Whats a good weapon load out for dps escort type gameplay in this. Atm im trying disruptor dual cannons for the proc really atm i have 2 of em with a DHC disruptor to boost the damage a bit as an experiment with a quatum torp with borg proc on it from ds9. Two rear disruptor turrets.
Oh and i wont want beams i like cannons and turrets and torps only for my escort type ships.
I think i want to stick to disruptors and try to make it look cannon as even tho antiproton would probs do more damage i dont think i would a klingon ship to fire em as its more of a fed weapon i think. I might change in time i duno its just i have a antiproton fleet escort for fed side which is cool and wana try somit a bit diff for klingon escort type gameplay for stfs.
So wondering. What is the best setup using disruptors for the Hegh'ta ship for stfs. I am level 47 atm and trying to rush to 50 so atm cant do elite stfs and the ones i do play i.e normals are getting annoying with random players not bothering to join in or like last game having a fei whats it name ship be afk alot of the time and relying on spamming fighters to protect the ship in cure and when last cube is needing to die he just camps at the klingon ship when he could have helped also one person bailed right at the start so well anyhow its annoying atm doing stfs as a klingon as when i play em with my fed character i seem to get better randoms lol i duno why i just do.
So atm i have 1 DHC, 2 DC and 1 quantum up front and 2 turrets in the read, all disruptors. Got 2 tact disruptor consoles and one quantum console (forget the names lol) and usual kinda of things for escort gameplay for sci and eng consoles.
I used to be alwasy DHC but i duno it seems not to proc the disruptor stuff much and probs not that great with DC either but better chance i think and for stfs i hear disruptor procs are nice to have for to help the fleet. When i switched to DC at the time it was all 3 were DC it fired more, i think proc more but i dont think i was doing any decent dps attacks even with rapid fire 3 and scatter 2. Hence why i stuck one DHC in the mix which helped a bit but wondering if the firing is a bit lacking now as 3 dc would fire more than 2 dc and 1 dhc i think as the dhc has a longer recharge timer doesnt it?
Oh and before i forget. I have 7 chips i can spend on somit at ds9 and 2 rare borg things to get a mx 11 item. Save em or spend em and if so what, i was thinking a turret with the mk xi token then i have 2 borg enabled turrets in the back the one i have atm is mk x then and the new one would be mk xi. About the chips, i could get one of the borg item setups. Tho after looking at the jem hadar gear i duno if it would really be worth borg stuff for escort type ships now because the jem hadar gear look great for escort type ships and on my fed fleet escort i have borg stuff cept the shield which is a maco one, and thinking of changing it for jem hadar full gear instead. Thoughts on what gear to aim for? Keep the jem hadar stuff on my hegh'ta or try for all borg cept the shield and get maco shield so its mirroring my fleet escort fed setup?
think i want to stick to disruptors and try to make it look cannon as even tho antiproton would probs do more damage i dont think i would a klingon ship to fire em as its more of a fed weapon i think.
No Antiproton is Iconion, Phasers are a Federation Weapon.
Consider the Plasma-Disruptor Hybrid DHCs they count as Disruptors, you Get 2 Procs and doing the mission at L50 will get them to you at MK11. They look Canon and have a bonus Proc. I beileve they do more damage to shielded targets than other MK11 weapons due to 2 procs.
So wondering. What is the best setup using disruptors for the Hegh'ta ship for stfs. I am level 47 atm and trying to rush to 50 so atm cant do elite stfs and the ones i do play i.e normals are getting annoying with random players not bothering to join in or like last game having a fei whats it name ship be afk alot of the time and relying on spamming fighters to protect the ship in cure and when last cube is needing to die he just camps at the klingon ship when he could have helped also one person bailed right at the start so well anyhow its annoying atm doing stfs as a klingon as when i play em with my fed character i seem to get better randoms lol i duno why i just do.
First L50 does not auto qualify you to join elites. I would like you to go to the Defend the Empire from the Borg and do that without dying on Elite difficulty. When you can do that you are ready to do Elite.
Second, randoms draw from the same pool of people if you que Klingon or Federation as you are not L50 yet your getting people who don't know what to do in your ques and that's dragging the experiance down for you.
