I've got the 3 piece MACO XI set with the assimilated console. I got my second piece of Mk XII gear tonight.
Would it be worth it to go Mk XII Engine & Deflector, Mk XI Shield with Assimilated or hold out for the Mk XII shield? I also have a piece of prototype salvage. I could get a standard bord Mk XII shield. What do you guys think?
You're lucky, I've been playing Elites for weeks now and haven't gotten any of the Elite drops yet. But I'm still playing in PuGs mostly. I could really use the MACO or Omegs XII shield.
You're lucky, I've been playing Elites for weeks now and haven't gotten any of the Elite drops yet. But I'm still playing in PuGs mostly. I could really use the MACO or Omegs XII shield.
I've been playing STFs for two months and only recently switched exclusively to Elites. I refuse to play pugs. I joined the EliteSTF channel. I would strongly encourage you to do so as well. After two months I still don't have the accolade for getting the optionals for all 6 normal stfs. After 2 weeks in the EliteSTF channel I have the accolade for getting all the optionals on Elite.
I'm still incredibly confused as to what I should get for my Prototype Borg Salvage. Should I get Antiproton DHC's or DC's? Are these viable weapons for PvP?
I'm honestly not sure! Can you guys provide any insight towards this question? Browsing around, I see a lot of people say that DHC's are better, but there are still quite a few people who swear by DC's.
I use AP DHC, without problems, i think there are better weapons for PVP as you loose some of your potential "purple" with the BORG advantage
After reading a couple post yesterday on another thread I decided to try all Cannons and Turrets.
So far so good. Kills seem a bit faster.
I was able to move all the skill points from the torps to energy weapons and max my weapon skills. Then I was also able to beef the tanking quite a bit.
I tested the build in a couple Karrat sets, Eta Eridani dailies and about a dozen STF's.
I sure wish global warming would hurry and get here so I could go outside and get a life.
After reading a couple post yesterday on another thread I decided to try all Cannons and Turrets.
So far so good. Kills seem a bit faster.
I was able to move all the skill points from the torps to energy weapons and max my weapon skills. Then I was also able to beef the tanking quite a bit.
I tested the build in a couple Karrat sets, Eta Eridani dailies and about a dozen STF's.
I sure wish global warming would hurry and get here so I could go outside and get a life.
Did you follow Vizmu's skill point build earlier in this thread?
I respeced to that build, and I'm not sure I'm doing any better than my previous build. I had maxed out Warp Core Efficiency, which boosted all of my subsystems (except for weapons) as long as the power levels are under 75.
Did you follow Vizmu's skill point build earlier in this thread?
I respeced to that build, and I'm not sure I'm doing any better than my previous build. I had maxed out Warp Core Efficiency, which boosted all of my subsystems (except for weapons) as long as the power levels are under 75.
I don't share my skills but It's pretty close to a couple other's that have been posted here. Dropping Torps enabled a lot of stuff that I was lacking in before. I was able to max all the admiral weapons skills and add points to some of the tanking buffs. Warp core Eff and Pot have always been maxed.
I'm seing a pretty healthy difference in just about everything. Plus I'm using the Jem'Hadar XII shield without the Sheilds doff in order to avoid the cheat. I do really like those shields.
For Boffs I'm using CSV1, CRF2, and CSV3. I ended up with an unused bottom slot in my CTS station and I may drop CSV1. The LT CTS station is still TT1, TT2 and APO1.
I've got the 3 piece MACO XI set with the assimilated console. I got my second piece of Mk XII gear tonight.
Would it be worth it to go Mk XII Engine & Deflector, Mk XI Shield with Assimilated or hold out for the Mk XII shield? I also have a piece of prototype salvage. I could get a standard bord Mk XII shield. What do you guys think?
Frankly, I find the three piece maco bonus HGB to be not that useful. I have gone to using the deflector and the shield and then making sure to slot both the borg console and engine. This way you get both of the two piece bonuses for these sets whether you are using XI or XII maco. The real diff here is in engine performance. The borg engine gives a base power bonus and makes you a little quicker I find. The maco engine has thrusters that allow you to rotate when held. As you should be carrying some skill like omega or polarize hull to get free from holds...I find this less important in STFs. Getting shot at a lot, I also find the borg regeneration bonus from the 2 piece a plus as it seems to activate regularly for me. The fact is when the HGB was useful in STFs for shutting down transformers, generators...The maco 3 piece was a must for the shear increase in speed it allowed you to finish STFs in. Since the nerf/fix (I still think it was working as intended...just happened to be too well) I just don't find the 3 piece maco as useful.
