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Best Class for Vo'Quv

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2012 in Klingon Discussion
I've seen this thing used to great effect, and I wanted to get one. I currently have a tactical klink fresh out of the tutorial, but it would be easy to murder it and start a new one. What class is best for the Vo'Quv? I've seen people argue that its BOff layout compliments science powers, and that the same layout actually helps out a tactical officer so he can bring up damage while science BOffs keep the debuffs coming. So I'll ask you guys.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Engineer > Science >>> Tact (personal opinion).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Engineer because the Vo'Quv has issues with long term tanking. This is because the ship has rather low shield capacity (my federation escort has more shields than my carrier..both using the same exact shield!) and only 3 engineering consoles....the bridge officer stations are limited to LT CMDR science and LT CMDR engineering.

    You do not have access to the strongest engineering hull heals since you must reserve the LT CMDR engineer slot for emg power to shields 3 and then you are left to rely on the LT CMDR science slot for your hull heal via hazard 3.

    Then there's the limited engineering consoles so you're left with just 3 slots to put armor modules for a ship that has low defense rating due to its massive size and slow speed.

    That means you have not so effective healing power for both shields and hull. This is where the engineer captain repair skills come into play.

    A science captain has damage mitigation abilities but those do not save you when you get ganked by 5 spheres ... miracle worker super-heal on the other hand keeps gives you the emergency super heal and lets you prevent drain on your shields.

    Tactical captains would do not so well on a carrier. The attack patterns do not benefit the carrier's tanking ability and the bulk of the ship's damage output is its fighters...which the attack pattern does not enhance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Engineer because the Vo'Quv has issues with long term tanking. This is because the ship has rather low shield capacity (my federation escort has more shields than my carrier..both using the same exact shield!) and only 3 engineering consoles....the bridge officer stations are limited to LT CMDR science and LT CMDR engineering.

    This is wrong. The Vo'Quv gets a Commander Science.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    So let me just get this straight: I should kill my tactical klink for an engineering one if I want to play this ship, right?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    rooster75 wrote:
    This is wrong. The Vo'Quv gets a Commander Science.

    Correct ..brain TRIBBLE. I was in the mindset of survivability of the ship... there is no healing ability at cmdr science. that spot is literally reserved for grav well 3 or tyken 3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    So let me just get this straight: I should kill my tactical klink for an engineering one if I want to play this ship, right?

    You could probably make it work, but really you'd be holding back the strengths of a tactical captain in such a non-maneuverable behemoth. Engineering and science are both superior choices, in my opinion, as both can focus on emphasizing strengths of their careers and the ship together -- hull, heals, and buff/debuff skills. Tactical captains would probably serve a fleet better by taking the turbolift from the bridge to the hangar and piloting one of the BoPs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    You could probably make it work, but really you'd be holding back the strengths of a tactical captain in such a non-maneuverable behemoth. Engineering and science are both superior choices, in my opinion, as both can focus on emphasizing strengths of their careers and the ship together -- hull, heals, and buff/debuff skills. Tactical captains would probably serve a fleet better by taking the turbolift from the bridge to the hangar and piloting one of the BoPs.
    Thanks, I took a long look at the benefits and disadvantages, and since the Vo'Quv is such a slow SLOW beast to turn and I don't want to spend C-Points on that one ship with the subspace jump console (or the Bortas with the subspace snare) it would be hard to get into the forwards arc to fire my debuffs so I'll focus on tank and fleet healing. I figure I'll equip it with single cannons fore, turrets aft, (a single beam bank for subsystem targetting?), and it would be like a bigger more fighter-equipped version of my Assault Cruiser for my fed engie.
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