Oh and before i forget. I have 7 chips i can spend on somit at ds9 and 2 rare borg things to get a mx 11 item. Save em or spend em and if so what, i was thinking a turret with the mk xi token then i have 2 borg enabled turrets in the back the one i have atm is mk x then and the new one would be mk xi. About the chips, i could get one of the borg item setups. Tho after looking at the jem hadar gear i duno if it would really be worth borg stuff for escort type ships now because the jem hadar gear look great for escort type ships and on my fed fleet escort i have borg stuff cept the shield which is a maco one, and thinking of changing it for jem hadar full gear instead. Thoughts on what gear to aim for? Keep the jem hadar stuff on my hegh'ta or try for all borg cept the shield and get maco shield so its mirroring my fleet escort fed setup?
You need 15 chips to get the Borg set, this is a good start. Make sure you get the Console from the Mission Assimilated too. You can run the Klingon Honour guard shield (mk10 or mk11) on the 3P Borg set for a great beginner set.
Now to do Elites you need minimum of MK11 weapons and the set combo above. You also need to be able to do Elite Borg Defense. Not doing this will just mean your holding back your team and as much as you hate those AFKers who just turn up for free loot, they will hate you the same way.
BOP build threads are all over the Klingon Forums, Search.
Dual Heavy Cannons shoot slower and hit harder than Dual Cannons. Both do the exact same DPS. Dual Heavies hit Harder for more Burst while Dual hit more often for sustained firepower and more procs. That being said Antiproton lends itself better to DHC as the Proc rate is 100% of crits.
Roach's setup is not bad, but I figure if I'm flying a Tactical BOP I want a Lt.Com Sci so I can have Gravity Well*. If I'm running a Comm and Lt.Com Tac BOFFS I may as well fly a Raptor for increased firepower.
*Gravity Well because if you PUG Infected on Elite some idiot in a Rainbow Oddessy will kill the 1st generator when the others are not at 10%
If Cruisers do fine with Beam Boat, why not go total energy platform?
Heresy, sure, but what about something like
1x Dual Beam Bank
2x Dual Cannons
1x Dual Heavy Cannon
1x Turret
1x Beam Array
Commander Tac: Tac Team 1, BO2, BO3, APO3 (or Cannon-type skills instead of Beam Overload)
Then another Tac Boff with Cannon or Beam abilities.
Tac Consoles: 3x energy weapon amplifier of choice
Sure, it will drain your power quickly. You could moderate it with another Dual Heavy Cannon (fire slower), plus the appropriate character skills & EPS console & whatnot.
Right now, I'm running Tetryons. Is it a waste of a proc if I burn down the shields faster? IMO, no, if I can land a Beam Overload 3 on the hull a little quicker.
As was mentioned above, bop is not the best fit for elite stf. I got the bortasqu command and it is a huge difference from my heghta. But, a common "mistake" for bop pilots is to set up a bop as a fed escort, especially in pvp (which is not your case but I have to say it, lol). Bop is a great ship, but to take the advantages of universals boffs, you need to find out the best setup. One of them is using charged particle burst. Another one is tach beam. And all those using terryon glider from 2 pc omega (preferably deflector and engine with honor guard shield) I get you have none of them yet, but as you grind stfs, I would recommend getting them. Vorcha is a great little cruiser, but you need to remember to set it up as a cruiser. Read this threads on pvp forum for a better understanding:
Remember, every buildfrom pvp forum excels in pve, including stfs elite.
So, if you decide to use the bop, and you get pretty good in piloting it, try this:
Tt1, crf1, apo1, apo3
Tt1, crf1
Ph1, he2, tach beam 3
Eps1, eps2/rsp1/aux to struc int 1
REMEMBER, you are very squishy with this build, so you need to time your attack very careful. Hit, and when you take damage, run, brace for impact and cloack. This build works using max flow capacitors (increase of tachyon beam drain - I currently use 3 mkxi purple flow cap console plus the max skill. Also, use plasmonic leech console for energy bonus - that's affected by flow capacitors also) and when you get it, use tet glider.
If you are not used to move fast, try this till you perfect your piloting skills:
Tt1, crf1, app1, apo3
Tt1, crf1
Eps1, eps2 aux to struct 2 (that's giving you some hull heal and damage resistance every 15 secs, depending on your aux power)
He1, tss2
For stfs, I really recommend vorcha or bortas(qu), it's much more durable but you may need to use beams rather than cannons. For bop, do t even think on using anything than dhc. I use 4 front and 2 turrets back. No torps at all. But your energy damage is very high and the drain between 4 dhc and 3 is not significant. Try and see what you like. Using crf1 puts your damage a little low than crf2 or crf3, but you get more heal. Use at least 60 power to engines, as any escort must move fast. Qapla batlh je!