One note:
People always ask about the level XI or XII...the fact is that the practical differences are small between the same gear types from one level to the other. This always worries me though because your gear choice should first and foremost be based on your skill tree...what powers and abilities you slot and have put skill points into. If you have a XII deflector that gives bonus gravity related skills but you don't use any of those skills...you are not maximizing your build. You really have to pay attention to get the most out of all the gear. The solution is to read all the tooltips, compare options, and use what best boosts you. First look for what style(maco, omega, or even standard in some cases) boosts or compliments your build best, then get the best rank you can, and finally look at the fringe bonuses from 2 or 3 piece sets experimenting to see if you do better with a single set type or with a mix and match.
This always worries me though because your gear choice should first and foremost be based on your skill tree...what powers and abilities you slot and have put skill points into. If you have a XII deflector that gives bonus gravity related skills but you don't use any of those skills...you are not maximizing your build. You really have to pay attention to get the most out of all the gear. The solution is to read all the tooltips, compare options, and use what best boosts you.
Exactly. There's nothing wrong with mixing and matching the sets to fit your skills and needs. Read everythng carefully and make sure it will work for your ship without waisting skills, equipment, BoFFs or DoFFS. And don't just read part of the story. Go to your Ship Status and see what is helping where. Look at BO Passives and try to make sure they have some kind of Space Trait. (They don't seem to stack by the way.) Read the DoFF's carefully. Even though the basic discription says they do something interesting, you may find under the full discription that they won't do anything for you at all.
There's a lot more to a selection then just picking up a part and putting it in a slot.
If you have a XII deflector that gives bonus gravity related skills but you don't use any of those skills...you are not maximizing your build. You really have to pay attention to get the most out of all the gear.
But is there ANY end game set with a positron deflector? End game meaning MACO/borg/omega.
Actually, are these sets really worth the time spent on getting them?
I'm using 36 engine power, I need combat engines, pretty much stuck with J'H for now.
I have the Aegis set but not using it. Shields - not resilient, do not want. Engines - not combat, do not want. Deflector - not positron, do not want.
There's not much to choose from when it comes to sets. If it weren't for the set bonuses I'd much rather go with normal purple equipment. Currently, the J'H set took away my deflector, and gave me a useless polaron damage boost, i'm using disruptors, and a jem'hadar crew bracing which I like, but I'm not sure it's really worth the loss of +24 SIF/Emitter/Shield from my old positron deflector.
But is there ANY end game set with a positron deflector? End game meaning MACO/borg/omega.
Actually, are these sets really worth the time spent on getting them?
I'm using 36 engine power, I need combat engines, pretty much stuck with J'H for now.
I have the Aegis set but not using it. Shields - not resilient, do not want. Engines - not combat, do not want. Deflector - not positron, do not want.
There's not much to choose from when it comes to sets. If it weren't for the set bonuses I'd much rather go with normal purple equipment. Currently, the J'H set took away my deflector, and gave me a useless polaron damage boost, i'm using disruptors, and a jem'hadar crew bracing which I like, but I'm not sure it's really worth the loss of +24 SIF/Emitter/Shield from my old positron deflector.
You might want to try and find a 'Positron Deflector Array MK XI [EM] [ShdS] [SiF]' Stat for Stat points its prolly the best in game right now. All the set peice Deflectors are giving you pointless stats on systems that you will just not use, [DefD] / [Def] / [Sen] for example.
Posting this on behalf on my brother who is currently playing as a Defiant-R.
Some of this might be slightly wrong, but its certaintly close enough,
Fore Weapons:
Tetryon Dual Heavy Cannon Mk XI [Acc] [CrtD]x2
Tetryon Dual Heavy Cannon Mk XI [Acc] [CrtD]x2
Tetryon Dual Beam Bank Mk XI [Acc] [CrtD]x2
Quantum Torpedo Launcher Mk XI [Acc] [CrtD]x2
Aft Weapons:
Tetryon Turret Mk XI [Acc] [CrtD]x2
Tetryon Turret Mk XI [Acc] [CrtD]x2
Tetryon Turret Mk XI [Acc] [CrtD]x2
4x Tetryon Pulse Generator MKXI Blue
1xAssimilated Module
1xShield Generator MK XI
2xNeutronium Alloy MK XI Blue
1xEPS Module MK XI 70% Transfer
Equipment:
Positron Deflector Array Mk XI [EM] [ShdS] [SiF]
Combat Impulse Engines Mk XI [Full]x3
Covariant Shield Array Mk XI [Cap]x2 [Reg]
He has other Tac BOffs to switch in an out with his current ones, which usse CSV and TS in place of their single target counter parts.
He went with Tetryon over Antiproton as to get the same damage [Acc] [CrtD] + [???] were about 5million each on the AH, and 15million for the [Acc] [CrtD]x2.
Anything that he can really improve before he starts doing STFs (normal)
If he's going to be doing STF missions, I would recommend:
Tac. Ens. - TT1
Tac. Lt. Cmd. - BO1 / THY2 / CRF2
Tac. Cmd. - TT1 / BO2 / APO1 / CRF3
Eng. Lt. - EPtS1 / EPtS2
Sci. Lt. - HE1 / TSS2
He should have at two Tactical Teams and spamming them non-stop.
