'Kuls.

    Against big nasties, you want to get its attention, stay constantly moving at a reasonable distance, and use your powers preemptively. It is about resists more than reacting with heals. Against spheres and such, you'll usually want to hold off on using HE until you've got a nasty plasma dot on you. And against cubes, Power Siphon Drones, shut those suckers down. And target their weapons or shields early, to give the drones a little leg up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Do not use BOPs for hanger items that are broken. Only advice i can really give that no one will argue with
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Axterix wrote:
    This is what my carrier is currently:

    Tact: FAW I, FAW II, APB II
    Sci: HE I, TSS II
    Sci: ST I, TSS II, HE III, GW III
    Eng: EPtS I, EPtS II, APtSIF II

    The Science Team I should probably be a Polarize Hull I, to shrug off tractor beams. But overall, tanky. I can heal others, but don't others that often, because I pull aggro using FAW and because carriers cannot turn, so unless people come to you for heals, they'll usually be out of range anyway.

    My weapon set up is:
    Front: 2x Beam Array, 1x Dual Beam Bank
    Back: 3x Beam Array

    Basically, carriers don't turn worth squat, so want to cover a variety of angles. A DBB or 2 so as to keep the power drain acceptable. And with beams, I can use the target subsystems. Skipping on the torps saves me skill points. If stuff needs torping, the fighters can do it.

    Buildwise, obviously take stuff that helps those things. And a few tanky things. The special resist stuff (Insulators, Dampeners) seem pointless right now.

    A big part of it is using the right fighter bay stuff. S'Kul fighters are the best DPS choice. Power Siphon Drones are a highly desired thing on cubes and gates. And the Shield Repair drones are good for being tanky. I've got 2 S'Kuls, 2 PSDs, and 1 SRD and I mix and match them based on what I'm doing. When there's destructible missiles around, be sure to set your pets to intercept mode, if you are using S'Kuls.

    Against big nasties, you want to get its attention, stay constantly moving at a reasonable distance, and use your powers preemptively. It is about resists more than reacting with heals. Against spheres and such, you'll usually want to hold off on using HE until you've got a nasty plasma dot on you. And against cubes, Power Siphon Drones, shut those suckers down. And target their weapons or shields early, to give the drones a little leg up.

    Sorry i seem ingorant but I really don't understand most of the abbreviations on your consoles. I think Science Team 1 is the only one I understand.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Kieshdor wrote: »
    Do not use BOPs for hanger items that are broken. Only advice i can really give that no one will argue with

    I thought they were non combat pets? Yeah anything else is better depending whether u want dps or healing
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Bops are combat pet. They were almost the best for the Vo'Quv good damage and good survivability, usually able to take a core breach of a cube if at full and shields up/not cloaked. the weapons have been changed around for NPC units so all BOPs except for STF elite Borg BOPs, Bops have dual cannons and maybe a photon torp launcher. The Karfi fighters(sry dont use them enough to remember correct name) have dual AP cannons also but they have very high turning so they can use them unlike the 2 carrier heavy units(Raider[BOP]/Frigates[Karfi Frigates have AP Turret and dual cannons]). The To' Duj fighters have yet to have there weapons adjusted so atm they still have photon torp and Dis turret/single cannon.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Aerimus13 wrote: »
    Sorry i seem ingorant but I really don't understand most of the abbreviations on your consoles. I think Science Team 1 is the only one I understand.

    Tact: FAW I, FAW II, APB II
    Sci: HE I, TSS II
    Sci: ST I, TSS II, HE III, GW III
    Eng: EPtS I, EPtS II, APtSIF II

    FAW = Beam: Fire at Will
    APB = Attack Pattern Beta
    HE = Hazard Emitters
    TSS = Transfer Shield Strength
    ST = Science Team
    GW = Gravity Well
    EPtS = Emergency Power to Shields
    APtSIF = Aux Power to Structural Integrity Field
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