P.S. if you want to use dbb, try getting your hands on a bo3 boff. That works fine with stfs. Read the escort thread by Husanak for more tips. I also hope I'll see you in the queues in pvp. That's much better and more fun than stfs, lol. Always remember, you're a Klingon, exploit enemy's weaknesses, have no fear, but have brains, you're in for the win, that's the Klingon honor!
excellent mobility, excellent Damage output, poor self healing but good buffs for kinetic damage resistance, movement turn and speed improvement, and immunity to repel and disable effects.
I hope roach won't hate me for saying this, lol, the main problem I see in elite stfs are the tractors and 1 sec later the green ball plasma torp getting to you. If you ant break the tractor and run, you're done. This is the reason you should have at least 1, preferably 2 abilities to break tractors. Then, the normal plasma torpedoes deal huge hull damage, so a he it's a must to clean the hull and also heal it. Aux to struct gives also a good hull heal every 15 sec and also increases damage resistance. You could try running 2 apo, or maybe an apo and pol hul (last won't share cooldown with eachother)l. Tweak your build and see what's working best for you.
Sry, thanks for all the replies but i have reached the end game now with reaching the last rank and I have a gurumba now. Still this topic may help others who are looking for builds for this ship.
I hope roach won't hate me for saying this, lol, the main problem I see in elite stfs are the tractors and 1 sec later the green ball plasma torp getting to you. If you ant break the tractor and run, you're done. This is the reason you should have at least 1, preferably 2 abilities to break tractors. Then, the normal plasma torpedoes deal huge hull damage, so a he it's a must to clean the hull and also heal it. Aux to struct gives also a good hull heal every 15 sec and also increases damage resistance. You could try running 2 apo, or maybe an apo and pol hul (last won't share cooldown with eachother)l. Tweak your build and see what's working best for you.
Nothing to hate. What you say is true. With death not an issue though and the ability to quickly get back in the mission, I have found the build I listed to be effective in STFs. The double A2D1 does give a certain level of TB resist and Kinetic resist.
twin ApO;
Well, I'm still learning & figuring out what class I like best.
I think I've settled on my Engineer. I already got the Vor'cha retrofit. I ground for Dil to get the Hegh'ta. I already got the B'rel Retrofit from before, which is set up as a Torpedo Boat.
Since I haven't done STF yet, I'm running Aegis for the defense bonus & emphasis on high speed. None of the other Engine set pieces seem to be Hyper Impulse Engines, but I do recognize the utility of a set bonus as well.
In any case, I've got the Jem'hadar pieces for my Vor'cha beam boat, and I want to pick up the Breen pieces for my B'rel to get the Transphasic boost eventually...
So, Torpedos.
I hate to lose extra DPS from taking off a DHC or DBB from the front for a Torpedo, not to mention swapping out an energy damage console for a kinetic damage console.
Is it really worth the sustained DPS from energy weapons to take burst DPS from a Torpedo?
Also, I kind of don't like Turrets. I see the utility, but it's almost wasteful. Maybe I can afford a rear Torpedo instead.
I wouldnt swap out a Energy console for a kinetic one. Use the torps with TSV or THY instead and gain the bonus damage that way.
Consoles if set up for a Leech boat build;
SPACE SKILLS
TACTICAL SYSTEMS
STARSHIP ATTACK PATTERNS 9
STARSHIP WEAPONS TRAINING 9
STARSHIP ENERGY WEAPONS 9
STARSHIP PROJECTILE WEAPONS 9
STARSHIP MANEUVERS 9
STARSHIP TARGETING SYSTEMS 9
STARSHIP STEALTH 0
STARSHIP THREAT CONTROL 0
STARSHIP ENERGY WEAPON SPECIALIZATION 6
STARSHIP PROJECTILE WEAPON SPECIALIZATION 6
Plasmodic Leech, Neutronium armor Netronium Armor
Borg Console, Shield field Amplifier, Shield Field Amplifier (or swap for a Shield Generator)
Energy Console (x3)
You can of course play around with the Skilling, but do so on Tribble where its cheaper to buy respecs.
You can use a rear turret and torpedo set up if you like. Turrets play a part in increasing your forward firing DPS due to thier 360 degree firing arc.
Does the Automated Defense Turret gel well with a Hegh'ta in STF's? It shoots down those nasty High Yields quite nicely. Or does the potential +X% from a weapons type console outweigh its worth?