APO3's damage is nice, but it's a 60 second cooldown. You could use CRF3 twice in that time (or CRF3, CRF2, CRF3, CRF2) in that time period. I really only use APO1 to get away from holds, or when I'm tanking.
Honestly, I would stick with either 3 DHCs + DBB or torpedo. Your DPS is going to suffer a lot more with 2 DHCs + DBB + Torp.
If you do choose to switch, I would do:
Tac. Ens. - TT1
Tac. Lt. Cmd. - Beam Target Engines 1 / (BO2 or THY2) / CRF2
Tac. Cmd. - TT1 / (BO2 or THY2) / APO1 / CRF3
Eng. Lt. - EPtS1 / EPtS2
Sci. Lt. - HE1 / TSS2
I realize this is the escort thread. But has anybody given any consideration to the oddysey 3 pack? I realize that a beam boat isn't going to do the DPS my cannons will. But, is it even escort-ish? Or would it just be a mad tank?
I realize this is the escort thread. But has anybody given any consideration to the oddysey 3 pack? I realize that a beam boat isn't going to do the DPS my cannons will. But, is it even escort-ish? Or would it just be a mad tank?
Niether, as cruisers go, the Galor / GX and Exel output more dps. and if you make the oddy a tac version, the GX will also tank better
I realize this is the escort thread. But has anybody given any consideration to the oddysey 3 pack? I realize that a beam boat isn't going to do the DPS my cannons will. But, is it even escort-ish? Or would it just be a mad tank?
Not for the money they are wanting. I'd have to take out a loan.
Is it the general consensus that for higher sustained DPS
HYT2 + CRF2, is better than CRF1 + HYT3
TS2 + CSV2, is better than CSV1 + TS3
These setups all use the Lt. and Lt. Cmd slots in Tac BOffs.
I haven't done any parses with that configuration to give an opinion on which exactly does more DPS.
However, I think the general consensus is that torpedoes are terrible in terms of DPS. They are great for burst damage.
With CRF and CSV, you get about 3 volleys before the buff runs out. THY and TS can only fire once. Depending on what your setup is with the consoles and power levels, you could probably do more damage with with the cannons by the time your buff runs out.
Of course, that is dependent on what your weapon load out is.
I have to admit, I was very skeptical of the layouts people were proposing here.
Well, I'm a convert. Set up my Tac captain with cannons, a torpedo launcher and a dual beam bank on front, and all turrets on back... and I'm tearing through NPCs now. Especially when I hit Cannon Rapid Fire III, those turrets are insane.:eek:
I did, however, step down from my Tactical Retrofit to a Fleet Escort. My poor Retrofit was just too delicate to survive direct combat like at the end of "Boldly They Rode." I may drop some cash for a MVAE later and see if that's better, but my Maelstrom-class is doing very well on its own.
I have to admit, I was very skeptical of the layouts people were proposing here.
Well, I'm a convert. Set up my Tac captain with cannons, a torpedo launcher and a dual beam bank on front, and all turrets on back... and I'm tearing through NPCs now. Especially when I hit Cannon Rapid Fire III, those turrets are insane.:eek:
I did, however, step down from my Tactical Retrofit to a Fleet Escort. My poor Retrofit was just too delicate to survive direct combat like at the end of "Boldly They Rode." I may drop some cash for a MVAE later and see if that's better, but my Maelstrom-class is doing very well on its own.
Cannon Rapid Fire III is fun. I personally think the dual beam bank is a waste of space, especially if you've got CRF3. I run AP DHCx3 & a Quantum Torpedo Launcher with Cannon Scatter Volley 3.
I am also in a Tactical Retrofit and thinking about going to a fleet escort. I love my Defiant, but it does seem a little squishy when I'm the only one with much DPS. Does the Ensign Engineering slot make that much of a difference?
I haven't done any parses with that configuration to give an opinion on which exactly does more DPS.
However, I think the general consensus is that torpedoes are terrible in terms of DPS. They are great for burst damage.
That's normally the case, except for a few caveats:
1) STFs have a lot of high HP targets that have no shields, or will be shield stripped and still take a bit of time to kill (transformers, gates, tac cubes).
2) Slotting 3x Projectile weapon DOFFs can be pretty amazing. Firing a Quantum Torpedo and then watching the cooldown timer sometimes go from 8 to 1...that's amazing.
I really don't know if anyone has parses with quantum torps and 3x very rare projectile weapon DOFFs, but I'd love to see it.
[QUOTE=USS_UltimatumI really don't know if anyone has parses with quantum torps and 3x very rare projectile weapon DOFFs, but I'd love to see it.[/QUOTE]
The original thread that suggested 3 rare DOFFs had two quant torps, 2 zero point modules, a regular dual cannon, and a dual beam bank. The guy who did that had output of a bit over 4k DPS (he linked to those to prove it).