Why not run a Torpedo Spread, FAW, or that cannon skill for defensive spam (all of which can also be used offensively)? Devoting a tactical console to it seems something of a waste, IMO.
I'm geared to the point where I can run STFs, I think, but not into STFs yet. So I can't really comment otherwise. I really don't intend to take the Hegh'ta into STFs, anyway... that's why I have my Vor'cha Retrofit.
On my Hegh'ta, it's currently
Fore: 3x Plasma-Disruptor Hybrid DHC, 1x Disruptor DBB
Aft: 1x Disruptor Turret, 1x Photon Torpedo Launcher
Tactical consoles: 3x DIsruptor energy consoles
I really like Beam Overload better than CRF, but I think that's because of the big numbers from BO.
Actually I've taken to just putting it on for The Cure only, since that seems to be the only real threat from HY's to me, and then replacing it with a tac console for other missions. Given the coming changes to the respawn timer though I might reconsider that, since DPS is 0 while your dead. For everything but The Cure though Cannon Scatter Volley does just find, it's just that in the Cure I often find myself facing a Raptor after blowing a few nano-probes, and when that happens, the Cube launches the HY right up my backside. That and it seems to do some good in keeping my fellow team mates safe from them as well. I'm sure I could do fine without it, and maybe get a little more DPS, but it's a quality of life thing. If you're really hardcore in your build I'm sure you'd scoff at the idea, but I'm more 'meh' on STFs unless I have a group of friends doing an Elite Run.
Also you might try Tractor repulsor out, it'll stop them as well, but I didn't it worth the TSS2 I was replacing it with.
im running 3 dhcs and 1 dbb plus 2 turrets in the back im actually finding im doing more dmg than i was b4 when i had 2 dhcs 1 dbb and a quantum torpedo.
Why all the emphasis on Disruptors? Is Antiproton not a better fit for end-games STFs/PVP?
Actually after the patch, phasers are best (for the proc). But it kind of looks odd for a kling using them, lol. Tertyons and lolarons are useless now with the resists. So the best are phasers, disruptors and antiprotons, even though many ppl reported antiproton and disruptor not having the results expected (not enough crits for ap and not enough disruptor proc for hull). But there is no proof other than opinions.
Actually after the patch, phasers are best (for the proc). But it kind of looks odd for a kling using them, lol. Tertyons and lolarons are useless now with the resists. So the best are phasers, disruptors and antiprotons, even though many ppl reported antiproton and disruptor not having the results expected (not enough crits for ap and not enough disruptor proc for hull). But there is no proof other than opinions.
Cheers for that. Maybe I will stick with the disruptors then after all!
Oh if I had enough phaser weapons, I would use them. That proc is nasty
Between the weapons & the consoles, all I've got is kind of TRIBBLE, mind you. Some Mk X rares, uncommon & common Mk XIs, an a common Mk XII. It's not the best by far, but I still use them.
If only we had things like the Phased Polarons (too bad it's only a Dual Cannon) or the Plasma-Disruptor Hybrid DHCs with the Phaser damage thingy, then it would be easier to gear up.
Between the weapons & the consoles, all I've got is kind of TRIBBLE, mind you. Some Mk X rares, uncommon & common Mk XIs, an a common Mk XII. It's not the best by far, but I still use them.
If only we had things like the Phased Polarons (too bad it's only a Dual Cannon) or the Plasma-Disruptor Hybrid DHCs with the Phaser damage thingy, then it would be easier to gear up.
Would be nice if we could Kraft such Hybrid weapons.
Nothing to hate. What you say is true. With death not an issue though and the ability to quickly get back in the mission, I have found the build I listed to be effective in STFs. The double A2D1 does give a certain level of TB resist and Kinetic resist.
twin ApO;
I ended up dropping cannons on my last couple of runs and slotting in duals to compliment the beam arrays.
Fun to watch a BoP with Fire-at-Will. ... Just saying it makes a heck of a disco light-show as she spins so fast.
(BTW ... What is Klingon for "DISCO BALL" ? )
I always tend to run (2) cannons (1) DBB on most of my builds.
In a STF the Beam BoP concpet is fine as the NPCs rarely complain of the death spiral tactic.
In PvP I do not run a lot or all beams on my BoP due to the personal preference of how I dislike those escorts whom use all beams and then spiral just out of the turn radius to use them against a foe.
I'm a traditionislt and prefer cannons in PvP.
Sry, thanks for all the replies but i have reached the end game now with reaching the last rank and I have a gurumba now. Still this topic may help others who are looking for builds for this ship.
maintain 5k on any ship and u can't get tractor tho
Back in the day when I designed mine, I set my heart on the following setup :
Tac Captain / STF Setup
Weapons
Front: 4x AP DHC mk XI/XII (Blue) to upgrade to [acc]x2/3 as soon as possible (have accurate captain bonus to get it into criticals)
Rear: 2x AP Turret XI/XII (Blue) (to upgrade to [acc]x2/3 as possible
Engineering : Neutronium Alloy, Plasma resist armor, EPS console (Don't need RCS due to high man. of ship)
Sci: Universal Assimilated Module, Field Generator mk XI, Plasmonic Leech
Tac: 3x AP Damage Boosting Modules Mk XI
Stations
Option TwoSelected
Commander - Tac
Tactical Team 1, Attack Pattern Beta I, Cannon Rapid Fire II, Attack Pattern Omega III Lt. Commander - Tac
Tactical Team 1, Canon Scatter Volley I, Attack Pattern Omega I Lt. Eng
Emergency
Power to Shields 1, Aux. Power to Structural Integrity Field I Lt. - Sci
Transfer Shield Strength 1, Hazard Emitters II
back on sci, for stf...
commander sci: polarize, tbr1, gw1, tyken3
Lt. comm tac: tt1, bo2, crf2 (might go back to apo1)
Lt eng: ep2s, aux to sif
Lt sci: he, tss
phased polaron and polaron weapons, mainly going for drain procs.
edit: I probably will rearrange my sci for more drain, but that is the current setup.
back on sci, for stf...
commander sci: polarize, tbr1, gw1, tyken3
Lt. comm tac: tt1, bo2, crf2 (might go back to apo1)
Lt eng: ep2s, aux to sif
Lt sci: he, tss
phased polaron and polaron weapons, mainly going for drain procs.
edit: I probably will rearrange my sci for more drain, but that is the current setup.
That setup of mine sucked. All the energy drain abilities share cooldown, which sucks. I didn't notice anything except that I died much faster as compared to my unshielded B'rel Retrofit. I hated it.
Now, I run...
Fore: 3x Antiproton DHC, 1x Antiproton DBB
Aft: 2x Antiproton Turret
(Mostly Mk XI Borg mods)
Engineering: EPS, Borg Universal, RCS (because I want more turn, and RCS magnifies our turn more than slow donkey cruisers)
Sci: Graviton, 2x Particle Gen (probably going to switch to more Graviton)
Tac: 3x Antiproton
Right now, it's
Commander Tac: TT1, BO2, CRF2, CSV3
Lt Commander Sci: Polarize, TBR1, GW1
Lt Eng: EPtS1, Aux to SIF2
Lt Sci: HazEmitters1, TSS2
This was adequate, and does more damage than Lolaron energy drain. I should probably put APO3 in there, especially with a few Tac Officers sitting around in my inventory... but I'll mess around a bit more.
Comments
(2) DHC (1) DBB (1) TORP
(2) TURRETS
Load out is a good base to start from.
You could run;
Com: TT1 / THY2 / CRF2 / ApO3
LTC: TT1 / CRF1 / ApO1
LT: EPTS1 / EPTS2
LT: HE1 / HE2
But to be honest I am still a Novice at STFs.
No Antiproton is Iconion, Phasers are a Federation Weapon.
Consider the Plasma-Disruptor Hybrid DHCs they count as Disruptors, you Get 2 Procs and doing the mission at L50 will get them to you at MK11. They look Canon and have a bonus Proc. I beileve they do more damage to shielded targets than other MK11 weapons due to 2 procs.
First L50 does not auto qualify you to join elites. I would like you to go to the Defend the Empire from the Borg and do that without dying on Elite difficulty. When you can do that you are ready to do Elite.
Second, randoms draw from the same pool of people if you que Klingon or Federation as you are not L50 yet your getting people who don't know what to do in your ques and that's dragging the experiance down for you.
You need 15 chips to get the Borg set, this is a good start. Make sure you get the Console from the Mission Assimilated too. You can run the Klingon Honour guard shield (mk10 or mk11) on the 3P Borg set for a great beginner set.
Now to do Elites you need minimum of MK11 weapons and the set combo above. You also need to be able to do Elite Borg Defense. Not doing this will just mean your holding back your team and as much as you hate those AFKers who just turn up for free loot, they will hate you the same way.