This suggests a possible way to maximize a torpedo boat build that was not available before we could get essentially unlimited access to torpedo spread 3, and mate it to the older idea of two torpedo launchers and two zero point modules:
First, at the very least, having 1 to 3 purple torp DOFFs will certainly bring torp cooldowns to about as low as they can go, apperently so low that you should use qantum because photons can't go any faster. This could at least bring up the torpedo DPS of a regular one toredo launcher boat. The only drawback is you need 120 encrypted data to get them, still, if you are doing STF's enough, eventually you will have them.
However, Kostamojen tried a two torpedo build and reported lowered DPS. Possible reasons, maybe you NEED 3 purple torp DOFFs to make this work, or maybe quad cannons need engine power, or don't play well with regular dual cannons power or cooldown times. Possible ways around that, two regular dual cannons, a regular and a heavy dual cannon, two dual heavys, or even as the originator of the idea, one regular dual cannon and one dual beam bank. Problem, using attack pattern beta 3 and two scatter volley one to spread it around followed by two torp volley 3 now that they are all weakened (now available wheres they were not before), you don't have much in the way of slots for any beam attacks. It may be that the reason a two torp and two cannon build doesnt work as well is that too many shields are still up for the torps to get through, and the dual beam bank may be superior at bringing down shields due to things like overload or target shields. With skills taken up by the beta, scatter volleys, and torps spreads, plus the nesissary tac teams, you won't have skill room for those, and so must make due with cannon. One wonders if there is some way to get around two tac teams and still be survivable?
If, and I say IF a way can be found to use two quantum torpedoes and two other weapons up front (probably cannon of some kind to support the turrets in back and fit in the skills), supported by two zero point modules, now mated with the new idea of attack beta 3 spread by two scatter volley 1 followed by the two quantum torps firing with torpedo spread 3s accelerated by 3 purple torp DOFFs for a truly continuous torrent of torpedoes, we could have a killer new build, we could have what could be the first viable torpedo boat build.
The idea is, the cannon and turrets are there to spread beta 3 on the targets, and to beat down shields. the torpedoes are the new main DPS. So you want two launchers, two modules, and 3 purple torp DOFFs to maximize that. It represents a new idea which may need experimentation (to not lower cannon DPS too much) and possibly changed tactics.
And someday, maybe, when I get 3 purple DOFFs, I might try 4 torps up front, with spread 3, just to see what happens...:eek:
You might like torps.. but they have no penetration against shields... so four torps outside a team that is execting it would be daft...2 might work, but your DPS would be releatively low though your spike damage would be quite high... try testing it in some elite level Pve before you take it to an STF
You might like torps.. but they have no penetration against shields... so four torps outside a team that is execting it would be daft...2 might work, but your DPS would be releatively low though your spike damage would be quite high... try testing it in some elite level Pve before you take it to an STF
Without damage dealt to shields:
Infected Elite Space PUG: 4,027 OUT-DPS
Khitomer Accord Space Elite: 3,911 OUT-DPS
This was with a build with two torps up front, a regular dual cannon, and a dual beam. The method used is as so:
"The combination of two Quantum Torpedo Launcher MK XII, Torpedo High Yield III, and three actively equipped versions of a Very Rare Projectile Weapons Duty Officer almost guarantee a virtually continuous stream of Quantum Torpedoes at your target. This is huge in Elite STFs, specifically Khitomer Accord and Infected Space Elite because of the high amount of sustained hull damage output that this setup provides.
To proc your Torpedoes effectively, simply wait until one Torpedo fires, then use your Torpedo High Yield III ability. When the next Torpedo fires, the four Torpedoes from High Yield III will easily proc AT LEAST two of your Projectile Weapons Duty Officers. This means that the cooldown on your Torpedoes has just been reset and you're ready to fire another two Torpedoes, immediately, which will themselves likely proc at least two of your Duty Officer's abilities yet again. The end-effect is a stream of Quantum Torpedoes, one every approximately one and a half to two seconds, unless you're unlucky."
So it would appear that two torps supported by two zero point modules works well enough, giving adequate DPS overall, at least with that build and those tactics.
However, this was before the new idea of using beta 3, two scatter volley 1's to spread it around, and then two spread 3's to kill bunches of targets you just applied beta to. At the very least, using 3 purple torp DOFFs to beef up the torpedo DPS with one torpedo might improve overall DPS using that idea. If that idea can work with the above two torpedo and two zero point module idea, it could result in such high spike damage that your overall DPS could exceed the 4K DPS quoted. This is because you could whipe out targets in bunches. The idea is to take these two ideas and put them together into a new idea that is the best of both. If two torpedo launchers work, then using them in spread mode on bunches of targets that have had their resistance debuffed may be even better.