BOP build threads are all over the Klingon Forums, Search.
Dual Heavy Cannons shoot slower and hit harder than Dual Cannons. Both do the exact same DPS. Dual Heavies hit Harder for more Burst while Dual hit more often for sustained firepower and more procs. That being said Antiproton lends itself better to DHC as the Proc rate is 100% of crits.
Roach's setup is not bad, but I figure if I'm flying a Tactical BOP I want a Lt.Com Sci so I can have Gravity Well*. If I'm running a Comm and Lt.Com Tac BOFFS I may as well fly a Raptor for increased firepower.
*Gravity Well because if you PUG Infected on Elite some idiot in a Rainbow Oddessy will kill the 1st generator when the others are not at 10%
3 DHC disruptors, 1 Photon
2 turret disruptors
COM TAC: TT1, CRF1, THY3, CRF3
LTCOM SCI: PH1, ST2, GW1
LT SCI: PH1, HE2
LT ENG: EPS1, EPS2
Works pretty well in an STF. However, no matter how good your build, a BOP is squishy in an STF. I built a Vorcha Retrofit as a fat escort for STFs.
2 single cannon, 1 DBB, 1 Quantum fore
4 turrets aft
The native turn rate is decent and easily good enough for an STF. You can use your eng console slots for power relays and resists.
If Cruisers do fine with Beam Boat, why not go total energy platform?
Heresy, sure, but what about something like
1x Dual Beam Bank
2x Dual Cannons
1x Dual Heavy Cannon
1x Turret
1x Beam Array
Commander Tac: Tac Team 1, BO2, BO3, APO3 (or Cannon-type skills instead of Beam Overload)
Then another Tac Boff with Cannon or Beam abilities.
Tac Consoles: 3x energy weapon amplifier of choice
Sure, it will drain your power quickly. You could moderate it with another Dual Heavy Cannon (fire slower), plus the appropriate character skills & EPS console & whatnot.
Right now, I'm running Tetryons. Is it a waste of a proc if I burn down the shields faster? IMO, no, if I can land a Beam Overload 3 on the hull a little quicker.
Cruiser: http://forums.startrekonline.com/showthread.php?t=249906
Escort: http://forums.startrekonline.com/showthread.php?t=255864
Remember, every buildfrom pvp forum excels in pve, including stfs elite.
So, if you decide to use the bop, and you get pretty good in piloting it, try this:
Tt1, crf1, apo1, apo3
Tt1, crf1
Ph1, he2, tach beam 3
Eps1, eps2/rsp1/aux to struc int 1
REMEMBER, you are very squishy with this build, so you need to time your attack very careful. Hit, and when you take damage, run, brace for impact and cloack. This build works using max flow capacitors (increase of tachyon beam drain - I currently use 3 mkxi purple flow cap console plus the max skill. Also, use plasmonic leech console for energy bonus - that's affected by flow capacitors also) and when you get it, use tet glider.
If you are not used to move fast, try this till you perfect your piloting skills:
Tt1, crf1, app1, apo3
Tt1, crf1
Eps1, eps2 aux to struct 2 (that's giving you some hull heal and damage resistance every 15 secs, depending on your aux power)
He1, tss2
For stfs, I really recommend vorcha or bortas(qu), it's much more durable but you may need to use beams rather than cannons. For bop, do t even think on using anything than dhc. I use 4 front and 2 turrets back. No torps at all. But your energy damage is very high and the drain between 4 dhc and 3 is not significant. Try and see what you like. Using crf1 puts your damage a little low than crf2 or crf3, but you get more heal. Use at least 60 power to engines, as any escort must move fast. Qapla batlh je!
P.S. if you want to use dbb, try getting your hands on a bo3 boff. That works fine with stfs. Read the escort thread by Husanak for more tips. I also hope I'll see you in the queues in pvp. That's much better and more fun than stfs, lol. Always remember, you're a Klingon, exploit enemy's weaknesses, have no fear, but have brains, you're in for the win, that's the Klingon honor!
TT1 / ApB1 / BO3 / Crf3
TT1 / Crf1 / THY3
EptS1 / A2D1
EptS1 / A2D1
excellent mobility, excellent Damage output, poor self healing but good buffs for kinetic damage resistance, movement turn and speed improvement, and immunity to repel and disable effects.
Nothing to hate. What you say is true. With death not an issue though and the ability to quickly get back in the mission, I have found the build I listed to be effective in STFs. The double A2D1 does give a certain level of TB resist and Kinetic resist.
twin ApO;
TT1 / CRF2 / APO1 / CRF3
THY1 / BO2 / APO1
EPTS1 / EPTS2
TSS1 / HE2
I think I've settled on my Engineer. I already got the Vor'cha retrofit. I ground for Dil to get the Hegh'ta. I already got the B'rel Retrofit from before, which is set up as a Torpedo Boat.
Since I haven't done STF yet, I'm running Aegis for the defense bonus & emphasis on high speed. None of the other Engine set pieces seem to be Hyper Impulse Engines, but I do recognize the utility of a set bonus as well.
In any case, I've got the Jem'hadar pieces for my Vor'cha beam boat, and I want to pick up the Breen pieces for my B'rel to get the Transphasic boost eventually...
So, Torpedos.
I hate to lose extra DPS from taking off a DHC or DBB from the front for a Torpedo, not to mention swapping out an energy damage console for a kinetic damage console.
Is it really worth the sustained DPS from energy weapons to take burst DPS from a Torpedo?
Also, I kind of don't like Turrets. I see the utility, but it's almost wasteful. Maybe I can afford a rear Torpedo instead.
Consoles if set up for a Leech boat build;
SPACE SKILLS
TACTICAL SYSTEMS
STARSHIP ATTACK PATTERNS 9
STARSHIP WEAPONS TRAINING 9
STARSHIP ENERGY WEAPONS 9
STARSHIP PROJECTILE WEAPONS 9
STARSHIP MANEUVERS 9
STARSHIP TARGETING SYSTEMS 9
STARSHIP STEALTH 0
STARSHIP THREAT CONTROL 0
STARSHIP ENERGY WEAPON SPECIALIZATION 6
STARSHIP PROJECTILE WEAPON SPECIALIZATION 6
ENGINEERING SYSTEMS
DRIVER COIL 0
STARSHIP BATTERIES 3
STARSHIP HULL REPAIR 9
STRUCTURAL INTEGRITY 9
STARSHIP SUBSYSTEM REPAIR 0
STARSHIP WARP CORE EFFICIENCY 7
STARSHIP ELECTRO-PLASMA SYSTEMS 7
STARSHIP IMPULSE THRUSTERS 9
STARSHIP WARP CORE POTENTIAL 6
STARSHIP ENGINE PERFORMANCE 6
STARSHIP HULL PLATING 3
STARSHIP SHIELD PERFORMANCE 6
STARSHIP ARMOR REINFORCEMENTS 0
STARSHIP AUXILIARY PERFORMANCE 3
STARSHIP WEAPON PERFORMANCE 0
SCIENCE SYSTEMS
STARSHIP FLOW CAPACITORS 9
STARSHIP SHIELD EMITTERS 9
STARSHIP POWER INSULATORS 0
STARSHIP SHIELD SYSTEMS 9
STARSHIP GRAVITON GENERATORS 0
STARSHIP PARTICLE GENERATORS 0
STARSHIP INERTIAL DAMPENERS 5
STARSHIP SENSORS 5
STARSHIP COUNTERMEASURES SYSTEMS 0
STARSHIP SUBSPACE DECOMPILER 0
Plasmodic Leech, Neutronium armor Netronium Armor
Borg Console, Shield field Amplifier, Shield Field Amplifier (or swap for a Shield Generator)
Energy Console (x3)
You can of course play around with the Skilling, but do so on Tribble where its cheaper to buy respecs.
You can use a rear turret and torpedo set up if you like. Turrets play a part in increasing your forward firing DPS due to thier 360 degree firing arc.
I'm geared to the point where I can run STFs, I think, but not into STFs yet. So I can't really comment otherwise. I really don't intend to take the Hegh'ta into STFs, anyway... that's why I have my Vor'cha Retrofit.
On my Hegh'ta, it's currently
Fore: 3x Plasma-Disruptor Hybrid DHC, 1x Disruptor DBB
Aft: 1x Disruptor Turret, 1x Photon Torpedo Launcher
Tactical consoles: 3x DIsruptor energy consoles
I really like Beam Overload better than CRF, but I think that's because of the big numbers from BO.
Also you might try Tractor repulsor out, it'll stop them as well, but I didn't it worth the TSS2 I was replacing it with.