And the speculation about 4 torpedo launchers is based on the idea that with that many, your purple DOFFs will almost be guaranteed to proc, giving you maximum torpedo volume (at least 4 every 1 1/2 to 2 sec) all the time.You might be able to have them proc with only 2, or even one DOFF. Also, you might be able to drop shields by simply bludgeoning them to death with pure torpedo DPS (aided by rear turrets of course). It won't matter of torps can't go through shields if there are no shields left.
The possible problem, using purple DOFF's, if torpedoes fire sequentially, you may have so many torpedoes coming out the front that adding 1 or 2 more launchers will not increase the number of torpedos going downrange. If that is the case, all you are doing is losing cannon DPS by adding more launchers. The only way to test would involve first getting those purple DOFFs, and then adding launchers and see what the numbers are. You might also have to change tactics or other loadout, such as the original dual cannon plus dual beam idea.
It has the advantage of having never been tried...
I am also in a Tactical Retrofit and thinking about going to a fleet escort. I love my Defiant, but it does seem a little squishy when I'm the only one with much DPS. Does the Ensign Engineering slot make that much of a difference?
Doesn't make a difference to me. I don't slot the skill.
From testing an all beam boat at ensign level, Target Engines Subsystem and Beam: Overload 1 was pretty underwhelming. In fact, in the all beam boat, I just spammed Fire At Will 3 and 2 the entire 1 on 1 PVP match.
One wonders if there is some way to get around two tac teams and still be survivable?
Yes this is possible in any Escort, but the FE is the easiest, you run 2 copies of EPtS1, (or EPtS1 & 2 for other Escorts), and use the following marco,
Where ## and ## are the locations in your action bars where the EPtS1s are located. This will give you good survivability and remove the need to constantly watch your UI for the CD on EPtS1
I was getting antsy in my Defiant-R, so I switched over to my AE. I got 3 of the purple borg PWOs.
I had 3 DHCs & 1 Quantum Torpedo Launcher. With the PWOs should I add another launcher?
I generally went by the setup guide at the beginning of this thread. But, I got the tac boff from the FE so I changed it up a bit. What do you think of this BOFF setup?
Comments
However, its KDF and this is the Federation Shipyards
You're lucky, I've been playing Elites for weeks now and haven't gotten any of the Elite drops yet. But I'm still playing in PuGs mostly. I could really use the MACO or Omegs XII shield.
I've been playing STFs for two months and only recently switched exclusively to Elites. I refuse to play pugs. I joined the EliteSTF channel. I would strongly encourage you to do so as well. After two months I still don't have the accolade for getting the optionals for all 6 normal stfs. After 2 weeks in the EliteSTF channel I have the accolade for getting all the optionals on Elite.
I use AP DHC, without problems, i think there are better weapons for PVP as you loose some of your potential "purple" with the BORG advantage
Edit>>>>>>>
Never mind, it's an Exploit. It also cause all kinds of other problems when you use it. I ran across it accidentally and read about it later.
It was interesting to try though.
So far so good. Kills seem a bit faster.
I was able to move all the skill points from the torps to energy weapons and max my weapon skills. Then I was also able to beef the tanking quite a bit.
I tested the build in a couple Karrat sets, Eta Eridani dailies and about a dozen STF's.
I sure wish global warming would hurry and get here so I could go outside and get a life.
I respeced to that build, and I'm not sure I'm doing any better than my previous build. I had maxed out Warp Core Efficiency, which boosted all of my subsystems (except for weapons) as long as the power levels are under 75.
I don't share my skills but It's pretty close to a couple other's that have been posted here. Dropping Torps enabled a lot of stuff that I was lacking in before. I was able to max all the admiral weapons skills and add points to some of the tanking buffs. Warp core Eff and Pot have always been maxed.
I'm seing a pretty healthy difference in just about everything. Plus I'm using the Jem'Hadar XII shield without the Sheilds doff in order to avoid the cheat. I do really like those shields.
For Boffs I'm using CSV1, CRF2, and CSV3. I ended up with an unused bottom slot in my CTS station and I may drop CSV1. The LT CTS station is still TT1, TT2 and APO1.
Frankly, I find the three piece maco bonus HGB to be not that useful. I have gone to using the deflector and the shield and then making sure to slot both the borg console and engine. This way you get both of the two piece bonuses for these sets whether you are using XI or XII maco. The real diff here is in engine performance. The borg engine gives a base power bonus and makes you a little quicker I find. The maco engine has thrusters that allow you to rotate when held. As you should be carrying some skill like omega or polarize hull to get free from holds...I find this less important in STFs. Getting shot at a lot, I also find the borg regeneration bonus from the 2 piece a plus as it seems to activate regularly for me. The fact is when the HGB was useful in STFs for shutting down transformers, generators...The maco 3 piece was a must for the shear increase in speed it allowed you to finish STFs in. Since the nerf/fix (I still think it was working as intended...just happened to be too well) I just don't find the 3 piece maco as useful.
One note:
People always ask about the level XI or XII...the fact is that the practical differences are small between the same gear types from one level to the other. This always worries me though because your gear choice should first and foremost be based on your skill tree...what powers and abilities you slot and have put skill points into. If you have a XII deflector that gives bonus gravity related skills but you don't use any of those skills...you are not maximizing your build. You really have to pay attention to get the most out of all the gear. The solution is to read all the tooltips, compare options, and use what best boosts you. First look for what style(maco, omega, or even standard in some cases) boosts or compliments your build best, then get the best rank you can, and finally look at the fringe bonuses from 2 or 3 piece sets experimenting to see if you do better with a single set type or with a mix and match.
Exactly. There's nothing wrong with mixing and matching the sets to fit your skills and needs. Read everythng carefully and make sure it will work for your ship without waisting skills, equipment, BoFFs or DoFFS. And don't just read part of the story. Go to your Ship Status and see what is helping where. Look at BO Passives and try to make sure they have some kind of Space Trait. (They don't seem to stack by the way.) Read the DoFF's carefully. Even though the basic discription says they do something interesting, you may find under the full discription that they won't do anything for you at all.
There's a lot more to a selection then just picking up a part and putting it in a slot.
Actually, are these sets really worth the time spent on getting them?
I'm using 36 engine power, I need combat engines, pretty much stuck with J'H for now.
I have the Aegis set but not using it. Shields - not resilient, do not want. Engines - not combat, do not want. Deflector - not positron, do not want.
There's not much to choose from when it comes to sets. If it weren't for the set bonuses I'd much rather go with normal purple equipment. Currently, the J'H set took away my deflector, and gave me a useless polaron damage boost, i'm using disruptors, and a jem'hadar crew bracing which I like, but I'm not sure it's really worth the loss of +24 SIF/Emitter/Shield from my old positron deflector.
You might want to try and find a 'Positron Deflector Array MK XI [EM] [ShdS] [SiF]' Stat for Stat points its prolly the best in game right now. All the set peice Deflectors are giving you pointless stats on systems that you will just not use, [DefD] / [Def] / [Sen] for example.
Some of this might be slightly wrong, but its certaintly close enough,
Fore Weapons:
Tetryon Dual Heavy Cannon Mk XI [Acc] [CrtD]x2
Tetryon Dual Heavy Cannon Mk XI [Acc] [CrtD]x2
Tetryon Dual Beam Bank Mk XI [Acc] [CrtD]x2
Quantum Torpedo Launcher Mk XI [Acc] [CrtD]x2
Aft Weapons:
Tetryon Turret Mk XI [Acc] [CrtD]x2
Tetryon Turret Mk XI [Acc] [CrtD]x2
Tetryon Turret Mk XI [Acc] [CrtD]x2
BOffs:
Tac. Ens. - TT1
Tac. Lt. Cmd. - BO1 / CRF1 / HYT3
Tac. Cmd. - BO1 / CRF1 / HYT3 / APO3
Eng. Lt. - EPtS1 / EPtS2
Sci. Lt. - HE1 / ST2
Consoles:
4x Tetryon Pulse Generator MKXI Blue
1xAssimilated Module
1xShield Generator MK XI
2xNeutronium Alloy MK XI Blue
1xEPS Module MK XI 70% Transfer
Equipment:
Positron Deflector Array Mk XI [EM] [ShdS] [SiF]
Combat Impulse Engines Mk XI [Full]x3
Covariant Shield Array Mk XI [Cap]x2 [Reg]
He has other Tac BOffs to switch in an out with his current ones, which usse CSV and TS in place of their single target counter parts.
He went with Tetryon over Antiproton as to get the same damage [Acc] [CrtD] + [???] were about 5million each on the AH, and 15million for the [Acc] [CrtD]x2.
Anything that he can really improve before he starts doing STFs (normal)
Cy
Tac. Ens. - TT1
Tac. Lt. Cmd. - BO1 / THY2 / CRF2
Tac. Cmd. - TT1 / BO2 / APO1 / CRF3
Eng. Lt. - EPtS1 / EPtS2
Sci. Lt. - HE1 / TSS2
He should have at two Tactical Teams and spamming them non-stop.
APO3's damage is nice, but it's a 60 second cooldown. You could use CRF3 twice in that time (or CRF3, CRF2, CRF3, CRF2) in that time period. I really only use APO1 to get away from holds, or when I'm tanking.
Honestly, I would stick with either 3 DHCs + DBB or torpedo. Your DPS is going to suffer a lot more with 2 DHCs + DBB + Torp.