Actually after the patch, phasers are best (for the proc). But it kind of looks odd for a kling using them, lol. Tertyons and lolarons are useless now with the resists. So the best are phasers, disruptors and antiprotons, even though many ppl reported antiproton and disruptor not having the results expected (not enough crits for ap and not enough disruptor proc for hull). But there is no proof other than opinions.
I figure if it's okay to use Quantum, Transphasic, and Chroniton torpedos, it's okay if I use Phasers.
Between the weapons & the consoles, all I've got is kind of TRIBBLE, mind you. Some Mk X rares, uncommon & common Mk XIs, an a common Mk XII. It's not the best by far, but I still use them.
If only we had things like the Phased Polarons (too bad it's only a Dual Cannon) or the Plasma-Disruptor Hybrid DHCs with the Phaser damage thingy, then it would be easier to gear up.
Would be nice if we could Kraft such Hybrid weapons.
What's your cannon to beam ratio?
I ended up dropping cannons on my last couple of runs and slotting in duals to compliment the beam arrays.
Fun to watch a BoP with Fire-at-Will. ... Just saying it makes a heck of a disco light-show as she spins so fast.
(BTW ... What is Klingon for "DISCO BALL" ?
I always tend to run (2) cannons (1) DBB on most of my builds.
In a STF the Beam BoP concpet is fine as the NPCs rarely complain of the death spiral tactic.
In PvP I do not run a lot or all beams on my BoP due to the personal preference of how I dislike those escorts whom use all beams and then spiral just out of the turn radius to use them against a foe.
I'm a traditionislt and prefer cannons in PvP.
I did have Phasers on my D7CT Tournament Cruiser.
I think Memory Alpha mentions Phasers on Klingon ships as well.
Dunno if they were ever in a movie or TV show though, so not strictly canon, I suppose.
Tac Captain / STF Setup
Weapons
Front: 4x AP DHC mk XI/XII (Blue) to upgrade to [acc]x2/3 as soon as possible (have accurate captain bonus to get it into criticals)
Rear: 2x AP Turret XI/XII (Blue) (to upgrade to [acc]x2/3 as possible
Sets
Assimilated Deflector Array
Assimilated Subtranswarp Engines
Honor Guard Shield
Devices
Red Matter Capacitor, Subspace Field Modulator
Consoles
Engineering : Neutronium Alloy, Plasma resist armor, EPS console (Don't need RCS due to high man. of ship)
Sci: Universal Assimilated Module, Field Generator mk XI, Plasmonic Leech
Tac: 3x AP Damage Boosting Modules Mk XI
Stations
Option Two Selected
Commander - Tac
Tactical Team 1, Attack Pattern Beta I, Cannon Rapid Fire II, Attack Pattern Omega III
Lt. Commander - Tac
Tactical Team 1, Canon Scatter Volley I, Attack Pattern Omega I
Lt. Eng
Emergency
Power to Shields 1, Aux. Power to Structural Integrity Field I
Lt. - Sci
Transfer Shield Strength 1, Hazard Emitters II
Original Post --> (http://forums.startrekonline.com/showthread.php?t=261560)
commander sci: polarize, tbr1, gw1, tyken3
Lt. comm tac: tt1, bo2, crf2 (might go back to apo1)
Lt eng: ep2s, aux to sif
Lt sci: he, tss
phased polaron and polaron weapons, mainly going for drain procs.
edit: I probably will rearrange my sci for more drain, but that is the current setup.
That setup of mine sucked. All the energy drain abilities share cooldown, which sucks. I didn't notice anything except that I died much faster as compared to my unshielded B'rel Retrofit. I hated it.
Now, I run...
Fore: 3x Antiproton DHC, 1x Antiproton DBB
Aft: 2x Antiproton Turret
(Mostly Mk XI Borg mods)
Engineering: EPS, Borg Universal, RCS (because I want more turn, and RCS magnifies our turn more than slow donkey cruisers)
Sci: Graviton, 2x Particle Gen (probably going to switch to more Graviton)
Tac: 3x Antiproton
Right now, it's
Commander Tac: TT1, BO2, CRF2, CSV3
Lt Commander Sci: Polarize, TBR1, GW1
Lt Eng: EPtS1, Aux to SIF2
Lt Sci: HazEmitters1, TSS2
This was adequate, and does more damage than Lolaron energy drain. I should probably put APO3 in there, especially with a few Tac Officers sitting around in my inventory... but I'll mess around a bit more.