If you do choose to switch, I would do:
Tac. Ens. - TT1
Tac. Lt. Cmd. - Beam Target Engines 1 / (BO2 or THY2) / CRF2
Tac. Cmd. - TT1 / (BO2 or THY2) / APO1 / CRF3
Eng. Lt. - EPtS1 / EPtS2
Sci. Lt. - HE1 / TSS2
HYT2 + CRF2, is better than CRF1 + HYT3
TS2 + CSV2, is better than CSV1 + TS3
These setups all use the Lt. and Lt. Cmd slots in Tac BOffs.
Niether, as cruisers go, the Galor / GX and Exel output more dps. and if you make the oddy a tac version, the GX will also tank better
Not for the money they are wanting. I'd have to take out a loan.
However, I think the general consensus is that torpedoes are terrible in terms of DPS. They are great for burst damage.
With CRF and CSV, you get about 3 volleys before the buff runs out. THY and TS can only fire once. Depending on what your setup is with the consoles and power levels, you could probably do more damage with with the cannons by the time your buff runs out.
Of course, that is dependent on what your weapon load out is.
Well, I'm a convert. Set up my Tac captain with cannons, a torpedo launcher and a dual beam bank on front, and all turrets on back... and I'm tearing through NPCs now. Especially when I hit Cannon Rapid Fire III, those turrets are insane.:eek:
I did, however, step down from my Tactical Retrofit to a Fleet Escort. My poor Retrofit was just too delicate to survive direct combat like at the end of "Boldly They Rode." I may drop some cash for a MVAE later and see if that's better, but my Maelstrom-class is doing very well on its own.
I'm running a MVAM.
It was all forward dual canons and rear turrets - so all energy weapons and AP damage (4 stacks of damaging consoles).
This did mean I had a redundent "1st slot" on one of my tac BOFFs.
Following this thread I've switched to 3 cannons front and a Quantum, with a Zero-Point console now inserted.
I'm struggling to find a decent Captain skill point build though - any suggestions out there?
Thanks!
Cannon Rapid Fire III is fun. I personally think the dual beam bank is a waste of space, especially if you've got CRF3. I run AP DHCx3 & a Quantum Torpedo Launcher with Cannon Scatter Volley 3.
I am also in a Tactical Retrofit and thinking about going to a fleet escort. I love my Defiant, but it does seem a little squishy when I'm the only one with much DPS. Does the Ensign Engineering slot make that much of a difference?
That's normally the case, except for a few caveats:
1) STFs have a lot of high HP targets that have no shields, or will be shield stripped and still take a bit of time to kill (transformers, gates, tac cubes).
2) Slotting 3x Projectile weapon DOFFs can be pretty amazing. Firing a Quantum Torpedo and then watching the cooldown timer sometimes go from 8 to 1...that's amazing.
I really don't know if anyone has parses with quantum torps and 3x very rare projectile weapon DOFFs, but I'd love to see it.
The original thread that suggested 3 rare DOFFs had two quant torps, 2 zero point modules, a regular dual cannon, and a dual beam bank. The guy who did that had output of a bit over 4k DPS (he linked to those to prove it).
This suggests a possible way to maximize a torpedo boat build that was not available before we could get essentially unlimited access to torpedo spread 3, and mate it to the older idea of two torpedo launchers and two zero point modules:
First, at the very least, having 1 to 3 purple torp DOFFs will certainly bring torp cooldowns to about as low as they can go, apperently so low that you should use qantum because photons can't go any faster. This could at least bring up the torpedo DPS of a regular one toredo launcher boat. The only drawback is you need 120 encrypted data to get them, still, if you are doing STF's enough, eventually you will have them.
However, Kostamojen tried a two torpedo build and reported lowered DPS. Possible reasons, maybe you NEED 3 purple torp DOFFs to make this work, or maybe quad cannons need engine power, or don't play well with regular dual cannons power or cooldown times. Possible ways around that, two regular dual cannons, a regular and a heavy dual cannon, two dual heavys, or even as the originator of the idea, one regular dual cannon and one dual beam bank. Problem, using attack pattern beta 3 and two scatter volley one to spread it around followed by two torp volley 3 now that they are all weakened (now available wheres they were not before), you don't have much in the way of slots for any beam attacks. It may be that the reason a two torp and two cannon build doesnt work as well is that too many shields are still up for the torps to get through, and the dual beam bank may be superior at bringing down shields due to things like overload or target shields. With skills taken up by the beta, scatter volleys, and torps spreads, plus the nesissary tac teams, you won't have skill room for those, and so must make due with cannon. One wonders if there is some way to get around two tac teams and still be survivable?
If, and I say IF a way can be found to use two quantum torpedoes and two other weapons up front (probably cannon of some kind to support the turrets in back and fit in the skills), supported by two zero point modules, now mated with the new idea of attack beta 3 spread by two scatter volley 1 followed by the two quantum torps firing with torpedo spread 3s accelerated by 3 purple torp DOFFs for a truly continuous torrent of torpedoes, we could have a killer new build, we could have what could be the first viable torpedo boat build.
The idea is, the cannon and turrets are there to spread beta 3 on the targets, and to beat down shields. the torpedoes are the new main DPS. So you want two launchers, two modules, and 3 purple torp DOFFs to maximize that. It represents a new idea which may need experimentation (to not lower cannon DPS too much) and possibly changed tactics.
And someday, maybe, when I get 3 purple DOFFs, I might try 4 torps up front, with spread 3, just to see what happens...:eek:
OK, I just like torpedoes.:D
Well, in this thread http://forums.startrekonline.com/showthread.php?t=255981 we see this:
Rough DPS:
These numbers include damage dealt to shields:
Infected Elite Space PUG: 4,475 OUT-DPS http://www.mediafire.com/?be882dd77s9rrx3
Khitomer Accord Space Elite: 4,289 OUT-DPS http://www.mediafire.com/?xsysyl6i7x9a405
Without damage dealt to shields:
Infected Elite Space PUG: 4,027 OUT-DPS
Khitomer Accord Space Elite: 3,911 OUT-DPS
This was with a build with two torps up front, a regular dual cannon, and a dual beam. The method used is as so:
"The combination of two Quantum Torpedo Launcher MK XII, Torpedo High Yield III, and three actively equipped versions of a Very Rare Projectile Weapons Duty Officer almost guarantee a virtually continuous stream of Quantum Torpedoes at your target. This is huge in Elite STFs, specifically Khitomer Accord and Infected Space Elite because of the high amount of sustained hull damage output that this setup provides.
To proc your Torpedoes effectively, simply wait until one Torpedo fires, then use your Torpedo High Yield III ability. When the next Torpedo fires, the four Torpedoes from High Yield III will easily proc AT LEAST two of your Projectile Weapons Duty Officers. This means that the cooldown on your Torpedoes has just been reset and you're ready to fire another two Torpedoes, immediately, which will themselves likely proc at least two of your Duty Officer's abilities yet again. The end-effect is a stream of Quantum Torpedoes, one every approximately one and a half to two seconds, unless you're unlucky."
So it would appear that two torps supported by two zero point modules works well enough, giving adequate DPS overall, at least with that build and those tactics.
However, this was before the new idea of using beta 3, two scatter volley 1's to spread it around, and then two spread 3's to kill bunches of targets you just applied beta to. At the very least, using 3 purple torp DOFFs to beef up the torpedo DPS with one torpedo might improve overall DPS using that idea. If that idea can work with the above two torpedo and two zero point module idea, it could result in such high spike damage that your overall DPS could exceed the 4K DPS quoted. This is because you could whipe out targets in bunches. The idea is to take these two ideas and put them together into a new idea that is the best of both. If two torpedo launchers work, then using them in spread mode on bunches of targets that have had their resistance debuffed may be even better.
And the speculation about 4 torpedo launchers is based on the idea that with that many, your purple DOFFs will almost be guaranteed to proc, giving you maximum torpedo volume (at least 4 every 1 1/2 to 2 sec) all the time.You might be able to have them proc with only 2, or even one DOFF. Also, you might be able to drop shields by simply bludgeoning them to death with pure torpedo DPS (aided by rear turrets of course). It won't matter of torps can't go through shields if there are no shields left.
The possible problem, using purple DOFF's, if torpedoes fire sequentially, you may have so many torpedoes coming out the front that adding 1 or 2 more launchers will not increase the number of torpedos going downrange. If that is the case, all you are doing is losing cannon DPS by adding more launchers. The only way to test would involve first getting those purple DOFFs, and then adding launchers and see what the numbers are. You might also have to change tactics or other loadout, such as the original dual cannon plus dual beam idea.
It has the advantage of having never been tried...
From testing an all beam boat at ensign level, Target Engines Subsystem and Beam: Overload 1 was pretty underwhelming. In fact, in the all beam boat, I just spammed Fire At Will 3 and 2 the entire 1 on 1 PVP match.
Yes this is possible in any Escort, but the FE is the easiest, you run 2 copies of EPtS1, (or EPtS1 & 2 for other Escorts), and use the following marco,
/bind space "GenSendMessage HUD_Root FirePhasers $$ +power_exec Distribute_Shields $$ + trayexecbytray # # $$ +trayexecbytray ##"
Where ## and ## are the locations in your action bars where the EPtS1s are located. This will give you good survivability and remove the need to constantly watch your UI for the CD on EPtS1
I had 3 DHCs & 1 Quantum Torpedo Launcher. With the PWOs should I add another launcher?
I generally went by the setup guide at the beginning of this thread. But, I got the tac boff from the FE so I changed it up a bit. What do you think of this BOFF setup?
Cmdr Tac- TT1, CSV1, TSIII, CSVIII
LT Cmdr Tac- TT1, TSII, APBIII
Sci Ens- Tachyon Beam I